"JSawyer" + other mods

Post » Fri Feb 14, 2014 2:13 am

Hello,

I have gotten a lot better at working with mods, have at least a basic understanding of using FNVedit/merged patches, etc. from help in this group.

I have a question that I can't quite figure out with my skills at this point, however.

I am trying a playthrough with JSawyer mod for the first time. The only other heavily base-game mod I have in right now is Project Nevada, and only the CORE at this time - I really just wanted the grenade buttons, Stealth boy toggle and sprint ability that all come with PN: Core.

Resources I've read said those two will play nice.

Well, I'm still finding the game rather easier than prior playthroughs, where the first thing I do is drop XP down to 33% with Project Nevada Rebalance (I drop it down to 25% after achieving level 6 as the first 3 perks balance that out for me.)

Here's my question: I know a major part of JSawyer is dropping XP on quests/kills...but it seems, I'd like it even lower. I can't determine the mechanism by which JSawyer does that, however. Is it a flat "percentage" like how PN does so, or did Sawyer actually go through and change the base XP values of quests/MOBs?

You see why I'm asking: If I were to either enable PN:Rebalance, or (more likely, to avoid a million other conflicts) grab a more simplistic mod that simply cuts XP by a flat percentage.....if JSawyer also applies a flat percentage modifier, then I'd assume only one would "win", but if JSawyer actually changed all the base values per quest/MOB, then it would seem to me another mod that then applied a flat percentage modifier would simply modify those down as they were awarded.

Does anyone know, or suggest where I could look to find more info? (I have the GECK installed but honestly it mostly still baffles me at this point.)

Or if someone could tell me, maybe there is a super simple way to use the GECK or another resource to simply accomplish dropping the post-Jsawyer mod XP's another 50% or so....?

Thanks in advance for reading this rather wordy question!

JD

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Robyn Howlett
 
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Post » Thu Feb 13, 2014 11:56 pm

These values are not additive, but replacements. If the mod with the higher experience points per action is loaded last, then that is the mod that takes precedence. As you have surmised. I doubt the Sawyer mod went through and changed each and every quest/action that rewards experience.

I also find that using a mod like PN for just two or three parts is not as good as just getting the two or three mods that give you what you want.

Another thing you can do is take the trait that gives you skills but lowers your exp twice in the tutorial. This is where you choose the trait at Doc Mitchells, then choose it again when you leave Goodsprings, it should cut your exp by 20%. You can use the console to drop your skills if you want. You can also drop your Intelligence down to like 3, so you get less skill points per level, and there are mods that make the Perks happen every 3 or 4 levels instead of each one or other one.

However, remember, that these games are made so that challenges apply to low/mid level characters, not upper level characters. Upper level characters are god like. By itself, this game will not satisfy the shooter crowd (as it's an RPG really) and it won't satisfy the MMO crowd (because the game is not going to level up with you). So, you have to change the environment and not the character. Get mods that increase spawns and add more enemies to the game.

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Sweets Sweets
 
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