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Recommendation for slower leveling and a tougher game

General mod discussion and requests.
Bloodfang
Posts: 7
Joined: Wed Aug 05, 2015 4:26 am

What about mods that make

Post by Bloodfang » Mon Aug 10, 2015 3:46 pm

What about mods that make creatures and ennemies stronger instead of being afraid to level up and get too strong?


I mean if the game is easy after high level, then it's not the player but the creatures that are too weak. Does any mod improve enemies? (not necessarily making them damage sponges)



Trm8r
Posts: 142
Joined: Sat Sep 22, 2012 12:49 pm

I've never used PN, is that

Post by Trm8r » Mon Aug 10, 2015 9:09 pm

I've never used PN, is that Nroject Nevada? If you've always used it why not try something else? Arwens mod makes the game more difficult by mostly nerfing the player. With fewer Special points and only 8-10 skill points/level it makes a new level feel important, and to me more RPGish. A member, sorry but I can't remember who, made a patch "arwen_nv-ttw.rar".



Lyndi
Posts: 555
Joined: Tue Jul 07, 2015 8:32 pm

Trm8r wrote:

Post by Lyndi » Mon Aug 10, 2015 10:09 pm

[quote=Trm8r]


 


I've never used PN, is that Nroject Nevada? If you've always used it why not try something else? Arwens mod makes the game more difficult by mostly nerfing the player. With fewer Special points and only 8-10 skill points/level it makes a new level feel important, and to me more RPGish. A member, sorry but I can't remember who, made a patch "arwen_nv-ttw.rar".


[/quote]


A lot of people use Project Nevada because you can alter almost everything with it. You mention skill points per level, Project Nevada Rebalance lets you lower that too. You can alter experience multipliers, HP multipliers for the PC and the NPC's, carryweight multipliers, how often you acquire perks, how fast needs are drained in Hardcore mode, how fast vendors and mobs respawn, how many action points you have, what kind of deal with vendors will give you when you try and sell your junk, loot rarity, stealth detection, movement speed, enable / disable fast travel, etc.


Project Nevada lets you alter most of the things that other difficulty mods change in MCM and you can adjust them however you like.


Produces the programming equivalent of coffee stains.

Arkngt
Posts: 382
Joined: Fri Jun 26, 2015 7:52 pm

I'm not much for nerfing the

Post by Arkngt » Mon Aug 10, 2015 11:55 pm

I'm not much for nerfing the character and not for "realistic" features so you break your legs when jumping down 2 meters etc. I'm combat oriented rather than RPG oriented. My main niggle with PNs configurability (is that a word?)  is that it feels a bit random, so I think I'll just use the FWE preset and tweak down experience gain somewhat.


»You're no match for science!« Doctor Mobius

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RoyBatty
Gary
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I'm not a fan of the fall

Post by RoyBatty » Tue Aug 11, 2015 12:42 am

I'm not a fan of the fall height thing either. But almost all of the features are from FWE, you just didn't have any way to adjust most of them and were stuck with whatever they decided.


 


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Arkngt
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Yes, I adjusted that and I

Post by Arkngt » Tue Aug 11, 2015 10:03 pm

Yes, I adjusted that and I appreciate that you can configure stuff. I just mean that it feels a bit random to edit the damage etc yourself. That's why I like certain overhauls, such as FWE and OOO - as I think they have nailed the balance (as much as you can in Bethesda games).


»You're no match for science!« Doctor Mobius

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RoyBatty
Gary
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I hear ya totally. I'm glad

Post by RoyBatty » Wed Aug 12, 2015 2:03 am

I hear ya totally. I'm glad that it's adjustable for me, because as stated elsewhere everyone's idea of balance is different. I am going to make RWED more adjustable via MCM, so people can change how the player is affected compared to enemies. However I'm going to make it without sliding scales, and have it be preset based instead.


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Question
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In regards to the loot

Post by Question » Wed Aug 12, 2015 5:46 am

In regards to the loot modifiers, how does that affect NPCs? One problem ive found is that it is just too easy to make tons of money without even trying, since all you need to do is go out, kill some guys, take their guns, and VOILA, thousands of caps without even trying.



Arkngt
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Well, they must have guns,

Post by Arkngt » Wed Aug 12, 2015 11:31 am

Well, they must have guns, otherwise it would be a cakewalk to kill them in the case of enemies - and pretty stupid to stroll around in the Wasteland in the case of other NPC's. So I don't think that issue should be addressed via loot changes, but rather by lowering the values of weapons if so.


Anyway, I've settled for many settings and additions above, but changed Very Hard to Hard as the former setting was crazy frustrating IMO. Seems rather nicely balanced now at real low levels - it's unforgiving but you can get by if playing it smart. Thanks for the tips!


»You're no match for science!« Doctor Mobius

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RoyBatty
Gary
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With PN EO, you go to the

Post by RoyBatty » Wed Aug 12, 2015 2:10 pm

With PN EO, you go to the trading menu and select "harsh traders". Voila, no making millions.


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