J.E. Sawyer releases his own Fallout: New Vegas mod

WorstUsernameEver said:
"Too little too late" usually doesn't have the implications you are now trying to attribute it Mr. Fish. I'm just assuming you didn't do that on purpose, so now your opinion is clearer, but the reactions to your post are perfectly understandable.
"Too little too late" I'm not even sure why I wrote it.
I suppose in the back of my head I was treating the mod like it was a patch¤ when I wrote that statement, which confuses me even more as for the rest of the post I treated it like a mod.

I'm trying to think of a reason as to why I wrote that statement, if it comes back to me later on I can expand on it then to clarify what I meant, but as of right now I'm pretty sure it was the ¤.

But yeah I found a great purpose for the mod. If any of my friends start playing New Vegas and ask for a gameplay tweaking mod I can suggest his mod for them so they don't have to scroll through tons of Nexus links. :)




On a completely unrelated note but which I don't want to create a completely separate thread for: Any chance that the post-window can be increased in a forum patch anywhere down the line? It's kinda hard to navigate the post if I write a really long one.
 
wow this is really cool, I'm looking forward to making this mod and Hardcore my default. Only finished the game with one ending so this will be great!
 
I don't intend to play FNV again (or anything built around that horrendous engine) but this is really cool none the less.
 
It's really cool that he released his mod, (reminds me of the Baldur's Gate II mod Gaider made).

Wether people will download/praise it just because it's made by Sawyer and not a random modder guy or if it's really special to other mods - only time will tell.
 
Mr Fish said:
On a completely unrelated note but which I don't want to create a completely separate thread for: Any chance that the post-window can be increased in a forum patch anywhere down the line? It's kinda hard to navigate the post if I write a really long one.

Probably best if you ask to Korindabar (since he's the one doing the nit & grit of the website work) or at least on the website sub-forum, but from what Brother None told me right now fixes like that aren't high on the priority list. But again, I'm hardly the most indicated to talk about this.
 
Mr Fish said:
Well it's really nice of Sawyer to release his own mod to tweak the game but it's kinda too little too late.
Game's been out for a year now, a lot of mods have been created, and most likely the PC players already have their games modded to suit the gameplay they want.

I don't know man, there's good things on his mod. I give you credit because all of his modifications already exist in a number of mods, but is nice to have all of this in one place.
For example, I play with PN, but I only use the rebalance module with some changes in only some settings. I don't even install the other modules, because they suck in my opinion.

And is nice to see what is the view of the dev for the game he created, most of the time they need to change it for market purposes, so I think the intention is valid.

EDIT: He changed a lot of things in the mod, most of the armors and weapons were rebalanced concerning damage, DR, DT and so on. I trust more the dev than 90% of the mods regarding this issues, because they overpower the player too much: your weapons do a lot of damage, enemies weapons are setting to default.

EDIT 2: Look at this "Gold Bar value dropped from 10547 to 3500 as an economy-preserving measure"; "Recurring Sierra Madre 'Big Bonus' voucher (after NVDLC01 completion) replaced with +25 chips as an economy-preserving measure". If players become enraged until they figure how to carry all the gold bars, imagine the rage if this was implemented in a normal game. ;)
 
sea said:
Wonder why he even kept the gold bars to begin with. The entire point of Dead Money was that the player couldn't bring back much or anything of value, keeping in line with the theme of letting go. The "chip machine" was completely out of place and it kind of felt like they just threw it in because otherwise fans would complain about a lack of loot.
Well, I'm pretty sure that the reason for the gold bars and their weight was that while you could take some, you always had to leave some of these precious objects behind, barring exploits of course. As for the vending machines, they were more foreshadowing of Big MT than anything else.
 
It would have sucked to have a DLC about a casino heist where you couldn't get any loot at all. But the point is not to be greedy - if you try to walk out of there over-encumbered then you can't actually escape. (At least, you aren't supposed to be able to, and patches have made it harder to use glitches to get around that.)

I love the stuff he's done for energy weapons. I myself had done some of the same things in my own mod that I've been working on, like halving the weight of energy ammo (it was far too heavy, given that most of the weapons use 2, 3 or 5 ammo per shot), and adding the "Bonus Critical Chance" message so that players don't just look at the damage figure when comparing a plasma pistol to a .357 magnum.

Not sure about him doubling plasma projectile speed. In the vanilla game, it's hard to hit moving targets with plasma, until you equip a "magnetic accelerator" mod or use the unique Q35 rifle. But Sawyer's mod makes it so the projectiles are already super-fast bolts that are impossible to dodge, and so a magnetic accelerator would basically turn them into instant-hit weapons with little gain.
 
I know that this question may not be in a aproporate forum section, but still i have to ask: I loaded this mod with FOMM (for new vegas) after all the dlc, and still get normal xp (tested in only on speech, lockpick checks). How can i fix that manually or other way?
 
your evil twin said:
It would have sucked to have a DLC about a casino heist where you couldn't get any loot at all. But the point is not to be greedy - if you try to walk out of there over-encumbered then you can't actually escape. (At least, you aren't supposed to be able to, and patches have made it harder to use glitches to get around that.)

It was possible to sneak past Elijah with a Stealth Boy while being encumbered with all 37 Gold Bars - by the time he turned on forcefields you were past them near the elevator, trapping him alive. I believe there is still a video on YouTube showing that.

You had to have a good timing, and a bit of luck, and it probably eluded developers so it wasn't 'fixed', but it still wasn't metagaming.

Besides, lewt was 1-3 Gold Bars, Holo- and Automatic Rifle and 10,000 Pre-war money jackpot.
 
sea said:
I have to wonder if this is a case of "the way it's really meant to be played." It's no mystery that Fallout 3 and New Vegas are balanced with sandbox and mass market demands in mind, which means low difficulty, frequent filler combat, tons of looting and pillaging, lack of consequence in the character system, etc. New Vegas had a lot of really strong points but the conflict between the want to make a "true Fallout" and a mainstream success was pretty clear. Without the need to appeal to a wide audience resting on its shoulders, I wonder if it's worth trying the game out again for a "genuine" Fallout experience.

I'm going to have to say yes. I'm really excited that this is coming to New Vegas...I recently replayed it a couple of months ago with all the current top gameplay mods and was disappointed that it still wasn't very difficult. I hit the level cap of 50 before I was even done with all DLCs. I'm currently replaying Fallout 3 with a few mods that make the game nearly impossible (even at level 20 and with power armor, if more than two enemies are shooting at me at once, I'm going to die...and mole rats cripple multiple limbs in one go) and it's really the only way to make that game bearable since it doesn't have a lot to offer otherwise.

I feel like when you're playing a post-apocalyptic game, surviving should be very difficult. The thought of trying to beat Dead Money with Sawyer's mod makes me a very happy camper.
 
Well, it is still not hard. Just finished DM with melee/energy character. Started at 15 lvl, finished at 21 lvl...if you plan your gameplay it is almost the same game. Never used even normal stimpacks.
 
Well, not "The way it was meant to be" so much as "This is what I would have done if I didn't have to worry about sales or Bethesda". Pretty cool.
 
TwinkieGorilla said:
Well, not "The way it was meant to be" so much as "This is what I would have done if I didn't have to worry about sales or Bethesda". Pretty cool.

I agree. When I pick up the Ultimate Edition this is the first mod I am installing.
 
Looks great. FNV was easy enough anyway. Those DLC packs were a challenge if you went in low level.

35 level cap sounds legit. More balanced. The rest packs in nicely. But it's going to be small wonder if very few people try it. I would, but someone, or should I say majority of newer players, that think hardcore is extremely difficult certainly won't. I guess this is for us oldies, hm?
 
I think this is for J.E. Sawyer if it's for anybody. But yes, us "oldies" will be the only other people installing it I'd reckon.
 
Heh, maybe that's true. But lets look at the bright side. Everyone is waiting for the Ultimate pack. Someone will surely want to at least try this modification, looking at the name behind it.
 
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