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I thought about making a publicly-released mod

General mod discussion and requests.
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eezstreet
Posts: 32
Joined: Wed Feb 18, 2015 8:31 am

I thought about making a publicly-released mod

Post by eezstreet » Wed Feb 25, 2015 9:27 pm

Would require: WotNM and probably Project Nevada, also TTW difficult journey. I'd like to make a balancing mod that incorporates some features of FOOK without having complex dependency issues, and also ensuring compatibility with Imp's more complex needs.


So here are some changes which I've thought up:




  • Your skills are returned to what they would be if you were level 1 when you take the train- with your SPECIAL remaining intact. So, all of your skills would be recalculated. However, your skills-per-level ratio is increased, so you never actually lose any skill points in the long run by going to New Vegas, regardless of your level.


  • Bloody Mess is converted into a trait, same as it was in FO1.


  • Tag! perk is unavailable until you take the train to New Vegas. In Doc Mitchell's house, the vigor tester routine is removed, and the Rorshach test is brought back (free changing of tag skills and traits). You also get two additional trait selections.


  • Doc Mitchell will give you a free haircut in addition to the plastic surgery you get at the beginning of the game, much like FO:NV.


  • The following perks are removed: Educated, Daddy's Girl/Daddy's Boy, Lessons Learned, Swift Learner, Here and Now, Thief, Gun Nut and Bloody Mess (explained above)


  • Perks were generally inconsistent with their requirements (some were using GetActorValue while others were using GetPermanentActorValue). These have all been set to Permanent values.


  • Strong Back bonus cut in half.


  • More 40mm grenade ammo types (Plasma, Pulse, Bottlecap)


  • Fixed WMX's Modern Weapons' Automatic Shotgun not being able to use some GRA ammo like Dragon's Breath.


  • Weapons from Weapons of the New Millenia have been integrated into leveled lists properly. The weapons have been integrated into vendor stocks, enemy weapons lists, etc.


  • The Energy Weapons boost from Cyborg has been removed.


  • Junk Rounds has received a huge buff. The current recipe (1 scrap metal and 5 tin cans for ONE bullet..) has


  • Quantum Chemist has been re-added.


  • No Weakness perk can no longer be taken if you don't have any SPECIALs below 5.


  • The following perks have had their level requirements raised: Almost Perfect -> 50, Explorer -> 50, Finesse -> 20, Quick Draw -> 22, Devil's Highway -> 40, Escalator to Heaven -> 40, Karmic Rebalance -> 40, No Weakness -> 30, Piercing Strike -> 28


  • The Ripper (and its unique variants) is no longer a holdout weapon.


  • The sawed-off shotgun is now considered an Improved Holdout Weapon, not a regular holdout weapon.


  • All Energy Weapon ammo weight has been cut in half.


  • You can now create Powder Charges and Fire Bombs.


  • Damage from various enemies has been reduced, but number of stimpacks ingame is VASTLY reduced.


  • Karma changes:

    Feral Ghouls now have Neutral karma.

    The Omertas now have Neutral karma.

    Raiders now have Neutral karma.

    Enclave soldiers now have Neutral karma.

    BoS soldiers now have Neutral karma.

    The King and his followers now have Good karma.

    Gomorrah prostitutes now have Good karma.

    Westside citizens have Good karma.


  • New perks:

    Baggage: Adds 20 pounds of extra carrying weight to your followers.

    Bulletstorm: Each rank (2 total) increases Bullet Time (project Nevada) duration by 25%.

    Dynamite Defuser: You've gained the ability to defuse thrown dynamite.

    Enclave Tech: After an Eyebot has been destroyed, you can put them back together and they will follow you. They do NOT function like followers however.

    Friendly Traveler: Increases Reputation gains by 10%, and decreases Reputation drops by 10%.

    Modern Warfare: Increases damage done with modern weapons, such as the Uzi, AK-47 and M4A1 by 25%. You can NOT take this after taking Old School Warfare.

    Mutate!: Allows you to re-pick your traits.

    Old School Warfare: Increases reload speed with crossbows by 50%. You can NOT take this after taking Modern Warfare.

    Pro Swimmer: You made Vault 101's swim team! Your swimming speed is increased by 25%.

    Repent!: Converts all your negative Karma into positive Karma (or vice versa). Karma gains from the OPPOSITE end are increased by 25%. So for instance, you go from Bad to Good, and all Bad karma is increased by 25%. Cannot be taken after level 40.

    Safe Blaster: Turns locked containers into menus with options (Pick Lock, Open using dynamite, Open using frag mine). Cannot be used on ammo crates.

    Salvage: Crossbow bolts shot at enemies can be recovered.

    Sucker Punch: Getting a Sneak Attack Critical using your fists causes +200 fatigue damage.

    Texas Holdout: All of your holdout weapons gain +5 AP per kill and 50% switching speed while in The Tops, The Lucky 38, Gomorrah, Vicky and Vance, or the Ultra-Luxe casinos. On the second rank of this perk, your holdout weapons gain this bonus outside of casinos.


These are just some ideas. Not all have been implemented yet. I'd like something more difficult, but not stupidly high damage spikes.



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

there's a schematic to allow

Post by Puppettron » Wed Feb 25, 2015 11:43 pm

there's a schematic to allow making powder charges in the ncrcf.


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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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

One question, you said

Post by Risewild » Thu Feb 26, 2015 1:08 am

One question, you said "Quantum Chemist has been re-added." but the TTW's Nuka Chemist perk already allows one to craft Nuka-Cola Quantums, have you reverted the Nuka Chemist perk from TTW back to it's original FNV version (only craft Nuka-Cola Victory, Nuka-Cola Quartz and Ice Cold Nuka-Cola)?


 


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eezstreet
Posts: 32
Joined: Wed Feb 18, 2015 8:31 am

No, I believe there is a perk

Post by eezstreet » Thu Feb 26, 2015 6:26 am

No, I believe there is a perk from Broken Steel called Quantum Chemist which automatically converted 10 Nuka Colas into 1 Nuka Cola Quantum. TTW didn't enable this perk (it is not marked as "Playable") so I went ahead and did so.



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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

Yeah TTW disabled that perk,

Post by Risewild » Thu Feb 26, 2015 7:12 am

Yeah TTW disabled that perk, because it adds the option to craft Nuka-Cola Quantums using the perk "Nuka Chemist" from FNV.


This was made for balance and flavor purposes:



Puppettron mentioned that there is a Powder charge schematic in the NCR Correctional Facility, so the game already allows to craft that explosive.


ANd good luck with your project laugh hope to see it released soon yes.



 

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TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

So I'm confused. Are you

Post by TJ » Thu Feb 26, 2015 2:18 pm

So I'm confused. Are you making a publicly released mod, or not?


 


My project Dash is on Kickstarter!



eezstreet
Posts: 32
Joined: Wed Feb 18, 2015 8:31 am

I have changed my mind, a lot

Post by eezstreet » Sat Feb 28, 2015 3:16 am

I have changed my mind, a lot of the features I have made are really simple and/or implemented in other mods. Also I included a lot of other mods as a merge patch and it has gotten a bit messy. :(



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