Any way to disable te movement efect on the weapon caused by this mod? i first thot ta was a bug, but i realized that is a function of the mod to make harder to land shots, i really like this mod but really dislike that function, any way to disable?
First - excellent mod, after coming back to FNV from 4 and looking for a realistic, calibre based damage mod, this certainly fit the bill wonderfully. 3 requests, one small, two not so much: Rename the Rugar 22 to Ruger(tiny I know), Add a patch for GRA's weapon mods, to match the weapons added, Add a patch for WMX?
But regardless of the above this is an excellent mod, and well with the endorsement I just gave :)
I can only respect the amount of work you put in this mod, if you want i have a fully modded TTW game with all the prerequisite mods installed from start so i could test and notify you of any compatibility issues or lack thereof.
I would verry much like to play test this mod for you to improve the overall experience for everyone because i think this could become a must have for FNV players
EDIT: when starting up with TTW installed my game bugs out of the dc world and starts the fnv intro automatically and spawns me at doc Mitchell
Sadly, this mod doesn't affect custom weapons and armor. This mod is not compatible with TTW but I'm working on compatibility patch for TTW. Also, the way I fixed the spawn issue for TTW is in the load order. Try moving the Mod ESP to different locations on the load order, this fixed it for me.
Also it would be nice for you to play test this mod, it really helps me find issues in the mod because the mod changes a lot of things.
In the MCM menu, there is a Project Nevada Rebalance tab. In the Rebalance tab, there is something called Minimum Damage and the default value is 25. The mod requires that the Minimum Damage is change to 1%. Minimum Damage is the Percentage of the Original damage of the weapon that is inflicted when an NPC or Player has a DT over the damage of the weapon.
FYI: The Lutana plugin is now fully incorporated in the JIP LN NVSE Plugin v40.0 or later [http://rd.nexusmods.com/newvegas/mods/58277] by Jazzisparis.
23 comments
3 requests, one small, two not so much:
Rename the Rugar 22 to Ruger(tiny I know),
Add a patch for GRA's weapon mods, to match the weapons added,
Add a patch for WMX?
But regardless of the above this is an excellent mod, and well with the endorsement I just gave :)
Also does this affect custom weapons and armors?
I can only respect the amount of work you put in this mod, if you want i have a fully modded TTW game with all the prerequisite mods installed from start so i could test and notify you of any compatibility issues or lack thereof.
I would verry much like to play test this mod for you to improve the overall experience for everyone because i think this could become a must have for FNV players
EDIT: when starting up with TTW installed my game bugs out of the dc world and starts the fnv intro automatically and spawns me at doc Mitchell
Also it would be nice for you to play test this mod, it really helps me find issues in the mod because the mod changes a lot of things.
Other than that, great mod.