The ability to mod games like and is one of the biggest advantages toward longevity when compared to other, less modifiable RPGs. Fallout: New Vegas - Bethesda’s most recent post-apocalyptic RPG - is not an exception to this. With a multitude of mods available on, it’s certainly not difficult to find oneself with 60+ mods adding anything from high-resolution textures to overhauls for major factions to new weapons.
Today, we’re going to be showing how to completely overhaul Fallout: New Vegas into a harsh, unforgiving, immersive wasteland by using a compilation of graphics mods, content / quest mods, mechanics overhaul, and more. Welcome to 'Fallout: New Vegas - 2014.' Michael Kerns first found us when GN's Editor-in-Chief was tirelessly answering questions on reddit pertaining to a new product launch, likely after the Editor had stayed up all night writing the news post.
Michael offered a tired Editor reprieve, taking over the role of questions-answerer-extraordinaire when it was most needed. These days, Michael can be found pulling his mechanical keyboard collection apart and building Frankenstein's Monster-like monsters of keyboards. Michael wrote the vast majority of our mechanical and is an expert in keyboards.
After browsing through SD.net and noting how much more powerful Star Wars weaponry and how much tougher Star Wars armor is compared to modern day counterparts, I decided to change the damage of the weapons and damage threshold of the armor in this mod. The logic was that dumping the weapons and armor of the Empire into the Fallout universe would be a complete game changer. Even a small contingent of soldiers with Stormtrooper armor and E-11s would alter the course of battles, especially given the size of armies in the Fallout universe. There were 100 NCR fatalities at the First Battle of Hoover Dam and, IIRC, it was considered huge.Lightsabers were granted 500-750 damage, depending on color, which is, admittedly rather arbitrary. I gave the DC-15s blaster pistol 150 damage and Han Solo's DL-44 300 damage, the same value I assigned per shot to the DC-15a for a mod in Fallout 3. An A-280, categorized by the mod as a sniper rifle, also inflicted 150 damage.
The DLT-19, categorized in this mod as a heavy sniper rifle, was assigned 300 damage.The DLT-20 was categorized as a repeater and was assigned 45 damage per shot, with a fire rate of 12 rounds per second for 540 damage per second. The DXR-6 Disruptor rifle was turned into another repeater in this mod, with 75 damage per shot with a fire rate of 5 rounds per second for 375 damage per second. I am considering turning this back into, as Wookieepedia describes disruptors, a weapon that 'can vaporize a being instantly.' (Incidentally, yes, Star Wars weapons can vaporize people. Take that, Trekkies who say otherwise.) The E-11 was assigned 150 damage per shot, since I considered it a submachine gun equivalent and would inflict roughly pistol round damage.Stormtrooper armor was given a total of 135 damage threshold, which is how much damage must be inflicted to punch through the armor.To put things in context, the 5.56 Marksman Carbine, basically an M4, does 24 damage per shot.
The.308 rifle, This Machine, an M1 Garand, does 55 per shot. The.50 Anti-materiel Rifle, a PGM Hecate II, does 110 damage per shot. Frag mines do 100 in explosive damage. A Bottlecap Mine does 200 in explosive damage.
Fallout New Vegas Accuracy Model
Remnants Power Armor, which has the highest damage threshold in the game, has a total DT of 36. T-51b Power Armor of the Brotherhood of Steel has a total DT of 31.How accurate would you say my figures are? A few notes PanzersharkcatLightsabers, what no bonus to limb removal?Second of while Stormtrooper armor is quite impressive, it's by no means a suit of platemail. There are plenty of joints (The black areas) which are only lightly if not at all armored where it's quite possible to shove a spear into someone there. If possible in Fo3 why not reflect this by keeping the 135 damage threshold for chest and head but with much less armor for limbs (If you can set armor values independent of the general armor rating) or you could cheat and attach the double damage vs limbs property which some of the Fo3 weapons have and if I remember should double damage to limbs when the armor is wore.Third, within the game context those damage numbers are like giving the player god weapons, IE if they one-shot everything then there's no reason to use anything else. As much of a SW fanboy as I am, I think you may be going at the whole thing sideways.
If you want to add, for instance, the E-11, then sure, it's nice to see roughly the same effects as those we see in the film when you hit your target. What would be really nice, though? To have the right sound, the right kickback, and the right sense of punch that would make the player immediately go 'hey, that's what a real fucking blaster carbine should feel like.' This goes double for lightsabers. The specific way they flicker and hum is instantly recognizable, even if the recognition is subconscious in nature. And it depends on how you get to wield them. If they're just reskinned chainsaws, they're going to suck no matter how pretty they look.There are a lot of things that developers have historically just plain forgotten to implement that would be trivially easy to get right.
Stun setting, for instance? Even the otherwise quite nice Jedi Outcast overlooked that option. I just noticed the lightsabers do have a limb damage multiplier. And yes, I has turned them into God weapons, especially when given to Boone. At this point, I've stopped caring since this is something like my twelfth playthrough of New Vegas. I don't even bother attacking the Legate myself, anymore.
I just use Enclave Commander to call a Vertibird in to nuke him and repeat if I don't kill him the first time around. It's going to be a major game breaker, even with lowered damage output. Thanks for the suggestions.
Going to lower DT, as well. Trying to add weakness to joints right now.@ Eleas: The blasters don't exactly have the appropriate sound in this one. Though now that I think about it, I may be able to transfer sound files from the Star Wars weapons mod for 3 to the one for New Vegas.
The lightsabers act like machetes, in terms of how they are swung. Panzersharkcat wrote:@ Eleas: The blasters don't exactly have the appropriate sound in this one. Though now that I think about it, I may be able to transfer sound files from the Star Wars weapons mod for 3 to the one for New Vegas. The lightsabers act like machetes, in terms of how they are swung.You may actually be able to recreate the sound effects from first principles, or at least spruce up existing sounds by mixing. I believe there are a few articles around that detail A New Hope and how they first proceeded to create the sounds. For some reason I find blasters in the OT seem to have a much more visceral bang to them.But the thing is, I'm talking about the package. How it moves, how it kicks in the character's hand, how it feels to aim with it.
That sum total is what you need to evoke an instant Star Wars recognition.As for lightsabers, you'll by necessity be constrained by the limitations of the engine. I suppose the question is how far can you go within its limits. A scientist once gave a public lecture on astronomy. He described how the Earth orbits around the sun and how the sun, in turn, orbits around the centre of a vast collection of stars called our galaxy.At the end of the lecture, a little old lady at the back of the room got up and said: 'What you have told us is rubbish. The world is really a flat plate supported on the back of a giant tortoise.The scientist gave a superior smile before replying, 'What is the tortoise standing on?' 'You're very clever, young man, very clever,' said the old lady. 'But it's turtles all the way down.'
Bounty Hunting is a messy job. But there's always wanderers willing to do anything for some spare caps.As the title suggests, I've got one question for my Mojave-exploring readers: Are you ready to go bounty hunting?I ask because Someguy2000's is the first of several planned installments that add bounty quests to track down 'the most malevolent and vile assortment of outlaws in the Mojave Wasteland' in the same style that the vanilla Three Card Bounty quest did.A little more about New Vegas Bounties I straight from the author:At its core, New Vegas Bounties is an action mod; extreme violence and profanity are ubiquitous. In lieu of mind-boggling puzzles or 'go collect x or y resource'-type quests, you will be confronted with dangerous opponents who are designed to frustrate and kill you. You will be harried, ambushed, outnumbered, and outgunned. This is the path of a bounty hunter - take it or leave it.It includes 436 lines of fully-voiced dialogue (as of version 1.2). I will continue to polish the lip-syncing in future updates, as it is a time-consuming process (and I've gained new respect for voiced mods!).Overall, it feels like something Fallout: New Vegas should have had from the start.
It's also great being able to make the scum of the wasteland pay for their misdeeds and put a little jingle jangle in your pocket. With, you had better grab a radiation suit and a pair of shades for the sunrise.Nevada Skies adds 60 unique weather effects that cycle, new landscape textures and light conditions, rain and snow storms with thunder and lighting, sand and, my personal favorite, RADstorms, and an overall improvement to the New Vegas landscape.For an example of what I'm talking about the general improvements to the Mojave landscape, here's a screenshot of the weather during a certain quest.That being said, there's also times when fog or sandstorms will move in.
The mod lowers NPC accuracy (which can be turned off in the menu system if you'd like) to adjust for this. This mechanic makes it a lot more fun to wander the Mojave or storm a Legion encampment during a heavy sandstorm. And I've just gone through a rebalancing, you could say! No longer will you hear Johnny Guitar followed by Johnny Guitar followed by another quick playing of Johnny Guitar after installing the!To make a long story short, there is a rumor that the reason there are 48 songs in the Fallout3/data/sounds/songs/radionv/ folder and yet only 8 or so play is due to a scripting error. Whatever the real reason behind Johnny Guitar being Mr. Vegas's one and only song, the aforementioned RNV Rebalancing mod was made to add some variety to the radio.Straight from the author's mod page:This is my first mod and relatively simple - it adjusts how often the headliner/special RNV songs get played and it also puts 6 songs in between each news brief. Details below:-Unmodded RNV will either do a generic intro or a special intro for one of its headliner songs (e.g.
'Sometimes your spurs go jingle jangle' - Jingle Jangle is coming up).-With this mod, the special intros will not play until 9 'generic' songs have played. This allows the less known songs to get some more air time.-On top of that, there are 6 songs between each news brief (instead of the default 3) and there will be no repeats in the mix.All in all, it should be more music, more varied music and less repeated vocals.So cheers, and until next time Wasteland Listeners, enjoy a change of music! Okay folks, Mr. Vegas here filling in for Mr. Vegas who usually fills in for Mr.
Let's talk about something we're all anxiously waiting for: Fallout: New Vegas mods. While there's no comprehensive difficulty changer as of yet, there are a number of graphical and game-enhancing mods available right now. That's right, not even one week's passed since the release of Fallout: New Vegas and there are already 537 files hosted over at the. So let's get down to the nitty-gritty and talk about what mods you should be playing Fallout: New Vegas with right now!Oh, and by the way, don't have Fallout: New Vegas yet?
Then you're definitely missing out, particularly if you loved or even just liked Fallout 3. You can grab a copy (cheaper than most places, to boot), or on the. Keep in mind that only the PC and PS3 versions can have mods installed while 360 owners will get exclusive DLC later on.So without any further ado, onward to our feature presentation! (And this time in descending order!)1. Right now, even if you ignore every other item on this list, you have to get this one. It fixes a ton of the performance issues most people have been having with Fallout: New Vegas.Now, I'm not going to lie, I don't really know how this works.
But with that being said, I will testify that it does work. Test it out for yourself, see if it works or not. I know that I gained 16+ FPS when I used it (keep in mind this was on Ultra with a rig built for gaming) and that's why I say there's more to gain than to lose in this case!2. This changes the default UI so that it looks better on resolutions set at 1024x768 and above.
It scales up the fonts, makes the trader barter UIs a ton more friendly, and adds a bunch of other stuff. If you're like me, this is a definite must, especially if you don't feel like scrolling through all the items listed in Misc and Aid on your Pipboy 8 at a time.3. This is what I consider the 'Fellout' for Fallout: New Vegas. I don't know why it is that green seems to be all the rage in Bethesda's Fallouts, but maybe that's just because I don't care for it too much. Fallout new vegas songs list. Either way, thsi is worth playing with, even if it's to add a bit of color (or in this case, take away) to the environment.4. Vegas sometimes sounds like a broken record about the traders not being seen in Nipton and I know you're probably sick and tired of hearing Johnny Guitar, Johnny. So what can you do about it?
Add a new radio station that fits the atmosphere of New Vegas!' What's it add?'
You might ask. Well, let's take a look:2 hours, 20 minutes of Music across 55 tracks22 minutes of PSAs & Civil DefenseCustom station host dialogue.In other words, it gives some much-needed relief from the six songs that seem to be present in Fallout: New Vegas' radio stations by default so that Johnny won't be playing that guitar again and again. While it's not a must-have yet considering there's barely any content for it, you know ti will be soon. This is a port of FOOK for Fallout 3 to Fallout: New Vegas, by the same team, so you know it'll be good.6. This isn't a must-have, but if you're like me and wish the binoculars had a bit of zoom, then you need this mod. (To be frank, I threw mine away after I got my first sniper rifle considering they both have the same default zoom.)Now you can spot those Gecko's from much farther away as it should be!
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