Fallout New Vegas Realistic damage. FNV UE rebalance armor and weapons from Vergumide - Fallout: New Vegas

  • 30.12.2019

The mod changes the characteristics of all weapons and armor in the game.
In the original Fallout New. Vegas, as in his predecessor, there is a violation of the balance in the absorption of damage by various types of armor, as well as weak weapon damage. Raiders in their rags often turn out to be alive than carriers of body armor, and the ordinary inhabitant of a wastewhere does not take a bullet, fleeing him right in the head. Power armor, who was nice to the main heroes of the previous parts, at an inexplicable reason gave way to the harp's police body armor, and the legionnaires in their rubies are withstanding the volleys of rifles of NKR soldiers. In many types of armor, the damage absorption indicator is almost the same, which put the owners of the owners of heavier and in the logic of solid species.
Plugins from the "Rebalance Rebalance" folder increase the absorption of armor damage according to the following principle:
Light armor - 1.5 times
Medium armor - 2 times
Heavy armor (except for all types of force armor with the exception of restored) - 2.5 times
All kinds of power armor - 3 times.

Example:
Ranger-Patrol NKR 15 -\u003e 23
Combat armor 15 -\u003e 30
Metal armor reinforced 16 -\u003e 40
Power armor T-45D Brotherhood steel 22 -\u003e 66
As you can see, the types of armor different "weights" categories began to differ more from each other.

* Note: All types of power armor, in which the "heavy armor" has been put in the type, this indicator has been changed to "middle armor". This was done from the consideration that servomotors of power armor give her owner a greater flexibility when wearing it, because if he wore the restored power armorwhich has no technical filling as a medieval knight, it would only relieve on his physical strength and endurance. In the case of force armor, the electronics performs this work.

Also increased the damage of all weapons 3 times. In the folder "Rebalance of the Damage of Energy Weapons" there are plugins that increase the damage of energy weapons by 1.5 times compared to other types of weapons. It was made from the consideration that the more high-tech energy weapons should be much more efficient in battle than its more primitive competing-gunsrafts. What is the way any damage of an ulturb bunch should be more damage to a super-modern Gauss or Plasmoliva rifle.

How it will look like: You will without much difficulty kill the raider from the hunting rifle from one shot, but with the guards of the NKR and the Knights of the Brotherhood, you will have to either suffer if you are an ardent supporter firearmsOr extract energy weapons.

*Attention! Your enemies got the same advantage, so you may have to meet the danger from those enemies that were previously considered weak opponents, as well as be more careful and not to climb.

Brief description of each.esp.

Rebalancearmoronlyformojave.esp - Changes the protective rates of armor in the Mojave desert
Rebalancearmorlonesomeroad.esp - Changes Protective Booking Indicators in DLC Lonesome Road
Rebalancearmoroldworldblues.esp - changes the protective indicators of armor in DLC OLD. World Blues.
Rebalancearmorhonesthearts.esp - Changes Protective Body Rate in DLC Honest Hearts
Rebalancearmordeadmoney.eSP - Changes Protective Arrows In DLC Dead Money

3xdamageallweapon.esp - changes the damage of the entire weapon in the game 3 times.
3XDAMAGALWEAPON + RebalanceEnergyweapon.esp - changes the damage of the entire weapon in the game 3 times. Increases the damage of energy weapons by another 1.5 times regarding all other types of weapons.

Rebalancenergyweaponlonesomeroad.esp - increases the damage of energy weapons by another 1.5 times about all other types of weapons in DLC Lonesome Road
RebalanceEnergyweapondeadmoney.eSp - Increases the damage of energy weapons by another 1.5 times about all other types of weapons in DLC Dead Money
Rebalanceenergyweaponoldworldblues.esp - increases the damage of energy weapons by another 1.5 times regarding all other types of weapons in DLC Old World Blues

When installing any part of this Fashion, it is recommended to put the highest level of complexity in order to avoid the imbalance of the absentee forces by enemies and yours. I strongly advise you to establish rebalans of armor and weapons. Fashion adding new enemies are welcome.

Installation

If you have installed Fallout New Vegas. Ultimate Edition, Install in the DATA folder in the game directory "\\ Steam \\ Steamapps \\ Common \\ Fallout New Vegas Enplaczruvse" All plugins from Folders "Rebalance Energy Weapon Damage" and "Rebalance". These plugins will change the indicators of power and armor not only in the Mojave desert, but also in all official DLC. Activate FOMM, put the ticks on the added fashion and play.

If you have Fallout New Vegas installed without DLC, install in the DATA folder in the game directory "\\ Steam \\ Steamapps \\ Common \\ Fallout New Vegas Enplaczruvs" All plugins from the folder "Rebalance of weapons and armor for the game without DLC". These plugins will change the indicators of power and armor only in the Mojave desert. Activate FOMM, put the ticks on the added modes. Play and enjoy!

Removal

* Remove all added .SP.

Not detected.

Change history:

Version 1.01:

* In the 3xDamageallWeapon.ESp plugin, the shooting accuracy of all NPC is significantly increased. On the courier it does not apply.

Be sure to install

New Vegas Script Extender (NVSE)

Fallout New Vegas Fomm

2: Fallout New Vegas Fomm - FOMM A very useful program for managing your modifications, thanks to it, installation and work with fashion will be much easier, clearer and more convenient.
Link:

THE MOD CONFIGURATION MENU (MCM)

3: The Mod Configuration Menu (MCM) - The Mod Configuration Menu - a resource for other modifications that adds the "Modkey Settings menu" button in the pause menu. When you click on it, a list of modifications supporting MSM appears.
Link:

ArchiveInvalidation

4: This little program will allow you to completely eliminate the need for ArchiveInValidation.txt file.
Link:

New Vegas Anti Crash

This plugin for NVSE is perhaps one of its kind solutions to the problem of departures, which really does its work, in all.
Link:

But the mods themselves

Beyond Boulder Dome / Under the Boulder Dome

Beyond Boulder Dome / Under the Boulder Dome is the ladies and gentlemen, I am glad to present you a modification worthy to be called an add-on. The fruit of the works of modmeckers, which may well become in one row with official DLC.
In this complement, the courier will have to get to Boulder, Colorado and solve the fate of scientists of the Boulder Dome - the scientific center of the old world, for which the NKR and the Brotherhood of Steel are fighting.
The addition is partially based on the design documents of the non-graceful Fallout 3 from Black Isle under the code name Van Buren.
Link:

Willow - A Better Companion Experience / Iva - Best companion

Fallout NV - Dimonized Type3 Body Replier

ARWEN NV REALISM TWEAKS 5.0

Populated Wasteland + Casinos

Populated Wasteland + Casinos - Mini mod increases the number of NPCs on the wasteland and casino
Link:

Oldschool - Traits.

OldSchool - Traits - This mod Contains all the features (tendency) from Fallout and Fallout 2 games.
Link:

Realistic Gunshot Sounds.

Advanced Hardcore Mode.

REALISTIC WASTELAND LIGHTING ENHANCEMENT 0.9

This modification expands the weather mod - FNV Realistic Wasteland Lighting, adding a lot of new weather effects, as well as reducing the blurring of clear weather and this is not all. This mod was made with TTW, and therefore you need to use this mod to see all the charms of weather effects. But the mod can be used without TTW.
Link:

Dust Survival Simulator.

DUST is a survival simulator in the world of post-apocalypse. Its action begins 20 years after the events of New Vegas. You will gradually recognize his story during the game. You are no longer main character, and just one of the survivors. In the world of Dust there is no quest, except to stay alive.
Link:

(Mod incompatible with any of the list, it is just a very hardcore modification)

December 29, 2011 Josh Sawyer, Lead Designer role-playing game Fallout: New Vegas, released an unofficial JSAWYER mod, an increase in the complexity of passing and fixing a number of bugs.
The developer warns that the installation of other modes can lead to conflicts.
Link:

FACTIONS RELOADED - RAIDERS

Despite the small size adds a lot of content. Not only raiders, I also added a couple of locations and for other groupings. In any case, this mod adds battle fractions, events, hundreds of NPS, many new bosses, interiors and much more.
Link:

Repawn of ghosts

This plugin allows ghosts to revive every 3 days, thereby enlivening the villa and bringing many new moments for players who loving marauding on the casino territory, especially in Hardcore mode.
Link:

The mod adds dusty sandy weather from the Dust Survival Simulator fashion to the original game. Requires Supplement Lonesome Road. Unlike Dust Survival Simulator, Dusty Weather does not add a heap of enemies and fog from Dead Money.
Link:

Better Raider Gear.

This plugin updates the shooting of raiders (no power armor and Gaus-rifle: D) raiders Added more weapons, added more * hot * weapons, now they do not die with * pink *. (Tested with the help of crumbines) In general, it became hot and more fun, and more difficult, players of hard-fashion especially, will have to follow the devils did not take the coarse.
Link:

Was you ever desire to help Crucified NPC? The mod will allow you to free or get rid of the torment (euthanasia) of some of them. Your chances of saving someone depend on the development of medicine, good luck and on how often the stimulant or superstimulator is used (use CAUTION: NPC can die in torment, if your knowledge is not enough in medicine), and also increases much due to the pepper "Practical Anatomy" (Living Anatomy). There is also a chance to cure limbs, although good luck is not taken into account. For salvation, one stimulant will be required. Successful salvation will affect your karma and reputation. Honey-X (MED-X) will give an opportunity to put it on the NPC. It will always work out, but the karma increase will be less.
The legion will consider any of your interference as an act of hostility, so make sure that you are not noticed if you do not want fights.
Saved leaves in those places that are most friendly to them (NKRTSF, Aero etha, Old Mormon Fort, Friside, Saint Hope Camp), or just roam the wasteland. There are no opportunities to save or put qualete NPC.
Link:

Blast castle

This plugin allows you to open locks the most brutal way - blasting them. We approach the closed box, put a grenade into it or a mine any value, put the timer and run away. The more powerful charge - the greater the probability of opening the lock. However, there is and probability damage the contents of the container if you move the power with power.
Link:

Realistic Headshots.

You never seemed strange that after hitting the enemy not only did not die, but did not get critical damage? This small mod kills this problem for the root. After entering the firearm in the head, the enemy dies. The above applies to our courier. So we carry helmets, helmets, caps ... Now they have real benefits.
Link.

Requirements: NVSE.

Attention:

If you play at the level of complexity above average, then change it to the middle! The mod is made under the average complexity of the game!

1arwen_nv_realism_core.esp - Main Module

in your inventory in the section Help Added, where you can configure the time rate, visual effects, customize SU and much more

Game time no longer stops in the menu, your need for food, sleep, water has grown

The multiplier of the experience points of Mo is reduced to 25% get less experience for everything

The force now affects the portable weight: the gaming weight in 150 was reduced to 50, and each point forces now gives 50, and 20 to portable weight.

Armor and helmets that you equipped, weigh 50% less than 75% less for power armor

Endurance is now more important and based on your health level. OZ is increased for the NPS and creatures, and for the player of Oz reduced. The NPCs are now obtained by an additional 3 lake per level when the player does not get anything. NPS Now always have more OZ than a player in standard game The player had 20-45% OZ more

The speed has increased when the weapon cleaned is running from 10% to 20%, and walking is increased by 9% compared with the original settings.

No back forward now is not as fast and depends on your dexterity

Penalties for injuries: now 40% slower running / walking at one damaged leg and 60% at two

Height and length jump now depend on agility do not injure the legs

The pain now has a bigger effect: now you will feel painful

Getting radiation now occurs twice as fast, clads are floating in radioactive water and 4 times more deadly, but the rest of the receipt of radiation from food remains unchanged

Vats has a greater speed increased twice, so you have not so much time on defense; You get the usual damage in this mode, and weapons weapted twice as fast

New formula OD: Dexterity: 1-10] \u003d 42-105 points in the game was 68-95

Smart AI: Fights are now more complex and realistic

The opponents are now not only smarter, but also patient and better look for you 4 times longer compared to the original game. NPS will notice you if you are near in Stealth mode. The noise level in stealth mode is doubled. Running - three times more noise than when walking, if you did not take a special ability in the standard game was 50% more noise. Plus, the NPCs will sleep hard and will not wake up just like that if you are near.

Dynamic stealth. Stealth now depends on whether you are indoors or outdoors; The weather will influence the likelihood of your disclosure, the PIP-battle light will definitely give you, and other your actions are jumping and opening the doors immediately

Balance of things and armor: Weight, Damage, PU, \u200b\u200band Enchantment. Helmets now have more protection, and with my adjustable SU parameter, all armor has become more efficient.

Changes in the damage system. Getting into the body or head now apply more damage, and in the limbs - less

Increased damage depending on weapon treatment skills: at a level 10 skill damage by 9% more than standard, at 100 - by 50% more

The state of weapons now does not affect the damage of weapons, but the damaged weapon has a smaller accuracy

The damaged weapon does not shoot quickly, less accuracy during damage and has a big chance of jamming after recharging. And the automatic weapon now requires more time to cool.

All standard weapons were rebalanced to match my fashion.

Powerful weapons were weakened, and weak reinforced. The required skill and weapon weight were increased

Energy weapon has been subjected to global processing: increased damage, reduced the number of cartridges used, increased rapidity and decreased PU was added to projectiles

Melee Weapons were weakened, although some samples were reinforced

The prices of most weapons were increased by 50% and more. This is done to make a balance, because Prices for clothing and armor were also changed.

Failure to comply with weapon requirements now punishable with a big fine. You will be warned in advance.

Penalties for weapons with damaged hands. Reduced accuracy for pistols, prohibition of using Vats

My weapons effects add damage to fatigue with loss of consciousness. Blow - for a melee weapon, an explosion - for most explosions, firearms - for many types of one-handed weapon. Includes displaying the level of fatigue. ATTENTION: Effects for weapons must be enabled in the settings menu.

Removed zoom when aiming in many pistols without optics

Ignition, for example, the flamethrower now continues to damage after the cessation of burning within 50 seconds, together with a fine to agility

Poison from creatures increased, and your health is now slowly lost within 80 seconds, together with a fine to agility

Shells: a lot of small changes; For example, the sewage of the Centaur has a smaller radius; Plus, the consequences of the shells were increased, and bullets from a pneumatic rifle, and the fraction now does not have the same range as U.357

Explosions: Rebalance of the explosive wave, damage and radius of the lesion; Most explosions will fall from your feet. For example, a dynamite explosion is now 33% more damage and has a larger lesion radius. Pomegranate also causes 33% more damage, the delay lasts for 1 second longer, and you can be canceled if you are fast enough

Improvement of the physics Pomegranate: less jumps and slides more like an enlarged resistance

Realistic Death Physics: Most bodies are no longer flying unnatural way

Immersion in visual effects: The sleeves will not disappear 4 game hours instead of a few seconds in the game. Fixed a bug when hit by reducing the duration of the effects twice. Visual settings must be activated in the menu.

The improvement was made in the armor and weapons of the NPC at all levels, but the armor after the death of the NPS is damaged.

More covers for merchants - all merchants have two times more covers

2arwen_camera.esp.

Fully optional, independent module. Changes the appearance of the camera from a third party. Now at the death of the player, his body will be shown 10 seconds

Installation and update:

Attention: If you have not installed or did not delete the modes correctly, it is not guaranteed to its correct performance.

*** Be sure that you have NVSE installed, realism-mod does not work without it

Attention: if you plan to start new game, then you need to make only points from 5 to 7

Part and Preparing Your Save & Delete Previous Fashion Version

1Name game and download the last save from which you want to continue

2Clit all things, hats, helmets, armor and glasses. Make sure your characteristics are not changed by some subject

3Washing SPECIAL glasses should not be lowered or elevated under the influence of any effect deprivation of sleep and so on

4Cust in New Saving Do not overwritten old and exit the game

5 Adjust the previous version of the modification [or delete via NVMM if you used them to install]

Part in the installation of realism-fashion

6Read modes and copy the arwen_nv_realism_core.esp and arwen_camera.esp if you want the default game in the DATA game folder for the Steam version in C: Program FilesteamsteamappsCommonfallout New Vegasdata. Make sure you activate the mod before the game starts. [or installed with NVMM]

7 Start the game and download the last saving

Description provided by the portal modgames.net

Arwen Realism Tweaks is a global game processing designed to make game world more realistic, more complicated and more balanced.

New in version 5.0 (general description of the modification from the author is later given after version 5.0)
From the original.
Good day. The foremost of the basic changes in version 5.0 is presented with minor (and non-changing meaning) abbreviations. Put on, you will like it.
Yours faithfully,
SNSW.

Basic changes in version 5.0:
=============================
- Update improves the balance (especially at higher levels), corrects errors and adds new features. Scripts were edited.
- Option 5.0 requires you to start a new game, even if earlier you used earlier options for this fashion.
- The Realism Core module now includes the Hard-Core and Endurance modules.
- Running quests are now more synchronized.
- Extended settings menu. Now it includes inclusion / off voltage, choosing the complexity of the hardcore mode, turn on / off the "One Life" mode, a change in the character growth, selection of fines for weapons, changing the chance of dismemberment.
- Updated user manual for fashion.

*** Realism Core Realism Changes Module:
- the number of health points for the GG and the NPS is balanced, GG does not die so quickly with a small amount of health (earlier this problem There existed with the "One Life" module included).
- The damage threshold is configured: the default is 20%, it is possible to adjust from 0 to 40%. PU is increased for some creatures.
- Strong NPS. By default, "standard NPS", which have 20% of health more than in a standard game. Use the stronger NPS only if the standard is too easy to kill.
- The script is rewritten by the decline of forces.
- Improved weapons effects.
- The script of fines on the use of weapons is optimized, the fines are overbalanced.
- Dynamic stealth - you are less noticeable, your perception in stealth increases by 1 (if health is above 50%).
- Blocking PIP battle in battle. When displaying a message "Pip-battle in battle is blocked", the blocking is valid only 30 seconds. Then it is possible to use a pip-fight (you must be in the priest and with the weapon cleaned).
- Minor repair changes - it is possible to repair some weapons and armor at the expense of other weapons and armor. Rewind the script repair (intelligence significantly affects the repair)
- New penalties of the novice. Initially, the Special parameters are reduced to a minimum and gradually restored during the game. Full recovery will take about 2 active game days. With active fines on the use of weapons it is possible to use most Weapons even at low parameters (while newcomers are valid).
- with raising level you get 7 skills points (it was 8, in original game 13). When receiving even levels, doubling for abilities.

*** Changes Module Med-Tech:
- The needs and injuries are slightly overloaded. Bandages are more efficient in the treatment of wounds, stimulants increase the coagulation. Bandages and stimulants reduce infection, but only if the level of infection is not higher than 6.
- Improved sleep script: in a dream health will not fall more than 10%. Treatment during sleep or waiting is slow compared to the waking period.
- The level of armor increases faster at low levels of the PU than with high. Now 12 armor levels are used (instead of 10). Now the difference in the level of armor between PU 1 and PU 11 is +5, and the time-level difference between PU 24 and PU 34 is + 2. The use of power armor (with PU more than 23) gives bonuses to the level of armor. When changing the reservation, the message is displayed.
- script wound with weapons: improved balance between the level of armor and wounds from weapons. Fit from firearms were divided into two groups - with high damage and low damage. A separate list of hits for new creatures: darts of the duty, spitting ant and spittime now increase the level of injuries. When you turn on my module "More Hardcore", this script reduces the percentage of health (for both types of bullets, for damage from animals, as well as for cuts and injuries). In the level of armor 1 (PU 2) one bullet with high damage will damage your health at at least 60%, at armor level in 6 (15 PU), health damage will decrease to 30%.
- Reduced the degree of immediate increase in the level of injuries with the transition of the Russian Academy of Sciences into the state "highly infected".
- In the message about the treatment of the Russian Academy of Sciences added information about the available bandages.
- Now the equipped weapon will be worried before performing the full scanning or input of the hot key stimulator (to prevent animation conflict).
- When loading more than 70% (except sleep / waiting periods) you need 25% more water.
- Drink from the source clean water Now it reduces the need for water to 4 oz (previously 2), the level of bacterial infection increases by +1 with each drink.
- Any water bottle is possible to fill in sources of purified and good water. Bottles from under peeled or good water when filling give a bottle of good water. A bottle of dirty water always gives a bottle of dirty water when filling.
- drinking water with radiation sickness or food poisoning no longer quenches thirst, but increases the need for water by +0.5 (due to dehydration in the patient state).
- Now you can drink water from bottles in the honey-tech scan menu. Added new needs menu (instead of the additional characteristics menu): similar to my menu bottled water, which displays the level of bacterial contamination, digestion and radiation (and remaining 6 parameters). This will reduce the chance of food poisoning (when drinking water from bottles at a very high level of bacterial charge).
- Added drink animation from all bottles (as well as to use a stimulator and bandages, during which it is impossible to use weapons before the end of the animation). Standing animation lasts only a few seconds (you can go and run). Seat animation lasts slightly longer.
- Needly Menu includes information on maximum quantity Food, which you can safely eat (based on the current level of bacterial contamination, radiation and digestive levels). Compliance with the norm will exclude a disease from overeating. To eat, you need to leave the needs menu, but you can open a pip battle from it.
*** Changes in the "One Life" mode (OneLife.esp):
- Scripts are significantly improved, must be stable even after a period of using the module. Recovery points are disconnected after use and removed when leaving the game.
- The mode is turned on (at the end of the quest "one life"). It can be turned on / off at any time (Settings / Other Settings menu). After turning off the mode, you must delete all the saving and save the game manually. It is best to get out of the game, download manual saving and reappear after a while after full download. This ensures the removal of recovery markers from subsequent saves.
- reduced the chance to be attacked while you are unconscious (as it happened earlier immediately before recovery at the level of vitality above 100%).
- Now you have from 50 to 90% of your covers (depending on your good luck). Previously, you always crawled 90% of the covers.
- After the state of "when death", the armor is removed and placed in the inventory (prevents coming in another armor). Now the player holds an equipped weapon (and does not return it to the inventory). The ammunition is squeezed only if you had more than 10 units of ammunition to the equipped weapon.
- If you have a poison in your body in the body, you have a chance to survive.
- With the included newcomer fines, and if you have less than 4 units of endurance: the state "when death" is activated when health falls less than 20 points, and the level of wounds of honey-teeth during arrival increases not so much. After the beginner's fines are removed, or when endurance is higher than 3 units, settings for the inclusion of the state "when death" and the level of wounds of honey-teeth when arriving in itself is returned to standard values.
- New additional file. ONE Life - Lite.esp (if the standard version of the "One Life" mode does not suit you). In simplified mode fines for death and death status are similar standard regimeBut in the death condition you do not move. You come to yourself where they lost consciousness. Unfortunately, your enemies may be nearby, which can lead to your re-death, now complete. In addition, the place of recovery after full death Much less random than in the standard version.

*** Changes Camera Module (Camera.esp):
- The point of the camera location in the form of a third party moved a little closer to the character and just below, which improves the perspective and aiming in this game mode.

Description and concept of modifications (partially indeed for versions up to 5.0):

1. My goal has always been and remains one - deeper, realistic FNV.

2. Games Fallout - This is RPG, but I felt that FNV is quite weak in many aspects. I have a sufficient imagination, but I wanted to really play the role in Fallout, and not only to represent her wage.

3. After installing this fashion, your skills and characteristics will become much stronger to the game process. After activating my hardcore module, you will also find that Special Point Distribution has become much more important than the original. And the installation of the rest of the modules will make the game even more interesting and more difficult. Now the wastewhere will be really dangerous place, but also much more interesting! My mod is recycling the game, there are about 110 serious scripts in it and changing 2,700 game entries.

4. Do not install my mod if you do not want to fight for your life in Mojave. He is not for weaknikov.

5. My main realism module can be activated at any time, but in order to feel his real taste better to start a new game. After some time, you will see the Fashion Activation window and you can configure it. By default, the number of experience is 25%, and the flow of time is 8. You can always change these settings using the subject setting in the inventory.

6. Note: Fatigue and fatigue indicators will not appear until you hold their correct installation.

7. Important: This mod balanced under normal complexity. The use of severe or very difficult complexity will make creatures and the NPS still lively and more dangerous that I already do my mod, so better play for normal complexity.

Six modules:

1. Note that, despite the fact that 4 of the 6 modules are optional, for complete enjoyment, the game is recommended to include them all.

2. Mandatory modules - Arwen_NV_CORE.ESM and REALISM CORE. They work together.

1.) Realism module (arwen_nv_realism_core.esp):

The core module is required

[Armen Options Menu]: In-game menu that allows you to make the desired settings right in the game. Note that many options are turned off by default, so you can enable them if you want.

You will raise your level much slower (customizable)

Reduced the portable weight, as well as the player's oz (characteristics have become more important)

Deep and balanced Vats

Smart AI: The battle with the NPS is now much more complicated, and the stealth is much more realistic.

Dynamic Stealth: Influence factors, such as weather, view of the interior / exterior, secrecy skill and player actions.

Time settings (customizable): You can configure how long the game day will last with respect to real time. All needs adapt to the new time automatically.

Dynamic time (optional): Your current will be 50% slower in rooms, battle or when your health< 25%

Time in the menu (customizable): The gaming clocks do not stop in the menu.

The regeneration of the implant is now based on playing time, not real.

Mojave is now much more hard. The player begins the game weaker, the enemies, on the contrary, is much stronger.

Improvements also touched upon armoring and nsp weapons at all levels.

The pain is now more important, and swimming in radiation has become 10 times more dangerous.

Burns continue to reduce health after you are suitable, and a fine to agility is applied.

The poisons apply more damage for a longer time and also damage the dexterity.

Aimal damage: Strategic shots on the limbs are now more important, and the shots in the head are much more fatal.

Increased arms damage from skills.

All weapons are overloaded. Too weak weapons were strengthened, and too powerful little weakened. The requirements for strength and skills for many weapons were also increased. The power consumption was strongly recycled (the PU parameter is added to the cartridges). Cold weapons for the most part were weakened, but some copies were strengthened.

The state of long-blood weapons is now more affecting damage, as well as the shooting speed.

Removed approximation when shooting with pistols and some rifles. With optics, everything works as before.

Finalies for weapons skills (optional): You will be much less effective if your skills are below the skills required for wearing weapons or force less than the desired to wear.

Strong fines for hand fractures (optional): When your hand is broken, your strength is reduced and the skills are reduced, and you can not use Vats. For the right hand, the fine is more than for the left, and for both hands the fine is even greater.

Accuracy based on skill (optional): accuracy depends on your weapon skills and energy weapons. (Also dynamically improves the route).

Pipboy is unavailable in battle (optional): no more cheaters with pauses during battle to dress best armor Or repair weapons. However, you can use hotkeys.

Weapon effects (optional): knockouts from shots, explosions and shocks.

Fatigue indicator. When you reach 100%, you lose consciousness.

Unique visual effects (optional): When you wear glasses or your dexterity or perception is damaged.

More realistic physics, as well as explosions. The sleeves now remain on earth for 4 hours.

Balancing armor. For example, the reliable armor weighs only 50%, and the helmet armor equals approximately 25% of the entire set.

Extended repair sheets for all weapons and armor.

More covers for merchants - exactly 2 times.

2.) Hardcore module (Arwen_NV_Hard-Core.SP):

An optional module that expands the complexity of the main modules and makes your characteristics much more weighty.

The module is activated after a while after downloading the game. You will have to redistribute your skills and characteristics (35 for distribution) for better compatibility.

Starting glasses skills: 5 points Special less at the beginning of the game, which will add difficulties, especially at the start.

The main skills increase only for 5 points (in the original it was 15)].

Added 7 new features to start the game: some of the F2, some new ones. The ability "gifted" is present :)

After the first increase in level, you can spend less than 5 points, but your basic skills will rise by 2 for each skill spent.

Now the ability can be selected each level. Added several new, requirements for them are increased.

Skills books are no longer eaten now, but are replaced by a read version. You get 2 skill points from each book (3 with percom).

Logs now give +5 to the skill for 90 seconds and weigh 1 pound. (With the help of perks, it can be achieved +10 to 180 seconds).

Added bonuses and fines depending on the floor of the character.

You get less lake than only with a realism module. There is also differences in portable weight for floors. Men - 65-200 and Women 60-150 Portable Weight.

Processing of trade: Traders will ask more for objects and give less for yours. Also, women get a 10% bonus for sale, and men 5% bonus for buying objects.

Repair processing: Items for repair restore slightly smallest, and the repair is different for floors (a bonus for men). Also reduced the cost of repair from merchants.

Reduced the number of lute, which can be found. Now its quantity depends on your "Luck" parameter.

Dynamic respaun, depending on time flow settings.

3.) Module of fatigue (Arwen_encumbrance.esp):

Optional module. Balanced for use with Hardcore module. Adds a fatigue parameter that grows when you run or overloaded. When achieving 100% you will fall in impotence.

Depends on the flow of time, so the faster the time flows the faster the fatigue increases.

If the portable weight is less than 50% and full health, you can run about 46 game minutes. If the portable weight is 99%, then only 15.

When walking with overload of 110%, you can pass 15 minutes, with overload 150% - only 4.5 minutes.

Fatigue grows faster if you are injured. Attacks in the near battle and jumping increase fatigue.

If the fatigue exceeds 100%, you fall, hit, and all the equipped weapons will return to the inventory.

Using the screw or ultra screw immediately reduces fatigue to 0, which can save you in battle.

The fatigue indicator will appear if you followed the installation instructions. When 50% achieved the character, shortness of breath will begin, at 75% it will begin to choke. At the same time, at 70%, the indicator will become red, and after 70 will flash.

Depends on the health of the player. At 100% health growth is 25% slower, at 25% by 50% faster.

The fatigue begins to fall when you relax - stand still, sat down or sat on the subject. When squating or seat, fatter falls faster.

Dynamic speed: the more portable weight, the slower speed. Speed \u200b\u200bdecreases from heavy armor, and stronger than in the original.

Sprint: If your fatigue is below 70%, by pressing the action key, you can enable the sprint that will speed up your running by 50%. He spends fatter 5 times faster than the usual run. You will not be able to turn on the sprint if your leg is broken.

Dynamic jumps: based on your dexterity and portable weight. You will not be able to jump if your dexterity is too low or you are overloaded or your leg is broken.

The full manual is also added to the inventory for quick access.

4.) Module Honey-Tech (Arwen_Med-Tec.esp):

An optional module that is a versatile needs / early needs. It is able to track 26 characteristics and strongly expands self-medication.

It was designed for the standard FNV needs, but should work without them.

Attention! This module raises survival on completely new level. Even if you survive in battle, you can easily die from damage (as in real life). In addition, care for needs is now not so simple, but fines for ignoring needs much more serious.

My quest honey-tech will start approximately 6 minutes after the initialization of the main module of the kernel. When it is ready, you will receive 1 medical bus, 2 bandages, 1 antibiotic, 1 stimulator and 16 oz of purified water.

As soon as the Quest of the module is completed, your needs will begin to be considered.

Your primary damage (blood loss and level of injuries) depend on the current OZ.

Your honey-tech scanner tracks 26 characteristics and expands self-medication. The speed scan key (m) tracks the most important characteristics and is automatically scanned when you are wounded. Full scanning (right Ctrl) will fully diagnose.

A quick journey is impossible if you are very tired (20 hours without sleep), thirst torments you (14 ounces of water needed), or hungry (15 pieces you need), or health below 40%.

Damage:

Added wounds, burns, bleeding, injury and infection (and their treatment)

Damage is based directly on the number of lost lazes, type of weapons and your level of armor.

Average damage slowly healed (depends on endurance), but serious damage require medical treatment (self-treatment depends on the level of medicine)

Bandages, harnesses and tires have fines when they are applied and automatically removed when they are no longer needed.

Dynamic regeneration: based on endurance and is limited to your condition. Slower than sleep.

Damaged limbs are slowly treated, but only if not broken (in this case, you need a medical bus).

The doctor's sac liquefit requires the skill of medicine 25, it only treats not broken limbs, and the head and the torso will be cured by 20% (even if bitten). The sacrifice of the doctor is no longer consumed, but turns into an empty space, from which it is possible to scratch normal.

Doctors no longer cure medium and serious injuries. You get treatment, but not instant health restoration (you will often be clinted with superteined tires).

In addition to purified water, drinks will no longer have the attending effect, it is glad and will be slightly damaging your health.

Purified water restores some health, but only when you have less than 50 oz. (the less lake, the more heals) and only if the need for water is more than 0. (when the need< 8, лечение пропорционально потребности в воде)

Empty bottles can be filled again. You can gain different water quality in different bottles.

The liquor causes thirst, but restores fatigue.

Nuclear Cola has the energy effect and reduces the need for a dream.

The need for food is dynamic: Your need for food depends on your strength and endurance. The average player (5 forces and endurance) will consume 24 units of food every 24 hours.

10 meal levels, with +1 to +10. Raw food contains more glad, but fresh fruits and vegetables will be reduced glad.

Food no longer treats and for the most part it is pleased.

Cooking more needed: meat mined from dead animals is now raw (high bacteria content and glad). There are new recipes for cooking.

You can enter the animals if you equipped a knife, a combat knife or a paper knife.

Dead animals can only be separated within 6 game hours after death.

Limit of raw meat: You can wear only 4 pieces of raw meat. The cooking kit is needed for cooking almost any recipe on the fire. A set of cutlery makes meals more clean (containing fewer bacteria). These sets can be purchased from merchants or created if you have skills.

Bandages can be created on a fire: a set for cooking, an Abraxo cleaner and specific types of clean clothing are required.

A new fried recipe, which does not require a complete set for cooking. But you must have a frying pan and a big sharp knife in order to prepare this recipe.

Food increases your digestive level.

Food, if you do not want to eat, worsens your well-being and does not bring any benefit.

When your level is 100 or higher, your radiation level will increase when you eat and will slowly decrease when the digestive level returns to 0, or if glad to become less than 100. You will get radiation disease when your level of radiation will reach 5 and you are not You will receive bonuses from food or drink.

Most of the food and water contains bacteria that cause food poisoning, if your level of bacteria becomes too high. Cooking and a set of cutlery reduce the content of bacteria.

Need a dream: you need 1 hour sleep for every 2 hours of wakefulness. When your need is in a dream 0, you will not want to sleep for 16 hours, after which you will become sleepy. After 20 hours you will be very tired, after 24 squeezed, after 32 in delusion. An hourly sleep no longer cures completely. You also can't sleep if you have serious bleeding if your need is in a dream greater than 1 hour, and the maximum sleep time equals your need in a dream.

Thinking the skins requires a large, sharp knife (combat). You need to take it in your hands so that this type of recipes becomes visible.

[MENU MENU OPTIONS]: Prepare for removal; Change hot keys; Change the poems injection key.

The description is large and filled, but those who know the mod can start playing now.

Installation:

1. When updating, delete the previous version, remove everything and sax.

2. Observe the load order:

-\u003e Arwen_nv_core.esm.

-\u003e Arwen_nv_realism_core.Sep

-\u003e arwen_nv_hard-core.esp

-\u003e Arwen_NV_ENCUMBRANCE.SP.

-\u003e arwen_nv_med-tec.esp

-\u003e Arwen_nv_oneLife.Sp.

-\u003e Arwen_camera.Sp.

To appear fatigue and fatigue indicators, you need to enter the HUD_MAIN_MENU.XML file, which is located in Data / Menu / Main, add the following lines to the easiest end: