What Do You Want in an Overhaul?

Post » Fri Sep 24, 2010 7:13 pm

Maybe its easier to ask what people dont want in an overhaul?

What I dont want:

  • Vanilla items renamed to "classic" or real world counterparts.
  • Backpedal speed reductions, or reductions in speed while jumping
  • Ammo/caps weight
  • Ammo/Cap reduction
  • Custom sounds for vanilla weapons.
  • Anything "hardcoe" Sorry but having to open my pipboy every 30 seconds to eat a sandwich or drink water is not FUN.
  • Extreme Inventory limitations (6 weapons, 50lbs etc)
  • CS:S Style damage aka realistic damage. I like shooting bullets, lots of bullets.


Generally if a mod does any of those and I cant disable them I avoid it like a plague.


What I am looking for in an overhaul:

  • More unique weapons that are balanced for the vanilla game.
  • Larger selection of cloth and light armors instead of re-textures of existing. Maybe some perks that make light armor or cloth worth it compared to power armor
  • Increased spawns (MMM!) I miss not knowing if there was going to be 0 or 15 raiders waiting around the corner or if I would walk into 2 factions at war. I miss running low on ammo and trying to evade groups of enemies as I desperately attempted to find a safe place to attempt a defense, or fast travel to a merchant.
  • Additional unique skins for existing enemies.
  • My dynamic damage system based more on ammo. For example many RL guns are able to be rechambered for a larger or smaller caliber. Like a 9mm SMG rechambered for 5mm would have a larger ammo capacity and fire rate capability but less range, damage and stopping power. Where a 12.7mm would be the opposite suiting 2 different playstyles and sitations.
  • New quests and areas to explore. Anything that converts empty buildings into something useful.
  • New factions. Maybe semi scripted events where the new factions raid select areas when you exit a building in town, like the hitmen from FO3.
  • Craft system overhaul. Currently I find myself stocked up with millions of consumables for crafting and the current menu for it is mind numbing.
  • Fallout 3 weapons. I miss the Chinese assault rifle




All of the current overhauls all seem to focus on making the game tedious. I personally want more reasons to go out and explore the waste lands, I like collecting things for my home and killing things not fast travelling home every 10 mins or constantly having to open my pipboy to eat something. In FO3 I would explore places just to hunt for ammo and things to sell so that I could buy more ammo and go out and kill more things. It was a cycle that worked beautifully. Sure I always had about 10,000 .32 rounds that were useless as hell but I often found myself being able to easily burn thru 1000 5.56mm rounds and dont get me started on how fast 10mm ammo went lol.


Your taste are similar to mine, I also like collecting things for my home and I agree with much of your suggestions, of course as this mod is meant to be customizable it should be no issue. Great for all.
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Mylizards Dot com
 
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Post » Fri Sep 24, 2010 7:49 pm

Well, I'm getting very frustrated with the differences between my intended timelines and reality -- like I said the other day, a perk path and a half took me *all* day! (don't know how, I get in some weird einstein-rosen zone :P)

My intention is to watch this poll closely and release a new version once a week based on wants and changes. There's a catch that most people play heavy on the weekends, so I want new releases out on Friday, but the weekend's also when I can code heavily :P

So next patch should be monday, and my intended goals for 0.02a are:
(a) fix bugs, missing esp/folders, etc (that I've been informed of
(B) add two new perk paths, filling out SPECIAL (then I'm off to work on a path for each skill!)
© add an AI remake (will require a lot of playtesting, but I've tweaked a lot about how different enemies think and act!)
(d) add two enemy rebalances -- a compatible and an incompatible one (the latter being enemy by enemy, hand changed; the former being formula changes, etc.)
(e) add the missing weapon rebalances and fix the missing parts of the skill=acc ones
(f) add three-ish more armor rebalances

Next version, I'll try to add some hardcoe mode changers, FOOK compatibility, and FOMOD installation and reinstallation options with a wizard for making choices (ingame customization is a ways off, I'm afraid, but will be in before I switch the name to beta ;) )
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Claire Jackson
 
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Post » Sat Sep 25, 2010 6:13 am

I like alot of your goals. Im not so much looking for cheat style options tho. In FO3 my main overhaul was MMM, all of the mods that I looked for specifically fixed anything that I believed to be boring. I tried a few ammo mods but all of them seemed to make ammo too abundant negating my reasons to explore. Then I discovered a mod that set all ammo boxes to respawn and increased only the ammo found in ammo boxes by 50-100% and when combined with zone respawning this made for some very interesting ammo raids.

I like the idea of perk paths. If you combined that with something like http://www.newvegasnexus.com/downloads/file.php?id=35043 things could get very interesting. How hard would it be to convert the Morrowind way of raising skills to FO:NV? Having the weapon based skills increase as you use them rather than skill distribution would be pretty interesting. You could use something like the traits at the start of the game to determine starting proficiencies with weapons and if it was possible you could cap the amount of skill points per level that could be put into the attack based skills. Its pretty bad that you can hit 100 small guns skill within a couple levels currently.


I wasnt aware that XFO was modular, now I regret not trying it out in FO3 :(


Because XFO is modular, it doesn't matter to someone who wants a tougher wasteland that it has cheater mods, or vice versa. In fact, it's still primarily a balance and "toughening" mod, so, for example, each item class has five rarity levels in the current release of XFO: Hard (*very* little -- like 5% of vanilla), medium (more like 25% of reg), mild (about 50%), Vanilla, and "easier" (which is about 33% to 50% more than vanilla) -- so it's still mostly toughening stuff. I just figure, the more options, the merrier ;)

The next set of perk paths *will* be skill based. Also, I've been thinking of making skills raise TES-style, optionally levels coming that way, and further optionally advances in SPECIAL stats similarly. Yes, I could do that, and I'll put it on my "neat ideas" list, which, by necessities of time constraints, usually come later, but usually do come :)
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Quick Draw III
 
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Post » Sat Sep 25, 2010 7:01 am

I generally like toughening mods, sometimes to toughen the vanilla game, sometimes to compensate for other mods that would make things easier, or vice-versa.

For example, I install a mod that allows the use of more companions at once. I then compensate for the added firepower by installing a mod that makes combat more deadly and another one that increases enemy spawns. Now I compensate for all that extra experience by using a level slowing mod and search futilely for a mod that turns off experience for companion kills (hint, hint).

Sometimes I use a cheat mod simply because I want to cheat a little, though. One of the mods I always used in my Fallout 3 game was XFOs DnD stat plug-in that I continued to use long after otherwise switching from XFO to FWE.
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Jeff Tingler
 
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Post » Sat Sep 25, 2010 4:02 am

search futilely for a mod that turns off experience for companion kills (hint, hint).

This. I want it too, It's driving me insane.
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Robert Jackson
 
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Post » Sat Sep 25, 2010 11:19 am

I didnt look to see if anyone said this already but what about more deadly explosives? Instead of losing half health and breaking a couple limbs I think a high chance of dying with a small chance of having all your limbs broken and losing most health would be much more fun, maybe you could implement this?
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James Smart
 
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Post » Sat Sep 25, 2010 1:21 am

I don't want to be a party crasher, but I don't really want another overhaul. I would rather have a different type of mod. Like a quest mod, or mod simply adds new places. (like CevSteel's DC Interiors) There are already too many overhaul mods out there... (MMM, FWE, Arwens Realism Tweak, etc)
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Kat Stewart
 
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Post » Sat Sep 25, 2010 4:39 am

I don't want to be a party crasher, but I don't really want another overhaul. I would rather have a different type of mod. Like a quest mod, or mod simply adds new places. (like CevSteel's DC Interiors) There are already too many overhaul mods out there... (MMM, FWE, Arwens Realism Tweak, etc)

But those overhauls force stuff on you, this does not, in fact I assume you could install the mod and set everything to vanilla except for one thing, if that all you want changed. If done correctly it will be much better than any other overhaul mod, like FWE was for FO3.
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Tom Flanagan
 
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Post » Sat Sep 25, 2010 10:31 am

I would love a compatibility patch for hardercore. That mod looks AWESOME! I'm also pushing myself on how much difficulty I can handle in fallout. I would also like blood packs to have some sort of function, and for all of the SPECIAL stats to SERIOUSLY (sorry for caps, just emphasizing) affect the game, because right now I just max out agility for faster reloading, and sneak/guns skills. Maybe penalties for having standard or lower SPECIAL stats. I've never really had a moment in the game where I thought, "Oh, gosh, I should've upped that SPECIAL stat more".
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jess hughes
 
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Post » Fri Sep 24, 2010 11:24 pm

I would love a compatibility patch for hardercore. That mod looks AWESOME! I'm also pushing myself on how much difficulty I can handle in fallout. I would also like blood packs to have some sort of function, and for all of the SPECIAL stats to SERIOUSLY (sorry for caps, just emphasizing) affect the game, because right now I just max out agility for faster reloading, and sneak/guns skills. Maybe penalties for having standard or lower SPECIAL stats. I've never really had a moment in the game where I thought, "Oh, gosh, I should've upped that SPECIAL stat more".


The SPECIAL & Stats changes esp (http://xfo-nv.com/#Group5) addresses that to some extent, though I admit it was much steeper in XFO for FO3...

I'll make a personal note to make a harsher/steeper SPECIAL/stat fix. It would be easy enough to do. I'll also look at hardercore -- I saw it mentioned elsewhere. Compatibility for FOOK will come when I upgrade to NVSE with beta. Awhile :P
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Thema
 
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Post » Sat Sep 25, 2010 10:36 am

Version 2 is (FINALLY...) out!

Added to the OP:


** NEW! ** Enemy AI Revamp! Full re-imagining of enemy behavior, cooperation, and tactics!

** NEW! ** Scale NPC Health and Aim!

** NEW! ** Add Healing tactics to NPCs; watch them heal in cover and wait to come out; attack in waves; suppress and flank; flee and regroup; hide and snipe; bob and weave; much more!

** NEW! ** Accuracy revamp; More Damage formula options!

** NEW! ** Perk path: The Beloved: Manipulate factions - make them forgive you, love you, fear you!

** NEW! ** Scale "bleedthrough:" the percentage of damage that automatically gets through DT (including removing bleedthrough altogether).

** NEW! ** Bug fixes, formula changes, and more!


Main forum posting is here: http://www.gamesas.com/index.php?/topic/1147473-relz-xfo-nv-the-overhaul-for-new-vegas/
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Claire Vaux
 
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