So it seems that this is compatible with Alternate Start with Delayed Main Quest since it doesn't change the Character Creation or really touch the Game Start, so that's quite nice!
would it be possible to make it so that a random outfit out of a preset list is given to the player? was just thinking of integrating some tweaked nifbashed armours in there, but still having the chance to get the armours you've already specified. (e.g. science tagged you could get the Academic uniform, a lab coat or rad suit).
It has a more interesting pool of items than the original starting gear overhaul, but (in my opinion) gives far too many items for a hardcore playthrough. Maybe in the future include an INI for selecting just how many/what kinds of items to give to the player. Still a cool mod though!
Y'know what? Upon a little more playtesting of my build and returning to the lists here, I think you're right, it could use at least a little tweaking. I'm about to upload a new version that nerfs a bunch of them, namely: Removed metal armor from endurance Reduced baseline food, water and ammo Reduced the durability of many of the clothing and armors Reduced most of the ammo amounts Moved around throwing weapons to different lists Reduced the durability of most of the primary weapons for each weapon skill Reduced lockpick bobby pins and caps Removed the science breathing mask Gave strength a rebar club
I don't know if it'll abide a hardcore playthrough, but each weapon only gets about two reloads now, so it's a little closer. If you want to reduce anything further, it's really easy to pop open the original file or the template plugin and adjust it to your tastes. I can provide pointers on that if anyone's interested.
Updated with PlatinumShad0w's recommendations for armor selection to fit with those using jsawyer. Probably won't be seeing any updates in the future, there isn't really anything else to update.
Cool. I do think some of those sound kind of overpowered for the early game. Even though I always disabled them, lately I've had a newfound appreciation for what the Pre-Order packs were maybe trying to do--support an assortment of roleplaying backgrounds for different kinds of characters. Makes me think that the way they were initially conceived, you would only use one of them which best fit the character you wanted to roleplay as.
I updated the description to reflect the condition that each item is given to you in, which is important to how I balanced the items. The sawed off won't do you much good after you fire those junk rounds, so they need to be used judiciously. The repair skill gives one bonus repair kit, for you to decide where you want your condition. Also posted an update that fixes the erroneous TTW master (sorry everyone, simple oversight) and reduces the condition a few items are given in, along with some minor swaps to the item lists.
I thought getting Lucky right off the bat was the more egregious offender there. There would be no reason to switch to almost anything you find for a while.
I do have a suggestion to change the Merc Grunt outfit to a Merc Adventurer outfit for the Energy Weapons user as the Adventurer outfit gives a bonus to Energy Weapons.
Also suggest changing the Merc Charmer outfit to a Merc Troublemaker outfit for the Explosives user as the Troublemaker outfit gives a bonus to Explosives.
EDIT: And...you know what, after posting that I realized that those outfit bonuses are only in Jsawyer aren't they? I've played with that for so long I forgot they weren't that way in vanilla. Well at least people with Jsawyer would have an outfit with the right bonuses.
That was the idea, the pre-order packs were given out based on what retailer you ordered the game from... while you could conceivably buy more than one copy of the game, in practice the idea seems to be you'd choose your retailer to suit whichever pack you saw as the most appealing.
I put Lucky in there because I've literally never had a high enough lockpick skill to get Lucky before I already came across a .44 magnum and enough ammo to use it comfortably. I figured it would give Luck players a luck flavored start to the game without demanding that they pump a ton of points into lockpick to use it before the mid game, where it's stats don't do so well (at least in vanilla) In addition, I balanced the high SPECIAL stat bonuses to be tangilbly good, because there's enough ways to increase SPECIAL stats with armors, consumables, perks, and more. It's a little min-max foolish to put a SPECIAL stat really high or to 10 right off the bat, considering the available implants, so I wanted to give a good enough bonus to justify roleplaying over min maxing. Those are some good adjustments to make to the armors, I made my choices based off aesthetics via the wiki, so knowing what effects those outfits provide with JS is good info, thanks. I'm going to iron out any kinks in my Benny Humbles You and Steals Your Stuff mod, then I'll come back and make another starter list pack with any other feedback I get about the lists. EDIT: BHYSYS has been released. Barring any necessary fixes over there, I'll be back to this plugin to update the gear lists with suggestions around 2/3.
22 comments
Never mind, it is not
Removed metal armor from endurance
Reduced baseline food, water and ammo
Reduced the durability of many of the clothing and armors
Reduced most of the ammo amounts
Moved around throwing weapons to different lists
Reduced the durability of most of the primary weapons for each weapon skill
Reduced lockpick bobby pins and caps
Removed the science breathing mask
Gave strength a rebar club
I don't know if it'll abide a hardcore playthrough, but each weapon only gets about two reloads now, so it's a little closer. If you want to reduce anything further, it's really easy to pop open the original file or the template plugin and adjust it to your tastes. I can provide pointers on that if anyone's interested.
I do have a suggestion to change the Merc Grunt outfit to a Merc Adventurer outfit for the Energy Weapons user as the Adventurer outfit gives a bonus to Energy Weapons.
Also suggest changing the Merc Charmer outfit to a Merc Troublemaker outfit for the Explosives user as the Troublemaker outfit gives a bonus to Explosives.
EDIT: And...you know what, after posting that I realized that those outfit bonuses are only in Jsawyer aren't they? I've played with that for so long I forgot they weren't that way in vanilla. Well at least people with Jsawyer would have an outfit with the right bonuses.
In addition, I balanced the high SPECIAL stat bonuses to be tangilbly good, because there's enough ways to increase SPECIAL stats with armors, consumables, perks, and more. It's a little min-max foolish to put a SPECIAL stat really high or to 10 right off the bat, considering the available implants, so I wanted to give a good enough bonus to justify roleplaying over min maxing.
Those are some good adjustments to make to the armors, I made my choices based off aesthetics via the wiki, so knowing what effects those outfits provide with JS is good info, thanks. I'm going to iron out any kinks in my Benny Humbles You and Steals Your Stuff mod, then I'll come back and make another starter list pack with any other feedback I get about the lists.
EDIT: BHYSYS has been released. Barring any necessary fixes over there, I'll be back to this plugin to update the gear lists with suggestions around 2/3.