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Kenraalis TTW Rebalance Extraordinaire

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Kenraali
Posts: 9
Joined: Thu May 02, 2019 11:05 pm

Kenraalis TTW Rebalance Extraordinaire

Post by Kenraali » Fri Apr 17, 2020 8:06 pm

Yay, another mod released.

Like the title says, this mod (re)balances the TTW experience.

Requirements:

All DLCs. As per the following requirement:
Tale of Two Wastelands. Preferably version 3.2.2 as it is that version I made the mod for.

Compability:

Incompatible with mods that edit the same records. These include but are not limited to:
* JSawyer Ultimate Edition by PushTheWinButton (and Joshua Sawyer, naturally)
* Immersive Pickup Sounds by TheKetzku

Also "incompatible" with any mods that add new items to the game. These include but are not limited to:
* TTW A World Of Pain for FO3 by djmystro and RoyBatterian

I recommend all of these mods, by the way.

However, for mods that edit only records are easily patched. However, I am not going to make a patch for every little mod.
You - the person reading this - have permission to make patches for this mod and others. Just credit me and the other mod you make the patch for.
I heartily recommend learning basic modding in FNVEdit to make a merged patch for your own setup of mods. I'm sure there are guides readily available everywhere on how to do that. And there's always the TTW Discord server.

This mod should be mergeable, to help with the load order limit if needed.

Changes (most of them):

All changes are made in Hardcore mode in mind.
  • Super Mutant DT lowered from 15 to 10.
  • Giant Radscorpion DT lowered from 18 to 10.
  • Sentry Bot DT increased from 18 to 25.
  • Mr Gutsy DT in NV is reduced to 15 from 25. The DC Gutsies have 15. For some goddamn reason.
  • Food and drink replenish a lot less health. As for not eliminating healing completely - hit points are not "meat" points. If you had some water, your will to keep living is kept up. That said, all dirty/contaminated items dont restore health unless you have the Sanitizer, and even that will be miniscule.
  • Radiation damage from items that deal rad damage increased. Varies from doubled to quadrupled.
  • FOD, SLP and H2O replenishment from items adjusted. Especially Nuka Cola and other "refreshments". It would be a bad idea to chug 10 bottles of NC to keep off "thirst". Now, NCs main benefit is to keep yourself awake if you need to. Or to get caps.
  • Food, drink and chem values adjusted. Irradiated items are nearly worthless, while clean items are more valuable. To make a caravan lunch make more sense, I added a bottle of purified water to the recipe.
  • Aid items are less effective overall. Mostly how fast they work, but some have their magnitude adjusted. Visiting a doctor should have more incentive, and stimpaks/rad chems are better used when no doctor is available.
  • Drinking water in the wasteland or from sinks and...toilets has 8 times the radiation.
  • You take 2½ times the radiation from random sources. (modifies fRadiationAccumulationRate. Seems to change how fast you get rads from having your toes dipped in water but not the random barrels around. Weird.)
  • Mississippi Quantum Pie, Thin Red Paste, Blood Sausage now sate hunger.
  • Rushing Water only now works if you're using a melee or unarmed weapon.
  • Adjusted ammo effects.
    Hollow-point rounds deal less damage now (from 1.75x to 1.5x), making the switch to regular or AP ammo much earlier when the enemy DT goes higher. Same for JHP, 1.65x to 1.45x. Still better than Match or regular ammo for unarmoured targets.
  • Nerfed Match round damage increase from 1.1. They are still used for accuracy and as replacement for standard ammunition, but for certain targets AP ammo is much more favourable to use now.
  • Buffed slug spread reduction, from 0.35 to 0.2.
  • Nerfed most damage perks. Accuracy perks are untouched.
  • Lessons Learned now works above level 50, if you have a mod that increases the maximum level. It is capped at +50% though.
  • Educated gives one additional skill point per level, instead of two.
  • Instead of 50% less damage if unskilled (0 skill), you deal 20% less damage if unskilled, compared to skill 100. Your accuracy is still the same when unskilled, where the biggest difference should be.
  • Melee and Unarmed weapon reaches has been adjusted. No more a baseball bat has barely more reach than your bare hands.A certain exception is the Ballistic Fist. It has the standard range of 1, with most unarmed weapons having from 0.5 to 0.6. After all, it has a bloody shotgun attached to the glove. Thus, it remains unchanged.
  • Most collection quests give less XP and caps.
    • Walter now gives 3 caps and 2 xp per scrap, from 10 caps and 5 xp. Karma reward for donations went from 10 to 5. Base value of scrap metal is 1 cap.
    • Yearling now gives 10 caps and 5 xp per Pre-War book, from 100 caps and 10 xp. Base value of pre-war books are 1 (5 for the rare blue variant).
    • Tristan now gives 10 caps and 5 XP per blood sample, from 50 caps and 10 xp.
    • Rothchild now gives 50 caps and 5 xp per camera, from 100 caps and 25 xp. Base value of a camera is 5. It is still more than the sensor modules due to dialogue saying "what he really needs is old cameras".
    • Rothchild now gives 40 caps and 5 xp per sensor module, from 75 caps and 25 xp. Base value of a sensor module is 30.
    • Midea/Sandra now give 10 caps and 5 XP per teddy bear, from 30 caps and 10 xp.
    • Reilly now gives 10 caps per location.
    • Jameson now gives 20 caps and 10 caps per holotag, from 100 caps and 25 xp.
Changes from other mods

These are changes made in other mods that I recommend using alongside with this mod.
  • Stewie's Tweaks
    • 25% reduction on all XP with iReduceXP = 1 and fXPMultiplier = 0.750000.
    • bOverencumberedTweak = 1 for allowing you to use AP to run while overencumbered.
    • bNoGrabOwnedItems = 1. For obvious reasons. Cant just rob the Silver Rush or any other store that has items on display by dragging the items to a dark corner then  stealing it.
    • Under [Skill Points], go for iSkillPointBase = 0 and fPointsPerInt = 1. Intelligence now matters helluva lot more, and so does finding skill books.
      
    • And so many other goddamn tweaks. All with no .esp too. Seriously, go get it. The ones I specifically mentioned are my personal favourites.
  • BLEED by RoyBatterian. Makes the game a lot more harder overall.
  • Unfound Loot by Eddoursul. Makes loot more scarce.
  • Economy Overhaul by PushTheWinButton. Makes the economy make more sense.
  • Exaggerated Economy Overhaul by exagerratedhonesty. Because I was too lazy to adjust the gear value myself.
  • Threshold by darthbdaman. Makes DT more important.
  • Universal Headwear DT Boost by VariableEagle. Along with the JIP tweak mentioned in that mods page, makes helmets more important, and people in power armour are now more susceptible to headshots.
  • Any mod that adds a global damage multiplier. I suggest 1.5x to 2x.
Closing notes and other stuff

If you notice any bugs or discrepancies in my work, please notify me here.
A special "Thank You" to the TTW team for their amazing work.

Download: https://www.nexusmods.com/newvegas/mods/68691
Last edited by Kenraali on Tue Apr 21, 2020 12:05 pm, edited 2 times in total.
Just a dude that enjoy vidya gaems.

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RoyBatty
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Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Re: Kenraalis TTW Rebalance Extraordinaire

Post by RoyBatty » Sat Apr 18, 2020 9:25 pm

DC stuff has different DT because they have considerably more health than in NV. 25DT on sentry bots is going to make them near invincible, you should reconsider that.
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jlf65
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Joined: Wed Aug 10, 2016 9:10 pm

Re: Kenraalis TTW Rebalance Extraordinaire

Post by jlf65 » Sun Apr 19, 2020 12:39 pm

The biggest problem I have with robots is how wimpy the protectrons are. There are a number of places where you can activate a protectron and have them fight for you, like Super Duper Mart or certain Metro stations. However, these protectrons will then be instantly destroyed by ridiculously low level mole rats and raiders. You're lucky if they even take out a single raider/mole rat. I always thought that protectrons need their DT and/or health raised. Leave their damage alone, just make them tougher. I generally tend to do this in my exploding robots mod.

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