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RoyBatty
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BLEED (Formerly RWED)

This mod has been renamed BLEED and is now available on nexus.

You can find it here http://www.nexusmods.com/newvegas/mods/61141/?

Thanks to everyone who tested and supported this mod here.

This mod makes weapons of all types more deadly. It is designed to level the playing field of all weapons so that if you want to run through the game with just pistols, or even some brass knuckles, it is possible... as long as you don't get shot or hit. Weapons of higher caliber in turn do even more damage, as they should. Flamers and Incinerators are also now viable weapons if you want to do a pyro play through. Wanna be a poison specialist with the Dart Gun or Blades? You can do that provided your enemy doesn't have poison immunity. If you like to role play, and have the wastelands be very scary and unwelcoming places, this mod is for you.

From Ballistic and Energy Weapons, to Explosives, Fire, Electricity and Poison. It all hurts... A LOT.

Your enemies will die faster, and so will you.

Recommended to be used with a rebalance mod like Project Nevada.

File Attachments: 

TTW Version Compatibility: 

v2.8
v2.9

Rating: 

0
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5
Average: 5 (12 votes)
Edited by: RoyBatty on 05/14/2016 - 13:44
inire
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does it require the original?

does it require the original? I'm guessing no.

EDIT: Nope, no assets just an esp. answered by own question. Thanks.

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Im testing it atm what do you

Im testing it atm what do you want me to keep an eye out for?

RoyBatty
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Basically anything that seems

Basically anything that seems to powerful, or not powerful enough. Also knockdown lock because of the knockdown always effects on most explosions.

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Will you update it when JIP
Will you update it when JIP updates his NVSE plugin?

AMD FX6100 OC to 3.42 / Sandisk SSD240G /GTX960 2G /16GB system ram DDR3 /

RoyBatty
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That's the plan, he has

That's the plan, he has updated the plugin already and I'm working out how I want to handle stuff.

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Thumbs up Roy,

Thumbs up Roy,

Good little mod, I havn't found anything really strange yet.

However I have had a few laughs at the expense of my characters body tumbling over and over due to explosions.

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Looking forward to messing

Looking forward to messing with this, might swap it out with the RWD/TTW merged file I've got, on the fence on this at the moment, already get tossed around by grenades/explosions pretty often :P

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I have a little update for

I have a little update for this with some more added creatures and some minor tweaks. I'll upload it later, I was working on a MCM controlled version, but it looks like that might get rolled into another, bigger project.

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Couple quick questions about

Couple quick questions about the mod...

 

Could I hypothetically level a minigun loaded with standard 5mm at a target wearing power armor and actually expect to kill it with this mod loaded?

 

And on a note of curiosity... Does the Stonewall perk prevent knockdowns from explosives?

RoyBatty
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Yes, you can level a minigun

Yes, you can level a minigun at someone in PA and actually kill them.

What the mod does

  • Increases the crit multiplier for headshots (or stinger), torso, and legs on flesh and blood. For robots the brain box.
  • lowers the damage percentage for crippling limbs
  • makes most explosions knock you down, and super sledges too

Does Stonewall work like that? If that's what the perk normally does then I would imagine so as that's taken care of on the engine side of things.

 

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lordbean wrote:

lordbean wrote:

And on a note of curiosity... Does the Stonewall perk prevent knockdowns from explosives?

 

From the wiki: http://fallout.wikia.com/wiki/Stonewall

Can't be knocked down in melee, however explosions should still knock you down.

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Thanks for making the file. i

Thanks for making the file. i didn't use your values but i'm grateful for all the game values. every explosion has knockdown? what is knockdown by formula? i see eve and PN use that, or there own object effects. and i appreciate the damage increase and body damage multiplier but still debate about that direction or PN with a lowered health pool.

RoyBatty
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PN doesn't effect most mods,

PN doesn't effect most mods, and I am an avid user of AWOP and Someguy's mods. I'm not even sure if I use the PN health pool change, I don't think I do. In any case I think it was balanced around normal mode. I play on Hard or Very Hard and the enemies are still bullet sponges, so this offsets that.

Knockdown by formula is exactly that, a percentage to knock you down. Which in practice is hardly ever. If a car with a mini nuke for an engine goes off next to you , the pressure wave should knock you on your ass. :) Same with a close by grenade, missile, mine, or other type of explosion. I'd make bullet impacts knock you down too if I could, because they do IRL.

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Updated to boost Fire,

Updated to boost Fire, Electric and Poison Damage, better bring your antivenom and beware of the burninator.

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Holy shit. Supermutants are

Holy shit. Supermutants are ducking terrifying after this. I'm fighting for dear life in the Technology Museum alone. Don't get me wrong, I'm loving it cause now enemies also don't take ridiculous amounts of shots to the head.

Though my game crashed a few times after repeatedly dying a lot getting a runtime error.

Lucent ENB for TTW

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Does this cover the NVDLC

Does this cover the NVDLC creatures as well?

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Honestly, I have found this

Honestly, I have found this made life much easier. Sneaking about and headshotting everything is even more deadly now. I still like how much damage I take over before, so I guess it works both ways. +1 for good mod.

"If violence wasn't your last resort, you failed to resort to enough of it"

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leaf: covers all creatures,

leaf: covers all creatures, says so in the OP. ;)

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Out of curiosity, is there

Out of curiosity, is there any way to make Power Armor reduce knockdown, at least enough to be noticeable for less powerful explosives like frag grenades? It is supposed to make you a living tank, after all.

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vel:  probably, but it'd be

vel:  probably, but it'd be complicated as hell.  most KD is applied from outside, which would mean putting on PA would have to alter numbers as they come in or before they did.

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.

help me fight starvation:  http://www.gofundme.com/vr56rc

RoyBatty
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Actually, I could maybe do

Actually, I could maybe do that... thanks for the idea.

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Should this work fine with

Should this work fine with Marts Mutant Mod for TTW? From my understanding it would need a patch to include the new creatures. Also +1 For power armor force reduction. Great job with the mod conversion/tweek!

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RoyBatty
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I gave deadboy a patch for it

I gave deadboy a patch for it... not sure why he didn't upload it.

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Yeah I can't find it anywhere

Yeah I can't find it anywhere, feel free to link me where it ends up being uploaded and thanks in advance!

 

EDIT: Roy, you are a late night saint (11:24 PM)

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https://dl.dropboxusercontent

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Are the ITM's supposed to be

Are the ITM's supposed to be there?

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In MMM or in the RWED patch?

In MMM or in the RWED patch? There shouldn't be ITM's in it.

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RWED. There are some

RWED. There are some ingestible changes

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I was testing some mod

I was testing some mod compatibility when I got the Uncle Leo random encounter from Fallout 3 (http://fallout.wikia.com/wiki/Uncle_Leo). I proceeded to 'test' this mod by repeatedly shooting him in the face with a 9mm pistol (13 dmg) only to realize he was a total bullet sponge. Now I have my difficulty set to Very Hard and I am using RWED among many other mods. My question is do you know what is causing this? I have narrowed it down to a few possibilities:

1. Uncle Leo (360 hp) is not included in RWED.

2. Super mutants have so little brains so they are almost immune to headshots because RWED.

3. High DT makes headshots deal significantly less damage due to RWED.

4. My load order/game is mucked up and I am a complete idiot.

Thanks for your time and consideration.

EDIT: You'd think it wouldn't take 100+ 9mm bullets to kill him :c

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Guess I forgot to edit the

Guess I forgot to edit the ingestibles (poisons), 1st post updated.

Wireframenerd

5) Super Mutants significantly higher DT makes them less susceptible to low damage weapons.

This has nothing to do with RWED, use a weapon with higher base damage.

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First impression is that I

First impression is that I like it a lot. With PN, it makes the game more like FWE, which is like my holy grail for Fallout 3. Perhaps Sentry Bots are a bit too easy now? With FWE (and TTW/PN for that matter), they are probably the enemy I have the most respect for - with RWED they go down rather quickly with some sneak sniper shots and they almost feel weaker than Mister Gutsys. Anyway, excellent addon.

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

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I can adjust that as I was

I can adjust that as I was sort of feeling the same way. I will reduce the multiplier on the head and change it to the "brain box" on their back which is harder to target consistently.

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Are you going to put this up

Are you going to put this up on the nexus?

Lucent ENB for TTW

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Probably.

Probably.

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Congratulations on the 1.0

Congratulations on the 1.0 release. This mod is the missing link for my mod list. Thank you for this!

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RoyBatty wrote:

RoyBatty wrote:

 

I can adjust that as I was sort of feeling the same way. I will reduce the multiplier on the head and change it to the "brain box" on their back which is harder to target consistently.

Cool. I had the same feeling with Super Mutant Overlords, one of which I could take down in like five seconds now. The previous encounter a couple of levels earlier w/o RWED was the most epic fight in this play through so far. But checking the edits for them, they seem to have damage multiplier x 2, so not a huge difference - guess I might have been lucky with criticals or something.

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

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Headshots are generally x5 ,

Headshots are generally x5 , body x2 or x3 , limbs x1. The percentage damage for crippling is lowered usually between 10-15% for head/limbs and 20-30% for body. The explode chance for body parts is reduced usually by half and bottoming at 10%.

Now I don't play with the SM Rebalance, so SM's have the base health they do in NV, which is much higher than F3. I keep the health changes in PN to Vanilla as I'm not interested in that kind of rebalance (lowering health). If it's too easy, just bump up the difficulty, at Very Hard, a level 30 SM is going to be one tough cookie without AP/Explosive rounds.

Personally I don't like long grueling fights because the AI is stupid and just rushes the player. I also like a level playing field in terms of damage dealt vs taken.

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I installed this last night

I installed this last night and wasn't sure if it was working. I turned around and shot Moira in face to try it out. YEP! Works fine!

I had some interesting encounters with some Raiders over in the Bethesda Ruins and now I'm preparing to assault the Purifier. I'm expecting that to be quite amusing.

Great mod Roy, I'm having a lot of fun with it. :D

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Right, I think this perhaps

Right, I think this perhaps should be combined with playing on Very Hard. I'll experiment around a bit. It's a double-edged sword, though - I find enemies easier to kill but my char is also instakilled by several enemies.

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

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If I'm not mistaken, this

If I'm not mistaken, this will be much like the "realistic headshot" mods in that a fight will be going swimmingly and then all of a sudden I'll be dead.  GREAT! :)

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Roy, how about the MMM patch

Roy, how about the patch for MMM you had created? Is it not part of the 1.0 release?

EDIT: I have just noticed that this mod reverts some of EVE's modifications to some explosions. Do we also need a patch here?

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Yes I like to be vulnerable

Yes I like to be vulnerable too, it's a deadly wasteland, and a bullet to the head should not be shrugable. It makes the game much more exciting and I have to be very careful not to die. :D

I'll check what EVE does to explosions and see.

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Will you make it so that when

Will you make it so that when Benny shoots you in the head it is game over? 

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Your one hip wombat daddy-o.

You're one hip wombat daddy-o.

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Suggestion, maybe shorten the

Suggestion, maybe shorten the mod's name into just Realistic Damage? There hasn't been a mod that already used that name anyway.

Also, this should work with vanilla New Vegas if I remove the references to TTW and FO3 correct? Since I just finished my TTW playthrough I reverted to vanilla New Vegas to lessen/reduce my load order for my New Vegas playthrough.

EDIT: Yep, it works. Also brilliant mod. I don't know why, but this time everything seems a lot more balanced. The old RWD pretty much kills my character way too fast. I'm using this and Vicious Wastes and everything felt just right.

File removed per Roy's request -- TJ

Lucent ENB for TTW

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RoyBatty wrote:

RoyBatty wrote:

I'll check what EVE does to explosions and see.

Thank you very much. How about your previously release MMM patch? Is it still usable with your 1.0 release?

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Dood: Glad you like it.

Dood: Glad you like it, also can you remove that esp, I didn't give you permission to do that. :P

Alex: Yes, also it could use an EVE compat patch and PN too.

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I'm tweaking RWED a bit for

I'm tweaking RWED a bit for my personal use, but I can't find any body data for Deathclaws or Yao Guais (well, the NV variant of the latter). Are they not touched by RWED - or are their body data named something else then their actual names?

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

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YaoGuai are

YaoGuai are NVDLC02YaoGuaiBodyPartData

Deathclaws use EnclaveDeathclawBodyPartData, SupermutantrBodyPartData

Before I release the mod on nexus, I'm going to script some things and make an MCM.

 

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Cool, thanks! I figured out

Cool, thanks! I figured out the Yao Guais by checking in the GECK, but was still confused about Deathclaws.

BTW, explosions are insane - I love it!

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

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