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Re: Sawyer Batty Mod

Posted: Mon Dec 10, 2018 5:27 am
by Puppettron
Mstaic wrote:
Thu Dec 06, 2018 12:32 am
Seems the GRA integration of this causes a small issue with the vanilla variant of the anti-materiel rifle, the "silencer" doesn't suppress the sound of the GRA version of the weapon, but does do so for the Vanilla one, this is going purely off sound I haven't tested if they both have the same effect in gameplay. I don't mind the muzzle brake they call the silencer not reducing sound but it is inconsistent between the two.
i don't have this mod and probably won't use it ever, but i can tell you something about the GRA AMR suppressor.

instead of using the normal "silences weapon" record in the data, they added a new record that is only used on that suppressor that does "suppresses weapon" i'm not sure if it has any actual gameplay difference, but that might be the entire difference right there.

Re: Sawyer Batty Mod

Posted: Mon Dec 10, 2018 5:17 pm
by JMTF
GRA Anti Material Rifle On TalesOfTwoWastelands.esm has Hunting Rifle Sounds , normal one has Sniper Rifle Sounds, otherwise i can't see any diferrence in FNVEdit.

Re: Sawyer Batty Mod

Posted: Mon Dec 17, 2018 12:01 pm
by Lyaneri
RoyBatty wrote:
Thu Dec 06, 2018 1:15 am
I'll have a look at the conversions/patches after I get the update out. I did a bunch of work on AWOP already too.
Some Fallout 3 armors did not get reduced weight tweaks as in this mod, mostly various versions of combat armor but there are other too. Also holy shit food is now OP in healing rates compared to stimpaks, especially considering you get food sanitizer at the beginning of game.

Re: Sawyer Batty Mod

Posted: Tue Dec 18, 2018 12:04 am
by kailok3
Is it normal that with 8 Endurance and at level 2 I have 215 HP?

Being the formula: 50 base HP + END*20 + Level*5 instead of what I think the Sawyer mod did that was: 50 base HP + END*10 + Level*5, so my HP should be 140 instead of 215.

And the same with Strenght and carrying weight, I have 190 with only 4 STR, wich is impossible, being that with 10 STR the max is 150.

The thing is, are this change you made (you said that you change some things) or is something wrong? The mod said it was active at the start of the playtrough, so I hope these were changes you made and everything is ok...

Re: Sawyer Batty Mod

Posted: Tue Dec 18, 2018 12:10 am
by RoyBatty
They are changes I made on purpose because Fallout 3 is far more difficult than New Vegas is.

Re: Sawyer Batty Mod

Posted: Fri Dec 21, 2018 4:48 am
by brfritos
RoyBatty wrote:
Tue Dec 18, 2018 12:10 am
They are changes I made on purpose because Fallout 3 is far more difficult than New Vegas is.
A little off-topic, but I must be doing something wrong, because FO3 isn't specially difficult. :o

:lol:

Re: Sawyer Batty Mod

Posted: Fri Dec 21, 2018 7:05 am
by RoyBatty
Vanilla isn't until later in the game.

Re: Sawyer Batty Mod

Posted: Fri Dec 21, 2018 11:05 am
by Lyaneri
I removed power armor training perk with console and was still able to equip power armor, so I'm guessing getting this perk automatically at the start of the game is a bug/oversight?
Hoarder penalty change to below 75lbs is pointless now since you reverted carry weight to 200lbs.
Batty, you plan on expending this mod to be more consistent like reducing weight on f3 armors, tweaking healing rates of food, change loading screen messages to reflect changes made, etc?

Re: Sawyer Batty Mod

Posted: Fri Dec 21, 2018 7:09 pm
by RoyBatty
Yeah but I have higher priorities rn, just keep pointing out inconsistencies and issues and I'll get to it.

Re: Sawyer Batty Mod

Posted: Tue Dec 25, 2018 11:58 am
by Lyaneri
Apocalypse Gladiator armor (unique metal armor) increases sneak by 20 :O You set it so high to offset sneak debuff of heavy armor or was it just derp?