My Fallout New Vegas Gameplay Overhaul, focused on making the New Vegas Mojave Wasteland a much harsher place, where your stats and skills are MUCH more important.
http://www.gamesas.com/topic/1198083-relz-arwens-nv-realism-tweaks-thread-7/
Current Version: 3.5 (November 26, 2012): Requires New Vegas Script Extender (NVSE).
IMPORTANT! PLEASE follow my installation/update instructions carefully If you do not uninstall correctly or reinstall correctly, you could severely mess up your game. Note: My Fatigue and Strain Hud meters will not be displayed unless you follow my HUD Setup instructions exactly.
This mod was balanced for NORMAL Difficulty. If you normally play the game on Hard or Very Hard difficulty, PLEASE set your difficulty back to NORMAL and give my mod a chance before complaining about the balance. Using a Hard or Very Hard difficulty setting will just make the NPCs and Creatures even more difficult to kill (it will take more bullets), and your character will even be easier to kill. My Realism Tweaks already does both, so you will just be multiplying these two things . . . which will likely have negative effects.
Please do no make requests that I remove any skill damage increases, as that is totally contrary to my goal of making Fallout NV a better RPG. One of the main elements of a RPG has always been that the amount of damage you do is ALWAYS determined by your skill level. Remove that, and you pretty much negate any reason to ever advance your skills. The way my mod handles weapon skill is that you gain a weapon damage BONUS as your weapon skills increase. This is just like the way that Perks give you bonuses. Even at 10 Skill, DAM is 9% greater than default. In the default game, any weapon that you use will not do its full DAM until your weapon skill (for that type of weapon) is at 100 (100%). With my Tweaks, a weapon will do its full DAM once your weapon skill reaches 50 (above 50 skill, the DAM will continue to increase, reaching a 1.5X DAM BONUS at 100 skill).
Here are the major changes in v.3.5
Overall/General Changes
- This update includes a number of minor bug fixes, and some script optimizations, but it also includes some major changes to a number of the modules.
- If you are updating from an earlier version, you need to follow my updated install instructions exactly (near the end of my ReadMe).
- My "Realism Tweaks User Guide" Word doc has been updated to version 3.5.
- Fixed a bug in my Time Passes Quest where you sometimes would die when sleeping with One Life installed.
- Removed shades effect, which was mistakenly applied to one of the regular eyeglasses.
- Health points are now better balanced for PC (for both genders) and NPC (fixed a bug that gave NPCs more HPs than I had intended).
- Carrying Capacity was increased a bit, for both genders (this was done to mesh better with Encumbrance module changes).
- Strain stat is no longer applied until the Encumbrance Quest has been completed.
- Re-balanced how fast Strain increases and decreases.
- Reduced the effect that non-crippled, damaged legs have on your running speed.
- Overall, movement is at a slightly faster pace (even when encumbered); you still slow down after Strain hits 70%, but not as much (less feeling that you are running in slow motion).
- FastRun's running speed is now 30% faster, and you can now FastRun until your Strain reaches 70% (was 50%), but Strain also increases even faster now during FastRun.
- I spent days on improving this module and trying to make it as crash-free as possible. But I cannot totally eliminate CTDs, as autosaving (or just loading a save) can even cause the unmodded game to crash. There was only one issue I found while testing: loading a OneLife save during my game sometimes caused a CTD; but the save loaded just fine after relaunching the game. This module is now about as good as I can make it, and should now work better for all users.
- Rewrote all three main scripts. Optimized my Reset and Teleport Quests, and replaced my Revival Quest with two separate scripts: an Alive Quest (revive after Near Death) and a Death Quest (revive after Normal Death).
- The Revival sequence is now quite a bit faster, and most of the messages have been changed and timed to keep the user better informed. And Message Boxes are no longer needed, since I was able to eliminate the need to pause the scripts.
- There are now four OneLife AutoSaves (two rotating sets of pairs): 2 for Death/Autoload, and 2 for Alive/Backup. So, even if your game crashes, you should be able to load one of the OneLife saves, and continue from that point. [Loading a OneLife_Alive save will just restore your game at the last OneLife backup autosave. Loading a OneLife_Death save will continue the game from your last Normal Death, with the normal OneLife death penalties (useful if you experienced a CTD on death).]
- Now if you make a manual save and then reload that save, the next OneLife autosave will now kick in almost immediately.
- If you also have my Med-Tec module installed, your injuries will likely now be a bit more severe when you come to (after all, you did almost die).
- Your equipped weapon is no longer dropped, but is now returned to your inventory. Dropping a weapon often resulted in it being lost, due to the game’s often less-than-solid terrain, and that was harsher than I ever intended. Your equipped weapon is still damaged when you die, but now only receives a 20% damage penalty (was 25%).
- Your equipped body armor now receives 10% damage on each Near Death, to simulate the damage it took when you were injured (it is still looted on Normal Death).
Core Master (Arwen_NV_Core.esm) and the Six Modules (esps):
- The Core Master esm and Realism Core module are mandatory! The other five modules are optional.
- The full details on all my changes are listed in the Realism Tweaks section my http://arwenevecom.ipage.com/FalloutNV/FNV-mods04.htm
- My Realism Tweaks are meant to be used together, so game balancing was done with all my modules loaded (and recommended options enabled).
- Required module.
- [Arwen's Option Menu]: in-game selection of many features and adjustments that enable you to customize how my mod affects your game play. Important! - most optional features are disabled by default, so you have to enable the ones you want.
- You will now level up much slower (adjustable).
- Reduced Carrying Capacity and less HPs for PC (stats are now a much greater factor).
- More immersive and more balanced VATS.
- Smarter AI: combat with NPCs is now much more challenging, and sneaking is now much more realistic.
- Dynamic Stealth: factors in time of day, weather conditions, interior/exterior cell type, player's Sneak skill, and the player's actions.
- Timescale related changes: enables use of a slower Timescale with the game's hardcoe mode, with the Needs increasing at much more realistic rates. Implant Regen (used by Implant Regen Perk) is now based on Game Time, instead of on Real Time.
- Menu Time (adjustable): the game clock no longer stops while in menus.
- Dynamic Timescale (disabled by default, but highly recommended): When enabled, your Timescale will be 50% slower when in an interior cell, flagged as being in combat, or when your health is less than 30%.
- The Wasteland is now a much less forgiving place. Your character is now weaker and much more vulnerable, and the NPCs are stronger and healthier.
- Pain has greater effect on player, and swimming or wading in radioactive water is now 10 times more deadly.
- No PipBoy Access During Combat feature (optional): No more combat timeouts to change into better armor, repair weapons, or take a lunch/beverage break. [The default Hotkeys (1-8) will no longer work during combat, but you can still cycle through your hotkey items with C/X keys, or by user defined Hotkeys.]
- Weapon damage is much greater and Localized Damage changes were made to all the default body types.
- Modified localized body damage make strategic hits more effective (such as crippling shots, and head shots now do a LOT more damage).
- All weapons rebalanced: underpowered weapons were improved and overpowered weapons were reduced in DAM/sec. Skill and weight requirements were increased for many weapons. Energy weapons received a major overhaul (and DT reductions were added to the ammo). Melee Weapons generally had their DAM reduced (but a few were increased).
- Increased Weapon Skill DAM multiplier (a Bonus multiplier, not a penalty reduction). Weapon skill requirement penalties were increased (more gun sway when using a weapon that is beyond your skill level).
- Condition of a ranged weapon now has a bit more effect on how much damage it does, and damaged weapons will not fire as fast, and have a greater chance of jamming after reloading. Automatic Weapons now take a bit longer to cool down.
- Removed the zoomed-in view when aiming most non-scoped pistols (and a couple of the rifles), but scopes added with mod kits will still zoom correctly.
- Crippled Weapon Penalties (adjustable): When an arm is crippled some types of weapons will no longer be usable and VATS will be disabled.
- Balances armor/clothing values, weight (weighs 50% less when worn), damage resistance, and "enchanted" effects. Helmet AR now equals 25% of total armor AR.
- More realistic explosions, projectiles, grenade physics, and death force effects.
- Burns continue to damage HP after the flames stop, and now include new Agility penalties.
- Poisons do more HP damage, over a longer duration, and now include new Agility penalties.
- Perception Based Accuracy (optional): disables Auto-Aim, with accuracy now based on player's Perception and Guns skill.
- Unique Weapon Effects (optional): Gunshot knock downs, Whack and Blast knockouts (based on Armor AR).
- Fatigue HUD, displays fatigue as a percentage (how fatigued you are). When you reach 100% fatigue, you pass out.
- Dynamic VisualFX (optional): adds visual feedback/penalties when Agility or Perception are damaged.
- Optional VisionFX (optional): adds a bit of immersion when wearing default sunglasses and reading glasses. Plus eye wear can now be used in combination with most default helmets and hats.
- Improvements were made to NPC's armor and weapons across all levels.
- More Caps for Merchants - all merchants now have twice as many caps (Wasteland currency).
- Optional module that expands the difficulty and challenge of the Realism Core module.
- Your character's stats will now have a much greater impact on your game play.
- Initial Skill Points: you will now have 5 less points to distribute in your SPECIALs, and will begin your game with about half as many skill points, and your skill points should increase roughly half as fast.
- Hard-Core Quest: When beginning a new game, or when loading a saved game in which you are still at level 1, your number of you SPECIAL points will be reduced to 35, plus you will have to select your tagged skills and traits again.
- Skill Books are not "consumed," but are now replaced with a Read version. You now gain just 2 points from each Skill book that you read (3 points with the Educated Perk).
- Skill Magazines only give +5 skill points for 90 seconds (180 seconds with Retention Perk, and +10 skill points with Comprehension Perk) and each now weighs 1 pound.
- Can now select a Perk at each level up. All 88 Regular Perks, a couple of Challenger Perks, and half the Companion Perks were modified. I also added a few of my own unique perks (especially for lower-skilled characters), since perk requirements were generally increased.
- Adds Gender bonuses/penalties, including gender-based weapon skill requirements.
- You receive a bit more HP than what you had with just my Realism Core module (males: +10HP, females: +25HP); but the NPCs and Creatures also gain more (since their HPs scale with the player).
- Greatly reduced carrying capacity [for 1 to 10 STR: 45 to 135 pounds for females, and 50 to 185 pounds for males].
- Decreased spawned loot, with the amount of loot now based on your Luck stat (each point of Luck increases the spawn rates by 3%).
- Dynamic Respawn Rates for zones: now range from 24 to 108 hours, based on Timescale setting (default game respawn rate is 72). A 4 Timescale = 36 hour rate (every 1.5 days) and a 12 Timescale = 108 hour rate (every 4.5 days).
- Bartering Overhaul: Globally reduced the value of all items (this in on top of the Realism Core's reduced values for many of the weapons and armor). But merchants will charge LOT more for items, and you'll get a LOT less for what you trade with them (based on your Bartering skill).
- Repair Overhaul: items used for repairs will now improve the weapon or armor a bit less, your repair limit is now gender-based (male bonus). Merchant repair costs were significantly reduced, and are based on your Barter skill. This should make paying for repairs a more viable option.
- Optional module (balanced to be used with my Hard-Core module, but can be used with just my Realism Core).
- You now suffer from Strain (similar to fatigue), which increases when walking with more than 100% encumbrance, and whenever you are running (at any encumbrance). Strain is based on game time, so Strain increases faster with faster Timescales.
- The more encumbered you are, the shorter distance you will be able to travel, and the more you will hurt yourself if you collapse.
- With an encumbrance of less than 50%, you will be able to run for roughly 46 GAME MINUTES before your Strain reaches 100%, but at 99% encumbrance, you'll only be able to run for about 15 game minutes.
- When walking with 110% encumbrance, you will last about 16 game minutes before you need to rest, but with 150% encumbrance, you will need to rest every 4.5 game minutes.
- Strain increases faster when you are injured. And jumping and melee attacks (swinging a melee weapon) will both increase Strain.
- If your Strain exceeds 100% you will collapse, injure yourself, and your unholstered weapon will return to your inventory.
- Using Jet or Ultra Jet will immediately clear your Strain (resetting it to 0), which can be a lifesaver during combat.
- HUD Strain display: Will only be displayed if you follow my Strain HUD Setup instructions exactly. To move the Strain Display, hold down the grab key for 2 seconds, and then use the arrow keys to move it. Your Strain percentage will turn red when your Strain reaches 70%, and at 85% Strain the text will start flashing, warning that you are near your limit.
- When your Strain is over 50%, your character will start breathing hard; at 75% Strain your character will breath harder. (Integrated with Fatigue breathing SoundFX.)
- Your current Health is factored into your Strain increase rate (25% slower at 100% Health; 50% faster at 25% Health).
- Strain decreases when you rest (when you stop running, or when you stop walking with over 100% encumbrance), and while you are in menus (50% slower). How fast your Strain decreases depends on how encumbered you are. Plus your Strain will decrease 33% faster when you are sitting or crouching (non-moving sneak mode).
- During combat your Strain will only be reduced when you are not moving. And will not be reduced during combat when in menu mode.
- Dynamic movement speeds: the more you are encumbered, the slower you move. You also gain a running speed bonus when your encumbrance is low, as long as your health is fairly good. As Strain increases above 70%, your running speed will progressively begin to slow down (since you are getting tired), but the speed will that your Strain increases will also slow down (since you are exerting yourself less).
- FastRun: when your Strain is less than 70%, holding down the Activate key while running gives a 50% speed increase, but your Strain will increase 5 times as fast. You will not be able to FastRun if either leg is crippled. If your weapon is out, it will be holstered.
- Dynamic Jump: based on your Agility and Encumbrance. You will not be able to jump when your AGL is really low, when you are over-encumbered, or when a leg is crippled.
- My Encumbrance notes are also added to your inventory, for easy reference.
- This optional module is a complete Needs/Injuries Mod (balanced specifically to be used with my Full Realism Tweaks).
- Designed to work with and to enhance the default hardcoe needs (but should still work if the hardcoe mode is not enabled).
- Med-Tec Quest begins about 20 game minutes after leaving Doc's (or after being initialized in a saved game). The Quest will only run when you are in an exterior cell, and not in combat.
- Once the Med-Tec Quest is completed, your initial Needs (Water, Food, and Sleep) will be calculated, based on how much game time has passed since 6 am. If many hours have passed, you will likely receive a message that you are dehydrated (which is why you were given a 16 ounce Bottle of Purified Water, if you did not already have one in your inventory).
- Your initial Wound Level and Blood Lost are based on your character’s current HP percentage (how much your HP is damaged).
- Med-Tec Scanner tracks 26 stats and expands self-treatment; Quick Scan Hotkey [M] monitors your most vital stats during game play; automatic scan whenever you are injured.
- No Fast Travel when very tired (20 hours without sleep), thirsty (14 ounces water needed), or hungry (15 food units needed), or Health is less than 40%.
- Adds Wounds, Burns, Blood Loss, Trauma, and Infections (and their treatment). Injuries are based directly on degree of injury, type of weapon, and Armor Level.
- Moderate injuries slowly heal, based on your Endurance. Severe injuries require medical treatment, where self-treatments are based on your Medicine skill.
- Your Health slowly Regenerates, but Regeneration stops whenever your Wound Level is above 2, or when you are Very Thirsty (Water Need 24), or Famished (Food Need 20), or Exhausted (Sleep Need 12).
- Wounds increase in severity up to Level 10; Moderate Wounds begin at Level 2 (when your health regen stops); Severe Wounds begin at Level 5 (where you suffer from loss of blood). Wounds higher than Level 4 will slowly become infected. Once an infection reaches Level 6, it damages your health, and the only cure requires an injection of Antibiotics.
- Bleeding is treated using your Med-Tec to apply bandages, or target a Stimpak injection to speed up clotting. A leather belt can be used to temporarily reduce blood flow. Bleeding stops once your Wound Level drops below 5.
- Bandages can be applied during combat (from inventory or if added to a hotkey slot); but only for bleeding wounds (not for burns, which can still only be treated during the Full Scan). Bandage application is animated, which disables player movement for several seconds (so make sure you are in a safe place).
- Blood Level is tracked in units of Blood Lost: if your Blood Lost reaches 8, your health will deteriorate. Blood slowly regenerates on its own, but you may need a Blood Transfusion to recover after excessive blood loss.
- Burns increase in severity up to Level 12, with Severe Burns beginning at Level 8 (Third-Degree Burns).
- Trauma injuries (bruising and tissue damage) increase in severity up to Level 10, with Severe Trauma beginning at Level 7 (Torso Trauma).
- Damaged limbs slowly heal, but only if the limb is not crippled (a Medical Brace is then require to heal). Braces can be used multiple times if your medical skills are high enough.
- Doctor's Bags require 25 Medicine, only non-crippled limbs are treated, and Head and Torso injuries will be healed 20% (even if crippled). The Doctor's Bag is no longer consumed, but is replaced with an Empty Doctor's Bag (used to craft a new Doctor Bag).
- Doctors no longer fully heal moderate or severe injuries. What you get for your caps is treatment, not instant health restoration (you will often leave splinted and bandaged). And your personal infirmary can now only be used to treat your injuries.
- Bandages, Tourniquets, and Splints all have penalties while they are equipped, and are automatically removed when they are no longer needed.
- Stimpak Animation Effect (with Hotkey): You can still give yourself an injection during combat, but this now happens in real time, while you will be incapacitated for a few seconds. Each injection also damages your Fatigue, messes up your vision, and reduces your Strength.
- Morphine and Antibiotic injections also use the injection animation (but no hotkeys). Morphine injections also include a visual penalty and damage Intelligence.
- Most other chems were also rebalanced, and Med-Tec supplies for doctors and some general merchants are restocked daily (time varies, based on your Luck stat).
- Note: The default needs have been deactivated, but the default display (in the Pip-Boy Stats menu) will still function and will be kept in sync with my Med-Tec Needs. The default Needs messages (for Dehydration, Starvation, and Sleep Deprivation) will still appear, but are now based on my Med-Tec Needs.
- Water Need is now Dynamic: basic requirement is 40 ounces/day, but increases 50% while outdoors in the heat of the day, and decreases 50% while sleeping.
- With the exception of Purified Bottled Water, beverages no longer have any Healing effect, contain Rads and will damage your health a bit.
- urified Bottled Water restores some Health, but only when you have less than 50 HP (the lower your HP, the more it heals), and only if your Water Need is greater than 0 [when your Water Need &--#60; 8 oz, amount of healing is proportional to your Water Need].
- Empty water bottles can be refilled. Only Pure and Good water bottles can be filled at Purified water sources(either yields a bottle of Good water). Only Good and Dirty water bottles can be filled at Unpurified water sources(either yields a bottle of Dirty water). Only empty Dirty Water bottles can be filled at Average water sources (yields a bottle of Dirty water). You can also drink directly from these water sources. You can still drink from surface water, but cannot fill your water bottles from it.
- Liquor now dehydrates you, but also restores your Fatigue.
- Nuka Colas (and other stimulants) use my Jolt effect to reduce your Sleep Need, but your Need jumps back up when my Jolt effect wears off.
- Food Need is Dynamic: your personal Food Need is based on your Permanent Strength and Endurance. An average PC (5STR,5END) requires 24 Food Units every 24 game hours (1 unit/hour).
- 10 Food Levels, from Food+1 through Food+10. Uncooked food is now higher in Rads, but Fresh Fruit and Vegetables will now reduce your Rads.
- Food no longer has any healing effect and most contains Rads.
- Eating fresh fruit and vegetables will reduce your Rad Damage, and some types of Red Meat will reduce your Blood Loss.
- Cooking is more necessary: meat taken from dead animals is now Raw Meat (high in bacteria and RADS). Raw Meat and some of the packaged food will be less nourishing unless it is cooked. Includes new recipes for all this raw meat and for the packaged food.
- You can only butcher an animal (access their inventory) if you equip one of the following specific knives: Knife, Combat Knife, or Chance's Knife (unique Combat Knife).
- Dead animals will now only have usable meat for 6 game hours after they are killed.
- Raw Meat Limit: You can only remove meat from animals if you have less than 4 chunks of raw meat in your inventory; plus you only have room to carry 4 chunks of raw meat (you will drop any additional raw meat).
- A Cooking Kit is required for most of the campfire recipes; and a Mess Kit makes eating meals much more sanitary (lower in bacteria). Both Kits can be purchased from most merchants, or crafted if you have the skill.
- New basic "Pan Fried" recipes do not require the full Cook Kit; but you must have both a Metal Cooking Pan and a large, sharp knife in your inventory for these new recipes to be visible.
- Eating causes your Digestion Level to increase (will slowly decrease when you are not eating).
- Eating when you are not hungry makes you sick, gaining no benefit from the food.
- When your RADS are 100 or higher, your Radiation Level (displayed in Med-Tec Scan) will increase while you are digesting food, and will slowly decrease once your Digestive Level returns to 0, or whenever your RADS drop below 100. You get Radiation Sickness when your Radiation Level reaches 5, and you no longer gain any benefit from eating or drinking (you will just get sick). Radiation Sickness lasts until your Radiation Level drops back down below 5.
- Most food and water contains Bacteria, which causes Food Poisoning if your Bacteria Level gets too high. Cooking your food and having a Mess Kit will greatly reduce the amount of Bacteria.
- Sleep Need: You require 1 hour of Sleep for every 2 hours that you are awake. When your Sleep Need is 0, you won't need to sleep for 16 hours before you become Sleepy; after 20 hours you'll be Very Tired; after 24 hours you'll be Exhausted; after 32 hours you'll be Delirious. A one-hour nap will no longer fully healed you. You now heal while you are sleeping at a slower rate as when you are awake (and with the same restrictions). You cannot sleep when you have excessive bleeding; you cannot take a nap until your Sleep Need is greater than 1 hour; and the longest you can sleep is the amount of your Sleep Need (rounded up).
- Tanning Hides now requires a large, sharp knife (a combat-type knife). You have to have one equipped for the tanning recipes to be visible.
- [Med-Tec Options menu]: Prepare to uninstall; Change the Med-Tec Scan hotkey; change the Stimpak Injection hotkey.
- This is an optional module, it was balanced to be used with my Full Realism Tweaks. Does not require my Med-Tec module, but was coded to work with my Med-Tec Injuries and Needs.
- You no longer die; instead you now pass out and are left for dead. When you finally do come to again, you discover that you have been looted. This is my own unique concept, where your character's "death" becomes a major penalty, instead of just an inconvenient reload.
- There are now two different ways that will result in your "death":
- 1.) Normal Death happens when your HPs are reduced to zero faster than my Near Death can save you. This should result in an automatic reload of my OneLife_Death save, along with my added penalties for "dying."
- 2.) Near Death kicks in just before your HPs bottom out. You immediately pass out and are revived, usually without an automatic reload (the penalties are mostly identical to Normal Death).
- Your character is generally revived at your last Revival Point, which is updated about every 6 real minutes or when you move between interior and exterior cells. Your Stats are saved in a special One Life scripted save, about every 3 real minutes (when you are not in combat and your health is greater than 20%). Both are also updated shortly after loading a saved game.
- You are looted of 90% of your caps, 50% of your Stimpaks, and 50% of your equipped weapon's ammo. Your Weapon is missing, but it was not looted (it was returned to your inventory, and has been damaged a bit). Your equipped body armor receives 10% damage on each Near Death, to simulate the damage it took when you were injured (it is looted on Normal Death, but you can buy it back from the merchant who ended up with it).
- It is now later, because you were unconscious for 1.8 to 6 game hours (based mostly on your character's Endurance, but with Strength also factored in).
- If my Med-Tec module is also active, Wounds and other Med-Tec injuries are adjusted, so that player should generally not die while unconscious. But you will be in pretty bad shape when you revive.
- Important! Auto-Saves need to be disabled when this module is active, and please do not use Quick-Saves or Quick-Loads (or any mod that alters the default saves or adds automatic saves). This module relies on my scripted saves, and if the most recent save is not a OneLife save, the module will not function correctly.
- There are four OneLife AutoSaves (two rotating sets of pairs): 2 for Death/Autoload, and 2 for Alive/Backup. So, even if your game crashes, you should be able to load one of the OneLife saves, and continue from that point. [Loading a OneLife_Alive save will just restore your game at the last OneLife backup autosave. Loading a OneLife_Death save will continue the game from your last Normal Death, with the normal OneLife death penalties (useful if you experienced a CTD on death).]
- You can still save your game while you play, and should always do so before you quit the game. If you make a manual save and then reload that save, the next OneLife autosave will kick in almost immediately.
- Loading a OneLife_Alive save will restore your game at the last OneLife backup autosave. Do NOT load the OneLife_Death saves, as doing so will initiate a death-reload (as if your character died), with all the penalties of dying. [If, however, the game crashed after your character died, or during the OneLife restoration sequence, loading the most recent OneLife save will generally restore your "dead" character correctly.]
- Warning: this module may increase crashes at death for some users, but your game is usually saved just before this happens [see above]. Sometimes loading a OneLife save during your game will cause a CTD; but the save will usually load just fine after you relaunch the game. I've done my best to optimize my scripts, and I've added code that minimizes demand during save and reload as much as possible. But if this module seems to make your game less stable, just stop using it (uncheck the esp in FOMM).
- Totally optional, independent module
- I really didn't like the default over-the-shoulder camera, because of how far off center it was.
- My version is MUCH tighter (closer to center), resulting in a true over-the-shoulder view, making it easier to aim when in 3rd person.
- The Kill Camera mode (if you have this enabled) happens less often and is now a second shorter in length, making it much less distracting during combat.
- The Chase Camera's maximum distance is 3 times further away, so that you can now view you entire character. Plus you can now zoom out 3 times further when you're in vanity mode.
- Installing/uninstalling (and Updating) procedures (which MUST be followed, or you run the risk of messing up your character's stats, and your Fatigue and Strain HUDs will not be displayed).
- Load Order
- Compatibility/Incompatibility with other mods (includes special instructions on using with other mods, like Project Nevada).
- Bethesda and Obsidian for making Fallout New Vegas and releasing the GECK, so that we can mod the game.
- The New Vegas Script Extender Team for making NVSE
- 'DarN', for making the "DarNified UI F3" mod
- 'Imp of the Perverse', for his "HUD Counter Template" modder's resource, and for personally helping me add my Strain stat to DarN's UI.
- 'Schlangster' (from Project Nevada), for his help and determination in working with me to make our mods compatible.
- All the users who have given me such great feedback, and have helped chase down all those pesky bugs.