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General mod discussion and requests.
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freakydoo
Posts: 232
Joined: Sun Nov 24, 2013 1:33 am

less stuff

Post by freakydoo » Thu Dec 05, 2013 7:38 pm

normally id do this on nexus of new vegas forum but since i will never play fallout without ttw it makes the most sence to ask here. is there a mod or can one be made that make stuff (ammo, caps, food, etc) increasingly more difficult to find as you level up. real life reason is to keep things challenging at higher levels. in game excuse/reason the more time that goes by means more chances for looters, scavengers, and others to grab up that stuff making it more and more rare. it would also give reason to perks like fortune finder and shells for shelly.


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CourierSix
Posts: 181
Joined: Sun Nov 17, 2013 5:07 pm

Well, PN makes adjusts loot

Post by CourierSix » Thu Dec 05, 2013 9:38 pm

Well, PN makes adjusts loot lists, and you can adjust it yourself. The problem is, there's a jarring difference between what's in containers and what's placed in world. The biggest deposits of ammunition I've found have been placed in world (24 round mags of 5.56mm look weird when you only find 4 in an ammunition box). 


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freakydoo
Posts: 232
Joined: Sun Nov 24, 2013 1:33 am

i have a 10%, 20%, 40%, 70%

Post by freakydoo » Fri Dec 06, 2013 12:32 am

i have a 10%, 20%, 40%, 70% ration for everything within PN atm. 10% at the very rare and 70% very common. i was just thinking that the ease of battles and fighting at high level could be offset a bit by things becoming increasingly harder to find as your level inreases. it also makes sence that as time passes more stuff gets looted make things less available to the pc


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CourierSix
Posts: 181
Joined: Sun Nov 17, 2013 5:07 pm

Well, you can change loot

Post by CourierSix » Fri Dec 06, 2013 3:22 pm

Well, you can change loot lists, but presuming someone went to the effort of changing all pre-placed (as in, not inside a container) loot in-game, I'm not even sure it's possible to change according to player level. Plus, it kind of does get harder - they don't respawn, so as long as you update your loot lists in PN when you get further, those ammo pockets disappear. The problem is it gets easier to make money later in the game, and the only way to change that would be to not allow players to pick up the guns and armor of the enemies they kill - or perhaps change their carry weight. The latter can be done with PN, and no one wants the first one. Either way, it'd be a very difficult thing to fix - the game is supposed to get easier, that's the way the developers designed it. TTW does a pretty good job of dragging that out IMO, but eventually we've got to accept the game was only meant to be played for a certain amount of time.


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freakydoo
Posts: 232
Joined: Sun Nov 24, 2013 1:33 am

well it was a thought. thank

Post by freakydoo » Fri Dec 06, 2013 6:10 pm

well it was a thought. thank you for explaining that to me.


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Thatchor
Posts: 389
Joined: Tue Oct 15, 2013 10:31 pm

Just something to throw out

Post by Thatchor » Sun Dec 08, 2013 9:37 pm

Just something to throw out there. PN does have the option to reduce spawn rates on items to anything you essentially want and you can make everything more expensive to by also. CourierSix is correct about the carry weight balancing too. If you can only carry 100 pounds of equipment, that's very little loot you can carry with you, which helps add to the challenge. Sure you can go back and forth (even more difficult/annoying if you disable fast travel), but many players wouldn't bother unless they're really hurting for caps.


As a side note, Project Nevada Extra Options has an option called Unfound Loot which works like FO3's FWE's unfound loot system. Essentially, any item placed in the world that isn't a quest item has a chance of not appearing based on luck.


Personally I find the best option is to:




  • Use unfound loot


  • Decrease carry weight significantly


  • Decrease item spawns significantly (especially ammo)


  • Make stuff extremely expensive


 



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Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

and really, on the point of

Post by Puppettron » Sun Dec 22, 2013 4:04 am

and really, on the point of "things get looted as time goes on", the games are really kinda scheduled to be like a month in the lives of the awesomenest and fastest-improving person on the planet.  a month isn't a whole lotta time to scav the crap out of the world.


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

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