Littlepip's Fixes v1.23 by J.C. "Littlepip" Bengtson golbez@ptd.net http://asklittlepip.tumblr.com README Created using Notepad++ A collection of bug-fixes, balance tweaks and game-play additions which have seemingly been ignored in the grand scheme of things. This mod requires all the DLC, as I've expanded the focus to the entire "Ultimate Edition". It's a slow process, but I want to FIX ALL THE THINGS! Eventually. =================== New in Version 1.23 =================== ---------------------------------------------------------------- The first rule of Golf Club is, you do not talk about Golf Club. ---------------------------------------------------------------- - Although entertaining to use, neither of the Golf Clubs in the game were actually any good. This is a shame, because the Fore! V.A.T.S. attack is quite fun when successful, and there's just something satisfying about using one of these objects as a melee weapon. Base damage is unchanged, but the weight of the basic variety has been lowered to a realistic value, durability for both types has been increased as has the 'reach' (how far away from such a weapon can hit a target), various invalid internal data was fixed, blocking now makes a metallic sound, and swinging & missing as well as picking up & dropping also sounds correct. - Beyond the updates listed above, Nephi's Golf Driver now features a new, unique effect, "Bonus Damage vs. NCR". This deals an instant +15 Poison damage to anyone who belongs to the NCR faction! When you talk with Nephi himself.. which you can do by wearing Great Khan armor thanks to a previous update.. he tells you that he's killed a LOT of NCR citizens with it, so I like to think that it's especially good at doing so. Since this would be a fairly random change on it's own, it's actually part of a greater revision to the Fiends, listed in the subsequent section. --------------- Fiendish Fiends --------------- - For many months now, I've wanted to do this, and if you've poked around in an editor, you may have noticed a Fiend Leader class I added quietly but didn't use yet. Now, it is, and all the named Fiend characters are substantially more threatening, making their opposition to the NCR make a lot more sense. Due to the long period of time between this update and the last, I'm going to be doing something different. I'm NOT intimiately documenting these changes, and they're all a work-in-progress, and therefore the following sections are merely summaries. Once I've finalized the details, expect the usual, more nuanced report. - All of the Fiend leaders now move faster than normal, instead of just half of them. Each uses an appropriate eye type, instead of NONE, along with the 'uncanny valley' corrections from a previous version of this mod. All of them possess unique weapons and/or armor, which are the otherwise unused (cut content) unique Raider items. The statistics for all of these have been improved, with new effects added in to make you consider using them, and they are all loaded up with a much greater variety of inventory items to balance their greatly increased difficulty. On that note, each of them now scales with your level so they aren't stuck at something low like Level 14 when you're a Level 50 monster yourself. Each have had their statistics like Fatigue, Hit Points and other passive values tweaked to suit the particular roles and positions they're in, and they all have Bloody Mess. Violet is associated with her dogs and uses a Gauss Rifle now (!), but is fragile compared to her allies. Cook-Cook wants to roast the world and has the Pyromaniac perk to prove it, and Nephi just plain hates you. Motor-Runner retains his own unique +Critical buffs and is still the strongest Fiend, but now that Duke is equipped with the (cut) Apocalypse Metal Armor instead of the non-unique variety, along with a freakin' Tesla Cannon, entering his hideout is best done with extreme caution. The final named Fiend has been.. changed, and stands out amongst all the others in Vault 3, so I'll let you see the differences yourself. - I plan to update the faction too, though currently the only changes are the ones listed here and in previous versions of this mod, and I don't ever intend for them to be much more than what they are overall; chem-addicted raiding assholes. But their leaders terrify those in the NCR, and now, their statistics and items properly reflect that fear. You will hate them, but you'll also love killing them even more now, since it's so much more satisfying. I'm also updating the Raider armor, but all of these changes are merely tentative. Expect further, specific details in the next patch once I've nailed the balance down more firmly. ---------------- Lore Consistency ---------------- - As Fallout 4 has now been released, there are updated names for many things within the game's setting, and as such, terminals, notes and dialog will be changed to reflect the expanded lore. For example, in Mr. House's obituary it mentions that he attended The Institute, which we now know was formally called the "Commonwealth Institute of Technology", so it's been changed to spell this out, along with a few minor errors fixed, as usual. Similarly, the Android Component and it's related data leftover from Fallout 3 has been altered to mention Synths instead, although you won't see this normally as there aren't any in New Vegas. I'll be continuing to ensure that company and brand names are also correct whenever mentioned (it's Nuka-Cola, NOT Nuka Cola or Nuka-cola) too. ------------------------ Wasteland Words Unspoken ------------------------ - With virtually every update of this mod, I've uncovered more and more things from Fallout 3 which have gone without use. Some of these can simply be enabled and are functional, while others require varying degrees of effort to get working again, and even more still can be turned into something new. And in plenty of other instances, there's just a few records that reference content that was present in Washington D.C., but is missing in Nevada. I will continue to rename and label these things internally, so that other modders (and curious players) can see exactly what I'm talking about, but here I am referring to the dialog system. A massive internal database of every spoken word, there's tons of entries related to locations from the previous game which do nothing, and only serve to slow down the game by bloating memory usage. From here on out I'll be unlinking these lines from quests and then instructing the game to delete them entirely, so there's no conflict and no waste. As usual, I'll be doing this a little bit at a time, and will indicate which segments of Fo3 were cleaned up with each update. For this initial release, I'll be purging the dialogs for Wadsworth and Godfrey, the robotic butlers from the Megaton House and Tenpenny Suite. ------------------------ The Magic(ka) is Missing ------------------------ - There's a lot of stuff leftover in New Vegas from previous games developed by Bethesda, which Obsidian had to work around. Many of these settings, commands and objects are incomplete, but seemingly just as many still work, or are still being processed by the engine, wasting valuable performance cycles that could be better spent elsewhere. One such example are the settings related to the regeneration of the Magicka stat from The Elder Scrolls! While "spell" functions remain and are used internally for various character effects, the actual mana equivalent has no purpose, and seemingly cannot be used for anything else. Variables related to this were still present and being loaded, and, presumably, attempting to regenerate a resource which doesn't exist. Thus, I've cleared out the offending values in the interest of further improving the game's stability & running speed. I've done the same with the information regarding Tamriel's holidays, that do nothing in Fallout's setting. Unlikely to make much of a difference on it's own, but it's all these small tweaks which add up to big boosts in framerates and loading time reduction. ------------ Globals Gone ------------ - Other stuff that is just wasting memory and potentially CPU cycles are global variables that were defined for things in Fallout 3 that no longer apply. The number of residents of Big Town who are still alive? The various schematics and their associated data for craftable weapons, when they were added into the standard UI a long time ago? The status of the Washington Monument's gate? These and more were all just sitting there, doing nothing, and now that's exactly what they are; nothing. =================== New in Version 1.22 =================== ---------------------- Chemistry Sets Revised ---------------------- - About half of the Chemistry Sets in the game world could not be activated, which was a bit confusing as well as frustrating. You also didn't get any experience points for using your Science skill, even though you're supposed to get XP for most non-combat applications. There was also a duplicate of the Goodsprings set in Dead Money, instead of using a separate object, which would affect anything changing these objects, like this mod. These issues have all been resolved, further rewarding exploration and an investment into the Science skill. You also get a much larger possible variety of medicines and chems, but only one of each, to better balance the increased abundance of these interactive sets. Some minor tweaks to the physical objects and their messages as well. -------------- Toaster Repair -------------- - I just HAD had to put this in, both because of my name and the fact it's a reference to the Wasteland franchise, the precursor to Fallout. Three Dog made a joke about it in Fallout 3, and of course there's THE Toaster in Old World Blues, but one can never get enough, uh, cooked bread. What does this recipe do, exactly? Not much, kinda like the original game.. although this might serve a greater purpose later on. For now, it's just something silly you can do at a Workbench if you've got Wild Wasteland. ------------------- Challenges Expanded ------------------- [Crackerjack Timing] * Now properly counts all Mojave Cazadores, and also allows you to get credit for ones located in DLC areas. [Deathclaw Pro Hunter] * Now properly counts all adult Deathclaws in the game, and also allows you to get credit for ones located in DLC areas. Added missing weapons to the form lists. [Man-Machine Interface] * Now properly counts all Mr. Gutsys and Sentry Bots in the game, and also allows you to get credit for ones located in DLC areas. Added missing weapons to the form lists. [Nyah! See?] * Added missing weapons to the form lists. Removed the incorrect GRA Assault Rifle, as it isn't an SMG, LMG or Minigun. [Overkill] * Description updated and weapons list modified to include satellite-based weapons in addition to nukes, such as ARCHIMEDES II. [Vault 13's Revenge] * Added missing weapons to the form lists. The Bear Trap Fists do NOT count as they are not "powered" gloves, but all the others such as the Displacer, Zap, Ballistic, etc., do. [White Line Nightmare] * Added missing weapons to the form lists. [You Don't Belong In This World!] * Added missing weapons to the form lists. [Warhead Hunter] * The quest flag is now removed from the Laser Detonator once you have destroyed all the warheads in The Divide, letting you do with it whatever you wish. =================== New in Version 1.21 =================== -------------------------------- Gun Runners' Arsenal Integration -------------------------------- - I'll be dealing with this a few items at a time, instead of all at once, but here's the gist of things: GRA items are going to effectively replace their non-GRA counterparts, and both will be updated to have the same statistics and mod capability, so as not to screw up existing saves or other mods. Speaking of mods, the associated ones will also be updated, with the names changed and the details modified so that you can easily see which weapons they are associated with. In some cases, this means weapons will be getting NEW mods they lacked in the past, but, again, I am doing this slowly and a few objects at a time so as to not break the game horribly. In addition, any of the modified NPC loot lists for these objects will include a wider-range of possible durability spawns, so that there's at least a chance of an enemy wielding such an item at full effectiveness. So, for instance, an enemy who spawns with a Baseball Bat might wield it at 75% durability (and thus 100% of it's damage potential), rather than the old limit of 65%, which meant even on a good roll, such a foe would never hit as hard as they could have. - Speaking of which, the Baseball Bat and it's GRA counterpart, along with associated weapon mods, are the first item to be changed under this system. Every placed bat, as well as every spawn list, has been replaced with the latter item. GRA-specific challenges will still function, and I won't be modifying any of those lists until these changes are complete, for fairness and to reduce confusion. Missing sound effects, general bugs and inconsistencies will also be resolved, of course. Any further item adjustments (expect more with future patches) will be listed below. V1.22 GRA TAGS REMOVED FROM ALL GUN RUNNERS' ARSENAL CHALLENGES ALONG WITH SLIGHT DESCRIPTION UPDATES AS APPROPRIATE V1.22 ALL RIPPERS HAVE BEEN REPLACED WITH THEIR GRA VARIANTS, AND THE ORIGINALS NOW HAVE ALL GRA MODS ENABLED FOR IN-PROGRESS GAMES ------------------------------ Train Locations Use Metro Icon ------------------------------ - Unlike Fallout 3, New Vegas doesn't have extensive train tunnels throughout, although it DOES have a few, as well as a number of above-ground locations related to trains. In order to better distinguish them on the map, and to actually use the icon in question, I'll be changing all such spots in the game to use the "Metro" icon on your Pip-Boy's region map. This is already done in DLC like Old World Blues, but not in the main game, so it's a bit inconsistent. Missing or invalid marker radius data was also fixed, as usual. -------------------------------- Securitron Vault Sentry Bots Fix -------------------------------- - Instead of being crammed into that side room at the start of the Securitron Vault and tripping over one another, the Sentry Bots within are supposed to immediately deploy to positions within the vault to block your escape, unless you fiddled with the door controls earlier. This wasn't working, as it was tied to a quest variable in an unused script, and thus was never being set. Now, it instead activates if you destroy any of the generators, regardless of the path for New Vegas' future you've chosen. If you don't seal the room they're in before you start doing this, beware! ------------- UMON "B" Gone ------------- - The Usage Monitor Effect, or UMON as it's known internally, is an effect attached to most (but not all) chems and alcohol that increase your chance of addiction if you use any other items with this property, over a period of anywhere from 12 minutes to 3 days. The exact math is unknown, but it isn't displayed to the player, and while it was an attempt to balance the use of these items, I feel that the existing penalties (as well as my addition of weight, and more items HAVING an addiction, like Coffee and alternate flavor Mentats) handles this just fine, especially since there's nothing stopping you from reloading. That and, it really doesn't make any sense how taking Buffout makes Jet more likely to get you hooked, or vice-versa. - I could understand if this system only applied for related drugs, but it's universal and lessens the value of Addiction Resistance perks, as the UMON eventually rises enough to where, unless you've got Logan's Loophole, you eventually get a 100% addiction rate, with the only recourse being to wait three whole in-game days in-between using nearly any chem. In any event, this just means that addiction chances will now match whatever they say they are, and not have some invisible numbers secretly altering those values. If this winds up making addiction TOO rare or otherwise messes with the game in some odd fashion, expect me to go back and try a different approach; but if I do that, I'll be sure it makes more sense and is more regularly applied than the default was. -------------------------- Encounter Zone Elimination -------------------------- - Another holdover from previous games that Obsidian had to deal with in New Vegas was the Encounter Zones system. This is the same thing which caused large chunks of Fallout 3 to become devoid of life and loot once you'd visited them once, as well as what would "lock" an area's level in to either a predefined value, or to whatever your level was when you first entered it. Distressingly, this includes places like Hoover Dam, which could be forced into a level as low as 10, even though it's the site of the game's final battle! While I was at it, I set ownership to the appropriate people or factions, and cleaned up cell data; you'd be surprised how many areas were wasting processing on rendering water, even when they don't contain any. I also assigned "no waiting allowed" flags to a number of these areas (such as Hoover Dam's towers) which can otherwise break scripting if you do so in certain situations, like, say, the endgame. This probably won't be noticeable to most, but mentioning it anyways. - Now, honestly, I anticipate this might cause some weird respawn issues in some places, as Encounter Zone data overrides individual settings, but I'd rather manually set those to avoid all the problems this system causes mentioned above. So be sure to let me know where, when and what is the problem if you DO run into problems with this change! Provided that you aren't using some other mod(s) which mess around with spawns, of course. ------------------------------- "I can optimize dead people..." ------------------------------- - A problem you may have encountered in this game is that sometimes you need to loot a quest item or other object off a corpse, but it's in an area you've already been to. And upon returning, the body has decayed and vanished, meaning you can't proceed without restoring an older savegame or fiddling with the console. In order to remedy this, I'll be applying the Quest flag to all such bodies in the game, but I will ALSO be setting the "No Low-Level Processing" flag to them as well, so the game isn't attempting to process AI for something that's dead, or even bothering to check if you aren't nearby. Also, I'll be purging AI packages, factions, voices, emotional data and other fields which are irrelevant to a dead character, and only leaving things which are visible (like hairstyles) for better performance. Everything else, from level to statistics, will be zeroed out when possible, saving on both disk space and memory. This change will initially cover the areas of the game I've modified (Goodsprings, Primm and surrounding environs), but will expand to cover every corpse in the game eventually. =================== New in Version 1.20 =================== ------------ Anthropology ------------ - Built upon the remains of the Ghoul Anatomy perk from Fallout 3, instead turned towards humanity as a whole (Anthropology is the study of humans); this perk gives you all-around combat bonuses against them and derived races. This means standard NPCs of all types, Ghouls (including Feral Ghouls), Marked Men, Lobotomites, Ghost People, Super Mutants and Nightkin all are subject to this perk's effects. And what ARE those effects, you ask? Simple enough! You get +5 AP refunded upon V.A.T.S. killing any of these foes, which stacks with Grim Reaper's Sprint, and more importantly, a +2 DT defensive bonus versus their attacks and a -2 DT offensive bonus when penetrating their armor! - For a combat-focused Courier, this is an excellent all-around choice for your build, as it helps you a little bit in several ways at once. A slightly earlier edition of this perk slipped into the previous version of this mod, but it's pretty much set up the way I'd like now. Requirements are currently Level 16, along with 60 or more points in BOTH Medicine and Science. ----------- Auto Axpert ----------- - Also returning in a new form, this time from The Pitt DLC; instead of merely benefiting the damage of Auto Axes, this perk now raises damage, Critical Damage and Critical Chance of all automatic close combat weapons by +10% each! These are all the weapons excluded from Super Slam, which includes the Auto Axe (duh), Ripper, Chainsaw, Thermic Lance and Industrial Hand. The requirements are steep, at a minimum level of 22, Melee Weapons skill of 90 AND Unarmed skill of 65, which is 10 short of the amount needed to wield all of these weapons perfectly. Also note that every one of these weapons ignores armor, so the boost is well worth it if you love these weapons. - However, nothing is perfect, so something has to give; and that is that all of these weapons no longer have a silent V.A.T.S. attack. Quite frankly, considering how all of them -aren't- quiet when used normally, it was absurd that you could be stealthy with a Chainsaw and actually get away with it. Missing sounds, incorrect impact data, durability loss ratios, and consistency updates along with the usual slew of bugfixes were also made to all of these weapons, and all of them will be able to properly dismember limbs without requiring Bloody Mess. You probably won't notice much of a difference, but it's there and done. For reference, the respawning workers at Sloan carry Auto Axes sometimes, as do the Fiends. ------------------- Fire Hydrants Fixed ------------------- - In Fallout 3, most if not all of the fire hydrants can be tapped into, allowing you to get a drink at the cost of some radiation exposure. In New Vegas, there's the opposite situation, in that there aren't ANY usable hydrants despite the Mojave NOT getting hit anywhere near as hard with nukes as the Capital Wasteland was. While possibly an attempt to make Hardcore Mode more difficult, the simple fact is that water isn't scarce in this game, and in pretty much every spot where hydrants are located, there's other water sources nearby anyways! And so, I've replaced all the static, unusable fire hydrants with (appropriate for the area) ones you can interact with for a drink. Also a few minor tweaks to their flags so AI respond to and pathfind around them better. - However, as some friends pointed out to me when I was testing this, it's important to bring up the fact that the sole clean water source in Freeside remains the pump initially controlled by the Kings, so you'll still want to do the associated quests to get access to it, lest you want to deal with purging your system of RADs. This also maintains the drama in the area, because it's not merely clean water versus dirty water, it's water that will KILL YOU versus water that won't. And poor people wouldn't be able to afford constant doses of RADAway, nor can the Followers of the Apocalypse just hand out the stuff, as they're low on supplies themselves. So, just bringing that up, in case you think I just ADDED a plot hole to the game. Nope! ------------------------------------- New Vegas Medical Clinic Restorations ------------------------------------- - In addition to letting you ask her about the Followers of the Apocalypse, which was only available the very first time you ever spoke to her, you're also supposed to be able to ask Doctor Usanagi about donating to her cause. Both of these issues have been resolved, she and her student in the nearby room have been armed and given a handful of medical supplies and items, and the student actually has his hair now. The sinks and toilet are also all usable instead of being static, but are irradiated, as most such ones are. A few small variable fixes here and there to the clinic itself and the guards (who now respawn), but nothing else game-changing. - I also took the opportunity to rename the various Implant perks in the form of "Implant ABBREVIATION", so they'd sort together neatly with the Old World Blues implants in the Pip-Boy. I might tweak the functionality, particularly that of the regeneration implant, but for now it's just this along with minor description consistency updates. -------------------- Recoverable Shotguns -------------------- - Another curious omission from New Vegas are the shotguns from rigged traps. Even if you disarm them, you're unable to ever pry one out and take it for your own use, again, unlike Fallout 3 (even though it vanishes when you do)! Now you can, and they'll be Single Shotguns in very poor condition, along with the standard ammo for a successful disarm you would get previously. As with the hydrant change above, I made some small tweaks to reduce instances of the AI getting stuck on these objects, although wandering enemies are rarely in such locations to begin with, and some internal renaming to clean things up. If disarmed, it will also delete itself instead of merely disabling, improving game performance ever-so-slightly. The empty chassis will still appear as usual, however. -------------------------- Uncanny Valley Corrections -------------------------- - Have you ever noticed that while looking at some characters in the game, they just seemed, well, a bit off somehow? That there was just something about their face which was kinda artificial, but you weren't quite sure WHAT it was, exactly? It turns out that many NPCs lack definitions for aspects of their appearance, such as their eyes, hair style and even eyebrows! Without these, the 'windows to the soul' lack color and depth, heads are bare yet not the same as with actual balding, and they're less expressive when talking or showing emotions. I will be correcting these issues in every modified NPC so far, and in any I adjust from now on. The improvements are subtle, but when you take them away, you notice it subconsciously almost immediately. This will NOT alter the actual FaceGen data for these characters; I am simply restoring small details which are supposed to be present where improperly coded or otherwise lacking. - Oh, and while I'm here, you may have noticed a problem with the game where NPC heads and bodies sometimes don't match, particularly with those that have been altered by mods, right? Make sure the line bLoadFaceGenHeadEGTFiles=1 is set in the [General] section of the three major .ini files (fallout_default.ini, fallout.ini and fallout_prefs.ini). The first file is located in the Steam folder with the game data, while the other two are in your /Documents folder on the drive wherever you've got Windows installed. You need to make sure it's set in ALL THREE, because the game likes to synchronize settings and will potentially overwrite it if it's just in one place. I'm mentioning this here 'cause it's a common issue easily fixed by doing this, so there's your solution! :) --------------------------- Player Owns All Skill Books --------------------------- - Simple enough; every single permanent skill book in the game is now flagged as property of the Courier, letting you take them freely no matter where they are, and preventing them from being taken away from you if you pickpocket other items and are caught. Most already were in areas without any ownership, but I set it anyways just in case something changes in those locations. In addition, an impossible to get one in a "test cell" was removed (which was screwing up the total counter in the GECK), and another which was unreachable in Dead Money has been moved so you can actually grab it. Oh, and the random skill books you COULD sometimes find in Honest Hearts are no more, but I'm going to be replacing them with permanent books or equivalent objects so that you can't be screwed by the random number generator. - You also no longer get a Big Book of Science from completing the That Lucky Old Sun quest in a specific fashion. Instead, Ignacio Rivas actually carries it on his person, so that you can take it with your choice of subtlety or violence, and not feel forced down a particular path in the mission itself, as every single other skill book in the world can be found lying about or in containers. I also flagged him as a Quest character, so if the Legion kill him (also a possible outcome), he won't despawn and take the book with him. And, yes, even though the book is in his inventory, it's still setup so YOU own it, so even a good character can obtain it. A few statistic tweaks were also applied to him for consistency, and he wields a Plasma Pistol instead of a 10mm handgun, which better matches his skills. I adjusted Fantastic in a similar manner "while I was here", and his inventory is now filled with evidence of just how many things he's addicted to, which he mentions in dialog. V1.21 ALL SNOWGLOBES ARE NOW FLAGGED AS OWNED BY THE PLAYER, AND THE ONES PREVIOUSLY ALIGNED WITH THE PLAYER'S FACTION ARE NOW SET TO THE PLAYER DIRECTLY ------------------------- Unmarked Locations Marked ------------------------- - Ever been annoyed that you've discovered a cave, building or other location but it didn't show up on your map? Even worse when it was the object of a quest, or the source of valuable items? No longer! I am now adding map markers and associated fast travel points to various such places throughout the wasteland! Exceptions will be made for sanity AND exploration purposes alike: for instance, I'm not marking the individual Camp Guardian caves because they're all within proximity to the camp and mountain itself, and it would be an overlapping mess on the map besides. Similarly, there will be still be interesting things to discover which will remain unmarked; the emphasis here is on spots that you might wish to return to because they contain an interior location and/or respawns. - Abandoned Shack : Outside Goodsprings, near Yangtze Memorial. Renamed to "The Hornits Nest 588" (spelled like that), based on the above-the-door sign. - Abandoned Warehouse : A place you're sent to for a Van Graff quest, next door to Allied Technologies. - Bootjack Cavern : A cave east of the Wrecked Highwayman, guarded by Fire Geckos. - Carlyle St. Clair's House : In the northern mountains; his home is now properly assigned ownership, and he's worried about visitors.. - Chance's Grave : In the cliffs overlooking the destroyed Tribal Village, northwest of Goodsprings Cemetery. - Deathclaw Promontory : One of the most dangerous areas in the game. You'll know where it is if you've found it. Trust me. - Gibson's Shack : Renamed to "Elijah's Shack" (because that's what it IS, and the old name was merely to throw players off prior to Dead Money). - Great Khan Armory : Located in a basement in a burned-out house in front of Red Rock Canyon, easy to walk right past. - Hostetler Home & Issac's House : Next to one another on the outskirts of Vegas. - Lakelurk Cove : Swim across the Colorado River near the southernmost part of the map to find this area full of aquatic life; and a cave with loot! - Mojave Home : Renamed to "Moonshiner Ranch"; that house filled with booze and Maize, along with the titular Moonshine still. - Orion Moreno's House : Near the NCR Sharecropper Farms, part of the 'For Auld Lang Syne' quest. - Scorpion Burrow : In the dusty desert / dry lake bed south of the Nipton Road Pit Stop. - Train Station : Located next to REPCONN Headquarters. Notable for containing one of the few rare Toy Cars used to craft the alternate Dart Guns. - Train Tunnel : Renamed to "Nellis Train Tunnel" + North and South, for each entrance. Repurposed an unused marker for this one, hinting it was to be a travel point. - Wins' Hideout : The shack where the wannabe gangsters who robbed the Vikki & Vance are hiding out at, near Westside. V1.21 DUE TO ISSUES WITH THE SCRIPTS BREAKING, THE HOSTETLER HOME IS ONCE AGAIN FLAGGED AS "PUBLIC", WHICH MAKES LESS SENSE BUT PREVENTS BUGS -------------- Script Cleanup -------------- - In addition to using standard, shortened versions of various scripting functions (such as "scn" instead of "ScriptName" for the script header), I'll also be doing things like changing all the "short" & "long" variable definitions into "int", because they're the same thing, as the NV engine doesn't actually distinguish between them as a true programming language would. Manually cleaning up the variable tables with FNVEdit, which CANNOT be done with the GECK, is also another objective. I had already done all of these things in the past on a smaller scale, but I'm constantly learning ways to condense the source code of scripts, and to also reduce the size of the compiled data whenever possible, so I wanted to acknowledge that here. Like so many other updates this mod makes, this is a constant, ongoing process, so if you're in the habit of exploring the .esp file for changes, expect plenty of them in this regard. - I'm also going to be deleting unused variables, or in some cases, re-writing scripts to not use them at all for improved performance, as appropriate. Elimination of blank spaces in source that isn't being used for formatting, clearing up of useless comment markings, and standardizing the use of uppercase and lowercase are also goals, but are lower priority since these adjustments do not make any difference for the compiled data. V1.21 REVERTED ONE OF THE VARIABLE ARRAY CHANGES IN SLOAN AS IT COULD CAUSE THE PLAYER TO BE UNABLE TO REPAIR THE GENERATOR THERE ---------------------- Ranger Station Foxtrot ---------------------- - Here's an interesting thing; an entire bunker that had it's entrance disabled in the final game. There's nothing special within besides some supplies, and some of the object placement is lacking, which is probably why it got cut, but still. You can now access this location via the manhole cover at, well, Ranger Station Foxtrot, behind the tent. This is a spot which has great potential for future expansion and revision, but for now, I simply wanted to make it accessible. =================== New in Version 1.19 =================== ----------------------------- Embedded Weapons Improvements ----------------------------- - Every creature with a "built-in" weapon; mostly robots and turrets, but also including creatures with ranged attacks like Lakelurks, Fire Ants and various Geckos; have had their embedded firepower bug-corrected and streamlined. In many cases, resistances were not being taken properly into account, and now they are. You'd be surprised how many plasma and laser weapons were NOT checking Energy Resistance, or all the flames which didn't count as Fire! Oh, and can't forget to mention how many of them weren't even using the correct skill, which means many creatures' combat skills were being completely ignored! - AI ranges were also adjusted so foes with multiple weapons properly cycle between them, passives were added or made "obvious" internally, and turrets and Spore Plants will now shoot at you if they CAN hit you.. not decide to stare if you're beyond a certain distance yet within their weapon range. The minimum range "dead zone" some of these enemies had, where you wouldn't be shot at even though you're right in front of them, has also been fixed. The only actual "buff" NOT related to bugs would be that the buzzsaws employed by the Handy series of robots now inflict triple damage to limbs, so you -really- don't want to get hit by one, even if it's actual damage is still pathetically low. All similar weapons in the game ignore armor and/or cripple limbs, so it's only fair that the AI gets that treatment too. - Oh, and they were all given names and sorted via a space at the beginning of said names, so they're easy to locate in the GECK, and are segregated from the normal player and NPC-usable weapons. As many as possible were added to appropriate form lists for repair, Challenges, damage information and other miscellaneous data, so all your perks (like In Shining Armor and Hit The Deck) will function properly when you're getting shot by a Sentry Bot or Securitron. Have fun! ----------------------------------- Massive Miscellaneous Manipulation! ----------------------------------- - Although every release sees me making small updates to various Misc. items in the game, this version has seen substantial changes across the board. So-called "message icons" have been purged from many of them for better performance, and the fact that the primary icon can be used in 99% of all situations just fine. If you happen to spot one of those 1% exceptions (which results in the icon looking garbled, or containing about 50 different UI elements in a very small space), let me know so I can fix it. And, of course, items which were missing their icons in the first place, like Teddy Bears, have been corrected whenever possible. - More importantly, the actual weight and bounding box information, along with spelling and sound effects, have been revised throughout the game. In most cases, this means that all the random stuff found lying around the wastelands will tend to be lighter than it was before. In only a few instances (such as bags of Flour) are they heavier, and prices were raised when the difference was significant. I pretty much spent a few days looking up these items' weight in reality and compared them to their digital counterparts. This will make scavenging and the Barter skill even more useful, because you can't just go off simple 1:1 value ratios anyone, as far fewer objects are exactly one pound now, but the amount of money you get CAN still be a fraction. So, instead, you might find yourself going.. "well, this is only worth one cap, but I can easily carry a LOT more of them than I used to be able to, so might as well grab 'em." - Basically, random stuff has mass set to what it's supposed to weigh, with consideration given for the wear of ages, 1950's & 2270 materials (metals & wood versus plastic & polymers) compared to the real world, and with some value adjustments when the changes were great. As stated previously, this is a constant, ongoing process with this mod, but it was a significant chunk of development time for this version. V1.20 EVERY TEDDY BEAR ICON WAS PROPERLY UPDATED, NOT JUST MOST OF THEM ------------------------- Muggy Accepts More Dishes ------------------------- - Honest Hearts added a number of recipes with which you can breakdown items into Scrap Metal, while Muggy handles most of the rest (and I added recipes for many others, like Dog Bowls), that still left a handful of household & kitchen items with no purpose in the game. These are the Ashtray, Cup, Drinking Glass and Shot Glass. Thematically, there's no reason he shouldn't have been able to accept these items, and now he can! This took a bunch of script and form list changes, but the results are these four objects are no longer crummy single-cap vendor trash. Ashtrays, like plates, turn into shell casings, but I opted for them to be the uncommon 12.7mm and 45-70 Govt variety, which will alleviate the issue with both these ammunition types where getting hand-loader materials was a hassle. Cups, like their Coffee Mug cousins, turn into Wonderglue and Empty Syringes (somehow), and the remaining two glasses can be crushed into Rifle Powder and Lead dust, also for ammo crafting purposes. - Some items will (and should) remain as little more than vendor trash, but there was no excuse for -these- items to remain so, when their counterparts could be converted into useful materials. Now you're going to want to actually collect these items to hand them in, rather than selling them off or completely ignoring them. Or maybe you still will; but at least now, something productive can be done with 'em! --------------- Xenotech Expert --------------- - No longer something you get "free" like in Fallout 3, this perk is back but only available if you take Wild Wasteland, as Aliens don't appear otherwise. Once you've met this requirement, as well as getting to Level 22, you may choose this perk. In addition to boosting your damage with all of their weapons by +15%, which, given the scarcity of them, wouldn't be too special.. it ALSO grants you the ability to create Alien Power Cells! It takes a LOT of all three standard Energy Weapons ammo to craft just a single round, and a staggering 100 Science skill on top of that, but it IS now possible with this perk. - Do note that Alien Power Modules, the weaker variety used in the "standard" Alien weapons, do NOT require this perk and are unlocked at the Workbench as soon as you get Wild Wasteland, but they're still difficult to make. This is pretty much a choice merely for those whom wish to make the Alien Blaster their primary weapon, which is impossible normally, and for good reason, since it's so damn powerful (as anyone who played the old games where it ran off normal energy ammo can attest to). As usual, if you hate the idea of this sort of thing in Fallout, than don't pick it, and you won't be able to without Wild Wasteland anyways, which is already a choice to make the game sillier. - Finally, don't forget that previous versions of this mod (1.8.5+) boosted the Alien's stats, AI and general threat level significantly, as well as giving them better outfits, so by the time you're capable of obtaining this, you already have many other death-dealing options available to you. V1.20 REMOVED THE ALIEN KILL REQUIREMENTS FROM THIS PERK 'CAUSE IT WAS APPARENTLY CONFUSING PEOPLE, AND UPDATING THE PERK TO CLARIFY IT WOULD CLUTTER THE ENTIRE DESCRIPTION V1.20 UPDATED THE ALIEN POWER MODULES RECIPE TO REMAIN KNOWN IF YOU TAKE XENOTECH EXPERT BUT LOSE WILD WASTELAND ----------------- Superior Defender ----------------- - Another returning perk, and also different; this time it requires you to have learned the "Legion Assault" technique (which goes nicely with the Roman-themed Vault Boy icon), and instead of giving you a massive damage and resistance boost to everything, it's now a small, flat increase limited to Unarmed and Melee Weapons. On the defensive side, it reduces your chance to be struck by a Critical Hit or laid low by a crippling attack instead, which is still good, but not as awfully overpowered as the Point Lookout original was. Still, it's a solid choice if you're going for close-range combat, so look for it once you're Level 24 or higher. --------------------- Ammo Box Improvements --------------------- - The items and scripts related to the various Ammo Boxes, Case Boxes, Hull Boxes, Primer Boxes, Jars of Powder and the Powder & Primer Pack have all been standardized and cleaned up, with errors (wrong icons and names) and missing sounds corrected. Useless variables leftover from an earlier version of the game have also been purged, improving game performance. The weights and values of these objects were also set to be the same across the board, with the notable point of making it so that Ammo Boxes weigh exactly as much as the ammo they yield. Unless you're NOT on Hardcore mode, in which case that ammo will continue to be weightless, of course. The quantities of each of these items has also been made the same, with each of them giving you 100 of the item in question, while Powder Jars give you 1000 units of the appropriate type. The derived items, like the powders themselves, have also been adjusted, and now use more appropriate icons and models (powder is stored in either jars or bags, not the overused Scrap Metal model anymore) too. - There is, unfortunately, an engine-based bug with boxes and containers, and trying more than a dozen different scripting methods ALWAYS results in a crash, infinite loot cheat or other potential exploit. I'm keeping the details simple here, but what it amounts to is that you currently should NOT buy more than one box of THE SAME ammo, cases or powders at the same time on any vendor EXCEPT The Sink CIU, for which I've implemented the solution I'm about to describe. And that solution.. requires deleting every single list containing these objects, and manually putting them into every single merchant inventory in the game that would -use- those lists. And vendor inventories are made up mostly OF lists. That is a serious undertaking with many potential things that can go wrong, so I'll be tackling DLC vendors first, as there's far fewer of them.. and THEN the main game's. - In the meantime, you can avoid crashing simply by only ever buying one box of a given type of item at once. So you can, say, buy 1 Jar of Pistol Powder and 1 Jar of Rifle Power at the same time, no problem, or single boxes of as many ammo or cases or whatever as ya like. But DON'T buy 2 of the same box or jar in the same transaction, or else you're very likely to crash or even wind up paying double for an item which deletes itself due to the aforementioned issue with the engine. --------------------- The Fort Restorations --------------------- - You know, for the Legion HQ in the Mojave, there sure seemed to be a severe lack of activity at The Fort. Turns out there were a dozen NPCs and creatures which were disabled and NOT linked to the enablers in the area (the game disables all the characters in one section when going to the other, so as to keep performance from suffering and to avoid detection issues). I've enabled and linked 'em to the appropriate objects, so this place will be much more populated than before. This includes additional Legionaires, a crucified NCR soldier, more slaves and guard mongrels, and even Dale Barton's brahmin, which he mentions in dialog (Lanius killed one of his brahmin.. "one of" implies more than one!). V1.22 RESTORED THE COMPLETE MUSIC FOR THE FORT, AS ONLY PART OF IT'S TRACKS WERE PLAYING --------- Gno More! --------- - A few little changes here and there to the various Garden Gnomes within the game. The two most significant updates are that the lone unique model in the Legendary Fire Gecko's cave is now worth an "evil" amount, and -really- doesn't like being picked up or dropped. You'll have to see so for yourself.. as for the other difference, you can now repair the damaged variety and turn it into the intact version, provided you've got the skills, of course. Check out the Miscellaneous category at the Workbench if you have Wild Wasteland OR Jury Rigging! It's not easy, so as not to invalidate the effort some put into collecting these things previously, but they're much more rare than they were in Fallout 3, and I gno.. I KNOW.. some people really like gathering a horde of 'em. ------------------------------------------- Unlootable Statics (Being) Made Interactive ------------------------------------------- - Ever been annoyed that sometimes you can encounter an object which normally is obtainable in some way, but the game is deciding "nope" with this particular instance of it? In some cases that makes sense, but in many, it doesn't, and it's just a case of the designer using a static (often unmovable, too) object instead of one you can pick up. As I'm trying to make it so that as many objects as possible actually DO have a purpose, and that the way the game handles tracking objects and saves, it doesn't actually increase issues with either; I'll be changing such things into lootables as I go through the game world. - Examples of these would be shovels, gibbed body parts, pots and pans, batteries and other things which would be merely decorative otherwise, but can (or will) now be taken, sold or crafted. A few stoves in homes in Primm which could not be opened now can be, too, so this goal is massive in scope and will be worked on as I proceed through the data. Do note that NOT every single object will be changed; I know some others have tried (or actually done) that, and it causes problems where you can, say, sit on a couch embedded in a wall, and then fall out of the world or something. So I'm doing this the difficult but cautious way, checking stuff "manually" as the mod proceeds. Slow going, but it makes for a better (game) world, and isn't that what we all want? I'll also be doing the opposite, and making sure that containers in unreachable spots (like beyond a map's borders, purely for decoration) are either moved closer or made static, so the game isn't wasting resources generating stuff you can't even get. - As with any other large sweeping change, I'm doing this in areas of the game "in order" and/or over time, to test every instance, not simply doing a search-and-replace globally. I want to make sure these changes don't ruin the difficulty too much in either direction, not to mention creating new bugs where old ones might not have existed. Just keep an eye out for more stuff to be useful in places where they previously were not. V1.20 ALL MOVEABLE BLOODY SKULLS IN THE GAME ARE NOW LOOTABLE MUTILATED SKULLS V1.21 ALL MOVEABLE BRAHMIN SKULLS ARE NOW LOOTABLE AND ARE THE APPROPRIATE PAINTED OR UNPAINTED VARIETY, EXCEPT FOR "ANTLER", WHO IS NOW UNIQUELY NAMED V1.21 ALL MOVEABLE MUTILATED BODY PARTS ARE NOW THE APPROPRIATE OBJECT, IF SUCH AN ITEM EXISTS V1.22 ALL STATIC UNWIRED FISSION BATTERIES ARE NOW LOOTABLE AND CLIPPING CORRECTIONS HAVE BEEN MADE ON VARIOUS ONES THROUGHOUT THE GAME V1.22 ALL COFFEE MUGS USING THE UNLOOTABLE TRANQUILITY LANE VARIANT HAVE BEEN CHANGED TO THE NORMAL VARIETY YOU CAN PICK UP ------------------------- Destructable (Ham) Radios ------------------------- - In the spirit of the above update, and also for those of you whom have developed a burning hatred of radios after going through Dead Money; you can now shoot or blow up Ham Radios located anywhere in the game! Unless they're set to NOT be destructable, that is. I'm talking about the ones you can turn on or off, but which do nothing otherwise. In return, you'll get a single point of XP, mostly so you can confirm your "kill". They also make a slight static sound now, so you can tell where one is, but it's very subtle if you aren't listening for it, so it won't annoy you if you leave it alone. - But wait, there's more! You now have a "Radios Destroyed" statistic in the Pip-Boy (replacing a no-longer used variable from Fallout 3), which will be incremented by, well, blasting radios to bits. Due to the collar mechanics, Sierra Madre radios will still give you 10 XP for shooting them. And yes, I also updated the script for that radio you can potentially sabotage in one of the Hidden Valley bunkers, so it too will increment this value. Heck with it, let's throw in one more thing! If you manage to rid the world of at least a dozen radios in the same play-through, you'll be awarded an experience bonus, because the "Courier Killed The Radio Star". I don't really think I need to explain the joke behind that choice of a name for this new Challenge! ---------------------------------- Caravan Cards Improvements & Fixes ---------------------------------- - One often overlooked aspect of the game are the Caravan Cards. While adding sound effects to them so they make a "card" sound when picked up, dropped or returned to a Barter menu, or inserted into a deck, I noticed a few texture errors. And misspellings. At least 45 across more than 300 cards. Turns out, Soukey had found and corrected these problems already, and his mod, "Caravan Card Corrections" was already being used by other projects too. So, I asked, and got permission to integrate it with my mod, so thanks to Soukey for that! This includes cases where the front or back of a card didn't match it's actual value (or appropriate casino), as well as inconsistencies in spelling and grammar, particularly with some of the Ultra-Luxe cards. I also streamlined and standardized the internal paths of these objects for better performance, and sent the updates back to Soukey, so everyone using any of these mods will benefit. Yay! V1.20 REMOVED THE DEAD MONEY CHALLENGE CHECKS FROM THE STANDARD CARD SCRIPT AND LIMITED IT TO THE SCRIPT ATTACHED TO THE FIVE CARDS IN QUESTION FOR BETTER PERFORMANCE -------------- Perk Revisions -------------- - A few minor grammar, spelling and clarity corrections made to perks throughout the game, new and old, in addition to the changes below: [Weapon Handling] * Added an additional rank to benefit lower STR Couriers who still want to use big ranged weapons like the Anti-Materiel Rifle. [RAD Absorption] * Can now be obtained with 7 END OR 30 RAD Resistance. [Nerves of Steel] * Can now be obtained with 7 AGL OR 30 Energy. [Tunnel Runner] * Now requires 80 Sneak in addition to 8 AGL. Description updated to remove the reference to the Divide as you may not have gone there yet. ------------------ Lobotomites Remade ------------------ - I always found it odd that these poor unfortunates were literally missing their brain, and yet they used the same classes, combat styles and general AI as a typical wastelander. As I often do, I've taken some old unused resources from Fallout 3 and made them functional, turning 'em into Lobotomite-specific ones and assigned as appropriate. Along the way I also cleaned up and standardized their properties (making use of templates whenever possible for better performance), and toggling of various flags so that they attack you "mindlessly" instead of, ya know, acting otherwise like normal people beyond appearances. To this end, they won't seek cover or block very often, and their attitude towards the player is pretty much "Attack! Attack! Attack!", as it should be. Some will be easier with this mindset, while others (particularly the ones with Saturnite Fists) will be noticeably more aggressive. To compensate, their death item list has been completely reworked, with every drop useful in some way. ---------------------- Repair List Expansions ---------------------- - This is also something I tend to do on a small scale basis with each version of this mod, but in this release, quite a few were updated. Fiend helmets, which have animal skulls on them, can likewise use Brahmin skulls as repair ingredients, Whetstones were added to as many things with blades as possible, and so on. In addition to adding actual weapons to the appropriate lists, of course. Due to the way these forms are utilized by the engine, there will still be some imperfections with what can be fixed with what else, but that cannot be resolved until, well, ALL the weapons and armor themselves are modified.. all several hundred of 'em. It's "on the list".. =================== New in Version 1.18 =================== ------------------- New Vegas Radio Fix ------------------- - A very small but significant fix for many of you; courtesy of Machienzo. Radio New Vegas no longer plays Big Iron twice as often as it was supposed to, and properly plays "Stars of the Midnight Range" in that duplicated slot instead, as intended. I already independently fixed things like non-functional radios in the game world, and the one that Trudy has you repair, but this particular fix.. gotta give credit where it's due! Thanks to Mach for giving me permission to do so! -------------------------------------- Lucky 38 Upgrade Terminal & Area Fixes -------------------------------------- - While implementing the above, I also saw that there was a fix for the buggy terminal display in the Lucky 38 that you purchase upgrades from. I didn't actually USE that fix, but I DID fix the problem, and added in some missing upgrades that said fix (also by Machienzo) pointed out. His method used the terminal itself for purchasing, while I stuck with the Barter menu and just made it not screw up with your clicks. There's advantages and disadvantages to either approach, but I also agreed with his change on making all the Lucky 38 upgrades having a base cost of 150 caps, before considering your Barter skill, that is; which the terminal method would not be able to use. Anyways, while I was at it, I also set the area to the ownership of the Courier, ensured EVERY container cannot be looted by Sandbox AI (such as idle Companions), changed some unlootable items into useable ones, and moved some objects floating out in the void into the suite itself. - I also corrected some text inconsistencies while I was securing the containers, and they all properly make sounds when opened or closed, too. Do note that Companions are still capable of picking up or consuming items left out in the open, but if you put things into the trunks / fridges / desks or whatever, they'll be safe from looting now. All of this was done with existing objectIDs already located in the cell, so this -should- ensure compatibility, even with mods that completely replace the Presidential Suite, provided the load order is correct, of course. V1.19 COMPLETELY REDID THE METHOD IN WHICH I CORRECTED THESE PROBLEMS, AND ALSO ADDED TWO NEW UPGRADES USING EXISTING ASSETS: A HOT PLATE AND RELOADING BENCH! ------------------------------- Dead Money Vending Improvements ------------------------------- - In addition to cleaning up and standardizing the text for the various vending machine recipes in Dead Money, the ones which were created but were unused are now available. Icons, models and other internal variables were set where missing as well, and the Mentats note is now more clear about how it will let you access the additional flavors from Fallout 3 I added back in a while ago. - You can get the codes for Rebound off the same terminal in the Villa's clinic that gives you Med-X, the Police Pistol (err, Revolver now..) recipe is in the basement of the Police Station, and you can find the holodisk that lets you return Sierra Madre Security Armor for chips in the same cash registers you randomly find the ones with other clothing items. Also, I have created a new "deck" of cards that can be retrieved from Elijah's Footlocker in the Abandoned Brotherhood Bunker which contains ALL of the Sierra Madre cards which AREN'T laying about in the world. This will finally allow you to collect every card in the game! - Oh, and you can now exchange more Pre-War items for Sierra Madre chips, once you've gotten the Outfit redemption recipe, that is. Yay! This includes the Bonnet, Baseball Cap, both types of Businesswear, and Sexy Sleepwear. This will help quite a bit while exploring the Villa and surrounding areas, as you can find all of these items within the various dressers and wardrobes but previously could not return them. V1.20 ADDED VENDING MACHINE RECIPES FOR BUBBLE GUM AND RADIOACTIVE GUM DROPS ALONGSIDE THE OTHER BOXED FOODS, COMPLETING THE LIST V1.20 YOU CAN NOW RETURN PRE-WAR STEAKS FOR CHIPS, LIKE OTHER ITEMS FROM BEFORE THE END, AND ALSO GIVING YOU A REASON TO GRAB THEM ALL IN THE KITCHEN -------------------------- General Companion Revision -------------------------- - This patch includes a massive number of consistency updates for every joinable Companion in the standard game, as well as all official DLC. All human and ghoul Companions now have 75 Energy and 50 Responsibility, regardless of what they had previously. Joshua Graham is an exception, with 100 and 0 for those variables, respectively. All companions now defend themselves and won't do anything odd like ignore you murdering their buddies in towns (if you have never joined up). Of course, your preferences in the Companion Wheel will override these settings, they're merely more sensible defaults for when you aren't controlling them. Dead Money follower AI is a bit less "moral", with regards to the awful situation they've found themselves in.. - Companions who aren't a normal human or ghoul; Rex, Roxie, Lily, Dog/God and ED-E, have their Energy maxed out at 100 (as being unable to use armor, they have no way to increase it permanently), and their base Health has been tuned to be roughly what it currently is, just rounded up or down to a multiple of 8 as appropriate. Likewise for Fatigue, although ED-E, as a robot, doesn't use Fatigue like organic beings do anyways. Templates were added or expanded upon where lacking, so, for example, ALL of ED-E's variants are tied to his original form for better performance and more streamlined coding. - Human & Ghoul base Health and Fatigue were set universally to 100 each, again with Joshua Graham being an exception, who uses 150 and 250 as his base values. Most of these characters have also had their names expanded to include their surnames, within reason. Cass doesn't like being called her full name of "Rose of Sharon Cassidy", for instance, and the middle names of Arcade and Veronica have also been skipped due to the on-screen clutter that would cause, especially on the Pip-Boy map. - Just to be safe, I have also added every Companion into the special faction for entering The Strip via the Freeside gate. This is so that they aren't murdered by the Securitrons for trespassing even if you have the passport or have passed the credit check. For readability, I'm also dividing this up based on source. Vanilla companions will follow, while the DLC ones will be in separate sections below this. V1.20 UNIVERSALLY ADJUSTED ALL COMPANIONS TO HAVE 50 BASE DISPOSITION, TO BETTER MATCH HOW THEY WORK WITH YOU ----------------- Mojave Companions ----------------- [Arcade Gannon] * Quest flag applied for better tracking across areas. Missing bounding box data applied. Now considered a "Very Good" character for his selflessness in aiding the wastelanders via the Followers of the Apocalypse. Now scales 1:1 with the Courier's level, and caps at Level 50. Movement speed is buffed by 5% over standard. Now actually belongs to the Enclave and Remnants factions. Carries one of each type of Stimpak when first recruited (instead of 3 normal Stims). His Ripper is no longer damaged and thus operates at peak effectiveness. [Craig Boone] * Name is now spelled out. Now considered a "Good" character for his determination to rid the world of slavers and their ilk, not merely the Legion. Now scales 1:1 with the Courier's level, and caps at Level 50. Movement speed is buffed by 5% over standard. Carries a set of Binoculars when first recruited to aid him in his spotting duties. [Raul Tejada] * Quest flag applied for better tracking across areas. Name is now spelled out. Now scales 1:1 with the Courier's level, and caps at Level 50. Movement speed is buffed by 4% over standard. Carries a Repair magazine and Weapon Repair Kit when first recruited. Size decreased by 1% to reflect his age and complaints about his legs. Now has standard Ghoul passives (+85% Radiation Resistance and regeneration when in an irradiated area). Adjusted Raul's Lucky 38 Suite AI package so he shouldn't just stand around doing nothing. He also actually owns his shack, and it's NAMED "Raul's Shack", the same as it's map marker now, too. [Cass] * Quest flag applied for better tracking across areas. Now considered a "Good" character for her morality, despite her harshness, as she's also the only character to call out the Courier on their karma, not merely specific actions. Now scales 1:1 with the Courier's level, and caps at Level 50. Movement speed is buffed by 5% over standard. [Veronica Santangelo] * Quest flag applied for better tracking across areas. Name is now spelled out. Now considered a "Good" character for her outlook and actions during the adventure, including a desire to help others over typical Brotherhood of Steel dogma. Now scales 1:1 with the Courier's level, and caps at Level 50. Movement speed is buffed by 5% over standard. Carries some electronic junk items when first met that she was scavenging around for, as well as her Brotherhood Holotags. [Lily] * Quest flag applied for better tracking across areas. Now considered a "Good" character as despite the darkness in the back of her mind, she herself is a sweet old grandma at heart. Now carries a few pounds of Bighorner Meat when first recruited. Now scales 1:1 with the Courier's level, and caps at Level 50. No longer is 30% slower than default, and instead moves at normal humanoid movement speed, and is considered Silent as well. Combat skills were maxed instead of being left permanently at half. Missing sound effects restored. No longer has a "death item" list to prevent an infinite loot exploit. Now has standard Nightkin passives (+15% DR, Radiation Immunity and the Ninja Perk). [ED-E] * Quest flag applied for better tracking across areas, and done so for every variant instead of only some of them. Every version also properly has all the standard robot immunities as well as appropriate armor values. Now scales 1:1 with the Courier's level, and caps at Level 50. All versions of ED-E now have the 20% movement speed bonus the Divide version has, and all are properly considered flying units which should aid greatly with path-finding and trap avoidance. Assigned his custom combat style to all versions. Combat skills were maxed instead of being left permanently at half. Now actually belongs to the Enclave faction. Some versions of ED-E no longer incorrectly use generic Eyebot items, sounds or properties and instead refer to his specific values. When first found, still has the bullet that shot him embedded in his frame (a .308 hand-loaded round), which you can take for your own use. No longer has a "death item" list to prevent an infinite loot exploit. Ability to pickpocket disabled. [Rex] * Quest flag applied for better tracking across areas. As he's partly robotic, Rex now has partial immunity to radiation and poison. He won't take damage from either, but can still suffer stat penalties as normal. This is so that ED-E isn't a dramatically superior choice in almost every situation, as was previously the case. Now scales 1:1 with the Courier's level, and caps at Level 50. Movement speed is buffed by 10% over standard. Turning speed increased slightly so he isn't as easily circle-strafed to death. Combat skills were maxed instead of being left permanently at half. Carries some discharged power cells when first recruited. No longer has a "death item" list to prevent an infinite loot exploit. Ability to pickpocket disabled. "Rat" list updated and also repurposed for a creature damage bonus. V1.19 ADDED A COMPANION DISMISSAL TERMINAL TO THE SINK IN OLD WORLD BLUES IN CASE YOU RUN INTO ANY ISSUES WITH MODS THAT MESS WITH COMPANIONS; CHANGED TERMINAL ENTRIES SLIGHTLY TOO V1.20 IMPLEMENTED THE UNCANNY VALLEY CORRECTIONS WITH THIS VERSION FOR IMPROVED DETAIL AND EXPRESSION IN MOST COMPANIONS' FACES V1.20 TWEAKED ED-E'S COMBAT AI TO REMOVE ALL MELEE-RELATED PROCESSING SINCE HE CAN'T HIT THINGS WITH ANYTHING BUT HIS GUNS ANYWAY V1.23 TWEAKED ED-E's COMBAT AI FURTHER TO REMOVE ALL ATTEMPTS AT COVER OR DODGING SINCE HE'S AWFUL AT DOING SO ANYWAY, MAKING HIM MUCH MORE AGGRESSIVE AND BETTER AT WINNING BATTLES V1.23 ALL COMPANIONS CAN NOW USE STEALTH BOYS IN COMBAT IF ANY ARE PLACED INTO THEIR INVENTORY --------------------- Dead Money Companions --------------------- - In addition to the adjustments made here, there are "fake" duplicates of each character used for when you first enter the Sierra Madre Casino. As usual, for performance and memory concerns, these have been bound to the same templates as the real companions, and stripped of anything they don't need to actually be wielding or wearing. Onward! [Dog & God] * Internally, these are separate characters who fade in and out when changing personalities, but that doesn't matter as far as these updates are concerned. Quest flag applied for better tracking across areas. Now considered an "Evil" character for various reasons which become apparent through the story. Assigned the default companion Melee combat style (instead of that of a generic Super Mutant). Movement is considered Silent as well. Combat skills were maxed instead of being left permanently at half. Missing sound effects restored and unarmed impact data assigned. Pickpocketing enabled where it wasn't. Both now have standard Nightkin passives (+15% DR, Radiation Immunity and the Ninja Perk). [Christine Royce] * Name is now spelled out. Now scales 1:1 with the Courier's level, and caps at Level 50. Movement speed is buffed by 5% over standard. Assigned the default companion Melee combat style (instead of nothing). A few minor variable tweaks for cleaning up purposes, and these adjustments were also made to the never-seen version of Christine in Old World Blues who narrates some audio logs. [Dean Domino] * Now considered a "Very Evil" character because, seriously, this asshole is one of the most despicable people in the whole franchise! Now scales 1:1 with the Courier's level, and caps at Level 50. Movement speed is buffed by 5% over standard. His Tuxedo is no longer damaged, and he carries a pack of cigarettes to explain where the hell he's getting the ones he's smoking before he meets you. Now has standard Ghoul passives (+85% Radiation Resistance and regeneration when in an irradiated area). V1.20 FIXED THE OWB TEMPLATES FOR CHRISTINE AND ULYSSES TO USE THEIR OWN DLC'S DATA, BUT THEIR BIG MT "VOICE" SO THAT AUDIO LOGS WOULD PLAY PROPERLY V1.20 FIXED THE FINAL QUEST WITH DOG & GOD IN YOUR PARTY, WHICH WAS IGNORING DOG & GOD'S COMPANION LOOT LIST, CAUSING HIM TO ODDLY GIVE YOU SOME MAGIC COMPANION AMMO AT THE END ------------------------------------------ Honest Hearts & Old World Blues Companions ------------------------------------------ - Continued. ED-E's Lonesome Road incarnation is already covered in the notes about his Mojave version two sections above this one. [Follows-Chalk] * Now considered a "Good" character cause he's a complete and total 'nice guy', as far as the wasteland's concerned. Now scales 1:1 with the Courier's level, and caps at Level 50. Movement speed is buffed by 5% over standard. Assigned the default companion Ranged combat style (instead of that of a generic tribal). His weapons are no longer damaged. Actually assigned his unique character class (!) which was made for him but never actually GIVEN to the character. Is now 1% taller than average because for whatever reason I always picture him as a bit of the lanky sort.. probably 'cause of his role as a scout. [Waking Cloud] * Quest flag applied for better tracking across areas. Now considered a "Good" character as she is midwife to the Sorrows and takes her job of, well, taking care of them seriously. Movement speed is buffed by 5% over standard. Assigned the default companion Melee combat style (instead of that of a generic tribal). Her armor is no longer damaged. Unlike other companions, she did not have a custom class, which has been remedied by modifying an unused leftover one from Fallout 3. [Joshua Graham] * Various minor variable tweaks, mostly documented in the section at the top. Movement speed is buffed by 11% over standard. Assigned the default companion Ranged combat style (instead of that of a generic NCR Trooper). His weapons are no longer damaged. [Roxie] * The X-8 Experimental dog is now based directly on Rex, instead of indirectly via Cyberdog templates, which means that she benefits from greater toughness and health, and does not suffer the head damage weakness which all other canines (besides Rex) have. Not exactly a "true" companion, but she's better than she was, and a more fitting mate for Rex if she survives the DLC! ------------------------------------ Companion Class & Passives Revisions ------------------------------------ - A while ago, I gave every NPC class in the game 4 tag skills instead of 3 (or 2), but I didn't make much in the way of SPECIAL changes or serious revisions to chosen skills unless they were ones that the AI simply CANNOT use, like Lockpicking. However, for the Companions, this is now different. Previously, the statistic totals for each character varied, sometimes tremendously. Now, each of them has the same 47 stat point total that ED-E had, while Joshua Graham remains at the 50 he already had assigned. In addition to the totals changing, the allocation of these points will be better suited for each character; a bit more Strength for Boone so he can perfectly wield even the heaviest sniper rifles, for example. - Also, changes were made to the inherent passives of each Companion. In the sections above I described restored or tweaked ones, but universally, to make up for AI deficiencies, all humanoid companions now have a +50% Poison Resistance bonus (on top of whatever their Endurance and equipment gives them), and a +100 Sneak bonus. Looking at the code, the latter was actually intended to be the case anyways, but wasn't working. By making this bonus separate and not a Tag skill, this also frees up said Tag slot for something else for various characters. - Basically, at a minimum, every Companion will now have at LEAST two tagged Combat skills, with some having three or even all four. Explosives skill has also been added in whenever possible to make these characters not only better at tossing grenades and wielding various launchers, but also means they won't instantly set off mines and their ilk, a common complaint with the AI. Now, before you think this is going to turn your allies into unkillable gods, bear in mind that I have also cut out some other internal effects along the way (such as Dean's rather powerful, constant regeneration), and base HP was standardized too. So they will all be getting stronger in some ways but weaker in others, with the intent being that there should not be a tremendous gap between the ability of your friends, and your choice should be based on who you LIKE the most. If you ask a character what their skills are, their class matches it now, plain and simple. ----------------------------- Companion Equipment Revisions ----------------------------- - To cap off all these adjustments, everything that your Companions own has been standardized and cleaned up. All their default weapons and armor now weigh 0 pounds and have zero value, 10k HP, and tweaks were also made beyond merely setting undroppable flags, such as giving them better names and making them untargetable wherever possible. Scripts related to any and all of these items have also been improved; Veronica will properly react to Vera's Outfit from Dead Money, Raul's sweet tooth includes DLC treats, and so on. Actual bug-fixes are included, too, such as Cass' Outfit and that floating gap she had between her hands and gloves. - Also, since many players like to stick with the default weapons for their allies (since they have infinite ammo and are a lot harder for the characters to lose), they've all been fully modded both visually and statistically. So expanded clips, scopes, reinforced frames, targeting lasers, suppressors.. everything a weapon can simultaneously support, it now has. And yes, this includes bug-fixes, such as Lily's custom silencer making her rifle less noisy, whereas before it just changed the sound effect. Various quest and event oversights were also corrected, like situations where the game was trying to give you an NPC-only variant of an item (or vice-versa) when it wasn't meant to be undroppable or invisible or.. whatever. I also went with alternate models or textures whenever it made more sense; for instance, why was Boone using a Legion-style Machete, when there was an alternate model available not affiliated with the men who kidnapped his wife? Dozens of small improvements like that, but improvements nonetheless, for all these items. V1.19 ADDED QUEST FLAGS TO ALL OF THESE ITEMS FOR BETTER TRACKING AND CHANGED SOME FLAGS ON WAKING CLOUD'S SPEARS SO SHE SHOULDN'T EVER RUN OUT OF THEM V1.20 REMOVED THE IDLING SOUNDS FROM ED-E'S UPGRADED AND DIVIDE WEAPONS TO AVOID A POTENTIAL AUDIO BUG WHICH IRRITATED HEADPHONES USERS ------------------------------------ Finesse & More Criticals Restoration ------------------------------------ - 'Finesse' is now a trait as it originally was in previous Fallout titles, and 'More Criticals' replaces it, as a pure Critical Hit boosting perk. This won't negatively affect anyone who currently has 'Finesse'; they'll simply get 'More Criticals' instead (NPCs included). Here are the statistics for these character building choices: [Finesse] * Trait. Improves your Critical Hit Chance and Critical Hit Damage by +10%, but lowers your base damage by -30%. No requirements. Description, icon and effects based on Fallout 1 & 2. [More Criticals] * Perk. Improves your Critical Hit Chance by +5%. Level 6, requires 6 Agility OR 6 Luck. Description, icon and effects based on Fallout 1 & 2. V1.19 ADDED THE CRITICAL HIT DAMAGE INCREASE TO BETTER BALANCE THE BASELINE DAMAGE PENALTY V1.22 CHANGED THE CALCULATION OF CRITICAL HITS WITH FINESSE TO WORK CONSISTENTLY, YIELDING THE EXPECTED LARGE INCREASE IN AVERAGE CRITICAL HIT RATE ----------------- Irradiated Beauty ----------------- - Who the hell ever took this perk? You've already got RAD Absorption, which lowers your radiation level, and yes, it works while you're sleeping, making this redundant, especially in Hardcore mode! So now, instead, it's name better matches it's function; as your radiation level rises, so does your Charisma. After all, you're "glowing"! Get it? ... tough crowd. Anyways, it also negates the AGL penalty that comes with the more severe levels of radiation poisoning, and now has the revamped RAD Tolerance as it's prerequisite, as the two are a natural fit. The old code related to the previous iteration of this perk was also removed from the Lonesome Road quest script, as appropriate. V1.19 REDUCED LEVEL REQUIREMENT FOR THIS PERK FROM 22 TO 21. ---------------------- Ant Resin Distillation ---------------------- - Another leftover unused item from Fallout 3, you can now find and use Ant Resin (which is gathered from surface plants for use in underground burrows) on the corpses of some giant ants. Take some to a campfire along with some purified water and Science skill, heat it up for a while, and you can distill Turpentine from it, which is how the chemical is extracted in the real world. From resin, that is, not fighting off giant mutant ants. =================== New in Version 1.17 =================== ----------- Painbringer ----------- - Pain for the Pain God! *ahem* This new perk is, as usual, built from existing resources and unused official artwork, and continues the theme of abilities that increase your power as you get closer to death. As the difficulty of New Vegas is slowly raised by my changes, you're gonna need ways to even the score, and a "Limit Break" build is one such viable option. Anyways, the effects of this perk are the increasingly-common boost of +10 to your passive Energy, and an incredible +20% attack speed bonus to ALL weapons whenever your health drops to 30% or less. The pain is blinding, however, and you suffer a -2 Charisma and -2 Intelligence penalty when this happens, but you're not really going to be talking to people while you're rippin' and tearin', are you? - The requirements for this perk are also a little unique; 5 Endurance isn't that bad, but you need to have 20 points of non-temporary Energy from another source as well! Why did I do this, and why will I probably do so with some more (new) perks in the future? It offers up a unique opportunity for players to distinguish their characters, as I'm adding passive Energy boosts to various other perks. Thus, instead of being forced to take a specific perk you might not like to get this one, you've got a choice of several to unlock this one. Maybe you're focused entirely on the insane rage idea, and you've got Kamikaze and Nerd Rage! along with this one. Or perhaps you're a V.A.T.S. fan, and you've chosen one (or two) ranks of Action Boy or Girl. Or just the one, and you grabbed Adrenaline Rush in the meantime. And so on. - The point being, that by using this statistic as a cutoff, and providing multiple ways of raising it, I'm also giving you a few different routes to choosing this new perk, without forcing you into the typical (steep) SPECIAL or skill requirements. I'll be experimenting with this concept in the months ahead, so we'll all experience this new system together! ----------- Equilibrium ----------- - If you've played PAYDAY 2, or have seen the movie this perk is named after, you already know what this one is going to be all about. As long as you're standing still (and this means NOT crouching), you gain improved accuracy and firing speed with all handguns and revolvers by adopting a disciplined firing stance. If you WERE moving, then you need to pause for a second for the bonus to kick in. This works with Guns and Energy Weapons alike, but does NOT work for SMGs, sawed-off shotguns, or any other kind of firearm.. just handguns. Although the inspiration came from elsewhere, the icon for this, like so many others, was present but unused in New Vegas' files. Lastly, like with my changes to existing accuracy perks, this functions both in and out of V.A.T.S., by reducing your gun spread with valid weapons. - I also really like the "feel" of this perk, with the idea that your Courier who uses it is basically lining up their shot, not giving a damn about how they're a target; just focused on taking out the enemy cleanly and quickly. It also brings back a function that was hardly used in Fallout 3, and that is the "does something when you aren't moving" effect from Point Lookout. Just, without the unbalanced power of said bonus (which was really THE biggest problem with Fo3 as a whole).. but I digress. Requirements are simply Level 10 and 5 Agility & 5 Perception, the base statistics for Guns and Energy Weapons, respectively. ------------------------------------------------- Hardcore & Radiation Adjustments + Ionizing Perks ------------------------------------------------- - All the Hardcore values have been internally streamlined and sorted, resulting in a more consistent output of your penalties when checked in the Pip-Boy. I've also renamed Sleep Deprivation to Exhaustion, so it better fits within the cramped confines of your wearable computer's display. I have also adjusted all Hardcore and Radiation "diseases" to display their current level in a Roman numeral instead of abbreviated words. This not only looks neater, it subtly draws your attention whenever such a message pops up, because nothing else in the game uses such a numbering scheme. - While I was at it, I added a new perk (yet again, based on unused materials) and tweaked an old one. RAD Resistance is now called "Ionizing Endurance" and still gives you a +25% Radiation Resist bonus, but also helps by giving you a +15% EMP Resist boost as well. The name change was to not only clarify this more in it's title, but to associate it with the new one, "Ionizing Insulation". Bearing a similar, yet different unused Vault Boy icon, this perk increases your Fire, Frost, Electric and EMP resistances more and more as your RADs accumulate. Obviously, this is meant to pair with the above, or even several other combinations of perks in the game, of which I'll leave to your imagination to plan out. Both of these perks require a bit of Endurance and some Survival skill to obtain, but nothing too extreme. V1.18 UPDATED SOME MORE OF THE MESSAGES USED FOR REPORTING RADIATION AND HARDCORE SICKNESS VALUES FOR BETTER CONSISTENCY ------------- RAD Tolerance ------------- - Since I was messing with radiation values above anyway, I decided to bring back another old Fallout 3 perk, but improve it too. RAD Tolerance eliminates the Endurance penalty for EVERY level of radiation poisoning, not merely the first. It now also reduces the amount of radiation you ingest from standing sources of water and similar interactive objects (like fountains, water valves and even toilets) in the game world, much like the old version of Lead Belly did in the previous game. Also, instead of being at a stupidly high level as it was in D.C., it's now available at Level 12, and requires either Endurance 6 OR that your inherent RAD Resistance is 30 or higher. As there's many ways to do this, that gives you an alternate way to get this perk even if your Endurance is low. ------------------------ Metal Armor Improvements ------------------------ - These items have been completely revamped, with new stats, durability values, repair options and more! Errors were corrected and optimizations were made, but below is a quick summary of the new stats: [Metal Armor] * Weight 20, Durability 600, Value 1200, DR 12 & DT 12. Effect: -10 Electric Resist, -1 Agility, +1 Endurance. [Metal Helmet] * Weight 3, Durability 200, Value 200, DR 3 & DT 3. Effect: -5 Electric Resist, -1 Perception, +1 Endurance. [Metal Armor, Lightweight] * Weight 16, Durability 500, Value 800, DR 12 & DT 12. Effect: -5 Electric Resist, -1 Agility, +1 Endurance. [Metal Armor, Reinforced] * Weight 25, Durability 800, Value 3200, DR 16 & DT 16. Effect: -10 Electric Resist, -1 Agility, +1 Endurance. [Metal Helmet, Reinforced] * Weight 3, Durability 200, Value 300, DR 4 & DT 4. Effect: -5 Electric Resist, -1 Perception, +1 Endurance. [Gecko Backed Metal Armor] * Weight 22.25, Durability 850, Value 2400, DR 17 & DT 17. Effect: +15 Fire Resist, +15 Poison Resist, +15 Radiation Resist, -5 Electric Resist, -1 Agility, +1 Endurance. [Gecko Backed Metal Armor, Reinforced] * Weight 27.25, Durability 1000, Value 6400, DR 20 & DT 20. Effect: +15 Fire Resist, +15 Poison Resist, +15 Radiation Resist, -5 Electric Resist, -1 Agility, +1 Endurance. [Apocalypse Gladiator Armor] * Weight 26, Durability 950, Value 4800, DR 19 & DT 19. Effect: -5 Electric Resist, -1 Agility, +1 Endurance. [Apocalypse Gladiator Helmet] * Weight 3, Durability 200, Value 400, DR 5 & DT 5. Effect: -5 Electric Resist, -1 Perception, +1 Endurance. - The Apocalypse set is not currently in-game (as it is cut content), but it's been updated with the Reinforced models and icons regardless. In case you're wondering why I settled on certain values, I've got my own standardized guidelines for how to balance the game's armor, all based around the original DT values. The repair lists for all these items has been expanded, allowing you the unique ability to repair these armors with Scrap Metal, which will solve the problem of, well, never being able to find anything to repair these with in the field. Similar Motorcycle Helmets and NCR Salvaged Power Armor are also now available options, but no other Power Armor, due to it's inherent complexity (use Jury Rigging for that). The helmets were also changed to be Heavy-typed, as part of a sweeping effort to revitalize the repair & balance of headgear in the game. - In summary, Metal Armors are not nearly as heavy, are much more durable to justify their bulk, no longer have odd differences in statistics for seemingly no reason, are easier to repair, and provide you more bonuses for some minor penalties. If you find a suit, you might want to actually use it now, instead of dumping it off on a vendor immediately. ----------------------- Beret Consistency Edits ----------------------- - There was a lot of mostly minor differences between the three Berets in the game, even though they're all for the NCR, and two are even specifically associated with Boone. I was able to clean up and rename the repair list for them, and in doing so, stripped out some unused code from Boone's script that checks for his hat. Also, as it's a quest item and has no weight anyways, I've zeroed out the appropriate fields for "Boone's Beret" from his recruitment quest. In addition, it and all the others have the same armor (now including a point of DR & DT), and the quest version has the same bonuses as the regular variety. Finally, the green 'NCR Beret' is now named as such, so it sorts with other NCR-related items in your inventory. ------------ Hammer Time! ------------ - Corrected a number of minor discrepancies with the various hammer-type weapons (Sledgehammer, Super Sledge, and all special variants). The 'Mean Super Sledge' (which is NPC-only) now uses the unique model, and it's special effect has been cleaned up and specified as "Bonus Knockdown Chance" instead of a poorly formatted string. All of these items can be used to repair one another now, and the miscellaneous Hammer, which previously had no purpose, is now a viable repair object. In case you're wondering why I didn't make the Mean Sledge a player-usable item while I was at it; it's NPC-only for a reason. Trust me. It breaks game-play horribly if wielded by a player. - You will also notice that all of these weapons make much more satisfying sounds; blocking, swinging and pickup effects were improperly assigned or missing, and for some reason, most of them were not flagged as being Silent either! There was also the usual fixing of useless variables which have no effect on game-play, but can improve performance by giving the game less things to worry about. The durability of the Super Sledge has been bumped up to 500 from 100; the uniques have 750, and an ordinary Sledgehammer has 150, for comparison. ---------------------------------------- Optimized Broken Items & Audio Templates ---------------------------------------- - That might sound a bit weird, but lemme explain. In Hidden Valley and a few other places, there's some broken pieces of armor and weapons that you can't use, and that are merely for flavor. Most of the time you can't pick them up either, but just in case, I've added them to all relevant perk, skill and repair lists. You can't repair them, but you CAN use them to fix up normal items. Also, since they aren't normally useable by the player, yet I wanted to accommodate for unusual circumstances or hacking, I've stripped them of as much data as possible, while leaving them visible if forcibly-worn. Basically, this will make little to no difference to the average player, but everyone benefits from improved performance by removing all excess information from these objects. - On a somewhat related note (I did this a while ago but consider it feature-complete now), I've renamed and cleaned up the sound template objects. These are basically armor-slot items that are NOT meant to be worn, but instead exist to link movement sounds for various types of clothing & armor. As with the other changes in this section, this means little to the average player; just know that the game will now process this stuff more efficiently. That's all! V1.23 REVISED THE AUDIO TEMPLATES FURTHER, CHANGING THEM TO REFLECT USAGE AND NOT MERELY THE 'CLASS' OF ARMOR THEY'RE ASSIGNED TO, BUT THE ACTUAL SOUNDS THEY PLAY ----------------------------- Chems & Magazines Have Weight ----------------------------- - Don't worry, it's very, very minor! You'd need to be carrying a hundred Stimpaks to use up a single pound! Unless you are in the habit of hauling around tens of thousands of Chems, you're unlikely to even notice this change at all if I didn't mention it! The only noticeable difference is that Magazines now weigh a 1/10th of a pound, which is still reasonable for what you're getting. Ammunition remains weightless unless in Hardcore mode, however, both due to balance concerns and game mechanics. I feel it important to note that I have decreased the weight of most miscellaneous items already, and you gain more carrying capacity per point of Strength than you do in the unmodded game, so this evens out. Try it out before you knock it! And yes, the more niche (and essential) medicines and chems are -extremely- lightweight, because it's not like you need fewer reasons to use Cateye or whatever.. V1.19 CONSISTENCY UPDATES TO STIMPAKS, PARTICULARY THE WEIGHT AND VALUE OF THE AUTO-INJECT VARIETY --------------------- Eyeglass Improvements --------------------- - All sets of eyewear in the game have been cleaned up, standardized and improved. A universal weight of 0.25 lbs. has been assigned, and all non-unique or otherwise special variants now have 100 HP and are valued at 15 caps. Uniques universally have 150 HP, and all of them have 1 DT and 1 DR, allowing proper repairs to be undertaken. Speaking of which, the repair lists were expanded and include everything which makes sense. The Four Eyes perk was already fixed a while ago, but it was missing or improperly assigned in a handful of spots, so that's being resolved now too, including the case where the Lucky Shades were giving 1 point more Perception than they were supposed to. They all now ONLY occupy the "Eyeglasses" equipment slot, which will allow you to wear them with a greater combination of other items. - For the purposes of these changes, Biker Goggles now count as "Glasses" and use the same repair list, and also benefit from the Four Eyes trait. Durability and value have been significantly increased (from 10 to 125, and from 6 to 20). - As I did with the OWB Doctor's specs, all glasses now also make a metallic clinking sound when picked up or dropped. Inventory icons were added or adjusted, and excess data, such as redundant or incorrect model fields were cleaned up. "Tortoiseshell Glasses" had their spelling corrected, and I've renamed Three Dog's shades to "Fancy Shades", as they previously had an identical name as the regular Sunglasses you can find throughout the game world. These pairs are currently worn by some Powder Gangers, but I'll see about distributing them to a few more places while preserving their overall rarity. As such, they have slightly higher durability (125 HP) and value (25 caps) to go along with their quality. - Along with all of the above changes and bug-fixes, you can now claim Dean Domino's glasses for your own, and they properly use the Headwear icon instead of Body armor/clothing if hot-keyed. These shades previously used a suit effect (along with trying to equip body armor ON YOUR FACE if worn by a female), and didn't work properly with Four Eyes, so I've taken an unused object effect and repurposed 'em, along with some minor skill bonuses befitting Dean's attitude. Enjoy! ----------------------------- Mile In Their Shoes Revisions ----------------------------- - A perk squandered on improving a single item that isn't even all that special? What a waste! Instead, the anti-poison effect on Nightstalker Squeezin's is now standard, the perked Perception is gone, and what the perk NOW does is give you a Sneak bonus and a weak (VERY weak) stealth field! It isn't anywhere near as good as an actual Stealth Boy, but it can serve in a pinch, so if you love to be hidden, you might want to consider this now! As an additional minor bonus, you'll also now get some Poison Resistance from consuming regular ol' Nightstalker Tails. The perk requirements have also shifted, from 25 Survival to 50, along with Science 25. - I've also updated Nightstalker Squeezin's to work with Lily's Stealth Girl perk, but instead of increasing the duration (which would make it last TWICE as long as an ACTUAL Stealth Boy!), the Sneak effect is instead doubled, from 4 to 8, and likewise for the field's potency. I've played around with it, and for it's cost and ingredient scarcity, it seems balanced, but let me know if you have any issues with this! -------------------- Gommorah's 3rd Floor -------------------- - Fully modeled, although currently devoid of characters and much actual content, the condition check to access this place was broken, and is now fixed. If you want, you can now get to this place the same way you can access the rest of the casino, via a button press by the elevators in the lobby. =================== New in Version 1.16 =================== -------------------------- Salient Green Improvements -------------------------- - The Biological Research Station in Old World Blues is now capable of processing Buffalo Gourds, Coyote Tobacco and Sacred Datura into Salient Green, which means every pickable plant is now covered. Also Pinyon Nuts, which were curiously lacking a plant at all, and thus were rather annoying to gather. In addition, they can all be converted back into one another, via the addition of new Salient Green recipes. Speaking of recipes, all the "Cloned" ones were renamed to "[Clone]" so they will auto-sort below most other recipes, allowing you to scroll through the list much easier if you're carrying any of the goopy green stuff. And no, mushrooms are fungi; not the same kingdom classification, so they won't be added to this. - Fruits and vegetables, on the other hand, ARE plants, so you can also now craft Salient Green into (Fresh) Apples, Carrots, Pears and Potatoes, as well as both types of Mutfruit. This will require twice as much Survival (50) as the base plants, and even more skill (75) for the Mutfruits, due to their respective use in crafting Wasteland Omelets and Super Stimpaks, two of the most powerful healing items in the game. --------------- Detonator Fixes --------------- - Adjustments were made to the various explosive Detonators in the game, particularly the clearing of unnecessary data, as they aren't actually weapons. They apparently began development life as grenades or something similar, however, as they were assigned various frag grenade objects (like shrapnel), which has been purged for better performance. The quest-item variants were all changed to 0 weight and value, and a repair list was created and applied to all of them. In addition, clicking the button and not actually blowing anything up has been flagged so that NPCs don't act as though you just fired an actual gun at them, preventing rare situations where you might actually be SAVING the lives of civilians from hostiles with C4 or whatever, and they think you're attacking them. A few minor bits of cleanup and optimization were also made to the associated scripts for all of these objects, and their hot-key icons were changed to an Explosive (Mine) instead of a Melee Weapon. --------------- Adrenaline Rush --------------- - Remember how I kept saying in previous versions of the mod that I was going to make Energy useful for the player, as it is normally only useful for NPCs? Here it is! This new perk uses a previously unused Vault Boy graphic, and has three different effects. The first is that it raises your passive Energy by 10 (you start with 0). The second, is that from now on, every 10 points of Energy increases your damage, up to a maximum of 10%. This provides some interesting synergy with both old and new perks which now grant you Energy, too. The final effect is that whenever you're at 40% or less health, your maximum AP increases by 15, helping you take more shots when you need them most. Combos well with +AP perks and/or V.A.T.S. related ones, as well as the "I've been hurt!" perks like Nerd Rage! and the Kamikaze trait, giving you more build options than before. V1.17 CHANGED THE HEALTH TRIGGER FOR THIS PERK FROM 30% OR LESS, TO 40% OR LESS, SO YOU CAN BENEFIT FROM THE ACTION POINTS SOONER V1.18 THE DAMAGE BONUS NOW CHECKS YOUR CURRENT ENERGY, NOT YOUR PERMANENT AMOUNT, ALLOWING TEMPORARY BOOSTS FROM EQUIPMENT AND ITEMS LIKE JET TO COUNT FOR IT -------------------- Barkskin Restoration -------------------- - No Harold to give it to you free this time, but once you've gotten at least one rank of the Toughness perk, you can now choose Barkskin to supplement your defenses with a +5% permanent Damage Resistance bonus. As Cyborg doesn't grant you DR anymore, this remains one of the few ways to increase your Damage Resistance, and the only perk to do so passively all-the-time. Not too much, but can be helpful on higher difficulties or when using armor at the extreme ends of the defensive scale (very little or very heavy). Just for the heck of it, it'll raise your maximum HP and Fatigue limit by 5 each, also. -------------------------- Meat Mines?! Meat Mines... -------------------------- - Yeah, this one is odd. Okay, so, in Old World Blues you were originally going to be able to lure Gabe (the giant cyberdog) out with some mines disguised as slabs of beef. They even got a first-person model and everything, along with an AI package for him to seek them out. This is apparently what those "Preserved Meats" were going to be used for, until, who knows what or why, they abandoned the idea, leaving the uh, "weapon", in the data. You can now craft them yourself, at a Workbench, and they function just the same as ordinary Frag Mines, except you can throw them twice as far. - It is a silly weapon, yes, but it IS in the game, so now you can access 'em. Since they're a bit crazy, they require the Mad Bomber perk because, seriously, meat mines? I'm going to look into seeing if I can make these things attract carnivorous animals, which will give them a unique niche, but for now, you can murder things with steaks if you so choose. Additional Preserved Meats will be sold by The Sink CIU, so there's a source for them beyond the limited number of lootables in the test centers. Bomb appetit! ------------------------------------ Old World Blues - Additional Changes ------------------------------------ - Significant alterations were made to various OWB pop-ups to standardize their text, and many were moved to corner dialogs so you not only have less clicking to do, but can proceed through speech and other menus faster than before, including during your initial chat with the Think Tank. Unnecessary pauses are removed wherever the player's choice (or attention to a particular detail) is not required to advance, including all the various upgrades for the Sink appliances. A few minor typos and grammar errors were also corrected along the way, as appropriate. - The invisible collision markers on the Sink Balcony have been disabled and their data blanked out. They were apparently placed there so that you couldn't get off the roof on the PS3 (as the force fields are turned off there for performance reasons), but this also meant even after zapping the force fields, you were unable to get to the Followers' Doctor hidden on the edge of the dome. I've since cleaned up his stats and linked 'em to the same template the other Followers use. Speaking of which, I gave that (dead) doctor some caps, surgical tubing, a laser pistol with ammo, and a Surgical Mask, as well as repairing the condition of his clothing. The other stuff on his corpse he already possessed, and it makes for a nice surprise when you find 'em. - A number of spawns in Big MT that were disabled for consoles have since been re-enabled, mostly on the edges of the map. Please note that the penalty to Pulse weapons normally present in OWB has been removed by earlier patches of this mod, so anti-robotic attacks will work exactly the same as they do in the Mojave; at full, devastating effect. In addition, Robo-Scorpions will no longer vanish from the game world's exteriors once you have completed the DLC, allowing you to continue to fight and destroy them if you wish. If Mobius is dead, then he shouldn't speak through them anymore. V1.19 ALSO SET IT UP SO THAT YOU CAN HEAR ALL THE DIALOGS RELATED TO "BIG MT" VERSUS "BIG EMPTY" IF YOU BRING UP THE SUBJECT WITH KLEIN -LAST- V1.19 ALSO ALLOWED YOU TO ACCESS A FEW MORE CHANCES AT CHECKS WHETHER YOU PASS OR FAIL THEM IN THE INITIAL CONVERSATION, SO YOU AREN'T LOCKED OUT ENTIRELY FROM DAILY REWARDS V1.19 OH! AND O.. DOCTOR O.. WILL NOW CHANGE HIS NAME TO DOCTOR 0 IF YOU ENCOURAGE HIM TO DO SO AFTER COMPLETION OF HIS SIDE QUEST V1.21 UPDATED ALL WEAPON MODS FOR THIS DLC TO BETTER INDICATE THEIR BONUSES, ALONG WITH CONSISTENCY CHANGES TO GO ALONG WITH THIS PATCH'S GRA UPDATES V1.22 FIXED SOME SPELLING AND GRAMMAR ERRORS WITH THE MESSAGES ASSOCIATED WITH YOUR REMOVED ORGANS IN THE SINK =================== New in Version 1.15 =================== ------------------------- The Best Mod Update EVER! ------------------------- - You can now answer that the final inkblot Doc Mitchell shows you resembles "Two bears high-fiving.". This legend comes to you courtesy of tehDman, whose mod containing that line was acknowledged by Obsidian with an NPC in Honest Hearts! Used with grateful permission. Sure, it's just a single line of text, but gotta give credit where it's due, and it sure looks like that to me.. ------------------------ Character Revision Quest ------------------------ - That quest that asks you to rename yourself and change your stats and all that when you leave the starting area? Gone. It was exploitable, and it would ALWAYS be exploitable because the code doesn't know what mods or DLC you have except the ones this requires. So, for example, if you're using this mod with some sort of "more perks" mod, then it'd always be missing whatever ones that mod added, and form lists don't work for this purpose either. I personally always felt annoyed by it more than anything else, and it means I can get rid of all the baggage associated with it. Less crashes and faster loading seems like a fair trade-off to me! If you still want to have that functionality, then you can simply use one or more of the following console commands: shownamemenu : Change your name. showracemenu : Change your gender/face/race. showtraitmenu : Change your traits. settagskills 3 : Change your Tag skills. - So if you feel some urgent need to set your tag skills one way, then change them after leaving Goodsprings, you can spend a few seconds typing in one or more of the above commands to do so. If you cheat and use these beyond the above situation, well, hey, that's your decision, it's a single-player game so whatever. Point is, you've got that choice, and if you don't like this feature change, there's your solution. --------------------------- Craftable Throwable Weapons --------------------------- - That's right! This currently includes Throwing Knives, Throwing Hatchets, Throwing Spears, and the ranged versions of the Protonic Axes. Tomahawks too! This is, of course, in addition to revisions to the Dead Money craftable spears, and how I made Baseballs (re)usable. I'll probably need to adjust the price of some of these weapons and/or their melee-only counterparts to balance this out, but for now, hey, you can make 'em! On a somewhat related note, I also fixed the "clean" version of the Knife Spear in Dead Money to actually, ya know, be clean, and to be usable by companions. There's a lot to fix regarding these weapons (like how throwable versions of Knives and Hatchets in the normal game world are very rare), so this is just the start! ----------------------------------- EMP Resistance & Damage Consistency ----------------------------------- - Pulse weapons weren't actually working the way they were supposed to; instead of considering the target's EMP resistance, they simply were doing a flat amount of damage which bypassed all defenses and statistics. This is the same bullshit that was pulled on the PLAYER in Point Lookout and Broken Steel in Fallout 3, where enemies had magic shotguns and lasers that ignored your armor. All such effects have been cleaned up and revised to properly consider the target's resistance, including yours in the event you're on the receiving end. Most robots have no EMP resistance, so from the player's perspective, this won't change too much.. however! There was also an "artificial" bonus applied to Old World Blues robots (and not even consistently!) which meant that they'd take LESS damage from pulse weapons than every other robot in the game. This should ONLY be the case for robots which specifically are indicated to be shielded against EMP attacks, not every single damn one in Big MT. - This will result in some OWB robots dying a little quicker to pulse-based weapons than before, but since this mod raises the game's difficulty in other ways (and robots turn into bullet sponges beyond Level 30 anyways in that DLC), it evens out. Shielded bots will be destroyed slower, unshielded ones will malfunction quicker.. who knew? Other good news to come out of this change is that it means EMP Resistance, which I have reintroduced for the player, will ALSO properly help you reduce damage taken from such weaponry if you've taken the Cyborg perk or are wearing Power Armor. Speaking of which, I did this a while ago, but I revised the Power Armor list to include all of them, including helmets, so you aren't mysteriously avoiding Pulse damage with some and not others. Only Salvaged Power Armor is immune to Pulse weapons, since it's got the actual "powered" parts stripped out and is effectively just really heavy plate armor. -------------------------- Surgical Masks Restoration -------------------------- - Interestingly, these items not only existed in the data and were leftover from Fallout 3, but were actually placed IN the game world! In appropriate spots, too! I've added a world model, so you can actually SEE them now, shifted their position slightly to match, assigned relevant stats and data fields, and also cleared some unnecessary duplicate info. Anyways, the three locations you can find the basic mask are: on top of a patient bed in the Camp McCarran Concourse, one on a Workbench in Doctor Borous' basement, and another in the Nightstalker lab in Big MT. The unique is also located within Old World Blues, in the storage room past the unique boss Cazador, on top of a Tool Cabinet. - As for actual statistics, they've each been assigned a single point of DT and DR, with the basic mask granting +5 to Radiation and Poison Resistances and +2 to Medicine. The unique has the same resistances, but the Medicine bonus is increased to 5, and it includes a +5 Science boost as well. These effects are based on leftover resources in the game files. They're named "Surgical Mask" and "Mad Scientist Experimental Mask", respectively. They use the Headwrap repair list, which was expanded to include them, Bandanas and Slave Headwraps, all of which can now be repaired with one another. Lobotomites can now spawn with the regular variety of Surgical Mask too, so you've got an infinite source of them, and I'll be adding them to NPC doctors in the game world as time goes on, too. And yeah, there was a buncha minor variable crap I had to fix / adjust that you will never see, but there. ------------------------------------ Fiends Alliance & Dialog Restoration ------------------------------------ - Ever been annoyed that the Great Khans and The Fiends are supposed to be allies, yet, with the exception of Vault 3, you'd get attacked by them even when wearing Great Khan armor? Not anymore! Assuming they aren't in the middle of attacking you, you can now wear Great Khan leathers and stroll right on up to Cook-Cook, Violet or Driver Nephi and chat with them. They've got full dialog trees and even the generic raiders have dozens of comments on quest and world events that you likely never even heard before (although in the early game they'll just say they're getting high). Just.. don't be alone around Cook-Cook as a female. And since they ONLY are friends with the Khans, don't bring anyone else nearby with you when you decide to interact with them, either. They're still Chem-addicted lunatics, after all. - This was done via an alteration to the Great Khans faction armor script, although there's a better, more complex way that doesn't involve scripting (adding them all to the same "armor" faction), but that's a much larger undertaking, so this simple, but workable, method will suffice for now. You also MIGHT be unable to talk to any named Fiends besides Motor-Runner if you apply this mod mid-game, because the quest that executes their dialog isn't running in the vanilla game. If that's the case, either start a New Game, or type the following into the console, minus the quotation marks: "startquest F8B6B", and you'll be able to talk to them while disguised as a Khan. And yes, you HAVE to be wearing Great Khan armor; they don't give a damn about your reputation and are so crazy that they assume anyone else is an enemy.. or prey, so, be safe! ---------------------------- Goodsprings & Primm Wildlife ---------------------------- - There were originally a LOT more critters off the roads leading from Goodsprings to Primm. Mostly Bloatflies, but also Radroaches, Coyotes and a few Geckos. Several even had predefined patrol paths, so the entire area is quite a bit more "alive", and that swampy section has a lot more of a purpose to it. They've all been enabled, and while I was at it, a Radscorpion spawn which was UNDERGROUND near Yangtze Memorial was moved to the surface. The Geckos like to fight with the Radroaches, so you can always lure them towards one another if you feel overwhelmed for some reason. But if you feel that way about level one bugs, you've probably got bigger issues.. V1.19 ENABLED A BARK SCORPION SPAWN IN GOODSPRINGS CEMETARY AND FIXED MULTIPLE BUSHES AND ROCKS WHICH WERE BEING RENDERED BUT WEREN'T ACTUALLY VISIBLE V1.19 MOVED A NUMBER OF OBJECTS WHICH WERE CLIPPING INTO THE GROUND TO THE SURFACE, INCLUDING A FIRST-AID KIT WHICH WAS IMPOSSIBLE TO LOOT WITHOUT CONSOLE COMMANDS ----------------------------------- Loading Screen Fixes & Improvements ----------------------------------- - Spelling inconsistencies and errors were corrected; "Night Stalker" to "Nightstalker", proper capitalizations on titles and locations, that sort of thing. Perks whose functionality have been changed by this mod have also had their matching message updated, and a few location-specific ones were missing relevant cell data, which has been updated appropriately. You can get a loading message about The Tops anywhere within it, not just in the main lobby, for example. V1.23 FAST TRAVEL MESSAGES STREAMLINED AND MADE MORE CONSISTENT WITH ONE ANOTHER, INCLUDING FAILURES SUCH AS ENEMIES BEING NEARBY OR THE PLAYER BEING IN COMBAT --------------------- Jukebox & Radio Tweak --------------------- - For whatever reason, there were a number of Radios and Jukeboxes assigned to the REPCONN radio station, which only plays during the rocket launch sequence at the conclusion of "Come Fly With Me". This meant that they were basically dead, as nothing was ever being played on them even when powered and activated. In addition, the sound effect for turning the radio on/off was missing, bounding box data was lacking on at least two of them, and they were unusable by children EXCEPT for one leftover from Vault 101; which was missing it's name so you couldn't use it anyway. These issues have all been resolved, and the station was set to the "Mysterious Broadcast" from Old World Blues, so they can be heard anywhere in the game world (including multiple ones within Big MT itself). Finally, three radios within "Mick & Ralph's" shop in Freeside were still trying to tune into Galaxy News Radio, which is impossible, and so have been changed to the local New Vegas station instead. ----------------- The Star Showdown ----------------- - Updates to this unmarked quest which takes place near Nipton if you've previously picked up a Star Bottle Cap and/or met Malcolm Holmes. [Tomas] * Toggled Low-Level Processing, allowing him to proceed to Mojave Outpost even if not observed after shooting Jacklyn. Class set to WastelandAdventurer and stats adjusted as appropriate. Inventory revised. AI and Combat style changed to Ranged from Default. Given the NPC variant of the Toughness perk (+10% DR) so he doesn't die before you can witness the fight, and his gun remains low condition for the same reason. His journal is now properly associated with the Sunset Sarsaparilla quests and had some missing data, like a lack of a model, corrected. Icon also changed to a book, since it isn't just a single sheet of paper, that's merely the only part you read, and the text was slightly altered to make this more clear. Changed to Good alignment (instead of Very Good), since he seems to be decent, but not exactly saintly. Some minor inventory adjustments, too. [Jacklyn] * Toggled Low-Level Processing, allowing her to proceed to Mojave Outpost even if not observed after shooting Tomas. Class set to RaiderScout and stats adjusted as appropriate. Inventory revised. AI, race and Combat style changed to Raider equivalents from Default. Given the NPC variant of the Toughness perk (+10% DR) so she doesn't die before you can witness the fight, and her gun remains low condition for the same reason. No longer guaranteed to have 2 Star Bottle Caps (might have 1 or 2), unless she loots Tomas, that is. Changed to Evil alignment instead of Neutral, because she tries to shoot you in the back if you take a certain dialog path, or in the face if you take another. Some minor inventory adjustments, too. ------------- Sloan Updates ------------- - The busted generator has had it's script improved, so that when you fix (or destroy it), the associated light objects are deleted, not merely disabled, cutting down on savegame bloat. This is an internal code change, and won't make any difference from the player's perspective. Mentioning it to Chomps will also give you the previously-cut note concerning it, and the text was updated appropriately. Various minor tidbits like oddball ownership flags, cell properties, and other random crap were also adjusted here. I also changed the "Donation Boxes" leftover from the Republic of Dave in Fallout 3 into "Requisition Boxes", which contain some miscellaneous loot. The interior cells were designated as being part of Sloan and some static objects turned into dynamic (or lootable) ones. [Chomps Lewis] * His equipment is now pulled from leveled loot lists for better randomization and optimization, and he's been linked to the same Quarry Junction template as the other NPCs in town, too. Class changed to "Engineer" as it's closer to his occupation as a construction worker / foreman than a "Big Guns Soldier", when he didn't even have a gun! A few minor additions to his pockets, like a bottle of water and some money, but not much else. A few minor dialog corrections, and he'll actually pay you for fixing Snuffles' leg now. Low-level processing toggled so he can actually use his AI packages properly whether you're around or not, and he won't get stuck inside any buildings. Set to Melee combat style to go along with his Sledgehammer. Restored a cut note about the generator, and linked both it and the others he's associated with to their respective quests. Finally, his clothes were set to an NCR variant, so he isn't wearing the same exact outfit as the workers. [Quarry Worker] * Similar to Chomps, these guys had their Low-Level processing toggled for proper AI package use, their combat style was altered so they can use melee or ranged equally, depending on what they spawn with (and respawn was enabled, as it usually is for unnamed, generic characters), and their class was also changed to Engineer. As there's only a finite number of Construction Hats in the game even with DLC, despite there being a loot list for it, and these guys, as mentioned, now respawn; they're now a source of these helmets too. They can also spawn with the restored Auto Axes, and are twice as likely to use a .22LR weapon, which is helpful in the early game with the .22 changes I've made. [Jas Wilkins] * Class changed from Settler to Restaurant Owner, and she now carries some random food and drink. Default Melee combat style assigned, with her weapon changed from a knife to a cleaver. Default mood set to Pleasant. A few minor dialog adjustments to use appropriate animations and correct typos. Her unused script was blanked out and cleared, and she was linked to the same template everyone else in town is for better optimization. Jas is also assigned ownership of the Mess Hall, so she's able to sell the things on the shelves, while also preventing the workers from stealing all her stock. Now wears an NCR citizens' outfit instead of the generic wastelander "scraps". [Snuffles] * Restored the cut note about Snuffles' broken leg, with internal links added to the freeform quest that runs for all the minor stuff you help out with. Added to the NCR "armor" faction (as well as the Mole Rat faction) so that you don't wind up pissing off the whole place if you're hostile to the NCR but in disguise. Even if his/her sense of smell is good, a mole rat owned by a random wastelander is not a highly trained police dog or guard specifically on the lookout for infiltrators.. V1.19 FLAGGED THE SKILL BOOKS IN THE BARRACKS TO THE PLAYER, SO THEY CAN BE TAKEN WITHOUT STEALING ---------------------- Mojave Outpost Updates ---------------------- [Ranger Ghost] * Tweaked her face so her cheeks protrude less and her glasses don't clip as badly, although it can still happen at certain angles. Weapons changed from a Cowboy Repeater with no backup or casings to a Sniper Rifle and a Combat Knife, and existing loot changed to leveled lists whenever possible for better randomization. Given the Finesse (+5% Critical Hit Rate) and Ranger Toughness perks (+30% DR). Carries a water bottle or two for standing in the desert heat and for healing. Energy lowered from 50 to 15, assigned an AI Package and Sniper Combat Style so she prefers to use her position on the high ground if you cause trouble. Her bravery was adjusted to "Foolhardy" so she never flees from combat under normal circumstances, and "No Low-Level Processing" was enabled (or is that disabled?) to improve performance, as she never leaves the cell. Oh, and carries her Dog Tags properly and can now randomly own a handful of caps and/or NCR money. [Ranger Jackson] * Changed to be consistent with Ghost (and I intend to make a lot of consistency edits to Rangers around the Mojave as I go along), including being given a Combat Knife and a Super Stimpak, AI set to Ranged style, and assigned the Ranger Toughness perk. Already had an AI package and other variables set, but was missing his Dog Tags. His Cowboy Repeater can now be in various states of repair, too, not a fixed value, and includes shell casings properly. Can now randomly carry a handful of caps and/or NCR money. Removed a setting that was making the Van Graffs turn hostile when completing Cass' quest a certain way that was added in a later NV patch, because that causes issues whenever you visit Freeside even if NOT going into the Silver Rush. [Sgt. Killborn] * Spelled out the "Sergeant" in his name, and yes, he too was missing his Dog Tags. He's now got a Stimpak, his armor condition is randomized, and he sometimes carries a handful of caps and/or NCR money. Now has a Combat Knife instead of nothing to melee with. Cleaned up his quest script a little. You should now get credit for "Cold Cold Heart" if you choose "Ave Caesar!", too. [Major Knight] * Missing Dog Tags? Yup. Combat Knife? Uhuh. Set his stats to auto-calculate, but also gave him the advanced NPC Repair training perk so he can still fix your stuff up to 100% condition. Raised his level from 5 to 6 so that his tagged skills are all nice and set to 50 (and Repair is still 100 with the aforementioned training). Energy lowered from 100 to 5, since he just stands behind the counter. He was already carrying bottle caps since he's a vendor, but he's got NCR dollars in his pockets to go along with 'em now. Carries a repair magazine and somethin' to drink, too. AND a few Vikki & Vance chips, since he mentions he liked to go gambling in Primm. Corrected a minor typo in his dialog, and if you bribe him, the Caps go into his inventory instead of vanishing into thin air. Speaking of caps, he now has the "small" vendor pool instead of the medium one, since all he does is repair, and this means he doesn't carry so damn many for no reason. [Lacey] * Changed from a Weapons Vendor to the Barkeep class, but still sells the variety she normally does. Now has a basic Barter training perk, given a default AI package so she returns behind the counter if moved out of position, combat style set to Ranged and Energy to 5, level raised from 1 to 2, and some unnecessary variables cleared. [Mojave Outpost Barracks] * Renamed to "Mojave Outpost Barracks & Bar", consistent with other changes. Cleared the NCR ownership on most items (including several that were assigned to the obsolete NCR faction instead of the real one) wherever redundant. Conversely, the cell itself is now owned by Lacey, which, with the above change, means she can properly sell the stuff on her shelves. Most importantly, it prevents those asshole Troopers from stealing & drinking the Nuka-Cola Quartz! Similarly, the whiskey bottles next to Cass are assigned as her property, and there were a TON of disabled objects in this cell; so all the shelves are MUCH more fully stocked than before. A few pointless persistent flags were cleared for better performance as well. The skill book is now owned by the player, however, so you can take it without stealing or any kind of "pick it up and hide" shenanigans. [Mojave Outpost Headquarters] * Unlike the Barracks, there were only a handful of objects here flagged with the obsolete NCR faction, and they've thus been cleared. Also a persistent flag on a bottle of Whiskey for whatever reason. V1.16 ADJUSTED SOME LOW-LEVEL PROCESSING FLAGS ON VARIOUS NPCS -------------- Perk Revisions -------------- - All traits that lack a requirement now have an invisible 'dummy' requirement to clear the "--" from their descriptions. I've already done this for perks which lack requirements, and that I didn't add any to, like Bloody Mess, so, they're consistent. This is purely visual and has no effect on gameplay, since that requirement is simply "Is the player a playable race?", and race mods need to make that positive in order for you to use them; so it's effectively always true. [Fast Shot] * Updated the description to better detail what this trait does, including the AP bonus, and how it works BOTH in and out of V.A.T.S.. Conditions fixed so they only apply to the specified weapon types. [Trigger Discipline] * Updated the description to better detail what this trait does, including the AP penalty, and how it works BOTH in and out of V.A.T.S.. Conditions fixed so they only apply to the specified weapon types. [Sniper] * V.A.T.S. effect reduced to 20% from 25%, but now also applies a 5% damage bonus in any combat mode. Boom, headshot! [Hobbler] * V.A.T.S. effect reduced to 20% from 25%, but now also applies a 10% damage bonus in any combat mode. Boom, uh, legshot! [Quick Draw] * Updated description to indicate it applies to ALL weapons, not just guns. [Run 'n Gun] * Added a second rank which allows the reduced-sway-when-moving bonus to apply to all Guns & Energy Weapons, regardless of size. Does NOT affect Explosives of any kind. [Action Boy / Action Girl] * Each rank now increases your passive Energy by 15. Energy (unrelated to Energy Resistance) is normally an NPC-only AI stat, but I will be using it for the player's purposes too. [Kamikaze] * This trait was secretly lowering your DR by 15 in addition to the -2 DT it was already causing, which has been removed. In addition, like other +AP effects, it now increases your passive Energy by 10 (see above). [Hot Blooded] * Some minor internal cleanup on this perk and it's description, and it now passively grants you +10 Energy at all times. Now works at precisely 50%, not merely below it. [Tag!] * Lowered level from 16 to 15. [Chemist] * Now requires 50 Medicine and 50 Survival, but specifies that it IS indeed meant to work on everything (as opposed to the alternate method which is severely restricting it). [Lessons Learned] * Lowered level from 26 to 25 to match the description. Internally sorted the condition checks better. [Living Anatomy] * Minor adjustments to the description. [Small Frame] * This trait included a blank effect which has been cleared. [Voracious Reader] * Lowered the Intelligence requirement from 7 to 5. Anyone who is going for a "Magazines build" to boost skills will want to be further from the maximum, not closer. [Ferocious Loyalty] * Now activates at 60% or less health, instead of 50%. V1.17 UPDATED FEROCIOUS LOYALTY TO NOT ONLY WORK BELOW IT'S SPECIFIED VALUE, BUT AT IT, TOO V1.17 UPDATED HOT BLOODED TO NOT ONLY WORK BELOW IT'S SPECIFIED VALUE, BUT AT IT, TOO V1.17 ADDED PRIORITIES TO THE PERKS WITH MULTIPLE EFFECT ENTRIES FOR IMPROVED SORTING, PERFORMANCE, AND CONSISTENCY V1.17 LESSONS LEARNED NOW FUNCTIONS AT ALL LEVELS, EVEN BEYOND 50 (WITHOUT SCALING FURTHER, AND NOT RECOMMENDED) V1.18 ALL TRAITS & PERKS HAVE HAD THEIR INTERNAL LEVEL SORTED SO THAT 0 = QUEST OR CHALLENGE REWARD/OTHER, AND 1 = TRAITS V1.18 FURTHER STREAMLINED THE VORACIOUS READER RECIPES AND TIED THEM TO THE APPROPRIATE SKILLS, AND THEY'RE NOW IN THE NEW LITERATURE SUBCATEGORY TOO V1.19 VORACIOUS READER'S INTELLIGENCE REQUIREMENT WAS LOWERED AGAIN, TO 5 POINTS, AS EVEN AN AVERAGE PERSON MIGHT BE A BOOKWORM ----------------------------- Intense Training - XP Penalty ----------------------------- - This gets it's own section because it's important, but each rank of Intense Training now reduces your XP yields by 5% per rank. Okay, hold on, before you tear my head off about this one, hear me out. This mod gives you a perk every level. So even with the nerfs to combat perk damage, you ARE stronger than you are in the base game, although I am also increasing the game's difficulty at the same time. - But think about it too; how useless are the +XP perks normally? Swift Learner? A waste. Lessons Learned? Good bonus, but only when you're halfway to the cap! The only people who might ever take those are speedrunners, and the very best of those play so little of the game that they actually want to AVOID leveling and just rush through! And what about the perks which boost your SPECIAL, but do so in niche circumstances? Alertness, Night Person, Solar Powered.. the list goes on. All of these perks drop in usefulness (or even to uselessness) if you can JUST increase your base stats, permanently, and all the time. And with twice as many perks.. you can see how this is a balance concern. However, this is also a single-player RPG, not an MMO or one with online elements, so I didn't want to make it too harsh, especially since perks are supposed to have few to no drawbacks. - Thus, I settled on the 5% XP penalty per rank, just as was done with Skilled; it gives you more points but you "grow" slower. You can counter two ranks of that with the Well Rested bonus, and six more ranks with three Swift Learners; or a single use of Lessons Learned will (eventually) counter all 10 ranks. Now, do realize too that thanks to bug-fixes and new & restored Challenges, you've got more ways to earn XP in the base game, so even with the steeper XP curve AND these changes, you are STILL going to murderize everything and will STILL be able to hit the level cap before you "do" everything. There's plenty of other mods out there which cut the XP gained by 60-75% IMMEDIATELY, so this is actually quite a bit more fair since it puts it within your control to increase or decrease as you see fit. If you only take this perk to get a SPECIAL or two, you won't even notice it. And if you DO take all 10 ranks and forsake any XP bonuses? It'll make it feel all the more awesome when you DO hit 50. - As this is a major change in the opinion of some, if you hate this, you can remove it easily enough; just grab FNVEdit (available on The Nexus), then load it up and go to the Perks section of this mod and delete "IntenseTraining", so the game reverts to the standard behavior. You can do this at any time and it won't mess with your current progress due to how it's implemented; likewise if you restore it. If you have any other suggestions, post on the download site and lemme know! I just felt this was the best way to change this perk so that it still makes you stronger, but makes you ALSO consider those other perks you probably never do as being "better" since they lack an XP downside.. ---------------- Survivalist Perk ---------------- - Included in the game's files is an icon for a perk called "Survivalist", which, in the old Fallouts, was called "Outdoorsman" and increased the relevant skill. Since that's a pretty boring perk, I restored it but it instead grants you the very useful ability to harvest twice as many plants as usual! Since this would be a bit overpowered if it were available early, I'm going with a Level 20 requirement, and 90 Survival. Do note that this effect extends to DLC, so you'll find double the Datura Roots, Cave Fungus and Mutant Cave Fungus too. And just for the heck of it, I'll include Cloud Residue, as it functions in a similar way in Dead Money. As usual, this is built from leftover and unused resources. Happy hunting! --------------------------------------- Incendiary Exponent & Firestarter Perks --------------------------------------- - A while ago, I adjusted the effects of the Pyromaniac perk, reducing it's damage from 50% to 35%, and granting you +15% Fire Resistance. But what about those players who want to set the world on fire? And how about some more of those leftover Fallout 3 resources, sitting there, unused? So you now have not one, but two more fire-based perks to choose from, which require Pyromaniac to obtain. - The first is 'Incendiary Exponent', which is available as early as Level 14. This perk has the unique effect of increasing your movement and attack speed (with all weapons) whenever you're set on fire, and also boosts the damage of inflammatory ammo, such as incendiary rounds. So, yes, you can deliberately run into fire and become temporarily stronger with this perk. Hey, if they let you do it with radiation-based perks, why not with fire? - The second choice is 'Firestarter', available at Level 16. This is more of a raw DPS increase, as your damage, weapon equipping & holstering, and reloading speed with all fiery weaponry is increased by 10%, except against robots. Why? 'Cause "they don't burn as good". A simple and balanced way to let those who like fire to not be hindered by the reduction in Pyromaniac's boost, while also giving you more choice in HOW you want to get stronger. Of course, you can take all three perks, if you choose. And don't forget about the restored and improved "Size Matters", or the new perk below.. V1.17 INCENDIARY EXPONENT NO LONGER REQUIRES PYROMANIAC, BUT INSTEAD REQUIRES 10 FIRE RESISTANCE WHICH CAN COME FROM ANY PERMANENT SOURCE (including Pyromaniac) --------------------- Overcompensating Perk --------------------- - And here's another one! Using some more leftover Big Guns resources, this 3-rank perk is, like the restored and improved Size Matters, designed to boost your power with large weaponry. Anything that you rest on your shoulder or hold with a handle instead of a standard grip, that is. This one focuses on critical hit rate and critical bonus damage, so it's best for direct-damage Guns and Energy Weapons, but stuff like Missile Launchers and the Red Glare will also benefit since much of their damage comes from direct hits. ------------------- Wired Reflexes Perk ------------------- - I also restored Wired Reflexes, which, in Fallout 3 was a possible reward from the "Replicated Man" quest. In this case, I changed it to not only work both in and out of V.A.T.S., but it is now considered an extension to the Cyborg perk, which I restored a while ago. As in that game, it continues to stack with Commando and Gunslinger (as well as Hobbler, Sniper and Center of Mass), which also works in either firing mode. Not incredibly powerful, but it can be a nice choice if you just want a flat "shoot guns better" perk. It won't affect thrown or set Explosives, but any in a gun or launcher format, it will also improve. ------------------------------------- Infiltrator & Computer Whiz Revisions ------------------------------------- - You never took either of these, did you? They always kinda sucked, especially since if you DID break a lock or seal a terminal, you could just save/reload and you wouldn't need either so-called bonuses. They both suck a lot less now, and Computer Whiz is actually pretty good, so check out these updates: [Infiltrator] * Requirements lowered to level 10, 35 Lockpicking & 35 Science. Now allows you to retry a locked terminal OR broken lock with the same perk. [Computer Whiz] * Requirements lowered to level 16, 5 Intelligence & 45 Science. Now allows you to hack terminals as though you had 100 Science, regardless of your actual skill (although this won't actually LET you hack terminals above your skill). Basically it means that you're ALWAYS going to get the minimal number of words when hacking, making it much easier, and only when/if you hit 100 skill will this effect no longer be useful. So it remains forever handy, it now also includes a +15% Critical Damage bonus against robots, which makes it combo extremely well with Robotics Expert and/or Certified Tech. ------------------------ Holdout Weapon Revisions ------------------------ - A very few weapons were removed from the Advanced list (Power Fists and variants, although Veronica can still keep hers with the Advanced check), but generally speaking, MORE weapons were added to the holdout lists. This includes non-weapons like Binoculars, odd ones like Euclid's C-Finder, Companion 1H melee and pistols and so on. Similarly, NPC variants and uniques were added where missing, and some, like the Dog Tag Fists, which could be concealed, or weapons made from Tin Cans and Lunchboxes, which are easily disguised. There will still be a little bit of weirdness with these lists because there's plenty of scripts that dump items into them, and it'll take some time to revise that without breaking things, but the "base" lists are now much more solid and consistent. The issue where ED-E and Rex were losing their weapons (what, were they taking his teeth out??) should also be resolved, as well as cases where GRA weapons were included (or not) when the standard or unique version was (or wasn't), like with That Gun / 5.56mm Pistol. - I also fixed some stuff with the actual casino scripts, but the code is honestly a mess, although at least it's better than what it was. Gommorah is filled with tons of misspellings in both it's code and object names; they shoulda just called the place Sodom, ya know? Basically, consider this a work in progress, but, at least from the player's perspective, it should be less buggy. But if you've followed this mod for any amount of time, you know how I am, and I wanna fix stuff that you CAN'T see, too.. so a clean and standardized setup for all the casinos' code would be ideal.. - Speaking of which, if you ever get that issue where you enter a casino and are frozen in place, with the UI gone, just type "enableplayercontrols" in the console. There's a check for if the door guard is dead, but if he's, like, on another floor but alive.. yeah. It can mess up. Gonna see what I can do about that, in the meantime. -------------------------- Abandoned Tent Restoration -------------------------- - There was a cell leftover from Fallout 3 (IsolatedCamp04Interior) still lingering within New Vegas' files. As this was just going to waste, I've added it to the NCR base in Primm, in the large open area across from the bridge leading into the town proper, and renamed it to "NCR Supply Tent". It's locked up, I cut into the navmesh so NPCs should path in and around it properly, and I changed some of the objects within to be a bit more valuable ('Tin Cans' into 'Pork and Beans', for example). I also modified the ammo boxes to be locked and have a few more bullets inside, to make your early lockpicking serve more of a purpose. Persistent flags were cleared from the chairs (?), as well. Except for the exterior of the tent and it's door, this was done with existing resources. - There IS something interesting in here, though, and that's a bottle of Nuka-Cola Quantum! I was considering changing it, but seeing as how it is the ONLY placed bottle in the entire game, I figured it'd make for a neat surprise, and something for the collectors. Of course, I added Quantum to the recipes unlocked by Nuka Chemist several months ago, but still. This area was in the data, and now you can access it legit! Yay! An unused Primm NCR NPC was added outside the tent, "guarding" it, although he won't actually care if you go inside. ------------------------- Vance's Gun Quest Updates ------------------------- - This mostly concerns this quest, but I'll also be updating most/all of the dialogs regarding the Vikki & Vance casino to always spell it that particular way. In some cases it's "and", in others it's "&", but the sign outside uses the "&", so that's what I'll be going with. I also updated the contents of the Wins' safe to both contain better stuff, as well as to avoid plot holes by having additional weapons inside. Oh, and it has sound effects when opening and closing it now, too. [Primm Slim] * Carries significantly more loot, but of course, you'd need to kill him to get it. This includes more Energy Cells, a thousand casino chips, and the brochure on Vance's Gun that he gives to you when you ask about the place's history. He already had "infinite" level scaling, so I just formalized it so he caps at 50 and starts at 15. A few tweaks to his other stats, such as allowing him to turn quicker, should you decide to kill him. Also properly has his DT and Poison & Radiation immunities set like other Protectrons, which he was oddly lacking. He will now give you 500 of those chips in addition to fame as a reward for returning Vance's Gun, and he'll carry the gun himself from then on. [Sammy Wins] * His suit is fancier (an unused unique variant), and both it and his hat are now in perfect condition. Dialog implies that the stolen gun is the only gun they own, so why the hell did he pull out an SMG if attacked? Now he's got a Dress Cane instead, some cigarettes and the ability to smoke them, a handful of caps and chips, and a drink to go with the snack food he was carrying for whatever reason. Also assigned AI packages, as he had none, changed to the "Cocky" default Mood, and given a single rank of Little Leaguer. Restored the note containing his safe combination when you get it from him, linked it to the quest, and various other minor updates. Various facial expressions assigned to matching dialog. Changed to the "Brawler" variant of the Raider classes. [Pauline Wins] * Her dress is nicer (a clean variant instead of the dirty one), and both it and her hat are now in perfect condition. Now she's got some Boxing Tape equipped, cigarettes and the ability to smoke them, a handful of caps and chips, and a drink to go with the snack food she's carrying like her husband. Also assigned AI packages, as she had none, changed to the "Cocky" default Mood, and given a single rank of Iron Fist. Various facial expressions assigned to matching dialog. She and her husband now own their home, too, although the safe ownership will continue to clear if you convince them peacefully to abandon their plan. [Vance's Lucky Hat] * Now improves Luck by 1 and Confidence by 1, in addition to +1 Perception. Health raised from 15 to 125, and value from 8 to 100. Given the generic hat repair list, which has been significantly expanded. Given a point of DR and DT so vendors can repair it, too. Removed the "hair" slot flag from this object. [Vikki's Bonnet] * Now improves Charisma by 1 and Confidence by 1, in addition to +1 Perception. Health raised from 15 to 125, and value from 8 to 100. Given the generic hat repair list, which has been significantly expanded. Given a point of DR and DT so vendors can repair it, too. V1.18 REMOVED THE ENCOUNTER ZONE FROM THE VIKKI & VANCE CASINO SO IT CAN PROPERLY RESPAWN AND NPCS DON'T IGNORE YOUR LEVEL V1.18 ALTERED THE QUEST SCRIPT SO THAT IT WON'T BREAK NO MATTER WHICH STAGE YOU'RE AT, EVEN IF YOU SKIP PRIMM ENTIRELY OR SUDDENLY KILL THE WINS BEFORE OR AFTER TALKING V1.18 PRIMM SLIM NOW ACTUALLY PAYS YOU IN CHIPS AS THANKS FOR RETURNING VANCE'S GUN, IN ADDITION TO THE FAME INCREASE =================== New in Version 1.14 =================== ------------------- Challenge Corrected ------------------- - Every Challenge in the game awards XP or a perk; except for the following, which has been corrected. I generally opted for lower XP rewards so this change wouldn't be unbalancing, but considering this mod also raises the difficulty and the amount of experience needed to level, it evens out nicely. [Master of the Mojave] * Now awards 75 XP; previously had no reward besides a one-time achievement. [Free Radical] * Now awards 25 XP in addition to the perk. Renamed to "Free RADical". [Tough Guy] * Now awards 50 XP in addition to the perk. [Fast Times] * Now awards 25 XP in addition to the perk. [Destroy Something Not So Beautiful] * Fixed the 100 XP reward which wasn't activating, same as other similar damage Challenges. [He Moves In Mysterious Ways] * Now awards 25 XP in addition to the perk. Reminder that if you also have Miss Fortune, you can get a 2nd rank in Friendly Help now! [Miss Fortunate Son (Or Daughter] * Now awards 25 XP in addition to the perk. Reminder that if you also have Mysterious Stranger, you can get a 2nd rank in Friendly Help now! [Demise of the Machines] * Now properly awards the second and third ranks of it's anti-robot perk instead of stopping suddenly, depriving you of a rank. [Caza-Death Dealer III] * Corrected a scripting error in the reward code that was referencing Rank 2 of this challenge/perk. V1.17 EXPANDED & SORTED THE FORM LISTS FOR EXPLOSIVE LAUNCHERS RELATED TO CHALLENGES V1.17 EXPANDED & SORTED THE FORM LISTS FOR MINES/GRENADES RELATED TO CHALLENGES + ONE THAT ISN'T! ----------------------------------- Master Trader - Restored & Improved ----------------------------------- - This is a perk that has been in every one of the Fallout games, even Tactics, so it's removal was a bit odd, although given how easy it is to make caps in the newer titles, not too surprising. So instead of a single rank that gives a large discount to purchases, it now has 3 ranks with lower Charisma and Barter requirements for an improvement in bartering prices, but ALSO includes a bonus to the condition of your armor and weapons. That is, they'll take longer to break, with the idea being that you know how to maximize the value you get out of your stuff. Much more useful overall, and it's yet another option for the pacifist player, or just those who prefer getting more value out of less. As with much of the other content I've brought back, yet changed, this combos very nicely with certain other perks, so be sure to consider that and not just for itself! V1.17 EXPANDED FROM 3 RANKS TO 5 SO THAT YOU CAN GET THE 25% DISCOUNT STATED ON THE PERK IMAGE, BUT LOWERED THE DURABILITY BONUS PER RANK SLIGHTLY TO BALANCE IT V1.18 TWEAKED THIS PERK BACK TO 3 RANKS BUT THEY'RE MORE POWERFUL, AND YOU GET THE 25% DISCOUNT WITH ALL 3 POINTS, TOO --------------------------------------- Young-Adult Mutant Regenerating Courier --------------------------------------- - The Radical challenge has been improved and renamed to "Totally RADical", but no longer is available immediately. After finishing the "Free RADical" challenge (use 20 RADAway), this Challenge is unlocked, and tasks you with taking 20 RAD-X. Doesn't have to be all at once, just over the course of the same savegame. Upon doing so, you'll unlock the "RAD Regeneration" perk from Fallout 3, which was given to you by Moira Brown during the Wasteland Survival Guide quest. It pairs well with other radiation-related perks, so enjoy! As you'd notice by the spelling, I'm also changing instances of the use of "Rad" to "RAD" to indicate whenever referring to actual radiation, as opposed to, well, something being "rad". Ah, the joys of language! V1.17 UPDATED SOME MORE INTERNAL REFERENCES TO "Rads" TO "RADs" WHERE APPROPRIATE, INCLUDING THE STATISTICS SCREEN IN THE PIP-BOY V1.23 FOUND AND FIXED A FEW MORE DIALOGS WHICH WERE USING "Rad" INSTEAD OF "RAD" ------------------ No Hope, No Future ------------------ - Another restored Fallout 3 perk (with the Challenge unlocking it being the title of this section), the "Dream Crusher", this one requires quite some effort to obtain. Instead of merely sacrificing a single quest, you need to go out and kill at least 13 community or faction leaders. Why 13? It's significant to the Fallout lore, that's why. Their deaths will break the spirit of their respective groups, and you'll become 25% less likely to be struck by a critical hit. Of course, this is a lot easier to obtain as a kill-em-all Evil character, but there's plenty of choices for Good players too, and it keeps with the revised spirit of this effect. The majority of these characters are featured on the Collector's Edition playing cards. - Yes Man does NOT count because he can be "killed" multiple times thanks to respawning in a new body every few days, and technically, the leader of "his" faction would be YOU. You also have to be directly responsible for these fatalities; indirect kills or deaths via the world or other characters don't count. The list of viable targets is as follows: ~ Trudy, Prospector Saloon owner and "mother" of Goodsprings ~ Chomps Lewis, head foreman of Sloan and Quarry Junction ~ Nolan McNamara, Elder of the Mojave chapter of the Brotherhood of Steel ~ Edgar Hardin, Head Paladin of the Mojave chapter of the Brotherhood of Steel, next-in-line for Elder ~ Father Elijah, Former leader of the Mojave chapter of the Brotherhood of Steel ~ Eddie, leader of the NCRCF branch of the Powder Gangers ~ Scrambler, Eddie's right-hand and most dangerous man in the NCRCF ~ Lieutenant Hayes, NCR commanding officer at Primm ~ Johnson Nash, owner of the local Mojave Express branch and shop in Primm ~ Primm Slim, the "oldest resident" of Primm, possible sheriff, and caretaker of the Vikki & Vance casino ~ Ranger Jackson, NCR commanding officer at Mojave Outpost ~ Colonel Royez, NCR commanding officer on the Long 15 ~ Mayor Steyn, mayor of Nipton (deceased) ~ Vulpes Inculta, leader of the Legion's Frumentarii spies; can be slain in any location he appears in for credit ~ Gabban, Legion Frumentarii responsible for the destruction of Nipton if Vulpes has been slain elsewhere first ~ Alerio, Legion Frumentarii who gives you the Mark of Caesar if Vulpes has been slain elsewhere first ~ Jeannie May Crawford, owner of the Dino Dee-lite Motel in Novac ~ Lieutenant Haggerty, NCR commanding officer at Helios One ~ Colonel Cassandra Moore, NCR commanding officer at Hoover Dam ~ First Sergeant Astor, only surviving ranked NCR soldier left in Camp Searchlight ~ Dead Sea, head Decanus occupying the town of Nelson ~ Alexus, head Decanus occupying Techatticup Mine ~ Aurelius of Phoenix, head Centurion in charge of Cottonwood Cove ~ Gaius Magnus, head Centurion in charge of Dry Wells ~ Papa Khan, leader of the Great Khans ~ Regis, Papa Khan's main advisor and next-in-line for Khan ~ Philip Lem, dissident voice of the Vault 19 Powder Gangers ~ Samuel Cooke, founder of the Powder Gangers, leader of the Vault 19 branch ~ Samuel Kerr, creator & owner of the 188 Trading Post's "Slop N' Shop", with his daughter Michelle ~ Lupe, creator & owner of the "Grub n' Gulp" Rest Stop ~ Chief Hanlon, NCR Rangers commander at Camp Golf ~ Sergeant McCredie, NCR Army commander at Camp Golf ~ Major Joseph Polatli, NCR commanding officer at Camp Forlorn Hope ~ Lieutenant Romanowski, NCR commanding officer at the NCR Sharecropper Farms ~ Marcus, companion of the Chosen One, founder and leader of Jacobstown ~ Keene, leader of the Jacobstown Nightkin ~ Tabitha, founder and leader of Utobitha on Black Mountain ~ Davison, leader of the Nightkin in the basement of the REPCONN Test Site ~ Jason Bright, founder and leader of the Bright Brotherhood ~ The King, founder and leader of The Kings gang in Freeside ~ Pacer, right-hand man of The King ~ James Garret, co-owner of the Atomic Wrangler and influential in Freeside ~ Francine Garret, co-owner of the Atomic Wrangler and twin sister of James Garret ~ Gloria Van Graff, head of the Van Graff family branch in New Vegas ~ Jean-Baptiste Cutting, second-in-command of the Van Graff family branch in New Vegas ~ Julie Farkas, leader of the Followers of the Apocalypse at Old Mormon Fort ~ Mr. House, "owner" and self-appointed ruler of New Vegas ~ Nero, leader of the Omertas in the Gomorrah casino ~ Big Sal, second-in-command of the Omertas in the Gomorrah casino ~ Cachino, usurper of the Omertas and possible alternate leader ~ Benny, leader of the Chairmen and the asshole who shot you; can be slain in any location he appears in for credit ~ Swank, second-in-command of the Chairmen and leader when Benny dies ~ Marjorie, founder and leader of the White Glove Society ~ Mortimer, second-in-command of the White Glove Society ~ Dennis Crocker, NCR Ambassador to The Strip (WARNING: His death brands you as a terrorist to the NCR!) ~ Captain Marie Pappas, NCR commander in charge of the military police stationed in New Vegas ~ Colonel James Hsu, NCR commanding officer at Camp McCarran ~ General Lee Oliver, NCR commanding officer of the whole military in the Mojave Wasteland ~ Caesar, co-founder and leader of Caesar's Legion ~ Joshua Graham, co-founder and exiled Legate of Caesar's Legion ~ Lucius, leader of the Praetorians and Caesar's most trusted advisor ~ Antony, Houndsmaster of the Legion and owner of Lupa ~ Lupa, Source of many of the Legion's fiercest mongrels, mentioned quite a bit in speeches and has her own Collector's card ~ "Lupa", ????? ~ "Picus", ????? ~ Ulysses, high-ranking Frumentarii and the most dangerous Courier in the wasteland.. besides you ~ Legate Lanius, Monster of the East, final boss in most endings, second-in-command of the Legion ~ Pearl, Elder of the Boomers and co-leader ~ Loyal, Elder of the Boomers and co-leader ~ Dr. Klein, Leader of the Think Tank ~ Dr. Mobius, Former Think Tank member and the "warden" of Big MT ~ Daniel, New Caanaanite missionary to the Sorrows & Dead Horses tribes ~ Salt-Upon-Wounds, Warchief of the White Legs tribe ~ Doctor Usanagi, physician in charge of the New Vegas Medical Clinic ~ Doctor Alvarez, physician in charge of the Followers' Outpost while the other doctors are away (whom we never see) ~ Judah Kreger, former Enclave Captain and commander of the Enclave Remnants ~ Alice McLafferty, head of the Crimson Caravan New Vegas branch, formerly of The Hub ~ Isaac, informal "non-boss" of the Gun Runners in New Vegas ~ Driver Nephi, Fiend co-leader and #1 NCR assassin ~ Violet, Fiend co-leader and houndsmistress ~ Cook-Cook, Fiend co-leader & chef ~ Duke, Fiend co-leader heading the siege against Camp McCarran ~ Daniel, Fiend co-leader and jailer of Vault 3 ~ Motor-Runner, Fiend master and founder ~ Yvette, leader of The Scorpions ~ Clayton Etienne, creator and owner of the Westside Cooperative, which feeds & supplies Westside ~ Red Lucy, "servant" of The Thorn ~ Ranger Rebecca Lineholm, NCR commanding officer at Ranger Station Alpha ~ Ranger Ericsen, NCR commanding officer at Ranger Station Bravo ~ Comm Officer Stepinac, NCR commanding officer at Ranger Station Charlie ~ Comm Officer Scheffer, NCR commanding officer at Ranger Station Delta ~ Ranger Erasmus, NCR commanding officer at Ranger Station Echo ~ Ranger Kudlow, NCR commanding officer at Ranger Station Foxtrot ~ Sergeant Banner, NCR commanding officer at Camp Guardian (deceased) V1.15 ADDED SCRAMBLER AND PHILIP LEM FOR MORE POWDER GANGER TARGETS, AND PRIMM SLIM AND THE FIEND CO-LEADERS DUE TO THEIR INFLUENCE ON THE ENDING V1.16 ADDED "PICUS" AND "LUPA" BUT NOT THEIR UNDERCOVER NAMES TO AVOID SPOILING THEIR TRUE IDENTITY OR LOCATION V1.17 ADDED THE ACTUAL LUPA, THE MONGREL, SINCE SHE'S MORE IMPORTANT THAN THE NORMALLY UNDERCOVER CHARACTER NAMED "LUPA" V1.18 ADDED ELIJAH DUE TO BOTH HIS PAST SIGNIFICANCE FOR THE BROTHERHOOD, AS WELL AS HIS FUTURE RELEVANCE TO EVERYONE IF NOT DEALT WITH V1.19 ADDED DUKE OF THE FIENDS FOR ANOTHER VIABLE EVIL TARGET V1.20 ADDED DANIEL OF THE FIENDS, WHICH MEANS EVERY ONE OF THE NAMED MEMBERS WITH ANY SORT OF POWER IS NOW A TARGET ---------------------------- Dynamite Texture Corrections ---------------------------- - Courtesy of DevastatinDave, a modder after my own heart, fixin' little things that are often overlooked! Not only did the Dynamite have the wrong U.S. flag on it.. 50 stars instead of 13+1, but it also said INERT, which means it isn't actually dangerous! Looks like some artist took the appearance of a prop literally! And yeah, the standard "it's been compressed, optimized and packed into the .bsa" and goes along with all my other previous Dynamite fixes. This also has the side-effect of fixing the same errors on the Time Bombs, because they used the Dynamite models as well. -------------------------- Default Damage Types Fixed -------------------------- - Electric and Frost damage effects weren't using their associated resistance if called from a script or other method; they were only working if a weapon's damage itself was set to a particular resistance. This has been corrected, and anything using these built-in effects (including other mods) will now properly consider the target's defenses, such as Tesla Cannons and Cattle Prods. ------------- Water Updates ------------- - One of the big criticisms of Fallout 3 and New Vegas alike is that the reflection and refraction water options in the Video Settings generally don't do anything. This is because the vast majority of water types aren't flagged to allow the full range of visual effects, probably due to console limits. This has been resolved, but "sky" reflection has NOT been enabled unless it was already turned on (typically for clean water) and similarly, the bloody water type doesn't reflect much due to it being, ya know, bloody. Still, this will result in much more visually impressive scenes in most areas with water. Buildings and other objects will finally be seen (and reflected) in water, not just in the two or three places in the base game where it was enabled! This also has the bonus of various .ini water options, which previously weren't functional, to work as they were meant to. V1.15 FIXED DEHYDRATION CHECKS ON ALL PLACED WATER TYPES FOR HARDCORE MODE + CAMEL OF THE MOJAVE AND UPDATED THE VAULT 13 CANTEEN TO PROPERLY USE THAT PERK TOO V1.15 'CAMEL OF THE MOJAVE' NOW RESTORES MORE HEALTH FOR ALL WATER SOURCES IN CASUAL MODE, SINCE THE DEHYDRATION BONUS ISN'T FUNCTIONAL OUTSIDE HARDCORE V1.15 FOOD SANITIZER NOW AFFECTS STANDING SOURCES OF WATER IN THE SAME WAY IT DOES FOR CARRIED BOTTLES V1.17 THE "VISIBLE WHEN DISTANT" FLAG HAS NOW BEEN SET ON ALL WATER TYPES, WHICH BOTH LOOKS BETTER AND ALSO REDUCES THE OCCURENCE OF GRAPHIC GLITCHES ------------------------- Whetstones Repair Blades ------------------------- - This will be an ongoing process, but all previously changed repair lists, as well as any future ones, will now allow Whetstones (aka sharpening stones) to work as a repair ingredient to restore the condition of a bladed weapon. Simply choose to repair the item as you normally would, and if you have any Whetstones in your inventory, they will be available to use for this purpose. In addition, the Paperweight item no longer appears in random drop lists, and has been replaced with the Whetstone, which shares it's model, so that you'll encounter them more often. Oh, and I renamed the item itself from "Whet Stone" to the compound form of "Whetstone". --------------------------- Shovel & Grave Restorations --------------------------- - All Graves and Burial Mounds now properly require a Shovel to be dug up, and all can contain at least one item, although it'll probably be some random junk if it wasn't already specified; like the two previously always-empty ones at Yangtze Memorial. I didn't adjust any unused graves, however, as there's dozens of them and no DLC employs them either. A unique variant that was carried by McMurphy and can be found on his corpse in the Boulder City Ruins has also been restored, and the grave digging script updated to allow it to function for digging purposes as well. Interestingly, he always carried this item, it's just that without a mod, it was invisible to the player. These weapons now have standard melee range instead of a reduced value, which made no damn sense considering they're basically long sticks, and they both properly indicate their increased critical chance and damage, which was always present but not indicated. - For the unique variant, I opted to make it similar to the the normal one, but a little more damaging and sturdier. I chose the name "Rusty" for the unique because it sounds somewhat affectionate, and it's also a reference to a famous Something Awful forum thread (which included the participation of Obsidian developers) that giving an ordinary shovel that name out of fondness for it's ability to whack things upside the head. This site and it's content have been referenced several times already in New Vegas (like the YCS/186), so I'm merely continuing the tradition. And as usual, a buncha random variable nonsense was corrected & streamlined along the way, and the graves no longer save a variable about whether or not you're dug them up previously, reducing savegame bloat. -------------------------------- Standard AI Can Use Stealth Boys -------------------------------- - The default Combat Styles, as well as that used by the NCR and Legion hit squads, are now smart enough to use Stealth Boys if they have any in their inventory. Perhaps the most notable instance of this changing things for the player will be Joe Cobb now being able to use his, assuming you don't slip a bomb in his pocket or steal it from him first. Other AI styles, such as for creatures, Raiders and tribals, is unchanged; this'll only affect NPCs who use the default packages (about 25% of the game's population). Stealth Boys are exceptionally rare in the Mojave, but had to mention this in case you get surprised by a cloaked opponent and wonder why the hell they never did so before. V1.23 VARIOUS ADJUSTMENTS TO STANDARD HUMAN AI TO MAKE THEM MORE AGGRESSIVE WHILE ALSO BEING BETTER AT FINDING APPROPRIATE COVER --------------- Marcus Equipped --------------- - No idea why, but Marcus, your (canonical) mutant companion from Fallout 2 had NO EQUIPMENT AT ALL in New Vegas. Absolutely nothing. And for some reason, half his stats didn't match what they used to be, meaning he apparently dropped down to "dumb dumb" level intelligence. He also didn't have any special qualities; if it wasn't for his model and voice, there wouldn't be too much to distinguish him from a typical Super-Mutant! This and much, much more has been corrected. His inventory now consists of the same loot he had when he first joined you in Fallout 2, along with a bottle of Buffout, a pair of Super Stims and a Super Sledge for backup. Physically, he's more imposing than his brethren (+10% larger), his level was boosted to 50 along with his health and derived statistics, and some AI tweaks were made, like allowing him to turn around as fast as the player character, not just run at their speed. - As for his perks, along with the standard immunity to Radiation and DT that all Super-Mutants possess, he's got the old-style Toughness (+10% DR), More Criticals and Bloody Mess. Considering his age and experiences, this seems far more appropriate and it means that attacking him will be a very bad idea for most Couriers. Other things in Jacobstown weren't touched, and if you use a texture replacer for the big guy, it should work fine if it's designed properly. If not, well, you know the deal.. load it after my mod so it's changes take priority. Now there's pretty much no chance of him being killed by those mercenaries who show up to threaten Jacobstown, and he won't try and punch Cazadores anymore. Some minor variable and faction fixes were also applied to him too. V1.19 ENABLED A NEARBY JACOBSTOWN MARKER WHICH POPULATES THE EXTERIOR OF THE TOWN A BIT MORE --------------------- "Skilled" Perk Change --------------------- - +5 to everything for a mere -10% XP penalty is way too good, but how else to make this perk still worth it? And what about those who like to change their traits via The Sink; or that early game quest where you reset your stats? A way to solve all those issues is here, and that method is that Skilled will now give you an additional +1 skill per level, reflecting how you learn more, but slower. This will stack with Educated (which is now available at Level 2), and it remains a great selection, but doesn't feel so mandatory or early-game-breaking, even if you do opt for it. It also prevents you from cheating the system by selecting it again the two other times mentioned above when you can respec. ------------------------ Old World Blues Weaponry ------------------------ - I've decided for this patch to focus on repairing issues with this add-on, and to make the best DLC in New Vegas even better. To start with, the form lists for things like what weapons and ammo are recognized as being used for Energy Weapons (and various other categories) have been manually updated with OWB data. This has allowed me to purge an enormous amount of scripting from the Quest which executes and starts this DLC, resulting in faster load times, less memory consumed, and fewer messages upon leaving Doc Mitchell's house. These lists were also sorted for better readability, without stuff just scattered around messily. - These changes were done in an older version, but I figured I'd re-iterate that there's now a Sierra Madre Vending Machine in The Sink, and I made a number of corrections to the cell, so hopefully the CIU restocks properly now. Speaking of which, you now unlock some more recipes at the workbench related to OWB, such as the ability to combine or unlink the "halo" headwear items in Big MT. The inventory of the CIU has also been significantly expanded and randomized, with many neglected form lists from OWB now put to use. And, again, some older updates already did things like cleaning up the recipe lists of invalid items, like the Skill Book recipes once you've made 'em, as they're one-time-each only. And the Challenge corrections and, well, really, lots of things. Rest of this section'll be for new stuff.. - Repair lists were expanded and better sorted; for example, you can use the SMMG from Lonesome Road to repair the Cyberdog Guns, as both are minigun variants. Missing entries for Doctor Klein and Doctor Mobius' clothing were added, and moved to the bottom of the lists so they have lower priority (reducing the odds of you repairing a common item with them, but still possible if you wanted to do so, for whatever reason). Dr. Dala will now react to her special Teddy Bear if you somehow obtain it, although there doesn't appear to be any specific lines left regarding it, I wanted to be complete. [Christine's CoS Silenced Rifle] * Renamed to "Christine's Assassination Rifle", and now includes the carbon fiber skin to reflect the fact that it weighs less than a standard Sniper Rifle (although it's actual weight of 5.5 pounds is unchanged). To further make it unique, the scope now includes night vision, which neither of the other Sniper Rifles has. Durability raised from 85 to 100. All of these changes serve to distinguish this weapon from the Gobi Campaign Rifle, and make the choice between the two much more difficult, without nerfing either. The night vision is a logical addition to a rifle meant to be used for someone hunting a target, and it even adds to the lore. It shows that Christine was so eager to kill Elijah that she aimed at him during the day instead of waiting for darkness to fall, which is what allowed him to catch the glint of sunlight off her scope, and led to the events that eventually transpired in both Old World Blues and Dead Money. Yeah, I like to justify my changes.. :) [K9000 Cyberdog Gun] * Renamed to "Cyberdog Gun: K9000". Now properly expels .357 casings. Changed to Big Guns hot-key icon. Minor errors in the data cleaned up, including a sometimes glitchy reload animation when modded. As mentioned above, the repair list was also expanded somewhat (including, yes, Dog Brains that you might have leftover from Rex's quest), which will help even those with Jury Rigging. [FIDO] * Renamed to "Cyberdog Gun: FIDO". Now properly expels .44 casings. Changed to Big Guns hot-key icon. Same errors as with the K9000 corrected, and enabled the use of the same mods with the same effects as the K9000, giving you something else to spend your caps on. Despite this, it's still hard to classify either gun as "better" than the other or not because, besides damage and spread (FIDO's is worse), they have virtually identical stats besides the ammo used. Usually unique weapons have mods already built in or some other advantage, and the exceptions tend to be moddable, so, now this one is too. [Big Mountain Transportalponder!] * Zeroed out most of the data since it isn't an actual weapon, added the standard Laser Pistol repair list to it, made it properly identify as an Energy Weapon, added some missing sounds, and set some more flags to ensure it isn't improperly used. It also shouldn't cause NPCs to turn hostile as it rarely could before if you were pointing it right at them (though they still might react if you "aim" it at them, as they don't know it's NOT a gun). It's now also child-usable, and since it was apparently built off of a grenade template (?) instead of a gun, it still had some useless stuff like shrapnel assigned, which has been cleared. [LAER] * Doubled the durability from 75 to 150. Added missing mod data to eliminate potential bugs, as well as bounding box values. Changed from normal to Electrical Damage, as that's what the E in LAER stands for! Form lists updated, and added a dummy effect indicating that this weapon has a higher than normal critical chance, which it always had, but wasn't stated. Fixed the audio effects to use larger rifle-style sounds instead of smaller, pistol-style sounds. [Elijah's Advanced LAER] * Doubled the durability from 50 to 100. Base V.A.T.S. chance changed on the normal LAER from 12 to the Advanced one's 40, which is more in-line with other 2H Energy Weapons, though the spread remains unchanged. 2-handers are supposed to have a higher value than 1-handers; a low-end pistol would have a value of 12, comparatively. Fixed the bugs with the mods where the splitter mod wasn't splitting, and the ammo regeneration mod wasn't working at all, although both were functional in the normal version. All other changes are the same as the standard LAER. [Proton Axe] * Adjusted range settings so AI uses this weapon properly. Due to an aggro issue with the "Dismember Only" hit effect and silent weapons, like most melee, it's been changed to "Normal" and thus can gib, not merely chop up enemies now. Changed to deal Electrical damage, although the anti-robotics/Power Armor effect will still be EMP damage. Whet Stones can now be used to sharpen the blades of these weapons and thus function as a repair ingredient. Missing and/or incorrect swing sound effects applied. [Proton Throwing Axe] * Same adjustments as the Proton Axe, as well as the following: Base V.A.T.S. chance was increased from 15 to the standard 50 for throwing weapons. [Protonic Inversal Axe] * Same adjustments as the Proton Axe, as well as the following: A bug where this axe wasn't properly attacking at the DPS it's supposed to despite it's speed being identical to it's base version, and missing bounding box data added in. Required Melee Weapons skill raised from 55 to 60. [Protonic Inversal Throwing Axe] * Same adjustments as the Proton Axe, as well as the following: Base V.A.T.S. chance was increased from 12 to the standard 50 shared by other throwing weapons, and missing bounding box data added in. Required Melee Weapons skill raised from 25 to 30. [Saturnite Fist] * Minor AI range adjustment and some tiny variable fixes. Sound level lowered to "Silent", which isn't actually mute, but is a step below "Normal", which is 'gunshot volume'. Power Fists make a noisy pneumatic sound, but it certainly isn't comparable to a Chainsaw or Ripper, which are considered to be of "Normal" volume. [Saturnite Fist Super-Heated] * Same adjustments as the standard Saturnite Fist, but it's damage is also properly associated with Fire Resistance, not merely fire in general (which was giving it boosts from effects like Pyromaniac but wasn't letting targets defend against it, or be weak to it). [Sonic Emitters] * Maximum range at which the AI will fire these guns is now closer to the weapon's actual max range, although this'll only matter if given to a companion. Some variables that don't affect anything the player can see were zeroed for performance, as usual, and a missing sound when the weapon (all 5 versions!) is out of ammo has been added. Expanded repair list options to cover more laser pistols than before. Changed the '-' in the names to a ':' so they take up less room on-screen, and consistent with the other name changes and additions I've made already. [Scientist Gloves] * Oh boy, these. They're loaded with inconsistencies and glitches. Almost all of them were doing a bit less damage (around 1%) than their math indicated, which the GECK auto-corrected. They also had a ton of unnecessary settings which don't apply to melee & unarmed weapons, so they've been cleared. More importantly, NONE of them was flagged as Silent! Uh, even IF you punch a dude to death, your hand isn't making noise louder than a gunshot that can be heard a mile away, so that's been fixed. A whole bunch of variables also were thrown around seemingly randomly for these items, so they've been altered as such: ~ Scientist Glove: 100 HP (up from 50), Base V.A.T.S. Chance: 15% (up from 12). Now indicates it's higher critical hit chance. ~ Corrosive Glove: 200 HP (up from 150). Acid isn't poison, but it does benefit from effects which boost poisons, nonetheless. ~ Sterilizer Glove: Weight changed to 4 (up from 3), same as Corrosive Glove. Now properly factors in Fire Resistance. ~ Dr. Klein's Glove: 150 HP (up from 100), weight changed to 3 (down from 4). Now indicates it's higher critical hit chance. Adjusted the effect so the STR is listed last, consistent with other such effects. ~ Dr. Mobius` Glove: 150 HP (up from 100), Base V.A.T.S. Chance: 15% (up from 12). Now indicates it's higher critical hit chance. [Elijah's Jury-Rigged Tesla Cannon] (and other Tesla Cannons) * Increased the absolutely pitiful 30 durability to 225, which will still be blazed through VERY quickly due to it's high damage and fast firing speed, but at least now you'll be able to use the damn thing without having to repair it after every single reload. For comparison, Tesla Cannons in Fallout 3 took only 1 ECP instead of 5, had 900 HP and did even more DPS despite reloading after every shot! Some minor variable stuff, and the improved critical chance is now noted (all Tesla cannons in New Vegas have increased critical chance, so they all are affected by this). Modified the hot-key icon to indicate it's a large weapon. Also changed it to properly deal Electrical Damage with it's Tesla Coils.. THE COILS OF NIKOLA TESLA! ~ Speaking of which, actual Tesla Coils can now be used to repair it and it's cousins, although they don't appear in-game normally, I'm going to remedy that. One will be sold by the Sink CIU, and I'll look into having it drop, rarely, in other locations. Also added President Kimball and the Enclave Remnants' Vertibirds to the lists of viable targets for (all) Tesla Cannons, which'll make shooting them down easier. For fairness, the standard Tesla Cannon was bumped up to 400 durability, while the Tesla-Beaton prototype was changed to 350 durability. Again, even with Jury Rigging, these things are immensely difficult to fix, heavy, extremely expensive, and limited in use, so with these changes, this class of weapon won't be useless, but still won't outclass most other endgame weapons. [X-2 Antenna] * Properly set to EMP damage. Minor variable fixes. Changed to "Silent" instead of "Normal" attack volume. Jeez, that's a common problem with OWB weapons, isn't it? Can now repair itself, although there's only one in the game, so, that's kinda sad. Missing and incorrect sound effects applied. V1.19 ELIJAH'S TESLA CANNON NOW PROPERLY HAS IT'S DISINTEGRATION EFFECT APPLIED ON CRITICAL KILLS, LIKE OTHER TESLA CANNONS --------------------- Old World Blues Armor --------------------- [Christine's COS Recon Armor] * Renamed to "Christine's Assassination Armor" and expanded the repair list options. Now has DR in addition to it's DT, and various minor variables corrected. Sneak bonus doubled from 5 to 10, and provides +15% EMP Resistance. It now includes a pair of gloves too. Weight lowered slightly. Finally, the standard Recon Armor effect was also given EMP Resistance (10% in this case), so anything that uses it will also benefit from this change. [Atomic-Valence Tri-Radii-Oscillator] * Assigned DR, and durability is up from 100 to 300. Assigned a small icon file so it displays properly in the crafting menus, via which it can be converted into the 1 halo version below. Equipment slots altered for best compatibility with other headwear, and DT dropped to 3 from 4. Weight changed to 1.5 pounds and value increased to 6000; exactly 3x that of the single halo. Now increases your maximum HP by 30 instead of Endurance by 1. Now properly indicates it's regeneration as being different from the Valence halo. [Valence Radii-Accentuator] * Assigned DR, and durability is up from 50 to 100. Assigned a small icon file so it displays properly in the crafting menus, via which it can be converted into the 3 halo version above. Equipment slots altered for best compatibility with other headwear, and DT dropped from 3 to 1 since this would otherwise be too good due to hat stacking. Weight changed to 0.5 pounds and value decreased to 2000; exactly 1/3 that of the triple halo. Now increases your maximum HP by 10 instead of Endurance by 1. Now properly indicates it's regeneration as being different from the Atomic-Valence halo. [Dr. Klein's Glasses] * No longer takes up the Mask slot, allowing it to be worn with more items. Given a point of DR to go with the DT. Expanded repair list options. Now makes a little "clink" sound when picked up or dropped. Removed unnecessary extra data for females, as it was identical to the male data. [Dr. Mobius' Glasses] * No longer takes up the Mask slot, allowing it to be worn with more items. Given a point of DR to go with the DT. Expanded repair list options. Now makes a little "clink" sound when picked up or dropped. Fixed an issue with a mismatched model. [Dr. Klein's Scrubs] * Added a point of DR. Added missing movement sounds. Removed unnecessary extra data for females, as it was identical to the male data. Changed to weigh 2.5 pounds. [Dr. Mobius' Scrubs] * Added a point of DR. Added missing movement sounds. Added missing bounding box data. Changed to weigh 2.5 pounds. [Scientist Scrubs] * Added a point of DR. Added missing movement sounds. Added missing bounding box data. Increased durability from 100 to 200. Changed to weigh 2.5 pounds. [Mad Scientist Scrubs] * Added a point of DR. Added missing movement sounds. Corrected bounding box data. Increased durability from 150 to 250. Increased value from 800 to 1200. Changed to weigh 2.5 pounds. [Patient Gown] * Added a point of DR. Decreased value from 200 to 100. Repair options now include all versions of Scientist Scrubs and vice-versa. [Yangtze Camp Jumpsuit] * Added a point of DR. Significantly expanded repair options including all the other (non-Vault) Jumpsuits in the game. Raised value from 60 to 100. Added missing bounding box data. [Lobotomite Jumpsuit] * Added a point of DR. Significantly expanded repair options including all the other (non-Vault) Jumpsuits in the game. Added missing bounding box data. [Lobotomite Goggles, Lobotomite Mask + Lobotomite Mask and Goggles] * Changed the "and" to an "&", adjusted the stats of these items so they can be worn together in the case of the mask and goggles, and their combined values are equivalent if using the single-piece item. Added a point of DR to each of them, or 2 in the case of the combined set. Individual item health was raised to 100, combined to 200, and so on. These items also won't make your hair disappear anymore, if that's the sort of thing that matters to you. Combined DT is now 4 instead of 5, but, again, this is because you can wear these with more equipment than previously. The eyewear increases Energy by 10 instead of lowering Intelligence by 2, which Lobotomites already have low because, ya know, the whole "missing brain" thing. [Stealth Suit Mk II] * Put a . in the name after the Mk part as well as in the object effect, and the repair list was expanded and altered to contain all Recon, Combat and Security armor variants. It now also properly applies addiction resistance when applying Med-X. Weight lowered slightly. V1.15 ALL FLAVORS OF RECON ARMOR NOW INCLUDE EMP RESISTANCE AS PART OF THEIR INSULATION, AND TO DISTINGUISH THEM FROM THE "STEALTH ARMOR" MODELS V1.15 DUE TO POPULAR DEMAND AND THE FACT YOU CAN'T CONTROL IT, YOU CAN NO LONGER GET ADDICTED TO STEALTH SUIT INJECTED MED-X V1.15 THE STEALTH SUIT STIMPAK NOW PROPERLY SCALES WITH BOTH MEDICINE SKILL AND FAST METABOLISM VIA (a hellish for me to input) SERIES OF CONDITION CHECKS V1.17 CORRECTED A MODEL DISCREPANCY BETWEEN DR. MOBIUS' GLASSES WHEN WORN AND WHEN DROPPED ------------------------------- Old World Blues - Other Changes ------------------------------- - Trimmed the scripts for the various Skill Book recipes. There's no need to have additional code for if the player drops the items in question, since they are (1) Flagged as Quest Items and are thus undroppable and (2) I already put conditions in the recipes themselves to not display when you've used the one-time-only recipe component. Having scripts which delete the notes as well not only doesn't always work, but even if it does, it can make it more difficult to determine which ones you've found yet. I'm also updating the related notes and icons to display the skill book they let you create, instead of the generic holodisk icon. Missing bounding box data was also added to the physical properties of the items which lacked it, and the recipe text was also expanded to indicate exactly which skill book they're making, not just the skill it boosts. All of these were also set to ignore physics effects, so that an explosion can't knock a recipe behind an object where it's unreachable. V1.15 LOBOTOMITES NOW CAN CARRY COSMIC KNIVES, AS THE SATURNITE THEY'RE MADE FROM WAS INVENTED IN BIG MOUNTAIN AND THE KNIVES ARE EVEN SHOWN IN THE INTRO SEQUENCE V1.15 ADDED "SAY ONCE" FLAGS TO SEVERAL TOPICS THAT 'YOUR BRAIN' SAYS, TO PREVENT XP EXPLOITS AS WELL AS INFINITE CONVERSATION LOOPS V1.16 ALTERED THE POP-UP MESSAGES REGARDING YOUR BRAIN, HEART AND SPINE TO CORNER DIALOGS, AND ALSO UPDATED THE ONES WITH MORE DETAILS WHEN YOU FIRST GET THEM BACK V1.16 A TOOLBOX AND PIECE OF SCRAP ELECTRONICS WHICH WAS CLIPPING INTO SOME OF THE TERRAIN JUST EAST OF THE THINK TANK DOME ENTRANCE WAS MOVED V1.18 MOVED THE SKILL BOOK RECIPES TO THE NEW LITERATURE SUBCATEGORY, AND YOU CAN NOW EASILY CONVERT BETWEEN BLANK BOOKS AND BLANK MAGAZINES =================== New in Version 1.13 =================== ------------------------- Varmint Rifle Restoration ------------------------- - Originally, this weapon was going to use the .22 LR Round, but since that ammo type carried a limb damage penalty in the first several versions of New Vegas, "no one wanted to use it" according to J.E. Sawyer, lead designer and game project director. As such, it was re-chambered to (the overused) 5.56mm rounds, but that's why you'll find stuff like boxes of .22 LR in Sunny Smiles' house and other early areas. And have little else to use them on, as there's only two other weapons which use this ammunition. It's casings and bullets were also properly changed to .22. - In order to make this caliber more useful, the 100-count boxes of the Plinking variety will spawn twice as often on vendors, and will also incur 20% less damage to your weapon when fired, instead of having a damage penalty with no bonus. The availability of other types will also be increased. This also continues the 'theme' of this bullet type in NV, as every weapon that can use it is or can be silenced. As a lot of early and mid-game NPCs use Varmint Rifles, .22 LR will go from never-being-seen to not-really-uncommon, as originally intended. - Sunny Smiles also gives you a much larger amount of both bullets during her tutorials than she provided of 5.56mm, and I've already altered several early game opponents to use weapons that load these bullets too. You're literally plinking when you're firing at those bottles, so it's a perfect opportunity to use them, and their lower value & versatility versus 5.56mm also means I can give you more of them early on and not unbalance things later. As usual, various minor glitches and corrections have also been made to the Varmint Rifle itself and it's unique variant, the Ratslayer, such as the silencer not working 100% properly. - Finally, you can now craft the basic variety of .22 LR, as it was the only bullet you couldn't make at ALL without a perk. Materials are based on the existing Breakdown recipe for .22 LR. A few places where Varmint Rifles and 5.56mm rounds spawn together were changed to .22LR rounds, and this'll actually fix a few NPCs, like Dixon in Freeside, who were still spawning with the original ammo type. V1.14 CHANGED A FEW MORE EARLY GAME OBJECTS THAT GAVE 5.56MM ROUNDS INTO .22 LR AMMO V1.15 LOW LEVEL LOBOTOMITES CAN NOW SOMETIMES CARRY A SILENCED .22 PISTOL V1.17 .22LR PROJECTILES' "DEFAULT SOURCE" IS NOW THE SILENCED .22 PISTOL FOR THE SMALLER ROUNDS, AND THE VARMINT RIFLE FOR LARGER ONES V1.18 RATSLAYER NOW LIVES UP TO IT'S NAME AND DEALS BONUS DAMAGE AGAINST RODENTS ---------------------------------------------------- .38 Special, .44 Special & .223 + Other Ammo Updates ---------------------------------------------------- - As essentially the low-power versions of the .357, .44 Magnum and 5.56mm rounds, it's very odd that none of these were craftable or able to be broken down. Especially so for the .38, which is in reality, very popular with those who prefer to hand-load their ammunition. I understand and agree with the belief that most specialty ammo types, for game balance reasons, should remain uncraftable (I'm sorry Popular Mod #12345, but making Hollow Points and Armor Penetrating rounds easily available to all guns just skews the balance towards the "best"); the omission of these three, especially in the early-game when they are most useful, is rather glaring. As with my other ammo recipe adjustments and fixes, you won't get a mess of numbers on the crafting screen either. - As such, they use almost the same materials as their more powerful counterparts, but a bit less Lead and Powder, reflecting the lower pressures these rounds can take compared to their cousins. The physical dimensions of the cartridges are similar enough that they will use (and produce) the same casings, so you don't have to worry about yet another type clogging your inventory. This will help immensely in the DLC areas, where you're often short on resources and having access to ammo which deals a little less damage but can be produced in larger amounts can be invaluable; especially for both versions of the Cyberdog Gun! Doubly so for those who don't take the (also improved) Junk Rounds perk. This won't replace that perk, but it does supplement it nicely, along with Hand Loader. - The "other" update this version includes is a streamlining and standardization of the receipt of hulls, cases and drained cells from your various ammunition types. They'll now be equal across all types of a given caliber/power rating, with the subtype no longer being a factor. This was already true for most of these, but the inconsistency made it hard to tell what was the intent; Surplus ammo for 5mm was making the same # of cases as the other types, but Surplus 5.56mm was not. And, of course, some were improperly set to produce their "leftovers" entirely, but I fixed that aspect a while ago. :) - ... one more thing! You can now also breakdown 12 and 20-gauge shotgun slugs, since they're a category of shells, as opposed to a niche subtype. I'll reiterate that I will NOT add recipes involving most specialized types, because of how that screws with the game balance in a negative way and eliminates decision making by basically making the "best" rounds the only ones worth using. Hand Loader already lets you make great general-purpose bullets, and what else are you going to spend your caps on besides special ammo at higher levels? But for the early and mid-game? Yeah, more choices is good. ------------------- Ash & Goo Piles Fix ------------------- - Wow, why was this not included in the original game? Rejoice! You can freely use Energy Weapons without worrying about it destroying your performance over time now! Especially nice with the tweaks to Meltdown and other perks. This also should fix, or at least make less severe, that issue where you get credit multiple times for the same ash/goo piles when saving and reloading in the same cell, as they'll disappear upon cell reset OR when it's reloaded twice, as I modified the script to accommodate either condition. ------------------- Tumbleweeds B' Gone ------------------- - Ever encounter that bug where a Tumbleweed will refuse to move, even if you use console commands to shift it out of it's position or reset it? And it seems to be made out of metal and you can't lift or push it either? I have no idea WHY this happens, and it occurs sometimes with ones that were perfectly fine on an earlier play-through, but there is a solution. Violence! Just shoot (or blow up) the Tumbleweed and it'll go away! Melee or unarmed attacks won't do it, so it has to be something you fire at them, but they only have 1 HP so any damaging shot'll do it. The downside of this "fix" is that it means you can't have fun blasting these things a mile away with a shotgun, but that's a small price to pay for being able to eliminate the random-immovable-object-that-looks-like-a-tumbleweed-bug. If you know of a better solution to this problem, I'm listening! --------------------- Pickable Plant Tweaks --------------------- - There wasn't actually anything wrong with functionality in the normal variety of these, but I did modify them to properly indicate their names, as well as whenever you're going to get more than one via harvesting. The "ñ" in Jalapeño Pepper was given to the physical plant, White Horsenettle is two words, not three, and so on. I also flagged them as "usable by children", so that kids can pick them, since, ya know, removing a fruit from a tree isn't exactly an adult-only thing. Internally, their IDs were also changed to put the "Pickable" indicator first or added where it was lacking entirely. V1.14 ADDED A FEW MORE OVERLOOKED PLANTS AND THE HONEST HEARTS DATURA ROOTS, INCLUDING AN UNUSED VARIETY V1.15 CHANGED AN UNPICKABLE BARREL CACTUS IN MOJAVE OUTPOST INTO A PICKABLE ONE; THEY SHARED MODELS, WHICH WAS CONFUSING V1.15 NOW INCLUDES THE MUTANT CAVE FUNGUS FROM OLD WORLD BLUES, AND THE SCRIPTS FOR ALL PICKABLE PLANTS WERE REVISED, CLEANED UP AND STANDARDIZED V1.17 CHANGED THE TEXT WHEN COLLECTING A PICKABLE PLANT TO "HARVEST" FOR CONSISTENCY, EVEN WITH OTHER RPGS; INCLUDING THE ELDER SCROLLS SERIES ---------------------------- Take Me Out To The Ball Game ---------------------------- - Ever thought it odd that you could find baseballs but were unable to actually use them? Now you can! They have a high critical hit rate but low base damage, and have been added to the perk lists for Loose Cannon (and anything that ties to it), as well as the revamped Little Leaguer perk. Once you've thrown a ball, you can pick it up and retrieve it! I replaced all the form lists that spawn normal Baseballs with the weapon, and reassigned a script leftover from Fallout 3 to turn any of the Misc. variety you find already placed in the world into this new, useable variant, also built out of existing materials. This is NOT a practical weapon as it throws kinda oddly, and you'll need a ton of damage boosts if you hope to actually kill anything without having to hurl a lot of these, but, hey, practical and fun don't always line up! Just sell 'em like normal random loot if you don't care for this change. Consider it a throwback (heh) to the original Fallouts where you could hurl rocks as an attack. Not very useful, but, hey, they're there! --------------------------- Slave Collar "Improvements" --------------------------- - Oh boy, these things. They're sparingly used in New Vegas, with the easiest one to find located on a dead minion of Elijah's in Freeside. Missing icons, sounds and other variables were applied, and even a repair list, along with classifying them as "Heavy", because it's explicitly pointed out by some Legionnaires and slaves that they're uncomfortable and bulky as hell. Previously, they weighed 5 pounds and did nothing; now they actually do provide a tiny bit of DT & DR if you decide to purposely wear one, but the collar's poor shielding results in a decrease in EMP Resistance. That won't mean anything unless you're confronted with Pulse weapons, which are very rare, but still. It provides an item for a slot that otherwise cannot be filled during normal gameplay, if you want to deal with the penalties for doing so. - Speaking of which, you can now repair the broken ones found in Elijah's hideout in Old World Blues at a Workbench, in case you wanted to get more of them. It'll take a decent amount of Explosives skill to do so, but those Misc. items now have a function! Similarly, you can repair Broken Detonators, one of which you'll find in the same location. This might seem like a really odd thing to change, but, I have a few things in mind for future updates involving these items. Oh, and the collar you're forced to wear for Dead Money retains it's 3 DT and weightlessness, since it's a quest item and you HAVE to wear it for the entire DLC's main quest. Alternately, you can just sell them, as they're worth a decent amount of caps to those with evil intent.. V1.14 SWITCHED THE INTERNAL NEGATIVE EMP EFFECT TO A PREVIOUSLY UNUSED ONE FOR BETTER OPTIMIZATION V1.15 NO LONGER CAUSES A SPECIAL PENALTY, BUT THE EMP PENALTY WAS INCREASED FROM -10 TO -15 --------------------------- Nuclear Anomaly Restoration --------------------------- * That quirky perk from Fallout 3 is back, and MIGHT actually be useful this time! It stills works the same way, but since there's mostly DT in this game instead of DR, and it's got a lower level requirement along with a prerequisite of the Atomic! perk, which makes you stronger when irradiated, it might mesh well with some builds. The 20-or-less-HP trigger is still something difficult to work with, but thanks to DT, it can actually be relied on once you've got heavier armor, so that's why I am hesitant to adjust it. V1.15 UPDATED THE HEALTH RECOVERY EFFECT TO BASE ITSELF ON YOUR RADIATION RESIST, WHICH YOU WILL ALWAYS HAVE DUE TO ENDURANCE, INSTEAD OF YOUR DAMAGE RESIST --------------------------------- Character Generation Streamlining --------------------------------- - There was an enormous amount of scripting in place to handle loading the Courier's Stash items, along with the associated messages and dialogs, even if you lacked that DLC. I've gutted all of that, saving quite a bit on memory and loading time, and now you instead get a key (also based on an unused resource) to unlock the "Courier's Stash", a suitcase that presumably the Courier was carrying with them before they got shot in the head. It's right by the front door when Doc Mitchell hands you the Pip-Boy and sends you on your way, so it not only gives you a choice of whether you want to begin the game with these items, it immediately provides you with a safe storage location (the container doesn't respawn and it's flagged so NPCs will ignore it). - Speaking of items, you also are going to get less stuff from Doc himself when he sends you out; why wouldn't the Khans loot you before burying you, especially when they're so visibly demanding of payment? But at the same time, it makes you appreciate and care for those early game items even more. And because I always wondered where the hell the Courier (or Lone Wanderer) was keeping that screwdriver you use whenever picking locks, you now get it as an actual item. Don't worry, it weighs nothing and is a quest item so you can never lose it. It's just a little something to make that aspect of the game make more sense, instead of producing your tools out of thin air. Similarly, you also get a "Windproof Lighter" to explain how you produce one out of nowhere when alighting Dynamite, Molotov Cocktails and similar weapons. - The special armor and weapons are in the new Stash case, but you don't get the consumables anymore either, so you're not going to overpower the early game, as you'll need to purchase or craft those items. The Canteen, (now relocated to the Crashed Highwayman) has had it's effects slightly lowered, from 15 HP and -25 Dehydration to 13 each, continuing the theme, as well as the significance of that number to the Fallout series. - This is a somewhat controversial decision, I realize, but it seemed like the best compromise between the base game and JSawyer's method, which was scattering these goodies all over the wasteland, or removing them outright and nerfing the Canteen's use rate more severely. At the very least, this ALSO fixes a bunch of possible problems that could occur during the tutorial, such as getting overloaded and being unable to drop anything, and getting those Canteen messages WHILE YOU'RE STILL IN BED! You also get full control of your character the moment you get the Pip-Boy, so if you want to steal from (or kill..) the good Doctor, you can do so immediately. - I am also purging the game of a number of leftover useless quests, scripts and packages from Fallout 3 which were still present, and in a few cases, even running (!), which will further reduce the size of savegames and cut down on memory consumed. Like I did with the leftover Fallout 3 keys, I've labeled these via their names in the GECK, and I've appended a blank space prefix to the title, so that they all sort together at the top of the named list. I'm also cleaning up some of the code in Doc Mitchell's initial dialog, as there's material from the beta press releases still there, along with a minor typo or two. Doc will also immediately go into his Sandbox AI if you talk to him BEFORE he reaches the front door, which'll allow you to go out it immediately, preventing a crash that could occur otherwise if you leave before he reaches it. Yes, that was an obscure but totally possible bug that happens in the unmodded game that nobody ever seemed to fix. - Finally, you might already know this, but originally the cutscene where the Courier gets shot in the head by Benny was done in-engine, but they had issues with implementing it, as well as the whole unskippable nature of it versus a movie sequence. Some mods restore it, but this isn't one of them, as the voice lines in the scene are almost all placeholders or of poor quality compared to what we actually got. However, this also means that I'm working on removing the code that executes this, which actually runs when you click a New Game! Again, the benefit being more memory (and thus less crashing), improved framerates, and faster loading, especially when making a new character. V1.14 RESTORED THE PIP-BOY GLOVE BECAUSE REMOVING IT CAUSES DISPLAY ISSUES WITH ABOUT A DOZEN DIFFERENT UNARMED WEAPONS AND ARMOR PIECES V1.14 DOC MITCHELL NOW GIVES YOU A LIGHTER TO GO WITH THE SCREWDRIVER SET, TO EXPLAIN WHERE IT COMES FROM WHEN BURNING THE FUSES ON EXPLOSIVES V1.15 REMOVED THE "CHARACTER REVISION" QUEST WHICH POPS UP WHEN YOU LEAVE GOODSPRINGS, ENABLING SIGNIFICANT CLEANUP OF RELATED CODE AND ELIMINATION OF VARIOUS EXPLOITS V1.15 ADDED IN TEHDMAN'S "TWO BEARS HIGH-FIVING" OPTION TO THE RORSCHACH TEST, AND SAID PAGES ARE DELETED FROM THE GAME WORLD WHEN THE QUEST ENDS V1.15 KILLED VIRTUALLY ALL THE TRIGGERS RELATED TO CHARACTER CREATION ONCE THE QUEST HAS CONCLUDED FOR BETTER PERFORMANCE V1.17 THE VAULT SUIT AND BINOCULARS DOC MITCHELL GIVES YOU ARE NOW EVER-SO-SLIGHTLY DAMAGED SO AS TO AVOID THE BUG WHERE ITEMS "VANISH" IN YOUR INVENTORY IF SPAWNED A CERTAIN WAY V1.17 YOU CAN NOW FIND ANOTHER VAULT 21 JUMPSUIT IN THE DRESSER IN DOC MITCHELL'S BEDROOM; THE ONE HE DOESN'T GIVE TO YOU, BASICALLY V1.17 ALSO FIXED A MISSING SOUND ON THAT SAME CONTAINER, WILL IN TURN RESOLVE THIS PROBLEM WITH NEARLY A HUNDRED OTHER GENERIC DRESSERS IN THE GAME V1.18 THE CLASSIC PACK ITEMS ARE NOW FOUND AT THE CRASHED HIGHWAYMAN NEAR NOVAC, AS ORIGINALLY INTENDED. AN UNUSED ASSET WAS USED TO SECURE THE LOOT, AND IT'S LOCKED WITH THE COURIER STASH KEY SO NO OTHER NPCS CAN STEAL IT BEFORE YOU GET THERE (SUCH AS LEGION OR NCR HITSQUADS) V1.18 IN THE MEANTIME, THE ARMORED VAULT 21 VAULT SUIT IS IN THE COURIER'S STASH INSTEAD V1.18 ADDED A DAMAGED 9MM PISTOL AND TWO CLIPS WORTH OF AMMO TO THE DOC'S DRESSER, SO YOU HAVE A SMALL GUN BESIDES THE LASER PISTOL TO START WITH V1.18 FURTHER CLEANED AND REMOVED EVEN MORE OBJECTS WHICH NO LONGER SERVE A PURPOSE ONCE CHARACTER CREATION HAS ENDED ---------------- Quest Note Fixes ---------------- - Like so many of the updates, this'll be an ongoing project and updated with each new release until 100% completed. Basically, every Note in the game can be assigned to one or more quests. This has two benefits: the first being that it allows you to properly use the "Active Quest" notes filter. Yeah, that function in the Pip-Boy you probably ignore since it's usually blank? It's supposed to show a list of notes relevant to the selected quest; but can't since most Notes are lacking this data. I've begun adding these missing connections, even to "unmarked quests", for the second benefit of doing so; and that is providing the engine with a link between the the note and assigned quests. This, in turn, will make it easier to determine which ones are associated with what, both for me, and for anyone else who delves into the code later. - I will also be assigning models, icons and other missing data to these objects, so that there aren't any errors with them. And yes, this includes the deletion of "empty space" at the bottom of these texts, as well as spelling and grammar corrections. Unless the writer of the note is supposed to be making errors, of course. To maintain my own sanity and not accidentally break things by doing this all at once (as the game has hundreds of 'em), I'll be starting from Goodsprings and working my way through the game with regards to making these corrections. That, and I intend to restore cut notes wherever possible, whenever it makes sense to do so. ---------------------------- Fire Axes in Fire Hose Boxes ---------------------------- - Exactly what it says above. There's now a very low chance (less than 1%) to find one when opening these containers. Since the Fire Axe is both powerful and valuable, if one does appear within, they'll basically be broken, so you'll need to use that Repair skill of yours. Missing open/close sound effects were added to these containers, as well. ----------------- Karma Adjustments ----------------- - Most people are in agreement that the karma system in Fallout is, to put it lightly, "inaccurate". I'm doing my part to improve the system, however, and this includes both a bug-fix and a balance adjustment. The first is that for whatever reason, you were getting a mere 2 points of karma for killing Very Evil NPCs, while Evil ones were awarding 100 a piece! For comparison, you lose 50 karma for killing a good NPC, and 100 is sacrificed if a Very Good NPC dies by your hands. Considering how many bad guys you'll typically slay, I've adjusted these values; 10 gained for Evil kills, and 50 gained for Very Evil kills. A lot of NPCs and creatures have inappropriate alignments too, so that'll be fixed as I go along, but this is a global change. - Oh, and while I did it a while ago, I feel it important to mention again that I removed karma loss from using Cannibal or similar perks, although the act of feeding still may freak out non-companion NPCs if they witness you doing so. Similarly, the penalty for theft has been lowered to a single point (from 5), because stealing a few Tin Cans should not rival the evil of murder. Also done a while ago, but you don't lose karma for stealing from Evil factions, like Caesar's Legion or the Powder Gangers anymore. These changes will make it easier to remain neutral, not cause one to go from Saint to Devil in a flash without some truly wicked acts; and won't let you "pull a Fallout 3" and blow up a town and then be Jesus minutes later just for killing some Raiders. ----------- Eggcellent! ----------- - Horrible puns aside, there's a number of duplicate and/or unused "Egg" items in the game, and some even have form lists that are without a home. First on the list would be Radscorpion Eggs; which, surprise, you can now sometimes find when killing Radscorpions. Apparently other restoration projects have set them at 25 caps instead of 5, and looking at the value of other eggs, that seems reasonable for the drop rate, so I've done the same. ------------------------------ NCRCF Cell Block C Restoration ------------------------------ - There was originally going to be a third Cell Block in the NCR jail, but for whatever reason, it was cut from the game. Most of the data for it still existed, however, and so I've begun to restore it. Since there wasn't any physical location to fit it in, and it'd be very strange to have "overlapping" doors, there's now an additional building on the perimeter of the prison which'll allow you access. Internal details have changed, but you'll have to see for yourself! V1.15 NAVMESHED THE EXTERNAL PART OF THE BUILDING AND ADDED SOME MORE DETAIL V1.15 SIMILARLY, THE INTERIOR NOW HAS SOME CRITTERS AND A STORY TO TELL VIA A TERMINAL; FURTHER 'DETAILING' IS ONGOING V1.16 REDUCED THE HEALTH OF THE RADROACHES INSIDE THIS LOCATION SIGNIFICANTLY, AS THEY WERE TAKING FAR TOO MANY HITS TO KILL V1.19 THE TOILETS BOTH HERE AND IN THE NCRCF PROPER ARE NOW USABLE V1.23 SLIGHTLY ADJUSTED THE CLOCK ON MURPHY'S 1ST TERMINAL ENTRY TO FIT THE TIME ZONE DIFFERENCE WHEN THE BOMBS FIRST DROPPED IN FALLOUT 4 ON THE EAST COAST --------------------------- Powder Ganger Armor Updates --------------------------- - The repair lists have been resorted AND expanded; more common items at the top, less common at the bottom. The basic Powder Ganger outfits grant +2 Explosives, while the Guard Armor gives +5. They've all been given a tiny amount of DT and DR so that vendors can repair them (yay!), and you can repair all of them with one another instead of just some types. Their weight has also been adjusted, with the version that's little more than a set of shorts being the lightest, and the one with the jeans, shirt and jacket the heaviest, but still lighter than before. Health on the Guard Armor has been doubled to make it equal to other Security Armor. The names were also changed; they're the Powder Gangers, NOT the "Powder Gang".. but I didn't want the names to take up two lines in the inventory so they've been changed a little to maintain that. - The armor loot lists for Powder Gangers were also slightly modified, so that there's a chance that they can be found in 50% condition; the lowest amount at which 100% of the DR/DT apply. It was a bit odd that this wasn't possible, nor did any lists exist for better condition gear for leaders or other "higher-ranking" members. - Finally, you can also repair the Guard Armor with not just itself and other Powder Ganger outfits now, but any other Security Armor or Combat Armors in the game, and vice-versa. If you're curious about the choice of "Do It With A Bang!" as the armor effect's internal name, it's what the Gang likes to scrawl on road signs, and you can see this on one of the load screens as well. Their other catchphrases are too long to fit in the Pip-Boy's UI.. V1.17 NCRCF SECURITY ARMOR AND HELMETS ARE NOW MEDIUM INSTEAD OF LIGHT ARMOR, BUT CAN STILL BE REPAIRED WITH MANY LIGHT ITEMS AND ONE ANOTHER ------------------------------- Powder Ganger & NCRCF Revisions ------------------------------- - All named Powder Gangers are now armed with Unstable Dynamite (see previous version's notes for the details on this restored item), so they can engage in as much explosive chaos as they desire, 'cept for Meyers, Oliver Swanick & Boxcars. They have all been properly set to an Evil alignment too, also with the exception of Meyers. Missing or incorrect Combat Styles have been assigned, so each can best use whatever weapon they prefer. Supplemental melee weapons generally changed to Police Batons for the convicts residing in the NCRCF, as they'd likely have some from taking over the prison. Templates were also employed where lacking for more efficient memory usage and better randomizing. Responsibility variables were generally lowered too; since these guys are murderous thieves, and don't care if they commit crimes or not. - In addition, the NCRCF cells were named consistently, flags were set, and I removed the ownership on some random metal boxes that are on the outside and not being "used". All of these changes mean that there's now a 50/50 chance of the NCR taking the prison back, or failing to do so, should you NOT interfere with the raid itself, instead of them being heavily favored to win despite the excellent defensive position the Gangers are in. I also removed quest/persistent flags from some objects which were not being used by any scripts, further improving performance. I've changed many NPCs to use templates and loot lists where they previously did not, which will result in better randomization as well. - I also added a Reloading Bench next to the Workbench right past the Visitor's Center, so you don't have to go out of the way to access one or the other. The explosives box that was there was simply moved slightly to the side. A floating pile of papers was laid flat against the ground, and a dozen junk piles and just as many bottles were also adjusted so you can't see the gap in the terrain, and so that there aren't any objects floating in the void below the ground. There were two overturned benches in the courtyard I moved because they weren't navmeshed properly, and they kept causing NPCs to get stuck on 'em even when I did so. [Carter] * Now wields a Laser Rifle and default mood set to Pleasant. Aside from Meyers, he's the only character in the prison who won't participate in the NCR's siege, as he "doesn't want to get shot". [Chavez] * He and his posse are now classified as the Raider "race", to reflect how their AI and items were set, and to allow certain effects (like that of Sneering Imperialist) to work on them. Restored a cut note and wrote some text for it, which he carries and you can steal or kill him for. Mood set to Cocky. Also created an AI Package for him, as he had none, which makes him approach the player with his gun drawn and threaten them, instead of just.. waiting until you speak to him before "holding you up". Much more realistic and fits his dialog better too. Oh, and his little group is more racially diverse now, as the internal IDs suggest they were supposed to be. Also, when you turn in the quest objective to Eddie, his group isn't merely disabled, but deleted, which as you'd expect, improves performance. Some faction adjustments, and his guys are called "Powder Ganger Renegade"s, to make it clear they're yet another offshoot of the main group. The note at his camp was also changed to show what Chavez thinks of Eddie and company, instead of being a duplicate of a note at one of the other camps. [Dawes] * Carries a Stimpak so he can heal off the damage from the occasional Wild Dog outside the gates, or, more likely, so he can use it during the prison attack. When you pay him the 100 caps, he actually has them on him, allowing you to steal them back (this is even suggested by the official guide). The door he guards no longer appears in a red name, because even if you do steal the key and go inside, nobody cares, so it's misleading. Now wears a Security Helmet and wields some better weapons, but nothing you haven't already seen. He'll also acknowledge your presence (and draw his weapon) on you a lot sooner; and he's 1% taller now, just because. [Eddie] * Minor inventory tweaks for flavor, restored the minor level scaling he previously had (5-8), and he has a Super Stimpak too, although he's got extremely low Medicine skill. Powder Ganger reputation is properly awarded for assisting him both during and after "I Fought The Law", as a few checks could fail. Map markers are now indicated on this quest for Chavez's camp, Jean Sky Diving and Primm. Eddie is also assigned as the "owner" of his office chair, and that ownership clears when he dies. This is to prevent other NPCs from stealing his seat, resulting in him standing at the desk looking stupid. A few dialog corrections as well, including the alarm sounding when he first mentions "sounds like they're already here", as opposed to AFTER his dialog ends. * When the siege begins, the door to the supply room (that Eddie holds a key for) will close and lock again if you opened it, so that the NCR can't go in and take the ammo and weapons for themselves. The Warden's terminal is now a Very Easy lock (as implied by code in the GECK), some minor omissions in the text were added/corrected, and you can now shut off the alarms via the menu if it annoys you or never shuts off, like if you should decide to side with the NCR. The terminal's ownership will be assigned to the player, however, because before, although it was owned by the Powder Gangers, they never cared about you using it. Upon completing "I Fought The Law", he gives you 150 caps instead of 100 caps + about 50 caps worth of chems, so you can decide what to do with the reward. [Hannigan] * Wears the "relaxed" version of the Powder Ganger outfits now, as opposed to the body armor type even though he said he stays at the prison specifically so he doesn't have to go on raids. Now also has an NPC "Medical Training" perk, since he ALSO says he was an NCR Medic for half a year before the events of the game. Carries some medical items and a list (note) you can swipe, which I've written based on cut content. He will also always offer medical services, not just when your health is down by 1/3rd. Minor typo when discussing the nearby highway corrected. There was also a medical cart in his room which wasn't flagged as an obstacle, so even though the navmesh was set, NPCs often would just walk into it mindlessly for minutes at a time. Now, if they bump into it, they should stop and re-path after a moment. [Meyers] * Now wields a Police Revolver in moderate condition, which'll serve him well if you appoint him sheriff of Primm, a slight step up over the .357 he normally would carry. Has a Bowie Knife instead of a generic kitchen knife; Lonesome Road is nearby, so this isn't available any earlier than you could swipe one. He now also always spawns with the same clothes that he wears in the ending slides. Combat style set to Ranged instead of Default. Also, the cell door in the Visitor's Center will now be always-open and flagged [INACCESSABLE] and ignored by the AI, to prevent Meyers or any other NPCs from potentially getting stuck between it and the wall when the siege begins. [Scrambler] * Now has Bloody Mess and Rank 3 of the Iron Fist perk to go with his reputation of making a mess out of his victims. Restored the minor level scaling he had (5-12), and he now also has a Stimpak to go along with his Psycho. Oh, and he's a little taller now too! Dude's got 10 STR and END, he's beefy! Mood set to Angry, as with Eddie. He also carries a previously cut key for the NCRCF Cell Block A, with a door there assigned to it, although you can pick it without the key. [Hawkins] * Given his original name instead of being generic. Also has some interesting loot for those who are brave enough to locate his corpse.. [Random Powder Gangers & Escaped Convicts] * There were a bunch who were supposed to be in the prison courtyard or loitering about Primm (as seen in the Official Strategy Guide and earlier versions of the game), not just the mere two guys otherwise present, so they've also been restored. This makes the town residents cowering in the casino make a lot more sense, as well as the sniper perch above the Mojave Express have a purpose. Also, whenever a location is mentioned, it'll be marked on your map for you, which in turn encourages you to actually chatter up with the unnamed NPCs. Vault 19 is NOT among those areas, because they don't know where Cooke actually went and thus couldn't tell you. Oh, and they've been given new AI, which allows them to actually help during the prison siege, instead of staying in the interior areas oblivious to the gunfight outside. [Powder Ganger Sentinel] * The greeter by the front door of the NCRCF, right after going past Dawes. Now force-talks to you if you aren't on bad terms with the gang, and actually bothers to check their reputation; before he was referencing the Great Khans faction data! Some randomized loot, but his clothing and weaponry are fixed, so he doesn't change his look every few days. A lot of "under the hood" adjustments too, like making sure he responds properly to violence nearby, and some other minor details, like putting his role in his name. When the NCR attacks, he'll leave his post and defend the prison, thanks to new AI packages I've created. [Powder Ganger Snipers] * The guys in the watchtowers surrounding the perimeter of the NCRCF are supposed to be wearing armored helmets (restored and two display bugs related to them fixed), have different names, and their AI set to snipe at intruders. But they were equipped with the lowly Varmint Rifle, which would barely penetrate the guards' own armor, let alone that of the NCR who come attacking later.. or an angry Courier. They now carry Service Rifles, which deal the same damage, but deal more DPS due to the larger amount of ammo they can fire. This is actually somewhat MORE fair to Good-aligned players, because an Evil player could just kill NCR troops to get the same weapon. I also implemented some cut AI packages for them which allows them to actually, ya know, be lookouts, not just stand there motionless forever. They've also been given 10 PER, so that they and the NCR don't spend forever hiding and taking potshots at one another when there's just one or two left. [Powder Ganger Bodyguards] * Now wear the restored & bugfixed Security Helmets, which, like the Snipers, has the bonus of making them stand out in a crowd. There was some slight variance between their inventories that's been standardized, too, and they won't spawn with weapons they can't use properly anymore, either. AI set to Ranged instead of Default, which works better with their 9mm SMGs. [Oliver Swanick] * The "lottery winner" will no longer run off into the desert and get his dumb ass killed by Radscorpions. His destination has been changed to the NCRCF; although given the distance, he might not make it. But at least if he does, he'll make his home on the unoccupied southern watch tower instead of just, ya know, getting eaten by giant arachnids. He also doesn't randomly change his shirt anymore. Now has some Boxing Tape, which are about the only weapon one like him might reasonably have after being disarmed by the Legion, as they look simply like handwraps, and will help him punch things that get in the way during the trip to the prison. [Boxcars] * Similar to Mr. Swanick above, he no longer spontaneously decides on a new wardrobe and will always wear the same Powder Ganger outfit. Energy lowered to 0 from 100, since he just sits in place, AI tweaked so he shouldn't assist anyone else despite having broken legs, and default Mood set to Annoyed. He also doesn't respawn (what?) as he's a named character involved in a few quests. Now owns his Lottery Ticket. Corrected some minor settings in the Nipton General Store cell, and the script that cripples Boxcars' legs has been tweaked to do so fully. And there's more! When you're given the "Booted" quest, the Legion Raid Camp is now marked on your map, and since he's stuck here for the entirety of the game, you can now offer him Med-X doses once a day, instead of only once, period. The amount of karma awarded has thus been lowered, but you get a tiny amount of Powder Ganger reputation for giving him larger amounts, too. He'll actually use the Med-X as well, so you can find Empty Syringes on him after he does so. Changed him to the "Raider" race so that it matches his AI, and it makes him look more beat up by the Legion too. [Captive Powder Gangers] * The two guys you can free from the aforementioned Legion Raid Camp will also make their way to the NCRCF when set loose, instead of running to and getting killed at the Test Site for no apparent reason. [Water Merchant & Mercenary Ambushers] * During "I Fought The Law", you get sent to deal with a "water" merchant who claims to be simply filling up, and that's why he's stopped right by Powder Ganger territory. Originally, this character had two escorts and was closer to Goodsprings Source, but the location at Jean Sky Diving has it's own reasons, so he remains there. I've restored these characters and modified their old data into an Ambush AI package, and they'll spawn and come after you if you attack the merchant in question. He'll also carry water instead of a Stimpak for healing, since even if he is lying (which he is), Goodsprings Source IS nearby. Also fixed the "Merchant" to give award XP if you pass the Intelligence check, not just the Speech one(s). * I also adjusted their inventories, because the merchant having a Caravan Shotgun and Leather Armor while you're ALSO being surprised from behind by two level 4 characters can be overwhelming. I also corrected the checks for whether you're wearing Powder Ganger armor or not, so he'll always acknowledge it, UNLESS you've already convinced him to leave, since that can be exploited otherwise. As with Chavez and his group, these guys aren't merely disabled, but deleted once their part in the quest is done with, so be sure to loot them before handing in the objective to Eddie. [NCR Troopers] * The ones who raid the prison lacked their NCR Dog Tags for some reason, so that's been corrected. Their loot has been increased and slightly randomized, because I enabled a lot more of them which were disabled initially (probably for consoles being unable to handle so many at once; there's more than a dozen of them now!). I also raised their Confidence and dropped their Responsibility to 0, which means they're going to be smart enough to steal from the Powder Gangers now instead of refusing to take "their" things, and won't run away, which caused it's own issues. This includes a whole third (cut) group who blast their way in via a section of the fence close to the cell blocks. [Sergeant Lee] * The guy you talk with to side with the NCR against the Powder Gangers now always spawns and joins in the assault (and no longer despawns unless slain), even if you don't speak with Lt. Hayes first. Now wears a Combat Helmet to distinguish him from his buddies, and wields a previously unused Trail Carbine variant from Lonesome Road that cannot be looted, so there's no issue with the player getting a powerful gun too early. Tweaked his AI so when he runs to the prison he's got his weapon already out, so he doesn't get interrupted while trying to draw it. He's also been assigned a Sandbox AI once Eddie and company are dead, instead of standing in the office motionless for eternity. He's been flagged as a Quest character so his corpse doesn't vanish at the same rate as the generic troopers if slain, but his script was also modified to disable him after 3 days if he's dead so his corpse doesn't remain there forever. You can also tell Lt. Hayes about the outcome of the prison battle even if you mess around and don't talk to Lee (or he dies killing Eddie), just as long as the siege actually happened. Also given minor level scaling (5-11), so that he isn't guaranteed to be pasted if you do the prison siege at a higher level; with no difference below level 5. - All of these changes make the prison siege sequence much, much more exciting and profitable, no matter which side you choose, but still do-able right after Goodsprings! V1.14 NCRCF GUARD ARMOR NOW INCLUDES GLOVES, JUST LIKE ALL OTHER SECURITY ARMOR VARIANTS V1.14 REMOVED THE POLICE BATONS FROM THE SNIPERS SO KILLING THEM IS A BIT LESS PROFITABLE V1.14 CHANGED SCRAMBLER'S WEAPON TO AN NPC-ONLY VERSION OF THE BEAR TRAP FIST SO THE PLAYER CANNOT LOOT IT, BUT ADJUSTED HIS UNARMED SKILL SO HE'S DOING THE SAME DAMAGE AS BEFORE V1.14 TWEAKED SERGEANT LEE'S INVENTORY TO INCLUDE AN UNUSED AND UNDROPPABLE RIFLE SO YOU AREN'T ENCOURAGED TO INTENTIONALLY LET HIM DIE FOR IT V1.14 NOW THAT THE STANDARD AI CAN USE STEALTH BOYS, THE SNIPERS IN THE TOWERS SURROUNDING THE NCRCF HAVE A SMALL CHANCE TO SPAWN WITH AND USE ONE V1.14 ALL OF THE NCRCF CELLS ARE SET TO THE PLAYER'S OWNERSHIP IF YOU CHOOSE TO SIDE WITH THE NCR AND KILL EDDIE, WHICH MAKES IT MORE OBVIOUS THAT YOU CAN LOOT EVERYTHING V1.15 DAWES' "MET" VARIABLE IS PROPERLY SET IF YOU SPEAK WITH HIM FOR THE FIRST TIME WHILE DISGUISED AS A POWDER GANGER V1.16 ADJUSTED SOME LOW-LEVEL PROCESSING FLAGS ON VARIOUS NPCS V1.16 MADE A FEW ADJUSTMENTS TO SOME SCRIPTS AND AI PACKAGES INVOLVED IN THE PRISON SIEGE SO THAT IT RUNS MORE SMOOTHLY V1.17 FIXED A DURABILITY ERROR WITH OLIVER SWANICK'S ITEMS SINCE HIS CLOTHING IS NO LONGER RANDOM V1.17 FIXED A NAVMESH/DOOR BUG IN THE NCRCF COURTYARD V1.19 ADDED A CONDITION AND CHANGED A DIALOG FLAG TO AVOID A SITUATION WHERE THE WATER MERCHANT COULD GREET YOU AS THOUGH YOU SPOKE TO HIM ALREADY, EVEN IF YOU DIDN'T V1.19 AI AND NAVMESH ALTERATIONS TO THE NPCS INVOLVED IN THE NCRCF SIEGE TO BETTER OPTIMIZE THE BATTLE V1.19 IN ADDITION TO REDUCING YOUR NCR INFAMY BY 1 WHEN YOU REPORT BACK TO HAYES ON THE PRISON RAID SUCCESS, SOME NCR TROOPERS MOVE IN TO SECURE THE WATCHTOWERS V1.19 SOME HAMMERS (?) FLOATING IN THE VOID NEAR CHAVEZ'S CAMP WERE MOVED ABOVE GROUND, AND ONE WAS TURNED INTO AN ACTUAL USEABLE SLEDGEHAMMER V1.21 RESTORED EVEN MORE CUT NCR TROOPS TO OCCUPY THE PRISON AFTER A SUCCESSFUL RAID AND REPORT BACK TO LIEUTENANT HAYES -------------------------- Primm Restorations: Part I -------------------------- - There's a tremendous amount of cut, disabled and otherwise incomplete content in this area. Last version restored reputation to the map markers; now the reputation has been assigned to the town residents. You also receive reputation for completing the quests related to Primm (such as "My Kinda Town", and recovering Vance's stolen gun), as well as smaller increases for rescuing Deputy Beagle, repairing ED-E and speaking to Johnson Nash about it, and so on. If you kill off all the possible sheriff candidates, which can only happen if you do it intentionally; then you'll also lose reputation with Primm in addition to failing the quest. - I also re-enabled the Powder Ganger Deputies if you select Meyers as Sheriff, and NCR Deputies, if you get assistance from Mojave Outpost, along with the typical fixes. I have also restored the group of soldiers who patrol out and around the NCR base, as well as a trooper who mans the small checkpoint below the "bridge" leading into Primm. This serves to make Lt. Hayes' comments about needing "one more" platoon make a lot more sense, as he actually has one now. Somewhat randomly, there was also a mailbox underground and below a point where it could be looted or seen near the Primm residents' houses, so it's now on the surface like it should be. And a door that was "openable", but actually not was flagged [INACCESSABLE]. A created but unplaced female Trooper was also added to the "tower" overlooking the overpass bridge, and I changed the facial features on one of the restored NPCs 'cause it was that weird default-albino look. - Some adjustments were made to NPCs residing here beyond the above mentions, including dialogs, but not much else besides some minor tweaks to Hayes and McGee (they spawn with their Dog Tags properly and have a minimum level of 8-10 instead of 1, as both scale with the player, but going to Primm early could result in either being effortlessly killed by local wildlife). This rears it's head when one or both leave town for Forlorn Hope after completing all the NCR quests here. Most notable will be that you can now pickpocket Ruby Nash's recipe for making casseroles from her, which was cut from the base game. It's still better to have her make them for you, since she supplies most of the ingredients, but at least with this you now have the option of making them elsewhere. V1.15 FIXED A CONDITION CHECK WITH MCGEE SO YOU CAN ASK HIM ABOUT DEPUTY BEAGLE ONCE HE'S BEEN RESCUED, AND CHANGED MCGEE'S GUN TO A PISTOL SO IT MATCHES THIS DIALOG V1.15 UNNAMED NCR TROOPS AROUND PRIMM WILL BE WEARING FATIGUES AND HELMETS, AND NOT HAVE A RANDOM DUPLICATE ARMOR IN THEIR INVENTORY; ALSO DOGTAGS & MONEY V1.15 UPDATED THE EQUIPMENT THE DEPUTIES OF BOTH FACTIONS IN PRIMM, AND FIXED A FEW MORE DIALOG TYPOS, SPELLING INCONSISTENCIES AND MINOR FACTION AND INVENTORY OVERSIGHTS V1.18 MULTIPLE PRIMM DIALOG, TEXT AND QUEST UPDATES REGARDING THE TOWN'S STATUS AND THAT OF VANCE'S GUN V1.19 MINOR OBJECT CHANGES IN VARIOUS HOMES AROUND PRIMM, SUCH AS MOVING UNREACHABLE OBJECTS AND UPDATING A VARMINT RIFLE TO INCLUDE .22LR V1.19 REPURPOSED AN UNUSED FALLOUT 3 FACTION FOR THE NASH FAMILY, AND ASSIGNED THEM AND THEIR HOME PROPER OWNERSHIP AND FACTION RELATIONS V1.19 ENABLED A FEW MORE DISABLED OBJECTS AND NPCS AND RESTORED RESIDENTS' SANDBOX PACKAGES SO THEY DON'T HIDE IN THEIR HOMES FOREVER ONCE THE SHERIFF IS CHOSEN V1.19 DEPUTY BEAGLE ACTUALLY USES HIS HOME TO GO TO BED NOW INSTEAD OF STAYING OUTSIDE CONSTANTLY, ONCE EVERYONE HAS LEFT THE VIKKI & VANCE V1.19 RESTORED MORE DIALOGS FOR MCGEE AND HAYES, WITH EDITS SO THAT THEIR RESPONSES MAKE SENSE IN CONTEXT =================== New in Version 1.12 =================== ------------------- Texture Corrections ------------------- - ALL GLORY TO THE HYPNO-- .. I mean, major thanks to DevastatinDave for allowing me the use of his texture corrections for the Nuka-Cola bottles and Police Revolver! You may or may not have ever noticed this, but the various flavors of Nuka did NOT show the brand on the bottles, despite the logo clearly being visible on the caps themselves! This has been resolved, thanks to Dave's efforts. As for the Police Revolver (formerly Pistol), it's texture was stretched to hell and back, which resulted in some odd distortion around the bottom and cylinder, so it looks much better now. As usual, I've compressed and/or optimized the files, and they're included in the .bsa, so you won't need to install anything extra. - And this isn't so much a correction as a restoration, but it might as well go here: I also re-enabled the HUGE sprays of water that come out of the pipes at Hoover Dam, which can be clearly seen during the introduction slides. Apparently, they don't render at great distances even when flagged, and that's why they were disabled completely. The visual effect is pretty impressive, and it's actually used in Honest Hearts to make some of those nice waterfalls, so they weren't completely wasted by the developers.. V1.18 RENAMED THE 'POLICE PISTOL' TO THE SOMEWHAT-MORE-ACCURATE 'POLICE REVOLVER' ALONG WITH SOME MINOR ITEM CLEANUP ------------------------------------ "Cactus Water! It's the quenchiest!" ------------------------------------ - While you'll only be seeing "big friendly mushrooms" if you start setting off nukes, you now get a different type of water from the Cactus Water recipe. It IS indeed the quenchiest, and reduces dehydration slightly better than Purified Water, but isn't any different as far as actual healing goes. Variables were properly set to check for the existence of the Food Sanitizer as well as the Camel of the Mojave perk, and it will also count towards unlocking said perk. I used a beta food item, "testfx", which was unused in the normal game, as the base for this. -------------------- Perk Updates & Fixes -------------------- - All perks have had their information standardized across the board. SPECIAL stats will always be listed as the first requirement, skills will always be in order of highest value needed, followed by lowest, and the "--" display issue, which appears whenever a perk lacks any requirements besides it's level, has been resolved. Perks which affect both Guns and Energy Weapons, or Unarmed and Melee Weapons, will also always allow you to attain them by gaining points in EITHER skill, not one or both. This change is retroactive and encompasses all past updates. - As a reminder, this mod enables perks every level, so what may appear to be a nerf to some of these is actually to maintain proper balance, since you now have twice as many choices as before. Not to mention the actual bug-fixes to perks which didn't function properly (or at all) before. If I didn't lower requirements for some perks while adding to others, then it'd be very possible to run into a situation where the player was unable to get any perks at all, and be stuck on the level-up screen forever, or to be stupidly overpowered even by Fallout standards. These fixes WILL mean that virtually every perk will now require a skill or SPECIAL stat where none was needed before, but for ones that are meant to be easily accessible, I've made those requirements trivial. [Adamantium Skeleton] * Now requires 40 Medicine OR 40 Survival. [Bloody Mess] * Dummy requirement internally added to fix the -- display issue. No actual changes. [Intense Training] * Dummy requirement internally added to fix the -- display issue. No actual changes. [Tag!] * Dummy requirement internally added to fix the -- display issue. No actual changes. [Explorer] * Now requires 5 PER. [Eye For Eye] * Now requires 50 Survival. Reduced level requirement from 20 to 19. [Fast Metabolism] * Now requires 4 END OR 15 Medicine. [Fight the Power!] * Now requires 5 PER. [Grim Reaper's Sprint] * Now requires 6 AGL AND 5 PER. Updated description to indicate it can only trigger once per V.A.T.S. session. [Hand Loader] * Repair requirement lowered from 70 to 60, but added a 20 Guns skill requirement. [Vigilant Recycler] * Science requirement lowered from 70 to 60, but added a 20 Energy Weapons skill requirement. [Hit the Deck] * Explosives requirement lowered from 70 to 60. Fixed the DT display bug in the Pip-Boy when wielding an Explosives weapon. [In Shining Armor] * Corrected the error in the code for this perk which was checking Energy (an AI stat!) instead of Energy Weapons, causing it to do absolutely nothing. Updated it's form lists to include all metal, reflective and power armors. Eyewear includes all glasses, goggles, and helmets with either of the latter two attached. [Long Haul] * Lowered the Barter requirement from 70 to 60. [Meltdown] * Effect now restricted to Plasma-based weapons, using the same (also updated) list as Plasma Spaz. Note that while Plasma Mines cannot be used in V.A.T.S., they will properly benefit from this perk. [Mister Sandman] * In addition to it's normal function of allowing stealthy kills of sleeping humans and non-feral Ghouls, this perk will now also allow your attacks to bypass DT on any sleeping, unconscious or deactivated target, regardless of it's type. [Math Wrath] * Added the "Pip Hacker" function to this perk, whose purpose is seemingly unknown, but apparently related to this? [Pack Rat] * Lowered Barter requirement from 70 to 50. [RAD Child] * Now requires 7 END OR 70 Survival. [Spray and Pray] * Now requires 5 CHR. Reduced level requirement from 22 to 8. [Terrifying Presence] * Now requires 7 CHR OR 70 Speech. Reduced level requirement from 8 to 7. [Toughness] * Reduced the DT bonus per rank from +3 to +2. [Hoarder] * Changed to "when under 125 lbs." for the penalty, reflecting current weight changes. [Here and Now] * Functions above level 30 and below 50, instead of 30 or 40. Improves experience gains by 1%. Reduced level requirement from 10 to 9. [Splash Damage] * Reduced level requirement from 12 to 11. V1.17 UPDATED DESCRIPTION OF GRIM REAPER'S SPRINT SLIGHTLY V1.17 LOWERED LEVEL REQUIREMENT OF SPRAY AND PRAY V1.17 EYE FOR EYE NOW CONSIDERS YOUR TORSO'S CRIPPLED STATE AS WELL AS YOUR OTHER BODY PARTS FOR IT'S BONUS V1.18 FINESSE CHANGES MOVED TO NEWER NOTES DUE TO IT BECOMING A TRAIT AGAIN V1.18 ALL TRAITS HAVE BEEN INTERNALLY RESORTED, SO THEIR EFFECTS DISPLAY CONSISTENTLY AND CONCISELY, SUCH AS HOARDER'S PENALTY NOT CLIPPING INTO THE UI V1.18 FULLY UPDATED THE IN SHINING ARMOR PERK LISTS; NOW ALSO INCLUDES SHADES SUCH AS THOSE ON MOST LEGION HEADWEAR V1.18 HERE AND NOW INCREASES THE AMOUNT OF XP YOU EARN FROM THEN ON BY 1% TO MAKE IT SLIGHTLY MORE USEFUL ---------------------------- Venomancer, at your service! ---------------------------- - Interestingly, there's Vault Boy icons for statistics which the player can never see, such as Poison Resistance. As these are perfectly good and usable, I've hijacked a number of existing resources (to improve performance and to maintain the goal of streamlining and cleaning up the game), including an unused copy of an OWB perk, to create a brand new theme perk: Venomancer. This increases your damage with already-poisoned weapons, such as the Dart Gun and Corrosive Glove, boosts your passive resistance against poisons by 10%, and finally, it makes the poisons you apply to your weapons manually 10% stronger and 25% longer in duration! An excellent choice if you like to wear down your foes with toxic death. - Currently looking at the requirements for this perk as being Level 8, Medicine 35 AND Survival 35. But between this, Cyborg, Tribal Wisdom, fixes to Antivenoms and many other ways to increase your resistance, something has to give; so check the next section for details. V1.14 RENAMED FROM MASTER POISONER TO VENOMANCER SO IT ISN'T CONFUSED OR SORTED WITH THE RESTORED MASTER TRADER PERK V1.16 CORRECTED A CONDITION CHECK ON SILVER STING POISONS TO USE THIS EFFECT THE SAME WAY AS ALL OTHER POISONS ---------------------------------------- Old World Blues Perk Rebalancing & Fixes ---------------------------------------- - Let me just get this out of the way; outright Immunity to something is pretty broken if it's in an always-on Perk with no limiting circumstances. It makes all sorts of equipment and other bonuses obsolete. Especially when you get it as part of the storyline like you do with Old World Blues. So you will no longer get complete Poison Immunity from the Heartless perk, just a 10% boost, and the Cardiac Arrest perk will give a mere 5%. In addition, the anti-critical-hit property versus robots is now working properly (it was working at half despite the descriptions), but reduced from 50%/25% to 30%/15%. Honestly, between your natural Endurance, other perks available and various buffs this mod does, you don't -need- Poison Immunity, and can still hit the 85% Poison Resistance cap passively with relative ease. - On a related note, I've also adjusted the Brainless and Big Brained perks. Neither makes your head cripple-proof any more, instead changed to 50% protection and 25% each, which stacks with Adamantium Skeleton, but doesn't prevent Eye for Eye from working entirely, so it could be viewed not so much as a nerf as an alteration. The actual buff comes from the fixing of the DT; you were supposed to get a 5% or 10% increase, but it didn't work right beyond the single, minimal point it was guaranteed to give you. Now, Brainless just flat out gives you +1 DT and Big Brained gives you +2 DT. These changes might not work out as expected, so I am prepared to adjust or replace it entirely if that proves to be the case. - Currently going to leave the Spineless and Reinforced Spine perks alone, however, as there's an actual choice to be made there between the two.. no more torso crippling, OR more passive statistics? I might opt for an approach similar to the Brain changes, depending on how well balanced (or unbalanced) that turns out to be. Feedback is, as always, important, as is testing, so we'll see, and I'll change these effects as needed! - Finally, there were beta-versions of these perks in the OWB data, so they've been blanked out, appended with an UNUSED tag, and disabled to save on memory and to improve performance. V1.15 UPDATED THE MESSAGES YOU GET WHEN OBTAINING THESE PERKS TO MATCH THE NEW EFFECTS & DESCRIPTIONS V1.22 CORRECTED A TRANSPOSED VARIABLE IN THE HEART-RELATED PERKS WHICH WAS CAUSING THE CRITICAL HIT PROTECTION EFFECT FROM WORKING AS DESCRIBED ------------------ Race & Eye Updates ------------------ - You now have many more choices of eye appearances during character creation, increasing your customization options. These are all in the game's existing data, so there shouldn't be any compatibility issues, and several minor errors were corrected. - The "races" that the game uses internally to distinguish between NPC types have been cleaned up, with spelling and grammar errors corrected, descriptions added to note the ones from DLC, and with very slight skill tweaking for the non-playable ones. So, for example, Raiders aren't the brightest, but get some minor combat increases, while Ghouls get a little less benefit from Chems (as established in the lore) but are otherwise better survivors than most. Similarly, some slight height/weight differences were implemented across the entirety of the game: White Legs are +1% larger than normal, the elderly are -1% shorter, and the very old are -2% smaller. These differences are subtle enough that you probably won't even notice them, but improve immersion by making it so that not everyone in the world has the exact same build. V1.19 IMPLEMENTED MINOR "OWN-RACE" DISPOSITION ADJUSTMENTS TO EACH PLAYER RACE, WITH MORE SIGNIFICANT ONES FOR UNPLAYABLE ONES V1.19 ALL SANE CHARACTERS ARE NOW MORE LIKELY TO REACT TO ATTACKS UPON CHILDREN, INSTEAD OF IGNORING YOU CAUSE THEY'RE UNKILLABLE V1.23 PURGED LEFTOVER TEXTURE HASH DATA, SAVING MEMORY, IMPROVING PERFORMANCE AND REDUCING TEXTURE MISMATCH ERRORS ----------- I Am Legend ----------- - A challenge of the same name has been added which tasks you with slaying all five Legendary creatures in the game. Simple enough, and it lets you know exactly how many you have left, if you make it a goal to take them all out. ----------- Bottles Up! ----------- - In the base game, there's a multitude of empty bottle types. Most of these make sense, and they can be used in Old World Blues and filled up with water, but there's a point of confusion regarding the "Empty Soda Bottle" and "Empty Nuka-Cola Bottle". And that is, that the first one IS used to make Homebrewed Nuka-Cola, but the second, isn't! There's also a second type of Sunset Sarsaparilla Bottle which looks exactly the same, except it doesn't float in water. This is used in two different underwater areas to prevent them from rising to the surface. But, again, the problem is that you can't craft with them, unless I duplicate every recipe, which'll look rather messy. - So I've given them the same name, and attached a simple script to these bottles which converts them into the useable variety upon being picked up, with an appropriate version for the Sunset brand. I also removed the uncraftable versions from all vendor and container lists, so in a new game you won't ever have to deal with this problem, as grabbing one of the "wrong" types will change it instantly into the proper one. =================== New in Version 1.11 =================== ----------- Dog Eye Fix ----------- - A big shout-out goes to Nivea for the 'Dog Eye Fix', which she was kind enough to grant me permission to use. Ever had an odd experience where a dog's eyes just.. didn't look right? Or even worse, they appeared FLOATING OUTSIDE THEIR HEAD? This fixes that, for models which use these eyes (all types of dogs, cyberdogs and coyotes). The meshes are included in this mod's .bsa and compressed, so it also takes up less disk space and game memory. Yay! ---------------------------------- Euclid's C-Finder Fixes ~ Complete ---------------------------------- - Previous versions of this mod include some fixes to perk interactions with Euclid's C-Finder, but the other internal code related to it was untouched. A huge thanks for the talent and permission of Nekhanimal, I've added his scripts to this mod, so there shouldn't be any issues with this weapon anymore. - Specifically, based on his notes: the bug where you fire it but nothing happens, and you're stuck with the targeting laser animation forever is resolved. The ammunition consistently recharges each day, based on the peak hours of HELIOS One's solar output collection. Along with this, if you fire but nothing happens for some unforeseen reason, you get the shot back so you can try again. Enemies no longer magically know where you are when you shoot it; they need to see you. The targeting script checks where you're aiming more often than before, which was "only" 10 times a second, so it'll be much smoother. If you move backward while firing, it won't screw up, especially if aiming at something far away. And finally, the damage of the explosion has been boosted to 175 (from 150), and the damage-over-time to 7 (from 6) per second. - I also implemented my own modifications to the weapon itself; lowering the weight to a mere 2 pounds, fixed some internal variable nonsense that isn't visible to the player, along with the "usual suspect" bugs like missing sound effects; and lastly, it can use the standard laser pistol repair list now (and that list was updated). ------------------ Challenge Accepted ------------------ - The very first version of this mod restored four challenges cut from the base game, which you can read about in the v1.0 notes. This section will be for any further changes to existing ones, restorations or additions. To start off the list, there are challenges implemented for discovering the Vaults in the game: 3, 11, 19, 22 and 34, with Vault 21 the exception since it's right out there on The Strip. Anyways, the one for V34 wasn't activating, while none of them were assigned their reward scripts. As you already get XP for discovering an area, this bonus is also minimal. But hey, at least they work now! [...And Know Disintegrations] * Updated the description to indicate that plasma weaponry may also be used in addition to lasers. There's a bug where the game engine counts Ash and Goo piles again whenever you enter the same cell after leaving it, but that isn't fixable, at least not via this method. Due to this fact and the way you can exploit it, I've lowered the XP granted by this challenge from 75 to 50, at least until a better solution is implemented. [At a Loss For Words] * This challenge now only requires 10 Speech failures instead of the rather absurd 100 it required in the base game. This will encourage you to actually see those failure messages, which can be quite amusing! [Crafty] * Now awards 25 XP (previously none), and the description now indicates that the Sierra Madre Vending Machines count for it's tallying purposes, , which isn't apparent otherwise. [Crafty Veteran] * The description now indicates that the Sierra Madre Vending Machines count for it's tallying purposes, which isn't apparent otherwise. Electric Hot Plates and similar objects count as Campfires, but the message is long enough even without my update so I don't want it to bloat the screen even more. [Mutant Massacrer] * Updated the description to indicate that Nightkin count as Super-Mutants for the purpose of this challenge, as there aren't very many of either in the game. For the same reason, it now only takes 25 kills for this challenge (with the update interval dropped from 10 to 5), so that players might actually complete it. [The Same Could Be Said of All Religious Weapons] * Added 'A Light Shining in Darkness' to the form list for this challenge and updated it's description. This also includes the NPC-only variants for completeness sake. [You'll Blind Somebody] * This challenge now requires 8192 damage (up from 4096), and the update interval is 2048 (up from 1024). The XP reward has also been lowered from High (100 XP) to Medium (75 XP), as it was far too easy to trigger this challenge repeatedly with a good Energy weapon in the mid-to-late game and get insane amounts of experience for minimal effort. V1.12 RESTORED 'SIERRA MADRE SOUVENIR COLLECTOR' AND PROPERLY LINKED IT TO THE 'SIERRA MADRE SOUVENIR AFICIONADO' CHALLENGE V1.12 THE ENERGY WEAPONS CHALLENGE 'ENERGETIC' IS NOW SHOWN INITIALLY, CONSISTENT WITH THE OTHER WEAPON SKILLS V1.12 LIKEWISE, ALL THE GENERIC WEAPON DAMAGE CHALLENGES ARE NOW SHOWN INITIALLY AS WELL V1.12 THE GHOST PEOPLE CHALLENGES NO LONGER DISAPPEAR & REAPPEAR REPEATEDLY FROM THE LIST V1.12 ALL MANDATORY STORY CHALLENGES ARE NOW HIDDEN, AS ARE ONES YOU WILL COMPLETE SIMPLY BY PLAYING THE GAME NORMALLY; CHALLENGES WHICH REQUIRE PARTICULAR DECISIONS HOWEVER, ARE NOW REVEALED V1.13 ADDED THE CRAFTY AND CRAFTY VETERAN CHANGES ---------------------------- "Am I a thief, or am I not?" ---------------------------- - For whatever reason, there were a number of harvestable plants around Goodsprings which were flagged as owned, yet nobody would ever react to you taking them. In addition, the red name when you examined them was confusing, since that implies a karma loss or aggression from nearby NPCs, and neither would ever actually happen. There were also a handful of containers set in the same fashion, but these COULD cause witnesses to attack you, rare though that may be. All of these things have been set to "Unowned" for consistency with the rest of the town's exterior. - Going along with this theme, Easy Pete, Trudy and Sunny's homes in Goodsprings are now marked as such, and their beds and AI scripts are setup so they should go to sleep each night there. This won't change much for the player, except that it now means that the loot in Easy Pete's house will be considered owned and no longer free to take. But this mod also reduces the karma loss for stealing from 5 to 1, so if you really want those BBs in his house, you can snag them easily enough. ----------------------- Goodsprings NPC Updates ----------------------- - I'm going to be fixing up and improving as many NPCs in the game as I can, but to avoid issues, I'll be doing one section of the world at a time. I've also taken the liberty of tweaking various other settings, like AI values which determine how well NPCs work together, for both performance purposes and lore, wherever it makes sense. - In addition to actual bug-fixing, some minor balance changes will be made, giving more NPCs ways to heal or defend themselves, along with appropriate class changes. I already revamped the actual classes a long while ago, but most weren't assigned properly in the first place. I'm also adjusting the alignment of many of these characters to better fit in with their actions. Although karma is of minimal importance in New Vegas, this will also allow anything that runs off that data, such as karma-based perks, to function properly. [Doc Mitchell] * Now Level 2 (was 1), and actually wears his extra Pip-Boy & Glove, rather then merely mentioning 'em when giving you his extra. Mood set to Pleasant, Alignment to Very Good and Disposition changed to 100 (from 35), to make him more forgiving of crimes against him. I also moved one of the markers he uses to walk towards the couch closer to it, so you can shave a second or two off character creation as he's nearer to his seat while talking to you. Some bottle caps on and next to the shelf in the hallway were adjusted so they don't clip into it anymore, allowing you to grab them all. Minor dialog adjustments and corrections. [Chet] * Now Level 2 (was 1), and changed to the "Misc. Vendor" class instead of "Vault Dweller" (?), so he'll use Barter skill properly. Combat style changed to Ranged from Default. He should also now properly mention he's going to give you a discount for positive reputation, just like Trudy already does. He will also ALWAYS give you ammo when pressured into helping fight (or support) the Powder Gangers, not just sometimes. That ammo has also been changed to 22LR and increased to 50 rounds to reflect the other changes made to Varmint Rifles. Finally, he gives an unplayable, but full condition variant of Leather Armor to the townsfolk or Gangers instead of a damaged set of ordinary armor, preventing some sneakiness where folks "accidentally" die and the Courier is richer than they should be at that point. [Easy Pete] * Now Level 2 (was 1), and set to Good alignment. Adjusted sleep package AI so he goes to bed more frequently in the same spot. The schoolhouse that both he and Sunny mentions has been slightly tweaked, so that the terminal doesn't disable itself if you open the safe first, allowing you to get XP from both without having to be aware of this fact first. Will now be slightly more talkative about Joe Cobb. By one word, but for him, that's a lot! Yup. [Sunny Smiles] * Now wears Gecko-Backed Leather Armor instead of the normal variety and spawns with a Gecko Steak, as she mentions hunting the "little monsters" in her dialogs. Mood set to Pleasant. Adjusted sleep package AI so she goes to bed more frequently in the same spot. She'll always give you a Varmint Rifle now instead of just giving you ammo if you already own one; which could be circumvented by dropping it first anyways; and it won't be nearly broken either. She will also properly use the Sad emotions when talking about Cheyenne if she dies during the Gecko slaying quest. Like other dialog improvements, she points out some more map markers now. I also moved a chair in her house that was blocking access to her bed & was navmeshed improperly, causing NPCs to get stuck. [Cheyenne] * Some minor changes so she's less likely to get killed during the tutorial. She still CAN die or be crippled, it's just not as often; increasing her stats otherwise might make her too powerful. Mood set to Pleasant and Alignment set to Good. Mood doesn't technically do much for non-humanoid characters, since it's associated with facial expressions, but eh, consistency! She's a good doggy! [Trudy] * Changed to "Barkeep" class instead of "NV Settler". She still keeps her gun on the shelf behind the bar when working, however, so that's why she's got some bullets (now .38 Special) in her inventory, and will prefer to use it if attacked. Unless she's got her gun from the Goodsprings vs. Powder Gangers quest, that is. No longer deletes the note about the radio, but said note has also been altered. As she mentions she likes to listen to Mr. New Vegas, the station on both her radio and the nearby Jukebox have been changed to Radio New Vegas (it sounds weird if they're both playing different stations). [Ringo] * Now carries Binoculars, to explain how he "saw you talking to Joe Cobb" if you choose to side with the Powder Gangers first, then change your mind. Updated his Caravan stash to include some more varied currency, and updated his AI to Ranged instead of Default. Now carries a Knife to backup his gun. The Caravan cards you obtain from him now consist entirely of "plain" cards, to better explain why he has an extra deck handy. I've also adjusted the random list the game uses for spawning cards to no longer include these, allowing you to find ones you lack more frequently in merchant inventories and in containers. [Joe Cobb] * Now Level 3 (was 2), and set to Evil alignment. Now carries and can use Dynamite; specifically, a special NPC variant which cannot be dropped, nor does it run out, unused in the unmodded game. Mood changed to Cocky and AI set to Ranged. I've also written up new text which is included on a notebook that Joe now carries, employing an otherwise unused Powder Ganger note. It includes a few hints at the origin of his name, but mostly establishes further worldbuilding. It will also mark all the locations mentioned within on your Pip-Boy's map; the towns of Sloan and Primm, the NCRCF and surrounding Powder Ganger outposts, along with Hidden Valley. Also, when doing "Run Goodsprings Run", Joe will actually bother handing out the extra Stimpaks to his buddies when you get the medical supplies from Doc Mitchell, along with a Super Stim for himself. [Barton Thorn] * Cleaned up his inventory a little bit, so that the bug where he spawns with items but you can't loot them shouldn't occur anymore. Alignment changed to Evil, combat style to Ranged and Mood to Sad, even if he is faking. May drop some Gecko-related items on death, and now always equips the same Merc outfit, a Silenced .22 Pistol with Hollow Point ammo (!), and has one rank in the Gun Nut perk. This is pretty much the only point in the game during which an enemy armed in such a way is a possible threat, so might as well be him! Changed his scripting after he confronts you on the Gecko's ridge so he always remains hostile from then on out, and his corpse will be deleted after 3 days. [Goodsprings Settlers] * Minor variables tweaked, and adjusted sleep package AI so they go to bed in the same spot. In addition, created a new package and modified the AI for one of these NPCs, because he NEVER stopped working in the garden! Now he goes to bed like a normal human being.. or at least, like everyone else in town. I also re-enabled their AI which causes them to flee indoors if the town is under attack and Trudy is NOT on your side, since the whole reason you get her help is so that she'll rally the town behind her. Restored a female settler outside Sunny Smiles' house, and added two more idle markers so the existing Settler and her don't "fight" over them. Removed a respawning Super Stimpak from a settler. ["Carole" aka 'That lady being attacked by Geckos'] * The formerly unnamed gal who is assaulted during the tutorial now actually carries some Purified Water, instead of producing some out of nowhere to give you. She might drink it, but this won't take away from what she gives you if you successfully rescue her. Her combat style AI has been properly adjusted to Melee instead of Ranged, her Package AIs now direct her to Sunny's house (which has an extra bed slot, unlike Trudy's where she'd head by default) and finally, I've renamed her to Carole, after Carole Lombard, wife of Clark Gable, an actress who died in a plane crash near Goodsprings in 1942, and for whom a memorial exists in the Saloon there IRL. The more you know! [Young Brahmin] & [Water Brahmin] * These animals were in the data files for Goodsprings but not actually placed, so I stuck one behind Doc Mitchell's in the fenced in area, and the other is grazing behind the area where Sunny teaches you how to use a rifle. Scripts were assigned so you can "tip" them like other Brahmin, too. [Young Bighorners] * Even though they're not named animals, I set them to Good alignment so you lose karma for killing them, since you're depriving the townsfolk of their means of living. Two of the existing ones were moved slightly, to accommodate the "new" Brahmin and to space the beasts so they're not tripping over one another. [Dead Wastelanders & Goodsprings Cave] * They won't oddly respawn just to die again every three days now. As for the cave itself, several settings were tweaked, and a water texture was added, so that the blood pools don't look like a horrible, monochrome mess, but instead look like, well, blood-filled water. [Malcolm Holmes] * Not a Goodsprings resident, but since you can find your first Star Bottle cap here, he goes in this section. Alignment changed to Neutral (from Very Good?!) and Mood to Pleasant. He was also given a few more inventory items: a pair of Binoculars, since he states he was following you for a few days, and a Single Shotgun, as he carries a pile of ammo but has NO WEAPON in the base game. His combat style was also adjusted to properly make use of it, his level raised to 2 (from 1), and class changed to "Vendor Traveler", as before he had only ONE point in every skill. Not 1 point added to them, but a single point, period. Seriously. Finally, when you ask him about Festus, you'll get the Sunset Sarsaparilla HQ indicated on your map, so you can talk to him yourself. That is also where he heads after he's done talking to you, instead of the Mojave Outpost. ["Rhett" aka Wasteland Adventurer] * This restoration is pretty cool; there's a fully voiced and scripted NPC who was supposed to be near the intersection south of Goodsprings Source, but he wasn't placed! I restored him in front of the Primm sign and set 'em up with appropriate gear and stats, and he's a vendor, too! He won't respawn if killed, but is fairly tough even without my adjustments, so he should be able to survive for the duration of the game. He'll sell animal meat, hides and related goods, although you can barter your other stuff with him too. At night he'll sleep in the bed located in the old trailer where Barton Thorn spawns, so if you don't see him near the road, check there. For the same reason as "Carole" above, I've named this guy "Rhett", after Clark Gable's most famous role (Clark was already in use by several other Fallout characters). His merchant inventory is stored in a locked chest underground, which was actually NOT disabled in the base game. V1.12 BY POPULAR DEMAND, THE GOODSPRINGS POWDER GANGERS WILL NOT IMMEDIATELY DROP YOU TO VILLIFIED REPUTATION FOR SIDING AGAINST THEM V1.13 RHETT WILL NOW APPROACH YOU TO TALK WHEN YOU GET CLOSER, INSTEAD OF JUST STANDING IN PLACE FOREVER IF YOU DON'T SPEAK TO HIM V1.13 SUNNY SMILES WILL NOW RUN TO THE BOTTLE FIRING RANGE, SO THE TUTORIAL WILL START QUICKER, AND SHE'LL HOLSTER HER GUN DURING THE RUN TO THE 1ST WELL, ALSO FASTER V1.13 MINOR CHANGES TO CHET'S DIALOG SO THAT HE SHOULD PROPERLY INDICATE A DISCOUNT FOR POSITIVE REPUTATION WITH GOODSPRINGS V1.13 MALCOLM HOLMES NOW HAS A RANDOM AMOUNT OF STAR BOTTLE CAPS, WITH THE MAXIMUM BEING THE OLD MINIMUM HE CARRIED (6) V1.13 JOE COBB'S NOTEBOOK NOW USES ANOTHER LEFTOVER ASSET TO HAVE IT'S CONTENTS ACTUALLY UPDATE YOUR PIP-BOY'S MAP V1.13 OPTIMIZATIONS MADE TO DOC MITCHELL'S SCRIPTING AND HE ALSO OWNS HIS HOUSE NOW; BUT EVERYTHING LOOTABLE IS STILL FREE TO TAKE V1.13 WHENEVER NPCS IN GOODSPRINGS MENTION A LOCATION AND A DIRECTION, LANDMARK, OR OTHER DETAIL TO GUIDE YOU THERE, IT'LL BE MARKED ON YOUR MAP V1.13 RESTORED A FEMALE SETTLER IN GOODSPRINGS AND CHANGED HER FACE, CLOTHES AND HAT SO SHE ISN'T A DUPLICATE OF CAROLE V1.14 RESTORED A POWDER GANGER FOR THE GOODSPRINGS TAKEOVER/DEFENSE QUEST SO SUNNY'S COMMENTS OF "There's at least six of them, plus Joe Cobb." IS ACCURATE V1.14 MALCOLM HOLMES WILL NO LONGER BE GUNNED DOWN BY THE STRIP GATE SECURITRONS BEFORE HE HAS A CHANCE TO TALK TO YOU V1.14 THE RADIO AND JUKEBOX IN THE PIONEER SALOON ARE NOW TUNED TO RADIO NEW VEGAS, BETTER REFLECTING TRUDY'S DIALOG ABOUT 'EM v1.14 VARIOUS TRIGGERS IN AND AROUND DOC MITCHELL'S HOUSE AND GOODSPRINGS WILL NOW DELETE THEMSELVES INSTEAD OF DISABLING, IMPROVING MEMORY & SAVEGAME USE V1.14 FIXING THE SMG IN DOC MITCHELL'S HOUSE WILL ALSO GIVE YOU SOME 9MM ROUNDS TO MAKE UP FOR THE FACT HE DOESN'T GIVE YOU ANY AMMO HIMSELF ANYMORE V1.14 RESTORED AND CLEANED UP THE GOODSPRINGS SAFE SCRIPT, BUT YOU CAN STILL GET XP FROM BOTH IT AND THE TERMINAL WITHOUT ANY TRICKERY V1.14 ADDED THE CHANGES TO CHET'S HELP IN ALL POSSIBLE SOLUTIONS TO THE POWDER GANGERS VS GOODSPRINGS QUESTS V1.14 AFTER BARTON THORN THREATENS YOU, HIS FACTION IS SET TO HOSTILE AND THE INTERNAL QUEST IS TERMINATED, SO IT DOESN'T KEEP RUNNING FOR THE REST OF THE GAME. OLD SCRIPT REPURPOSED TO ENSURE THIS HAPPENS IF YOU KILL HIM BEFORE HE SPEAKS TO YOU, TOO. V1.15 FIXED A POSSIBLE MATH BUG WHERE THE RESTORED 6TH GOODSPRING POWDER GANGER WASN'T ALWAYS BEING TALLIED IN TO DETERMINE WHEN YOU COMPLETED "GHOST TOWN GUNFIGHT" V1.15 AS PART OF ONGOING IMPROVEMENTS, NPCS IN GOODSPRINGS NOW HAVE AN APPROPRIATE MELEE WEAPON TO BACK UP THEIR GUNS; USUALLY A BASIC KNIFE V1.15 THE TOY BLOCK, ROLLERSKATE AND SHOVEL IN CHET'S STORE ARE LOOTABLE, INSTEAD OF BEING MOVEABLE BUT UNCOLLECTABLE; ALSO FIXED BOOKS WHICH CLIPPED INTO THE DISPLAY CASE V1.16 FIXED THE SECOND REPUTATION DISCOUNT CHECK FOR CHET; IT WAS CHECKING INFAMY INSTEAD OF FAME, SO YOU WEREN'T GETTING IT WITHOUT MIXED REPUTATION EVEN WITH THE PRIOR FIX V1.17 FIXED THE "UNPLAYABLE" LEATHER ARMOR VARIANT TO DISPLAY PROPERLY ON FEMALE NPCS, INSTEAD OF SUDDENLY GIVING THEM A MASCULINE FIGURE V1.18 ADJUSTED A FEW MINOR OBJECTS IN GOODSPRINGS HOMES SO THEY DON'T CLIP INTO SHELVES AS MUCH, SUCH AS A KEY USED TO UNLOCK A SAFE THAT COULD EASILY BE LOST V1.18 CLEANED UP SOME OF THE DIALOG CODE RELATED TO VICTOR'S "BODYGUARD" MINI-QUEST WHERE HE TRIES TO DEFEND YOU UNDER CERTAIN SITUATIONS V1.19 CHANGED AS MANY OF THE MUTILATED BODY PARTS IN GOODSPRINGS CAVE AS POSSIBLE TO BE LOOTABLE, WHICH IS USEFUL FOR A PLAYER WITH CANNIBAL RECIPES V1.19 WIPED SOME EXTRANEOUS OWNERSHIP FLAGS AS WELL AS MOVED A FEW ITEMS (2 STIMPAKS + MAIZE) IN GOODSRINGS GAS STATION WHICH WERE CLIPPING INTO THE FLOOR AND WERE UNLOOTABLE V1.20 FIXED AN ISSUE WITH DOC MITCHELL NOT EXITING DIALOG WHEN CURING ADDICTION, WHICH COULD RESULT IN THE EFFECT NOT HAPPENING V1.20 MADE THE VARIOUS STATIC METAL SINKS IN EVERY GOODSPRINGS HOME ACTIVATOR OBJECTS V1.21 RINGO'S CARAVAN DECK NOW USES THE BASIC CARD TEXTURES INSTEAD OF THE TOPS SPECIFIC VARIETY, TO BETTER MATCH THE BLANK DECK HE NOW GIVES YOU ----------------------- BOOM goes the dynamite! ----------------------- - As mentioned in Joe Cobb's section in the NPC changes above, I've re-implemented a special NPC variant of Dynamite, and renamed it to "Unstable Dynamite" to distinguish it from the other types (specifying that it's an NPC-only version would make it look odd in V.A.T.S.). The player should never be able to obtain this weapon, and it's otherwise similar to the regular type except that it never runs out. I intend to give this explosive to the various named Powder Gangers, to help them live up to their moniker while also making them a bit more dangerous. - All three types of Dynamite have had some minor bug-fixing, but most significantly is that they no longer have any spread, so you can throw them more accurately. V1.12 DYNAMITE NOW HAS THE CORRECT (larger) EXPLOSION ASSOCIATED WHEN DESTROYED IN V.A.T.S. V1.12 YOU CAN NOW EASILY CONVERT BETWEEN THE STANDARD AND LONG-FUSE VARIETY OF DYNAMITE AT THE WORKBENCH V1.13 NOTE TO SELF AND OTHER MODDERS: DON'T REMOVE THE "UNKNOWN 1" FLAG FOR EXPLOSIONS VIA FNVEDIT, LEST YOU WANT TO HAVE ISSUES --------------- Buckets, Kicked --------------- - Probably a leftover from an earlier pass of the terrain by the developers, but there were at least four buckets stuck underground in Goodsprings Source, despite an even greater number of them being above ground nearby. I've disabled them to reduce memory usage and wasted processing for physics that shouldn't be occurring anyway. ---------------- Map Improvements ---------------- - Yet ANOTHER way to improve the game is to ensure that map markers have an associated faction, which more easily lets you know your standing with anything you'll encounter in that area. In the base game, only a handful of areas are assigned faction ownership, despite the presence of NPCs there who may/may not be hostile towards you. - Basically, all of the Goodsprings markers now have the Goodsprings faction associated with them, which will display when you mouse-over them on the map. The cave also had no radius defined for it's marker, which made logging it in your Pip-Boy not always occur unless you stood in the right spot. - Wolfhorn Ranch has been renamed back to "Ulysses' Ranch", reflecting both it's original purpose and the name used for this location in non-English languages. The house was also assigned as his property, and locked with a (previously) cut content key of his, though you don't actually need it to get inside, and all the containers within are locked too. It won't count as stealing, either, if you take the unique Cleaver or skill book inside, which are out in the open, but everything else is, one would argue, properly, owned by him now. The previously unused key has been added to the pile of loot you get at the end of Lonesome Road, so you don't have to kill or steal from him to obtain it either. V1.12 EVERY MAP MARKER IN THE GAME, INCLUDING DLC, HAS BEEN ASSIGNED AN APPROPRIATE FACTION, AND RADII HAVE BEEN ADDED WHERE LACKING V1.13 ADDED THE WOLFHORN RANCH CHANGES INTO THE NOTES ABOVE AND FLAGGED THE TWO VALUABLE ITEMS INSIDE AS OWNED BY THE PLAYER, NOT ULYSSES, SO GOOD PLAYERS DONT MISS OUT V1.20 STRIPPED USELESS ROTATION DATA FROM ALL MODIFIED MAP MARKERS AND ROUNDED UP PER-PIXEL LOCATIONS OF SUCH OBJECTS FOR IMPROVED PERFORMANCE =================== New in Version 1.10 =================== --------------------------- BB Gun Fixes & Improvements --------------------------- - You can now repair all types of BB Guns with Switchblades (and vice-versa), due to the little spring they contain which is a shared component. This is also a callback to Fallout 3, where the Lone Wanderer's dad fixes one up the same way. Low-level thugs often carry switchblades, so this will help with repairing all of these items quite a bit. - There is now an additional, intermediate BB gun which sits between the standard and unique in power. This was previously the leftover quest-variety of BB Gun from Fallout 3 I just mentioned, repurposed into something distinct and useable. Inconsistencies between it and the other existing BB Guns were smoothed out, and you can now occasionally find it in Toy Boxes, shops and containers in the game world. The gun's name? The Red Ryder, of course. - All BB Guns now properly indicate that they are silent weapons, and they have some other subtle improvements, like a single point of (increased) damage between each version, letting you more easily see at a glance the difference between models, and any critical bonuses they may possess. They're still among the weakest weapons in the game, of course, but the point being that no weapon should truly be useless. As usual, a bunch of minor errors in the data fields were also fixed. A reminder that this mod already lets you use Lead to craft BBs at the Reloading Bench, just be careful you don't shoot your eye out! V1.11 ALL BB GUNS MAKE THE RIFLE PICKUP SOUND INSTEAD OF THE PISTOL EFFECT; THEY ALREADY USED THE RIFLE DRAW/HOLSTER SOUNDS V1.11 TOY BOXES NOW MAKE THE PROPER OPEN/CLOSE SOUND EFFECTS V1.15 VERY LOW LEVEL LOBOTOMITES CAN NOW CARRY A BB GUN INSTEAD OF SOMETHING SIMILARLY WEAK SUCH AS A BASIC KNIFE V1.16 BB GUNS CAN NOW BE FIRED THROUGH "SMALL TRANSPARENT" OBJECTS AND OBSTACLES, SUCH AS CHAIN-LINK FENCES V1.17 BB PROJECTILES' "DEFAULT SOURCE" IS NOW THE BASIC BB GUN INSTEAD OF BEING UNASSIGNED V1.17 THE RED RYDER BB GUN NOW HAS A 200-SHOT CAPACITY JUST LIKE IT'S NAMESAKE IN 'A CHRISTMAS STORY' V1.17 THE ABILENE KID LE BB GUN NOW HAS A 150-SHOT CAPACITY TO DISTINGUISH IT FURTHER FROM THE OTHER TWO MODELS ---------------------- Perk Updates and Fixes ---------------------- [Old Vaquero] * Now also applies to all BB Guns, the Police Revolver, That Gun, and Raul's default .44 Revolver, which was oddly not present. [Cowboy] * Missing weapons added to it's list, including Raul's default (again), the newly restored Red Ryder BB Gun, Police Revolver, Switchblades, Straight Razors, Bowie Knives, everything using the Cosmic Knife, all types of Machetes, and NPC-only variants of the War Club and Trail Carbine. Damage bonus lowered from 25% to 15%. Melee Weapons requirement lowered from 45 to 20, making it comparable with Grunt, which requires only 20 Explosives as it's secondary. [Grunt] * Missing weapons added to it's list, including various Grenade Rifles and Launchers (like those added in Lonesome Road), Bowie Knives, the Bozar, Automatic Rifle, the 25mm Grenade APW, GRA Assault Carbine, and NPC-only variants. Damage bonus lowered from 25% to 15%. [Shotgun Surgeon] * Missing weapons added to it's list, including all NPC-only variants, but most notably for the player, the Sturdy Caravan Shotgun. [And Stay Back] * Uses the same list as Shotgun Surgeon, so it was fixed in the same manner. Knockdown chance lowered from 10% per pellet to 8%. [Retention] * Skill magazine duration bonus is now 4x instead of 3x. [Stonewall] * Now requires Ranger Takedown. Effect lowered from +5 DT to +4 DT. No longer requires 6 STR and 6 END (resolves a display bug). Fixed the DT display bug in the Pip-Boy when wielding an Unarmed or Melee Weapon. [Super Slam] * Can now be attained with Unarmed OR Melee Weapons skill. Knockdown chance lowered from 30%/15% to 25%/10%. No longer requires 7 STR (resolves a display bug). [Unstoppable Force] * Can now be attained with Unarmed OR Melee Weapons skill. Damage bonus lowered from 400% to 375%. No longer requires 7 STR (resolves a display bug). [Slayer] * Can now be attained with Unarmed OR Melee Weapons skill. Speed bonus lowered from 30% to 25%. No longer requires 7 AGL (resolves a display bug). [Piercing Strike] * Can now be attained with Unarmed OR Melee Weapons skill. [Center of Mass] * Can now be attained with Guns OR Energy Weapons skill. Damage bonus lowered from 15% to 10%, but also works outside V.A.T.S.. [Heave, Ho!] * Can now be attained with Explosives OR Melee Weapons skill, with the (potential) Strength requirement removed. [Loose Cannon] * Missing weapons added to this perk's list, including all Throwing Knives and Spears and their NPC-only variants. It's description has also been updated to point out that it reduces the AP cost of these weapons by 30% as well (which it always did, but wasn't documented). [The Professional] * Missing weapons added to it's list, including various companion and NPC-only firearms. That Gun, Lucky, the Police Revolver and the one-handed Alien weapons are among the notable entries for the player's use, however. Critical damage bonus lowered from 20% to 15%, but updated the text to indicate this includes ALL critical hits with these weapons, as that was how it was functioning anyway, with the bugged check also removed. [Plasma Spaz] * A handful of missing weapons added to the list, mostly quest or limited-use weaponry, simply to be thorough. Now increases your attack speed with Plasma Weapons by 10%, in addition to the AP reduction. [Nerd Rage!] * Updated the description slightly. Now includes a passive +10 Energy bonus at all times. [Alertness] * Now functions if you're crouching, period. Previously, this perk would fail to activate even if you so much as moved the -camera-, making it an extremely poor choice as you couldn't even do what was depicted in it's icon; look around while sneaking. Now that you can, this perk is worth looking into if your Perception isn't maxed. [Pyromaniac] * Damage bonus is now 35% instead of 50%, but it can now be unlocked with 60 Explosives OR 60 Energy Weapons AND provides +15% Fire Resistance. Missing weapons added to it's list, including the Nuka-Grenade, Flare Gun, Super Heated Cosmic Knife and Gas Bombs, and NPC-only variants. [Purifier] * Expanded description to indicate this perk also works against Ghost People, all types of "Spore" enemies and Tunnelers. Damage bonus lowered from 50% to 30%. Reduced level requirement from 12 to 11. It also works against Aliens, the Think Tank and Mr. House, but that isn't stated since you can count the total # of them in the game on your hands and it'd just clutter up the perk details further. [Concentrated Fire] * Can now be attained with Guns OR Energy Weapons skill. [Silent Running] * Description updated to point out that ordinary movement also benefits from this perk and being detected, not just running. [Paralyzing Palm] * Description updated to point out that you can be using Unarmed weapons; you don't need to have your hands actually be bare, just be in V.A.T.S. mode. Maximum duration reduced from 30 seconds to 15 seconds. [Ninja] * Adds the bonus to critical hit chance instead of multiplying it, so it works as designed. Critical bonus lowered from 15% to 10%, but since it works properly now, it will actually be a buff to this perk in most cases. Now requires 7 AGL, but no longer needs Melee Weapons skill to attain (resolves a display bug). [Grim Reaper's Sprint] * Now checks if the target is a child or essential, preventing you from exploiting certain NPCs for infinite AP. [Them's Good Eatin'] * Loot chance reduced to 25% from 50%. However, you can still get multiple food items from a single corpse, so this is still a powerful source of healing. Now checks if the target is a child or essential, preventing you from exploiting certain NPCs for infinite rewards. [Voracious Reader] * Level requirement reduced from 22 to 12. Blank magazines reduced to 0.50 pounds each. Blank books from the Book Chute have also been reduced to 0.75 pounds each. [Roughin' It] * Level requirement reduced from 28 to 14. Survival requirement reduced from 100 to 75. [Burden to Bear] * Level requirement reduced from 30 to 23. Description updated to indicate it stacks with anything that boosts carry capacity. No longer has a STR or END requirement, but does require you to have previously taken Strong Back. [Broad Daylight] * Level requirement reduced from 36 to 16. Now requires Sneak skill of 45. [Certified Tech] * Level requirement reduced from 40 to 14. Fixed the critical bonus calculation so it actually works, but reduced it from a (theoretical) 25% to 10%. [Implant GRX] * Daily uses reduced from 5/10 to 2/4, and added a sound effect when the implant is used. However.. [Fast Times] * Now affects Implant GRX, in addition to ordinary Turbo. You will need to unlock it by taking Turbo twenty times, as usual, but the effect works on both now. [Ain't Like That Now] * No longer provides critical hit immunity. Changed the weapon AP calculation for better consistency with other perks. [Just Lucky I'm Alive] * No longer provides critical hit immunity. Now provides +10 Luck for 5 minutes when triggered. Deleted a useless blank effect from the perk listing. [Thought You Died] * No longer provides critical hit immunity. Now provides +100 to maximum Fatigue, and the +Health doesn't change based on Karma. [Walker Instinct] * Reduced level requirement from 18 to 17. V1.12 PURIFIER NOW REQUIRES 5 STR AND BURDEN TO BEAR TWEAKED TO NOT HAVE ITS OWN STAT REQUIREMENTS BUT RELIES ON STRONG BACK V1.12 CERTIFIED TECH NOW REQUIRES 45 SCIENCE SKILL V1.13 ADDED NUKA-GRENADE TO PYROMANIAC WEAPONS LIST V1.14 A FEW MORE CONDITIONS ADDED TO VARIOUS PERKS TO ENSURE THEY WORK PROPERLY / DON'T APPLY TO INVALID WEAPON TYPES V1.14 ADDED IN THE IMPROVED EFFECT OF PLASMA SPAZ THAT JSAWYER AND OTHERS EMPLOY; +10% ATTACK SPEED WITH PLASMA WEAPONRY V1.15 LOOSE CANNON FORM LIST EXPANDED TO COVER EVERY SINGLE THROWABLE V1.15 CENTER OF MASS NOW ALSO PROVIDES A +20% V.A.T.S. ACCURACY BOOST WHEN AIMING AT THE TORSO, SAME AS SIMILAR MODIFIED PERKS V1.15 LOWERED THE MELEE WEAPONS SKILL NEEDED FOR COWBOY, SO IT'S "EVEN" WITH GRUNT IN USEFULNESS V1.15 ADDED IN THE LEVEL 50 PERK UPDATES LISTED IN THE SECTION ABOVE V1.17 PARALYZING PALM'S EFFECT DURATION HAS BEEN REDUCED FROM A MAXIMUM OF 30 SECONDS TO 15 SECONDS V1.17 NERD RAGE! NOW INCLUDES AN ENERGY BONUS EVEN WHEN IT'S MAIN EFFECT IS NOT ACTIVE V1.18 REDUCED STONEWALL DT BONUS FROM +5 TO +4 V1.18 PURGED THE VARIOUS C-FINDER EXCEPTIONS AS THEY'RE NO LONGER NECCESSARY DUE TO A DIFFERENT METHOD NOW BEING USED IN THROWING VELOCITY PERKS V1.18 JUST LUCKY I'M ALIVE'S DESCRIPTION NOW SPECIFIES YOU CAN BE AT OR BELOW 25% HEALTH FOR IT TO TRIGGER; IT ALWAYS WORKED THIS WAY BUT IMPLIED LOWER HP ONLY V1.20 VORACIOUS READER CAN NOW BE OBTAINED WITH REPAIR 25, SO THAT LOW INTELLIGENCE BUT CURIOUS COURIERS CAN STILL GO FOR A "MAGAZINE BUILD" V1.20 STONEWALL NOW REQUIRES RANGER TAKEDOWN INSTEAD OF SKILLS OR STATS, WHICH HAPPENS TO BE AVAILABLE AT THE SAME LEVEL AND NICELY MIRRORS SUPERIOR DEFENDER V1.20 LOWERED THE SNEAK REQUIREMENT FOR NINJA EVER SO SLIGHTLY, FROM 80 TO 75 --------------- Tutorials? Psh! --------------- - While I do think that all games should have a sequence where the player is introduced to gameplay and concepts unique to it's world, I also think that you should be able to turn such things OFF once you've learned how to do them. And so, most of the various tutorial messages you get in the game have been streamlined and reduced to corner dialogs, because, quite frankly, you obviously know about these things if you're using a mod in the first place. The rest have been eliminated entirely, or regulated to the Help menu, so you're never being told things you already know. V1.11 MINOR REVISIONS TO MAKE THESE MESSAGES EVEN MORE CONCISE V1.13 STRIPPED AWAY MORE OF THE TUTORIAL DIALOGS FROM VARIOUS EARLY QUESTS, AS WELL AS THE SEPERATE ONE THAT RUNS ALONGSIDE THEM ALL V1.20 THE LOCKPICKING TUTORIAL MUST REMAIN OR ELSE THERE'S AN ISSUE WITH SOME SYSTEMS WHERE THE GAME IGNORES INPUT AND IS UNABLE TO LET YOU LOCKPICK AT ALL V1.20 SLIGHT UPDATES TO SOME OF THE HELP MENU TEXTS AND THE PURGING OF THEIR AUTO-DISPLAY TAGS -------------------------- Armor Recipes Optimization -------------------------- - Added a new recipe subcategory for Apparel and moved the Gecko-Backed equipment from the Misc. category to it. - Reduced the skill requirement needed to craft Gecko-Backed variants of Leather Armor, Reinforced Leather, Metal Armor and Reinforced Metal to 60, 65, 70 and 75, each. This should allow you to actually make these if you head to Zion at a non-endgame level, when they're most useful. - It now only takes a single Turpentine and White Horsenettle to tan the hides of all types of gecko hides into leather, instead of varying amounts for each type. - Expanded repair options for Gecko-Backed armor, which also affects the normal and unique varieties of Leather and Metal Armors, allowing you to use Leather Belts and Scrap Metal to fix them, respectively. - In order to resolve the bug with DR/DT display vanishing from the Pip-Boy UI, I am starting the slow process of adding these values to -everything-. All previously modified armors, such as Vault Suits, now have some, and anything I'll be changing in the future will as well. Beyond these listed ones, the various Bandanas and Headwraps in the game now include a point of DR along with DT, and they've been renamed and cleaned up so the difference between them in your inventory is more obvious (they previously all shared the same name, despite being different colors). V1.17 SETTLED ON THE SPELLING "HEADWRAP" AS A SINGLE COMPOUND WORD INSTEAD OF "HEAD WRAP" AS IS THE DEFAULT, FOR INTERNAL CONSISTENCY ------------------------------------------------------------------------ "Radiation suit? Of course! After all the fallout from the atomic wars!" ------------------------------------------------------------------------ - ^_^ Uh, yeah, patch notes, right. So.. this time around I've improved Radiation Suits. They're now called Hazmat Suits, have significantly more health so that you don't completely break 'em by having a Bloatfly sneeze at you (the original had 15 HP; you could literally trip over a small ledge and destroy it), and they include appropriate amounts of resistance relative to actual protective gear of this nature. The "looks the same but in different colors" science suits were also updated, and all of them can be repaired with one another. - The "combat worthy" variants like the Space Suit and Darklight outfit you can find in Old World Blues have also been changed, but not nearly to the same extent. Missing sound effects were also added to the aforementioned apparel. Added leather gloves to the Darklight outfit, too. V1.13 ENABLED THE "HAS BACKPACK" FLAG ON THESE ITEMS SO THAT THERE'S SIGNIFICANTLY LESS CLIPPING WHEN USING 2-HANDED WEAPONS V1.14 TOGGLED SOME FLAGS ON THESE ITEMS SO THEY DON'T RENDER BODY PARTS THAT ARE COMPLETELY COVERED, IMPROVING PERFORMANCE V1.18 UNLIKE OTHER LIGHT ARMOR, THE FULL-BODY SUITS WHICH PRECLUDE WEARING OTHER ITEMS NOW GIVE A 100% DR RATIO TO DT TO BETTER BALANCE THEM OUT V1.18 UPDATED THE NPC-ONLY 'SKELETON' VARIANTS USED BY TRAUMA HARNESSES IN OLD WORLD BLUES; UNHELMETED ONES WILL NOW HAVE LESS DT V1.21 TRAUMA HARNESSES ARE NOW CONSIDERED A TYPE OF POWER ARMOR AS THEY MOVE AROUND ON THEIR OWN, AND THUS ARE VULNERABLE TO PULSE WEAPONS ================== New in Version 1.9 ================== ---------------- .BSA Integration ---------------- - As part of the never-ending quest to improve, this mod now contains it's additional data in a single .bsa file, instead of requiring you to unpack various folders and their contents. Simply place the .bsa into the \data directory along with the .esp and you're set. I'd recommend un-installing the old version (if you used FoMM to install it) to purge the now unnecessary files it installed. Long story short, the mod is slimmer, more efficient, and easier to use. Win all around! ----------------- Base Player Fixes ----------------- - There were actually a number of problems with the base player character data, most of which were held-over from Fallout 3. The player was assigned membership to nearly a dozen factions which no longer do anything in the Mojave, and as such, that's unnecessary overhead and might even be a possible source of crashing, so they've been purged. The only faction you'll belong to at the start of the game is the one representing yourself, as intended. V1.14 UPDATED TO HAVE THE PLAYER ALREADY BE A MEMBER OF THE DLC PLAYER FACTIONS, SO THAT SCRIPTS DON'T NEED TO DO IT ------------------------------------------ Silly Courier, Those Clothes Are For Kids! ------------------------------------------ - All wearables which were designed exclusively for children have been renamed as such, with a "Kid's" prefix. Since you're never one yourself in New Vegas, this means you won't be able to equip them without cheating in some way. This will prevent all sorts of bugs and visual issues arising from attempting to put clothing on a model half the normal size and with different proportions, and, well, it's just streamlining everything internally. You CAN still force yourself to wear one with the 'equipitem' console command, if you want to ignore this change. - Unsurprisingly, there were many flaws in the implementation of these items since they weren't meant for players to wear anyway, so I'm working to resolve those as well. Proper stats and other values were also set "just in case" a better method comes along later. Repair lists and item effects added too, again, as a precaution. A few minor other related items associated with children were also updated, such as the party hats. V1.13 YOU CAN NOW REPAIR THE DAMAGED PARTY HATS IN THE REPCONN TEST SITE INTO THEIR UNDAMAGED COUNTERPARTS AT A WORKBENCH -------------------------------------- Ammo Updates (Including Related Perks) -------------------------------------- - GRA, Hand Load and Vigilant Recycler messages stripped from all ammo types to de-clutter the UI. Breakdown and conversion recipes were similarly cleaned up and sorted. - Ammo was renamed in such a way that everything sorts together neatly. For example, buckshot and slugs will be listed together at the top, while all variants of either will be listed below each, based on whether they scatter or deliver all the damage at once. The abbreviated and short names for all these items has also been standardized, or added in many cases where there were none. - Internal form lists for all ammo updated to include every variety of the proper type. They were also re-sorted so that when you're cycling through them, it puts 'em in a consistent order; player-made types like efficient cells and hand load bullets were moved towards the front of the lists, while ammo like bulk and surplus was moved to the end. - Ammo meant exclusively for NPC use, such as robots, turrets and holograms, has been renamed and set to 0 value and weight so as not to be confused with the standard variety. You shouldn't ever encounter these without console commands, but just being prudent here. - Junk rounds were set to 0 value and the damage penalty removed from shotgun shells due to how multi-pellet attacks work vs DT. This includes adding them to the aforementioned form lists so they can be used; they were present in Dead Money but unusable even though that's the DLC that added them! - Implemented JSawyer's reduced weights for Energy ammunition, and fixed some minor bugs that his mod also overlooked in that regard. I also changed the Junk Rounds perk to work similar to the same way his version does, along with the ammo effect changes. This includes making new recipes for 12.7mm and .22LR junk rounds. - You can properly recover drained cells, fuel tanks, shell casings or hulls from ALL ammo that uses them, not just some of them. Icons have also been added where they were lacking in order to make these items look like the ammo they're from, instead of the "generic loot" default. Speaking of which, it no longer takes Drained Energy Cells to convert Fission Batteries into Energy Cells. - Bulk ammunition, along with Flamer Fuel (and the Homemade variant) have been given the standard -2 DT Energy Weapons effect. Some NPCs were also missing the ammo effects of their player counterparts, and this too has been adjusted. This is a very slight buff to Lakelurks, as well as to all robots and some geckos, who weren't getting this benefit like they should have. Alien Power Modules get -5 DT, and Alien Power Cells (the one used in the Alien Blaster) gets -10. - A few other misc. errors were also corrected, like pickup / putdown sound effects, bounding box data and missing graphics. V1.11 JUNK ROUNDS NOW USE LEAD INSTEAD OF SPARE PARTS IN THE CRAFTING SCREEN, ALLOWING YOU TO MAKE MORE WITH LESS V1.12 JUNK ROUNDS NOW USE 1 TIN CAN INSTEAD OF 2, ALONG WITH THE CASES/HULLS AND LEAD V1.12 JUNK ROUNDS PERK NOW REQUIRES 25 SURVIVAL INSTEAD OF 6 LUCK V1.12 22LR ROUNDS NOW BREAKDOWN INTO 1 LESS LEAD THAN BEFORE IN ORDER TO RESOLVE A DISPLAY BUG V1.13 YOU CAN NOW FIND HANDFULS OF NAILS IN TOOLBOXES OUTSIDE THE DIVIDE, AS WELL AS A SMALL CHANCE OF RAILWAY SPIKES v1.13 BULK AMMO NOW GETS THE STANDARD BYPASS EFFECT AS WELL, SO NOW ALL ENERGY AMMO HAS AT LEAST SOME WAY TO PENETRATE ARMOR V1.13 FURTHER REFINED THE NAMING SCHEME FOR SHOTGUN SHELLS AND ASSOCIATED RECIPES TO BE MORE INFORMATIVE/ACCURATE WHILE REMAINING CONCISE V1.15 22LR BULLETS.. THE ACTUAL PROJECTILES.. ARE NOW INHERENTLY SILENT, WHICH MAKES THEM BETTER AT STEALTHY KILLS WITH SILENCED WEAPONS V1.15 BREAKDOWN RECIPES ADDED FOR NAILS, RAILWAY SPIKES AND DARTS, SINCE THEY CAN NOW BE FOUND IN THE WORLD NORMALLY V1.17 FIXED A VANILLA BUG WHERE 12.7MM HOLLOW POINTS WERE USING THE WRONG ICON V1.20 SORTED THE AMMO EFFECTS SO THAT THEY'RE CONSISTENTLY ORDERED FOR BETTER LEGIBILITY (DT, DAMAGE, CONDITION, SPREAD, OTHER) V1.23 MINOR CONSISTENCY EDITS FOR A FEW OF THE ABBREVIATIONS SEEN WHEN YOU SWITCH BETWEEN MULTIPLE AMMO TYPES WITH THE '2' HOTKEY -------------------------- Man (or Woman?) of Mystery -------------------------- - Since I've already labeled a number of items "Mysterious" which aren't intended to ever be used by players in the base game, I think I'll continue that, so anytime you see something with that moniker, it means.. what I just said. - Anyways, as part of this project to 'fix everything', some changes were made to the Mysterious Stranger's NPC data, gun and clothing. Ditto for Miss Fortune. Both characters are much more sturdy, so that should help reduce instances where they go unconscious because they happened to be at ground zero of a nuke or a similar devastating attack when summoned. I also updated their combat AI, so they should be less likely to stare into space and spend more time actually doing what you took their Perks for; shooting your enemies. V1.10 ADDED A SECOND RANK TO THE FRIENDLY HELP CHALLENGE PERK, WHICH YOU CAN UNLOCK BY HAVING BOTH THE MYSTERIOUS STRANGER AND MISS FORTUNE PERKS V1.20 FRIENDLY HELP MESSAGE HAS BEEN CHANGED TO A CORNER DIALOG SO THAT IT'S TEXT "WORKS" REGARDLESS OF RANK AND WHETHER YOU OBTAIN IT FROM MYSTERIOUS STRANGER OR MISS FORTUNE ----------------- Form List Updates ----------------- - Several of the internal lists used for repairing equipment and other items have been expanded and improved upon. For instance, you can use any of the components of a Deathclaw Gauntlet to repair it, not merely another assembled weapon. Likewise for the Railway Rifle, Mantis Gauntlet, and so on. Jury Rigging will still be desireable for it's ability to let you use items from across entire categories, but changes such as this make scavenging more rewarding and let you be a bit more self-sufficient. ------------------------ Point Lookout, look out! ------------------------ - Work-in-progress restoration of Point Lookout DLC content which is still in New Vegas' files. So far this includes the Confederate Hat, Double-Barreled Shotgun (oh yes!) and the Pint-Sized Slasher Mask, which will be integrated into the game world in future updates. Also, in order to provide more balance between shotgun shell types, the Double-Barrel is chambered for 20 gauge instead of 12 gauge, which provides a better distribution of the guns you can use 'em with. - As for the headgear, the Confederate Hat has the generic Perception bonus, while the Slasher Mask includes numerous penalties, but with a hidden (extreme) damage bonus when wielding knives, reflecting the item's history. When I do find a home for the Confederate Hat, it will be somewhat rare, because, ya know, how far west Nevada is as a state and simple historical facts. Still, Vegas is a city in reality that has smaller duplicates of famous landmarks on The Strip in the name of tourism, so a few of these items existing wouldn't be all that out of place. V1.10 DOUBLE-BARREL SHOTGUN ADDED TO SHOTGUN SURGEON/AND STAY BACK PERK LISTS ==================== New in Version 1.8.5 ==================== --------------- Important Fixes --------------- - This version is mostly fixes to stuff which I dun goofed in 1.8 by uploading an earlier .esp. - Cyborg has it's proper icon, Impartial Mediation has a space between words like it should, Lawbringer and Contract Killer have their levels assigned, and Size Matters' description will fit the UI better. Also, Pulse weapons use some different form lists now for better compatibility with other mods, and I included the OWB melee weapons, which were previously missing from said lists. Bunch of other random fixes I didn't think was worth holding back on; the main gameplay bug was that Railway Rifle spikes would sometimes process incorrectly due to a math bug in the engine and deal absurd amounts of hurt. -------------------------------- We Come To Blast You Into Pieces -------------------------------- - If you take the Wild Wasteland perk, there's a certain place in the Mojave where you can encounter a spaceship and a trio of Aliens. Despite the fact that the various models and textures from Mothership Zeta are present in New Vegas, these guys wore generic white jumpsuits and wielded human weapons! Now, they carry the various equipment from that DLC, and their models have different looks to them, including a distinct appearance for the Captain. - Their statistics have also been adjusted, and they all have Nerd Rage!, which will maximize their Strength and boost their DT when close to death, the same way it does for a player with that perk. Other stats were tweaked, and they'll make some sounds now, as they were COMPLETELY silent before due to the fact that the alien sound effects from Zeta are NOT present. - Basically, this means that the Captain's Sidearm, Alien Atomizer, Alien Disintegrator, Alien Power Modules, Shock Baton and Electro-Suppressor are all now available in the game from these stranded, but much trickier foes, and they'll wield these weapons against you. I have also added a way to craft Alien Power Modules (but NOT Alien Power Cells), and Vigilant Recycler will aid in doing so. If you hate the entire concept of Aliens in Fallout, that's cool, none of this will affect the game unless you're taking Wild Wasteland, and will remain hidden otherwise. V1.9 FIXED THE ALIEN BODY PART DATA TO HAVE GREEN GIBS AND BLOOD INSTEAD OF RED V1.11 ALIEN BLASTER NOW INDICATES IT HAS INCREASED CRITICAL CHANCE V1.14 GAVE THE ALIENS SOME TURNING SPEED, AS THEY HAD ZERO BEFORE, WHICH MEANT YOU COULD LITERALLY RUN CIRCLES AROUND THEM AND THEY'D TAKE FOREVER TO FACE YOU V1.19 ALIEN BATONS NOW CAN BE REPAIRED WITH POLICE BATONS AND ALL ALIEN GUNS NOW SHARE THE SAME REPAIR LIST -------------------- Repurposed Resources -------------------- - This part is a bit technical, but basically, the way mods in this engine work is that they can either alter existing records or create new ones. Doing the former instead of the latter can improve (or worsen) compatibility with other mods, which is why you generally do the latter, as there's no possible chance of conflict unless you happen to name your new records the exact same (which is why I prefix all my new records with LP, so they're obviously being made by me). However, the first method improves performance and saves on memory, because it's changing what's already being loaded, rather than adding to the 'pile' of data. - Long story short, I'm going to be doing the former even more than the latter whenever possible, as I've learned a few more tricks with the GECK since I began this mod. I'm also going back to earlier updates to change them to do the same when it makes sense, or the odds of a conflict are nil. It probably won't be noticeable to anyone but those running on the absolute bare minimum specs to play New Vegas, but, hey, efficiency is good, and there's tons of unused records leftover from Fallout 3 and even Oblivion (!) which can find a new use improving THIS game. ================== New in Version 1.8 ================== ---------------------------- Returned Perks & Adjustments ---------------------------- - New Vegas purged a lot of the "useless" perks from Fallout 3, but in the interest of variety, I brought more back with NEW effects, as documented below. The descriptions for each of them have been updated to not only reflect the new stats, but the differing roles these stats play; after all, the Courier isn't -necessarily- a Vault Dweller.. [Daddy's Boy / Daddy's Girl] * +3 Science & Medicine and +5% Addiction Resistance per rank. [Gun Nut] * +3 Guns & Repair and +5% faster reloading (Guns only) per rank. [Scoundrel] * +3 Barter & Speech and +5% faster drawing/holstering (all weapons) per rank. [Little Leaguer] * +3 Melee Weapons, +8% Throwing velocity and +11% Baseball Bat damage per rank. [Iron Fist] * +1 Unarmed skill, +1% Unarmed Damage, Critical Hit Rate and Critical Damage and -1% AP Cost for all Unarmed attacks. [Child at Heart] * Re-enabled. Now also provides a 10% damage bonus with "toy" weapons (BB Guns, Baseballs, Baseball Bats, Dart Guns, Euclid's C-Finder and Bottlecap Mines). [Thief] * +3 Lockpick & Sneak, +5 pounds carry capacity per rank. [Size Matters] * -10% Spread, +15% VATS Hit Chance and +5% Damage per rank with "Big Guns" (Minigun, Fat Man, Tesla Cannon, etc.). [Lifegiver] * Restored 2nd and 3rd perk ranks. Now also increases your max Fatigue. [Impartial Mediation] * +10% vendor discount and +10 Barter & Speech if you maintain Neutral karma. [Contract Killer] * +5% Damage vs Good targets (any type). Requires 7 or higher Perception. [Lawbringer] * +5% Damage vs Evil targets (any type). Requires 7 or better Perception. [Cyborg] * +5 Energy Weapons and +10% Radiation, Poison, Fire and Frost Resistance, but you suffer a 35% EMP vulnerability. V1.9 INCREASED LIFEGIVER'S HEALTH AND FATIGUE BONUS TO 35 PER RANK V1.9 INCREASED GUN NUT FIREARM RELOAD BONUS TO 2% PER RANK V1.9 INCREASED DADDY's BOY/GIRL ADDICTION RESISTANCE TO 2% PER RANK V1.10 INCREASED DADDY'S BOY/GIRL ADDICTION RESISTANCE TO 5% PER RANK V1.10 INCREASED GUN NUT FIREARM RELOAD BONUS TO 8% PER RANK V1.10 INCREASED SCOUNDREL DRAW & HOLSTER BONUS TO 8% PER RANK V1.10 LITTLE LEAGUER NOW USES A RESERVED FORM LIST FOR IT'S WEAPONS, WHICH WAS ALREADY PRESENT AND UNUSED IN THE GAME DATA V1.10 FIXED A BUG IN LITTLE LEAGUER WHICH WAS CAUSING IT'S MELEE WEAPONS BONUS TO APPLY TO BASEBALL BATS INSTEAD OF EVERYTHING (only the damage bonus is specific to bats) V1.10 FIXED A BUG IN THE CRITICAL CHECK FOR RANK 1 OF IRON FIST, AND CHANGED HOW IT IMPROVES CRITICAL HIT RATE TO BE MORE INLINE WITH THE DESCRIPTION V1.13 FIXED A RARE BUG WITH CYBORG WHERE YOUR EMP RESISTANCE KEPT DECREASING INSTEAD OF THE SINGLE DECREASE THE PERK CAUSES V1.14 SIZE MATTERS NOW SECRETLY ALSO INCREASES YOUR BIG GUNS SKILL; THIS DOES NOTHING FOR THE PLAYER, BUT IS MEANT TO BE USED FOR CERTAIN NPC-ONLY WEAPONRY V1.14 IRON FIST CAN NOW BE OBTAINED WITH EITHER STRENGTH OR UNARMED SKILL V1.14 DECREASED GUN NUT / SCOUNDREL'S SECONDARY BONUSES TO 5% PER RANK SO THEY DON'T OVERSHADOW RAPID RELOAD & QUICK DRAW V1.15 ADDED A VENDOR DISCOUNT TO IMPARTIAL MEDIATION TO MAKE NEUTRAL KARMA MORE APPEALING V1.17 AN UNNECCESSARY CHECK WAS REMOVED FROM LITTLE LEAGUER FOR BETTER PERFORMANCE V1.17 CHILD AT HEART "TOY" DAMAGE BONUS ADDED V1.19 INCREASED LIFEGIVER'S HEALTH AND FATIGUE BONUS TO 45 PER RANK V1.21 DECREASED THE LEVEL REQUIREMENT FOR BOTH IRON FIST AND SCOUNDREL FROM 4 TO 2 ------------------- Pulse Weapon Update ------------------- - Pulse weapons will now properly trigger for every type of Power Armor in the game (including helmets) via a form list check. The exception of course being NCR Salavaged armor, which has the actual "powered" part stripped out and thus isn't weak to EMP attacks. Do be warned that the return of the Cyborg perk also comes with a vulnerability to Pulse attacks, whether you're in Power Armor or not. - But fear not! Some consumables now provide a temporary EMP resistance bonus, with RAD-X being the most potent. None of this will really matter to you unless you wear Power Armor, take the aforementioned Cyborg perk or tend to use anti-robotic weaponry. ---------------------- Repellent Stick Return ---------------------- - Why this, out of all the things to bring back? 'Cause I freakin' hate Mole Rats, that's why! It's script now insta-gibs the bastards instead of implementing a delay, and it properly awards XP based on whether you killed a small or large one. - Cannibal Johnson carries it, since he's in a cave with dead Mole Rats and has been killing them for sustenance. As a former Enclave member, it also makes sense that he might have become aware of their "kill switch", which is what the so-called repellent is actually triggering. I also gave him a few more items, updated his perks, changed his alignment to Good (as he both regrets his actions in the past AND was always trying to subvert the Enclave even when he was a member), and although he still starts at Level 30, if you level any higher and recruit him for the Second Battle of Hoover Dam, he'll continue to scale all the way up to 50. V1.9 CHANGED CANNIBAL JOHNSON TO AN ENCLAVE CLASS AND GAVE HIM THE NOW-RESTORED CONFEDRATE HAT AND DOUBLE-BARREL SHOTGUN V1.10 REPELLENT STICK NOW WORKS AGAINST SNUFFLES, YOU MONSTER V1.18 REPELLENT STICK NOW DEALS BONUS DAMAGE AGAINST ALL RODENTS, EVEN THOSE IMMUNE TO THE KILL EFFECT ---------------------- Nightvision Binoculars ---------------------- - With some spare parts you can refocus the lens of your Binoculars for greater distance viewing, as well as add an electronic night vision effect. Check out the recipe at the Workbench! The weight of standard Binoculars has also been lowered, in addition to all the other changes these items have been undergoing since earlier releases of this mod. ----------------- Super Cattle Prod ----------------- - I found it curious that the Cattle Prod returned from Fallout 2, but it's upgraded version didn't. In reference to the original using power cells, simply take one to a Workbench with sufficent Science skill and swap in 20 Max Charge Energy Cells to power up it's strikes. The fatigue damage is unchanged, but it causes a bit of electrical damage due to overloading, and it criticals more often and with more force. Don't underestimate the damage numbers on the Pip-Boy; it's actually quite powerful due to these effects. V1.10 A HANDFUL OF MINOR INTERNAL TWEAKS TO BOTH THE STANDARD AND SUPER CATTLE PRODS V1.17 ADDED THE SUPER CATTLE PROD TO THE LIST OF WEAPONS THAT CAN IGNITE GAS CLOUDS, MUCH LIKE IT'S UNUPGRADED COUSIN ----------------- Auto Axes, Oh My! ----------------- - The improvised spinny-blade-thingy from The Pitt is now available in New Vegas! Fiends and their ilk sometimes carry it, and it's stats have been adjusted to be half that of the Chainsaw (the defaults were quite a bit lower). I did NOT bring back the 3 variants of this weapon because, sadly, the model has a number of inherent problems including buggy animations, the sound looping improperly or not at all, and the weapon turning invisible which in first person, just like in Fallout 3. The last bug can be circumvented by un-equipping and then re-equipping, but the rest.. well, can't be fixed without remaking the model I'm afraid. - All the more reason why it's best as a weapon for Fiends, as the way they employ it with a lunge instead of holding it out constantly means you're less likely to notice any of these flaws. It can be repaired with itself and all types of Rippers and Chainsaws. The repair lists for those weapons were updated as well, as appropriate. Also, it now ignores armor (which only the "Mauler" version in FO3 did) because auto-melee weapons absolutely suck without such an effect thanks to how DT works, which is why all other such weapons in NV include it. V1.10 ADDED AUTO AXES TO THE AUTOMATIC WEAPONS FORM LIST ----------------------- Variable & Effect Fixes ----------------------- - Some of these were spelled wrong (Posion Resistance anyone?), while others, like EMP and Frost Resistance, had no name at all and showed up as (null) in the Pip-Boy. The abbreviations were also inconsistent with how they shortened words (like Resistance to Res., Resi., Resis., etc.), and so on. Won't be noticeable to most, but since I am, and plan to continue using, lesser-employed stats as I restore, fix and add more content, these updates will be important for you to actually be able to see them. I have also slightly reworded the skill descriptions, pointing out some additional uses for them that the default ones neglected, like Repair's use in disarming some traps. V1.11 ADDED DESCRIPTIONS TO EACH OF THESE VARIABLES, SPECIFYING THEIR FUNCTION INTERNALLY ================== New in Version 1.7 ================== ------------------- Railway Rifle Redux ------------------- - Much like last patch's Dart Gun, I brought back the Railway Rifle from FO3, and again, most resources (but not all) were already in New Vegas. And also like that weapon, I've given you the ability to craft the ammo yourself with spare Scrap Metal. Railway Spikes ignore a large chunk of DT, and of course it still has a triple bonus to crippling, making this the ideal gun for disabling every part of your target, not merely the legs. V1.8 RAILWAY SPIKES ADDED TO A HANDFUL OF FORM LISTS V1.14 MOVED RAILWAY SPIKES RECIPE TO RELOADING BENCH, CONSISTENT WITH OTHER PROJECTILE AMMO V1.14 CHANGED RAILWAY SPIKES TO USE LEAD INSTEAD OF SCRAP METAL V1.17 RAILWAY SPIKE PROJECTILES' "DEFAULT SOURCE" IS NOW THE RAILWAY RIFLE ITSELF V1.17 RAILWAY SPIKES NOW PROPERLY MAKE A SOUND IF THEY PASS NEARBY BUT DON'T STRIKE A CLOSE TARGET ----------------------------- Goin' Crazy for the Mesmetron ----------------------------- - You can now craft Mesmetron Power Cells at the Workbench, and if you have Vigilant Recycler, you'll be able to do so more easily, as it's a variant of the standard Energy Cell. - Of course, this means the Mesmetron itself has been re-implemented, but since there's no Paradise Falls or equivalent in New Vegas, and there's a distinct lack of voiced lines for the slavery-related dialog (although curiously there IS some data related to this..), I opted for this weapon to instead focus on the mind-scrambling side effect it had in Fallout 3. Fire this thing at a target and they will go berserk, attacking friend and foe alike. It functions on nearly everything unlike it's original incarnation, however. I considered the balance of this, but there's actually another weapon already in-game which can Frenzy everything (Dr. Mobius' Glove), so it isn't without precedent. So, yes, you can make Deathclaw Alphas murder their own kin or turn Caesar's guards against him if you want to. Of course, if they do so without you actually doing some decent fighting, you won't get any XP, but them's the breaks. - Also note that if an enemy is chasing a target you don't want them to go after (like you), you can blast them with the Mesmetron again and their AI will reset, possibly choosing a new opponent, if one's available. As for WHERE to find this piece of Old World technology..? Jason Bright. See below. V1.13 MESMETRON WAVE MAXIMUM RANGE AND SPEED SLIGHTLY INCREASED, ALSO FLAGGED AS SILENT TO MAKE IT MORE USEFUL V1.14 CHANGED TO EMP DAMAGE INSTEAD OF NORMAL, CONSISTENT WITH OTHER WEAPONS LIKE THE PULSE GUNS WHICH USE A SIMILAR SHOCKWAVE V1.17 MESMETRON WAVE'S PROJECTILE "DEFAULT SOURCE" IS NOW THE MESMETRON ITSELF --------------------- Jason Bright Improved --------------------- - There were a number of quirks I wanted to fix regarding Jason, and putting the Mesmetron in his inventory gave me an excuse to do so. For one, he didn't have stats which made any sense for a religious leader (he only had 2 Charisma?), nor did he carry anything at all except his clothes. And he IS a faction leader, so he should be a bit special in other ways as well, not some level 6 unarmed shmuck. He now has a custom class and he's good at talking, thinking and punching (so he can take advantage of his Glowing One passives). I played around with various weapons, seeing what fit his personality and was the most balanced, and decided on a Zap Glove, which is strong enough to be a threat, but also not worth killing him for either (the Paladin Toaster, the unique Zap Glove, is in a cave nearby, so this won't be a shortcut for an Evil character to a good weapon). - It also matches his skin! Hey, fashion matters! *cough* - Speaking of which, I set him to Good alignment and his default mood to Pleasant, as well as boosting his Energy to 100 and Responsibility to 75. The guy genuinely cares about "his people", and there's no indication whatsoever that he is anything else. Most noticeably, I gave him a Glowing One effect which was apparently supposed to be assigned to him already, so now he looks a lot better too. He can also give off an explosion of radiation when meleeing, healing himself, just like Glowing Ones do too. There's an engine bug which causes the effect to fade if you reload the game in the same cell, but otherwise it's a pretty neat way for him to stand out. - Finally, I changed the irrelevant stats on his suit; radiation resistance for a guy who already has that "built in"? V1.23 JASON BRIGHT'S IMPACT DATA IS NOW SET TO ORGANIC GLOW, LIKE WITH OTHER GLOWING ONES --------- Jet Tweak --------- - Heh, get it? Never mind.. Anyways, Jet and everything derived from it (Ultrajet, Rocket, Rushing Water and Rebound) all properly have their addiction chances and effects set, and they all provide an increase in Energy, since NPCs are otherwise unable to derive any benefit from the Action Points these provide. Energy is pretty much the AI equivalent statistic, and determines how much / how often a character will make decisions when sandboxing or in combat. This includes things like movement, taking cover and sneaking. Most NPCs have an average of 50 Energy, although it varies, of course. Point is, now if someone besides the player uses any of these chems, they'll get SOME benefit from it, instead of merely depriving you of that loot. - Oh yeah, and Fixer now properly removes Ultrajet addiction, which previously was -permanent-. V1.9 ULTRAJET ADDICTION CAN NOW BE CURED BY NPC DOCTORS ALONG WITH THE AFOREMENTIONED FIXER, UH, FIX V1.18 TURBO, WHICH IS ALSO JET-BASED, NOW PROVIDES +100 ENERGY FOR THE DURATION OF IT'S BONUS, WHILE IMPLANT GRX GRANTS +50 OR +75 BASED ON THE PERK'S CURRENT RANK ------------------ You Got The Thing! ------------------ - In addition to the various item tweaks included in previous patches, I've also added pickup/putdown sound effects for as many items as possible. Fleshy sounds for when grabbing gory bits, bottle cap sounds for poker chips and coins (closest approximation of a 'coin jingle' there is), and so on. I deliberately did NOT add pickup sounds when it would have confused matters; for example, empty bottles making the same sound on pickup as when moved would make it harder to tell when you actually grabbed one, especially with this game engine's notorious habit of having items drop below other objects. Basically, you'll hear more and better sounds when collecting things, but not in situations where it'd actually detract from the aural experience. ---------------------- Fire Bomb Fix & Recipe ---------------------- - The Fire Bomb (aka Molotov Cocktail), introduced in Honest Hearts had a whole bunch of quirks to it, like that it'd turn enemies into Plasma goo instead of actually burning their corpses, and that it couldn't be shot in VATS if it was being thrown at you. It also was using Energy Resistance (Plasma, Lasers) instead of Fire Resist, even more damning since the White Legs armor you find in said DLC and that you'll likely be wearing yourself, includes fire resistance. And then there's the fact it didn't explode on contact despite being a glass bottle and.. you get the idea. And it's craftable now, too! V1.11 REDUCED THE AMOUNT OF FLAMER FUEL NEEDED TO CRAFT THIS WEAPON FROM 100 UNITS TO 50, AND IT HAS ALSO BEEN RENAMED TO MOLOTOV COCKTAIL V1.12 REDUCED THE AMOUNT OF FLAMER FUEL TO 10 UNITS AS IT'S A VERY WEAK WEAPON V1.15 REDUCED THE VALUE OF MOLOTOV COCKTAILS FROM 200 CAPS TO 25, SO YOU CAN'T BREAK THE BANK VIA CRAFTING, BUT CAN STILL MAKE A PROFIT SELLING 'EM ----------------- Film From Cameras ----------------- - The Toaster in Old World Blues now provides you with a small amount of film for each Camera he breaks down. Very minor, but I figured, why not? ================== New in Version 1.6 ================== ---------------------- Return of the Dart Gun ---------------------- - The Dart Gun returns with new features, in three models! Since Darts aren't found normally in the Mojave, you can craft them with spare Scrap Metal at the Reloading Bench. They have a bit of built-in DT reduction, similar to the Nails from Lonesome Road. - Now, unfortunately, while almost all the resources for this weapon were already in the game, the ammo box & texture were missing. This means that this mod now includes external files you'll need to install to use it (failure to do so will result in gigantic ! icons in-game when it can't find the appropriate resource). Just place the folders included in this archive into the /data folder as-is and they'll work. Or use FOMM's Package Manager, and it'll install things properly too. - Here's the thing, though. The new Dart Gun recipes not only allow you to use different poison glands, but each uses a different model of Toy Car; there's actually three in the game, already placed, so there's no change to any game cells! - The common one you find is used to make the Bark Scorpion variety, a one-of-a-kind type can be found in Raul's prison at Black Mountain (it's name updates after you read the nearby terminal), and yet another unique one is in the Captain Dean Boat Rentals on the shore of Lake Mead. Appropriately, that one is used to make the Cazador gun, as there's multiple Cazador nests nearby, which will ensure you've got the poison glands needed for it. If you played the unmodded game a lot, you probably remember this particular Toy Car because it was flagged in a way that you couldn't actually pick it up, only move it around. That has been fixed, and thus, it's a little adventure to find each of the components, even though I just told you where they are. - Each of these Toy Cars has been renamed, which will show up in the recipe as well, so you'll know they are special even if you forgot (or didn't read) this. They can be repaired with one another, as well as with Paint Guns. V1.7 INCREASED RADSCORPION DART GUN'S LIMB CRITICAL MULTIPLIER FROM 2 TO 3 V1.7 REDUCED THE SKILL NEEDED TO AIM ALL THREE DART GUNS. CRAFTING #'S ARE UNCHANGED. V1.7 DARTS NOW HAVE WEIGHT, SET TO BE THE SAME AS NAILS: 0.01 LBS EACH IN HARDCORE V1.8 DARTS ADDED TO A FEW FORM LISTS SO YOU MIGHT -RARELY- ENCOUNTER THEM AS LOOT V1.9 CRIPPLING EFFECT INCREASED TO 100 PER LEG; 1/10th THAT OF FALLOUT 3'S VERSION, BUT STILL POTENT V1.10 MINOR TWEAKS TO DART GUN PROPERTIES, INCLUDING A TEXT UPDATE WHICH INDICATES THEY'RE CONSIDERED SILENCED WEAPONS V1.11 RESTORED FAILSAFE SCRIPT FOR CUDDLES' TOY CAR AND ALSO ADDED A RECIPE TO LET YOU FIX THE "BROKEN" TOY CAR AT THE WORKBENCH SHOULD THE SCRIPT FAIL; NEEDED FOR THE RADSCORPION DART GUN v1.14 MOVED DARTS RECIPE TO THE RELOADING BENCH, CONSISTENT WITH OTHER PROJECTILE AMMO V1.14 CHANGED DARTS TO USE LEAD INSTEAD OF SCRAP METAL V1.17 DART GUN PROJECTILES' "DEFAULT SOURCE" IS NOW THE DART GUN ITSELF V1.17 DARTS NOW PROPERLY MAKE A SOUND IF THEY PASS NEARBY BUT DON'T STRIKE A CLOSE TARGET ------------ BBs n' Nails ------------ - You can now convert your excess Lead into BBs, which you can then use or sell for caps! There's a breakdown recipe for them as well, but it's rather inefficent, so in the unlikely event you're short on Lead, you're better off converting some Scrap Metal. Unfortunately, the bug where "I dropped 50000 Lead and only picked up 20000!" is an engine limit and can't be fixed with mods, but at least with this, you'll have something to DO with all that excess Lead you'll accumulate if you create ammo a lot. - Oh, and you can now also craft Flechettes, a second variety of Nail that was in Lonesome Road but unused, which lets you fire multiple (5!) nails simultaneously. This kills incredibly quick versus weakly armored foes at close range but it's much more of a niche use than the normal ammo, likely why they got cut from the DLC. Lastly, Nails themselves are now crafted with Repair skill, same as every other Guns ammo type. V1.7 FLECHETTES NOW HAVE ARMOR PENETRATION AND DEAL INCREASED DAMAGE V1.12 IT NOW TAKES SLIGHTLY LESS LEAD TO CRAFT BBs, BUT THE BREAKDOWN YIELD IS ALSO SLIGHTLY LOWER V1.14 MOVED FLECHETTES RECIPE TO THE RELOADING BENCH, CONSISTENT WITH OTHER PROJECTILE AMMO V1.14 CHANGED NAILS & FLECHETTES TO USE LEAD INSTEAD OF SCRAP METAL --------------------- Recipe Tweaks & Fixes --------------------- - The GRA, Mad Bomber and Vigilant Recycler messages have been stripped from recipes, as they did little more than clog the screen and force the player to scroll more than they need to, particularly annoying when crafting a large number of items. Mad Bomber has also been stripped from all the weapons that are crafted with it, as such a designation serves no purpose. - Tunneler Hides, which previously had no use, can now be turned into Leather Belts in the same fashion that all other animal hides can be. All of these recipes have also been moved into the "Breakdown" category instead of "Misc", for better sorting. - Several recipes now hide themselves once they are unusable or unavailable. This includes all the Old World Blues skill book recipes, which you can only ever make once, and the two variants of the Fist of Rawr. You can now also turn a certain set of halos into another certain set of halos in Big MT... - If you have the Mad Bomber perk, the efficient recipes for Powder Charges and Bottlecap Mines now override the normal ones, instead of each appearing twice in the list. The skill requirements have also been changed to be the same, to avoid any oddness that would occur otherwise. - Some recipes had no skill defined for their crafting whatsoever, which left a gap in the UI when these recipes were selected. This has been resolved. Finally, the categories for numerous recipes were changed for consistency, mostly between the Food, Aid and chems listings, based on whether they improve via Survival or Medicine. V1.11 ADDED A SECTION FOR POISONS AT THE CAMPFIRE, FULLY SPELLED OUT EVERY CATEGORY AND CLEARED UNUSED VARIABLES OFF EXISTING CATEGORIES V1.12 MAD BOMBER NOW INDICATES THAT IT ALSO REDUCES THE MATERIALS USED TO CRAFT SEVERAL EXISTING EXPLOSIVES RECIPES, NOT JUST UNLOCKING NEW ONES V1.12 SEVERAL HONEST HEARTS RECIPES ARE NO LONGER HIDDEN UNTIL YOU REACH THE NORTHERN PASSAGE, AND ARE AVAILABLE IMMEDIATELY V1.12 IT NO LONGER TAKES TWICE AS MUCH ABRAXO TO CLEAN ONE COSMIC KNIFE AS IT DOES TO CLEAN THREE; IT'S 1 PER KNIFE FOR ALL RECIPES V1.13 MAD BOMBER SKILL REQUIREMENT FOR EXPLOSIVES DROPPED TO 25, SO YOU CAN ACTUALLY MAKE TIN GRENADES AS SOON AS THEY ARE AVAILABLE V1.13 YOU CAN NOW UPGRADE TIME BOMBS INTO THEIR HIGH YIELD VARIANT AT THE WORKBENCH IF YOU HAVE THE MAD BOMBER PERK V1.13 ADDED A SECTION FOR REDEMPTION FOR THE SIERRA MADRE VENDING MACHINE AND MOVED ALL EXISTING RELEVANT RECIPES TO IT V1.13 ADDED A NEW "MASS" WATER RECIPE FOR CONVERTING IRRADIATED TO DIRTY V1.14 ADJUSTED AMMO BREAKDOWN RECIPE NAMES FOR IMPROVED SORTING V1.15 EVERY RECIPE IN THE GAME HAS IT'S INGREDIENTS SORTED THE SAME AS THEY DISPLAY, ELIMINATING ISSUES WITH VARIOUS NUMBERS APPEARING, AND MANY FORMIDS WERE RENAMED FOR CONSISTENCY V1.17 MINES, BOTH CRAFTED AND PRE-PLACED, NO LONGER SAY "DISARM MINE" AND SIMPLY "DISARM", AVOIDING SITUATIONS WHERE THE WORD "MINE" IS REPEATED TWICE (ie: Disarm Mine Frag Mine) V1.18 SATCHEL CHARGES NOW REQUIRE 45 EXPLOSIVES AND MAD BOMBER TO CRAFT, WHICH BETTER BALANCES THEIR POWER WITHOUT CHANGING THEIR INGREDIENTS V1.18 ADDED A NEW LITERATURE SUBCATEGORY FOR USE WITH BOOKS, MAGAZINES AND THE LIKE -------------------------------------- Sierra Madre Vending Machine Expansion -------------------------------------- - Once you obtain the note for unlocking Mentats, you can also request the three restored "special edition" flavors (see v1.5 notes) from Fallout 3 as well! It wouldn't have made sense to include these in New Vegas in other ways, like in vendor inventories, since they were supposed to be rather exclusive; but elitism was a big part of the Sierra Madre's experience, and the vending machines are matter replicators too! - Also, you can now get booze from the Vending Machine that was added to The Sink, not just in the Sierra Madre Casino itself. Mobius and the rest of the Think Tank are very big on chemical dependencies (their homes in Higgs Village as well as their private rooms are filled with both), and since Big MT created the things, they'd certainly not have the same restrictions Sinclair imposed upon The Villa. You'll need to have found the notes to unlock their creation and some Sierra Madre chips like usual, of course. - While I'm at it, Cram is available at Vending Machines too. For whatever reason it was missing from the list even though it's considered a "Snack Food" for Old World Gourmet, and it's an ingredient in other recipes. - Finally, I found myself wondering what would be a good way to introduce the Food Sanitizer back into the game when it was a rather unique item; so you can now buy one for 10,000 Sierra Madre chips (you get more than that if you clean out the casino). Remember, in earlier patches for this mod I fixed it so it'd work on every valid item in the game, so it's a great investment and a nice way to use up those excess chips! It's weight is down to 1.5 pounds instead of 7, more fitting with the object's size and appearance as something you attach to a belt or similar holder. V1.13 YOU CAN NO LONGER RETURN CLOTHING OR ARMOR THAT YOU'RE WEARING, PREVENTING A BUG WHERE YOU'D PERMANENTLY HAVE THE ITEM EFFECT V1.20 THE VENDING MACHINE'S ALCOHOLIC BEVERAGES CAN NOW BE ACCESSED FROM ANYWHERE IN THE SIERRA MADRE CASINO, AS WELL AS THE ABANDONED BROTHERHOOD BUNKER --------------- Johnny's Legacy --------------- - Early on in the game you may encounter a fellow named Barton Thorn, who gives you an unmarked quest involving some nearby Geckos. At the end, you come across a dead prospector, which changes if you have Wild Wasteland or not. In both cases, the corpse was missing a note which it was supposed to be carrying. That note has been given an icon and model so it shows up properly, and is now in the inventories of both versions of the unfortunate character. V1.14 THE GENERIC TRIGGER SCRIPT WHICH PLAYS THE WILD WASTELAND SOUND EFFECT NOW DELETES ITSELF IN ADDITION TO DISABLING, REDUCING SAVEGAME SIZE AND IMPROVING PERFORMANCE ================== New in Version 1.5 ================== -------------------------- The Sink - Vending Machine -------------------------- - With permission from the author, Raverbane, I have included his "Old World Blues - Vending Machine" mod, which adds a Sierra Madre Vending Machine to The Sink! This will make it much easier to craft recipes, drop off supplies or otherwise collect goodies on a regular basis, and, from a lore standpoint, there really should have been one of these in Big MT already (there is in fact data for the Vending Machines in the .esm, so they obviously considered it at some point). - I also included (and updated) the fix in that mod so it only attempts to reduce dehydration if you have any to reduce (ie: are in Hardcore mode). In case you didn't know, for some reason it was only restoring the H20 meter by 15, even through such sources of water are supposed to restore it by at least 200. V1.6 DOUBLED THE AMOUNT OF HYDRATION THE SINK RESTORES IN HARDCORE FROM 200/230 TO 400/460 TO REDUCE CLICKING V1.11 CHANGED SOME FLAGS IN THE SINK TO BETTER IMPROVE PERFORMANCE AND TO FLAG EVERYTHING WITHIN AS OWNED BY THE PLAYER V1.13 CHANGED SOME FLAGS IN THE SINK TO HOPEFULLY CAUSE THE VENDOR INVENTORY TO RESTOCK PROPERLY V1.13 SIMPLY MADE THE SINK'S UH, SINK, COMPLETELY CLEAR YOUR DEHYDRATION SINCE IT'S ANNOYING TO GO THROUGH THE DIALOGS REPEATEDLY IF APPLIANCE SPEECH ISN'T DISABLED ------------------ I'm A Humanitarian ------------------ - Significant changes have been made to the perks Cannibal, Dine and Dash, Meat of Champions, Ghastly Scavenger and Tribal Wisdom: - No more karma loss for any situations involving any of these perks. However, the actual act of feeding can still potentially anger witnesses! - Dine and Dash now gathers Strange Meat instead of Human Remains when used on humans or non-feral ghouls. - Dine and Dash now works on feral ghouls and Super Mutants (if you have Ghastly Scavenger), and on mutated insects (if you have Tribal Wisdom). In the case of the latter, you collect Insect Remains instead, which is the old item repurposed with new stats focused on Agility and Action Points. - Dine and Dash now works on the Ghost People in the Sierra Madre if you've been taught the Ghost Hunter perk by Dog/God and have Ghastly Scavenger. Likewise, you can devour them with those perks, but they're not very.. filling.. given what the source is. This took a LOT of condition checks, which makes it somewhat understandable why it wasn't done already. - Ghastly Scavenger is available at a much lower level (6), allowing you to benefit from it if you go to Black Mountain, the Sierra Madre, or other places with viable targets for consumption early on in the game. - Each of these perks will properly increment the "Corpses Consumed" statistic on the Pip-Boy. This also means they are all capable of unlocking Dine and Dash in the first place, giving you a bit more choice in how to obtain it. - Meat of Champions will now activate if you use Dine and Dash on a human or non-feral ghoul corpse. It's duration has also been increased from 60 seconds to 120. - Mutilated flesh items can be converted into Strange Meat via new recipes at the Campfire if you have the appropriate perks OR Phillipe's Recipes from the "Beyond the Beef" quest. V1.8 REDID THE METHOD IN WHICH THE GAME DETERMINES IF A GHOST PERSON CAN BE CONSUMED TO BE MUCH MORE EFFICENT V1.10 MUTILATED FLESH RECIPES SHOULD ALWAYS PROPERLY DISPLAY IF YOU ARE ABLE TO CRAFT THEM V1.12 CANNIBAL IS NOW AVAILABLE AT LEVEL 2, BUT REQUIRES 15 SURVIVAL TO ATTAIN; WHICH ANYONE WITH BASELINE STATS WILL ALREADY HAVE V1.12 TRIBAL WISDOM'S POISON RESISTANCE BONUS IS NOW 10% IN CONJUNCTION WITH OTHER POISON CHANGES MADE IN THIS VERSION V1.13 CANNIBAL-RELATED CHALLENGES NOW DISPLAY THEIR UPDATES ON EVERY CORPSE CONSUMED, AS THERE'S NO LONGER A KARMA MESSAGE TO INTERFERE WITH THEM V1.16 PRIORITY ADJUSTMENTS TO THE VARIOUS CONSUMPTION PERKS SO THE ACTIVATION PROMPTS DISPLAY IN A CONSISTENT MANNER V1.17 A VERY MINOR TWEAK TO THE STATISTICS PAGE SO THAT "CORPSES EATEN" NOW DISPLAYS AS "CORPSES CONSUMED" V1.18 ICON UPDATES FOR VARIOUS ITEMS LISTED HERE, SUCH AS HUMAN FLESH AND MUTILATED BODY PARTS V1.18 MUTILATED FLESH BREAKDOWN RECIPES SLIGHTLY IMPROVED TO YIELD SOME BLOOD TO CONSUME FOR THE DISCERNING CANNIBAL -------------- Meaty Goodness -------------- - All raw meat now consistently causes the same amount of Strength damage and does so in both Normal and Hardcore modes, based on your Survival skill. Most were flagged for HC only, but not all, and the values also tended to vary or be missing seemingly at random. However, the Lead Belly perk now protects against this negative effect in all situations, while the corpse consumption perks (Cannibal, Ghastly Scavenger and Tribal Wisdom) protect against it in relation to the source, as appropriate. - An exception was also made in the code for the case of Ghost People Flesh for Dog/God, since he "naturally" consumes them when his feral personality is in control, and it'd be rather annoying if he suffered a STR loss from what is supposed to be his 'selling point'. This also prevents such a problem from occuring if YOU gather such meat up and then give it to him. V1.19 REDUCED LEVEL REQUIREMENT FOR LEAD BELLY FROM 6 TO 5. -------------------- Nuka-Cola Fridge Fix -------------------- - Not used much in New Vegas, nonetheless, these containers have the "Nuka-Cola fridge" spelled that way, which is unlike every single other container in the game. And added the missing sound effects to opening said container as well. Extremely minor, but, eh, there you go. V1.6 FIXED BOUNDING BOX NUMBERS ON THE LAST FRIDGE IN THE LIST V1.12 THESE CONTAINERS NOW HAVE A DEFAULT SET OF NUKA-COLA ITEMS V1.18 NUKA-COLA FRIDGES NOW MAKE A SLIGHT HUMMING SOUND WHEN ACTIVE, LIKE OTHER FRIDGES ------------- Antivenom Fix ------------- - Regular Antivenom is now effective against the poison caused by Green Geckos. You'll still need to use Datura Antivenom for, well, Datura-based poisons (what the tribals in Zion Valley use). It will also now properly function on the effects of Bark Scorpion poison related to your vision and the sound effect, not merely the damage. V1.10 ALL ANTIVENOMS NOW HAVE THE STIMPAK ICON WHEN HOTKEYED AND HAVE A HIDDEN HEALING EFFECT WHEN USED BY ANYONE BUT THE PC, WHICH SHOULD ENCOURAGE NPCS TO USE THEM V1.17 A FEW ENEMY POISON ATTACKS WERE NOT PROPERLY FACTORING IN POISON RESISTANCE EVEN THOUGH ANTIVENOM WAS EFFECTIVE, SO THIS HAS BEEN RESOLVED ------------- Mentats Tweak ------------- - The three special flavors of Mentats have been given the standard Mentats addiction effect (they had none), but at a lower chance than the Party Time variety. They also have their complete names spelled out, based on their product descriptions in the terminals in Fallout 3. This was a work-in-progress in earlier versions, but is complete now. V1.6 THESE ARE NOW AVAILABLE FROM SIERRA MADRE VENDING MACHINES ONCE YOU HAVE THE MENTATS NOTE V1.10 REMOVED THE MEDICINE SKILL SCALING PROPERTY AS IT WASN'T CONSISTENT WITH OTHER CHEMS, BUT RAISED THE BASE VALUES BACK UP ================== New in Version 1.4 ================== ------------------------ Mousing Over Interaction ------------------------ - When mousing over objects which you can pick up or move with the physics engine, the Pip-Boy will now tell you so, as well as the targeted object's name. This includes things like tires, crates, mops, brooms and more. Static versions don't count, and a few cases where they were already named but non-interactive (like bar stools that you could neither sit on or move) have been blanked to stem any confusion that might arise. This will make it easier to tell when digging through stuff what items you can move to get at the loot you can actually -take-. V1.6 REMOVED QUEST FLAG/PERSISTENT REFERENCES FROM A FEW OBJECTS, WILL CUT DOWN ON SAVEGAME BLOAT AND IMPROVE PERFORMANCE ------------------- Vault Suit Revision ------------------- - All Vault Suits and Security Armors, including everything derived from them, like Boomer Outfits, Tunnel Snakes Jackets, Armored Vault Suits, and so on, have been standardized and cleaned up. Each has stats unique to it's particular Vault-Tec experiment, they ALL have DT or DR assigned (allowing them to be repaired at merchants) and the repair lists for all of these items have been expanded to cover EVERY variant in the game, including cut content. This significantly improves all of these items, especially for Couriers who don't have Jury Rigging and want to actually use these to adventure out in the wastes, but were frustrated by the inability to fix them. In addition, since Vault suits are stated in-game to be made out of leather, you can now use Leather Belts to repair them. V1.13 FIXED TWO DISPLAY BUGS WITH SECURITY HELMETS THAT WAS CAUSING THEM TO BE OPAQUE INSTEAD OF TRANSPARENT, AND ALSO WASN'T RENDERING THE CHIN STRAP HOLDING THEM IN PLACE V1.14 RESTORED GLOVES TO ALL THE ARMORED VAULT SUITS, AND CLEARED SOME DUPLICATE GENDER DATA ON SEVERAL PIECES OF BOOMER ARMOR V1.17 SECURITY ARMORS AND THOSE DERIVED OR RELATED TO THEM, SUCH AS ARMORED VAULT SUITS AND SIERRA MADRE GUARD ARMOR, ARE NOW MEDIUM INSTEAD OF LIGHT, WITH DR REFLECTING THIS CHANGE --------------- Quoth the Raven --------------- - Due to last releases' increase of the benefit NPCs get from Endurance, Ravens had enough HP to survive multiple rounds from all but the strongest guns before flying away. Their base HP has been reduced to 1 to counter this. I wanted to make them capable of respawning, too, but apparently you get a buggy result if you enable that setting with how their animations work. V1.9 UPDATED THE RAVEN'S BODY PART DATA AND IT IS NOW VATS TARGETABLE ----------------- Dignified or Not? ----------------- - All "Mister" robots are spelled consistently, with the full title. Actual characters like Mr. House and Mrs. Weathers continue to get the abbreviated version. -------------- Perk Revisions -------------- - You now get a perk every level, instead of only at even-numbered levels. However, many combat perks have been reduced in power since they're easier to get under this system, as described below. [Nuka Chemist] * Minimum Level is now 16 instead of 22, and the Science requirement is 60 instead of 90. Recipes are now spread between Science levels of 50 - 70. Do note that this includes a way to thaw Ice Cold Nuka-Cola into the regular variety, and the ability to craft Nuka-Cola Quantum as well as Mississippi Quantum Pies. You also make Ice Colds at a 1:1 ratio instead of 3:2 like in the vanilla game, furthering this perk's use. [Commando] * V.A.T.S. effect reduced to 20% from 25%, but now also applies a 10% spread reduction with two-handed rifles in both modes. Conditions were also cleaned up to apply to all rifles, based on their reloading animations. Now requires 25 Guns OR 25 Energy Weapons skill. [Gunslinger] * V.A.T.S. effect reduced to 20% from 25%, but now also applies a 10% spread reduction with one-handed firearms in both modes. Conditions were also cleaned up to apply to all pistols & SMGs, based on their reloading animations. Now requires 15 Guns OR 15 Energy Weapons skill. [Demolition Expert] * Damage bonus is now 10% instead of 20%. [Robotics Expert] * Damage bonus is now 20% instead of 25%. [Sneering Imperialist] * Some "races" were missing from the conditions for this perk, and it has thus been fixed. Now requires 4 PER. [Hunter] * Effect extended to Mutated Insects, but the critical bonus is now 50% instead of 75%. [Entomologist] * Damage bonus is now 30% instead of 50%, and the description suggests better targets for the perk.. [DNAvenger] * Damage bonus is now 3%/6%/10% instead of 10%/20%/30%. [Fast Metabolism] * This always worked for Doctor's Bags too, but the description didn't state that fact until now. [Night Person] * Now grants a single point of Charisma in addition to it's previous effects. Now requires 4 CHR OR 20 Survival. V1.8 EDUCATED IS NOW AVAILABLE AT LEVEL 2 V1.9 DNAVENGER RANK UP MESSAGES UPDATED WITH RESPECT TO THE NEW VALUES V1.10 COWBOY, GRUNT AND PYROMANIAC CHANGES MOVED TO V1.10 NOTES AS THEY WERE UPDATED SIGNIFICANTLY SINCE THIS PATCH V1.10 UPDATED COMMANDO AND GUNSLINGER'S DESCRIPTIONS TO MAKE IT MORE CLEAR THAT THEIR EFFECTS APPLY REGARDLESS OF MODE; IN V.A.T.S. OR REALTIME V1.12 VARIOUS INTERNAL TWEAKS TO "HIDDEN" PERKS USED TO GRANT THE PLAYER TEMPORARY EFFECTS, LIKE PSYCHO AND STEADY V1.12 YOU CAN NOW THAW ICE COLD NUKA-COLAS INTO THEIR REGULAR VARIANT AT BOTH CAMPFIRES AND WORKBENCHES V1.15 STEADY NOW ALSO TEMPORARILY NEGATES ANY RANGE OR STRENGTH PENALTIES RELATED TO HAVING LOW STATS, WHICH ALLOWS IT TO FUNCTION FOR ALL WEAPONS, NOT JUST FIREARMS V1.17 ALL TYPES OF NUKA-COLA ARE NOW INCLUDED IN POTENTIAL NPC DRINKING ANIMATIONS, NOT MERELY THE FALLOUT 3 VARIETIES V1.21 ADDED MISSISSIPPI QUANTUM PIES TO THE NUKA CHEMIST RECIPE LIST ================== New in Version 1.3 ================== ----------------- Truly Well Rested ----------------- - After sleeping in an owned bed, you will not only get the standard 10% XP bonus, but also 10% damage resistance for the duration of the effect. Not much, but it does make this buff continue to be useful once you're at the level cap. V1.10 INCREASED THE DAMAGE RESISTANCE BONUS FROM 5% TO 10% ------------ DLC Messages ------------ - All DLC loading notices now appear in the top-left corner, instead of being dialog boxes you need to keep clicking OK on to advance. The messages have also been shortened so they appear in this new format properly. V1.13 COURIER'S STASH LOAD MESSAGES HAVE BEEN REMOVED AND DISABLED V1.14 OLD WORLD BLUES LOAD MESSAGES HAVE BEEN REMOVED AND DISABLED V1.18 DEAD MONEY LOAD MESSAGES HAVE BEEN REMOVED AND DISABLED ----------------------------- But I Don't Want To Kill Him! ----------------------------- - The GRA Challenges for executing faction leaders; President Kimball, Mr. House and Caesar, are now hidden by default. You can still accomplish them, they just won't be staring at you, judging you in the Pip-Boy forevermore if you DON'T murder them, or if they die by some other means. - Specifically, these are "A Slave Obeys" (Kill Mr. House with a golf club), "Even A God-King Can Bleed" (Cripple Caesar's head with a throwing spear), "Historical Propriety" (Kill Caesar with a knife) and "Sic Semper Tyrannis" (Kill President Kimball with a One-Handed pistol). Completing any of them will, of course, make them appear as normal. V1.7 ADDED "TALK ABOUT OWNED" TO THIS LIST, AS IT'S POSSIBLE FOR BENNY TO MEET A DIFFERENT END THAN VIA GUNSHOT AND IT BECOMES IMPOSSIBLE IF THAT OCCURS V1.18 UPDATED THESE CHALLENGES TO INCLUDE DLC WEAPONS; SUCH AS BEING ABLE TO USE BOWIE KNIVES OR COSMIC KNIVES TO KILL CAESAR ------------------ Difficulty Changes ------------------ - XP needed to gain a level have been tweaked to take longer, though the amount of experience you actually attain is unchanged. - Action points decreased, but the benefit from AGL to AP has increased. Similarly, your baseline carry weight has decreased, but each point of STR lets you carry more than before. I also reduced the movement (but NOT the Sneak) penalty for Medium & Heavy armor and large 2H weapons. Do note that NPCs, both friendly and hostile, will benefit from these changes as well! - It is now possible to attain 100% pickpocket success rate, instead of being capped at 85% even with maximum skill and ideal conditions. This will reduce the amount of reloading you need to do, and give more of a purpose to high Sneak values. Of course, some things are more difficult to steal than others, so no, you won't be able to steal everything easily this way; you just won't fumble smaller things as badly. - The aiming variables have been tweaked to be tighter, but to allow you to successfully hit a target at long range when free-aiming or using VATS with greater success. This will also help when aiming at targets BEYOND your normal max range, as the crosshair only lights up at about 1/3 to 1/4th of the actual range of most pistol and rifle bullets, respectively. These settings were tuned to offer a good balance between all four potential aiming modes; zoomed-in, scoped, free aiming when moving or standing still, and V.A.T.S.. - Crippled legs will slow the target down more than they currently do. This applies to everyone and everything, not just the player. Don't forget that you can use Healing Poultices and Weapon Binding Rituals to fix broken limbs in Hardcore, not just Doctor's Bags! - In addition, the "anti-cheat" timers for casinos have been cut, from 1 minute to 21 seconds. The dialogs have been updated to reflect this. It also won't take nearly as long for a terminal to be hackable again if you fail and then reload. Enough to make you NOT want that to happen, but not as annoying as it was otherwise. - The Courier now gets less HP per level and point of Endurance, while NPCs get more (they're the same now). The offset which was causing NPCs to effectively always have 1 less Endurance than they actually did has also been removed. The bonuses that Endurance grants to things like "HP gained per hour of rest" and other stats which are used by players and NPCs, has also been smoothed out, so it's a steady curve instead of a sudden jump at the extreme ends of the scale. Radiation and Poison Resistance offsets were also purged, so everyone in the game will have a tiny bit more of both. - Lastly, you get thirsty and hungry slightly faster, as well as tired from lack of sleep twice as fast. This is better balanced around the reality of food, drink and bedding's availability in the game, and isn't as harsh as some other mods which tweak these values even more aggressively. Specifics are noted in the patch update text below. V1.6 PROPERLY DOCUMENTED THE CRIPPLED LEG CHANGE V1.7 CARRY WEIGHT VARIABLES SLIGHTLY TWEAKED V1.13 RESTORED STANDARD DEHYDRATION/HUNGER/DEPRIVATION VALUES WHILE REDOING VARIOUS RELATED ASPECTS OF THE SYSTEM V1.15 REVISED CARRY WEIGHT LIMITS; BASE IS NOW 100 LBS., BUT YOU GET +25 LBS. PER POINT OF STRENGTH (DEFAULTS WERE 150 & +10) V1.15 HARDCORE RATES ARE NOW: DEHYDRATION 8 (DEFAULT 10), STARVATION 16 (DEFAULT 25), SLEEP DEPRIVATION 24 (DEFAULT 50), WITH LOWER NUMBERS BEING FASTER V1.19 REDUCED THE ANTI-CHEAT AND HACKING DELAYS AN ADDITIONAL SEVERAL SECONDS FURTHER, BUT THEY AREN'T ZERO SO THAT INFILTRATOR DOESN'T BECOME -COMPLETELY- WORTHLESS V1.19 INCREASED THE TEXT DISPLAY SPEED OF TERMINAL MENUS BY 10 WPS AND NOTES BY 42 WPS V1.22 INTERNALLY RENAMED THE VARIOUS HARDCORE AND RADIATION STAGES FOR CONSISTENCY WITH PREVIOUS CHANGES V1.22 REMOVED INTERNAL OFFSET VALUES FOR POISON AND RADIATION RESISTANCES, AS WAS PREVIOUSLY DONE WITH ENDURANCE, SO WHAT YOU SEE IS WHAT YOU GET V1.23 SWAPPED AROUND THE TERMINAL SPEEDS FROM V1.19 SO THAT MENUS DISPLAY MUCH FASTER (192 WPM), WHILE NOTES LOAD ONLY SLIGHTLY QUICKER (160 WPM) ================== New in Version 1.2 ================== -------------------------------- Evil Factions are actually EVIL! -------------------------------- - Ever been annoyed that you would lose karma for stealing from the Legion? Or Powder Gangers? Or even some Raider types like the Vipers? Not anymore! Of course, stealing IS stealing, whether the target is evil or not, so don't expect them to ignore your actions if they witness you looting their owned (red) property! V1.12 ADDED MISSING REPUTATION LINKS TO MOST OF THE MODIFIED FACTIONS; VAULT 19 POWDER GANGERS REMAIN UNAFFILIATED, BUT NOT SAMUEL COOKE V1.13 FURTHER REVISION TO REPUTATION & FACTION LINKS; NO LONGER SUFFER KARMA LOSS FOR STEALING FROM LONG 15 MARKED MEN --------------- Class Revisions --------------- - While going over the various NPC classes, I noticed a number of bugs in them. The usual spelling errors were fixed, but those aren't visible to the player normally and not the focus of this section. More importantly, some had only 2 skills tagged, or were still assigned to the unused Big Guns skill. I also observed another problem; that being that many lacked a combat skill altogether, which means they'd be helpless even with the weapon they're armed with, as they don't put points into their untagged skills unless specified. - Also, Companions didn't always have the same tagged abilities they claimed to have in dialog; Christine Royce was a crappy fighter, not the highly-trained Brotherhood assassin like she said, and Dean Domino couldn't hold a knife right despite having 200 years practice. Finally, not all vendors had Repair and/or Barter tagged, which would affect those interactions with the player. - This probably won't be very noticeable unless you're in the habit of murdering civilians, as now they all can fight a little, assuming they don't flee first, of course. The Barter/Repair fixing, however, should improve player transactions with merchants since they'll be better at hawking their wares (making YOUR skill matter more) and able to repair to a better degree. - The only SPECIAL changes were done for Legate Lanius; why does the 'Monster of the East' NOT have maxed out physical attributes? You're seriously telling me that Ulysses, who somehow has all 10's in his statistics, would win in an arm-wrestling match? Uhuh. No. So yeah, I've bumped up Lanius' Strength, Endurance and Agility to 10, and Perception to 9. This will make him a little bit more dangerous, but not terribly so, as they were all already 7 or higher anyways. V1.4 DOCTOR & MERCHANT CLASS TAGS CHANGED TO ENERGY WEAPONS AND GUNS FOR THEIR PREFERRED WEAPONS V1.4 VERONICA'S 4TH TAG SKILL CHANGED TO GUNS, SINCE EVEN THOUGH SHE DOESN'T LIKE THEM TOO MUCH, A 10MM PISTOL IS HER DEFAULT RANGED WEAPON V1.6 CLEANED UP SOME MORE UNUSED / UNECCESSARY FLAGS V1.7 NEW "BRIGHT PROPHET" CLASS ADDED AND IMPLEMENTED FOR JASON BRIGHT V1.23 NEW "FIEND LEADER" CLASS BUILT FROM UNUSED RESOURCES FOR THE NAMED FIENDS IN OUTER VEGAS AND VAULT 3 V1.23 BIG GUNS CALCULATIONS FOR SKILL SCALING ARE NO LONGER USELESSLY PERFORMED ================== New in Version 1.1 ================== ------------------------------------------- Restored Food Sanitizer & Consumables Fixes ------------------------------------------- - Proper settings assigned to all consumables, including foods from Fallout 3 which aren't in New Vegas normally, like Nukalurk Meat. This also includes assigning food & drink values to items that had none at all, or which were activating in Normal mode but not Hardcore (?!). - This also includes everything from missing or incorrect icons, pickup / putdown sound effects (many bottles didn't have the proper sound), scaling with Survival or Medicine skill, addiction chances and spelling errors. - They all now possess a buy/sell value, and the Auto-Calculate flag, which was setting things to be worthless or inconsistent price due to engine quirks, has been cleared from every item that had it. The Food Sanitizer now also works on all food and drink, instead of the mere 4 items it worked on before. The logic for doing so has also been corrected, in the event you are carrying more than one Sanitizer (there used to be several of them in the REPCONN Test Site), and it will also work on NPCs if they possess one too. - "Old World Gourmet" now works on ALL snack foods, and the healing effect has been extended to all forms of alcohol. The math rounding quirk for Sugar Bombs has also been corrected (it was getting a larger benefit from the perk than every other item), and all Irradiated types of food & drink are patched. The perk description has been updated to reflect this. These effects will work with or without the aforementioned Sanitizer where appropriate, and will properly display updated values in the Pip-Boy. - Alcohol now falls into one of these categories for the rate at which it heals with Old World Gourmet: * Poor : Dixon's Whiskey ~ 1 HP per second, 20 seconds. * Average : Beer, Wine, Scotch, etc. ~ 2 HP per second, 10 seconds. * Strong : Moonshine, Jake Juice, etc. ~ 4 HP per second, 5 seconds. - They previously all used the "Average" value, even though some booze is "better" than others. Finally, all sodas REDUCE dehydration slightly rather than increase it. Never made any sense that you could literally kill yourself by drinking a cola unless it was actually made of saltwater.. V1.2 FURTHER CONSUMABLE CHANGES, INCLUDING ITEMS BEYOND DEAD MONEY v1.3 WATER ITEMS NOW HEAL FOR LESS PER SECOND, BUT DOUBLE THE DURATION; SAME TOTAL HEALING, JUST SLOWER V1.4 ALL SOUPS NOW USE THE "STEW BOWL" MODEL AND ICON V1.5 WHISKEY ROSE APPLIES IT'S ADDICTION IGNORANCE TO ALL ALCOHOL AS INTENDED, FOOD SANITIZER APPLIES TO DLC ITEMS TOO V1.6 WHISKEY ROSE NOW PROPERLY APPLIES IT'S DT BONUS WITH DIXON'S WHISKEY & IRRADIATED WHISKEY TO CASS AND THE COURIER V1.6 FOOD SANITIZER IS NOW AVAILABLE FROM DEAD MONEY VENDING MACHINES FOR 10,000 CHIPS V1.6 LEGATE HEALING POWDER NOW RESTORES LIMB DAMAGE, MAKING LANIUS LESS VULNERABLE TO THESE ATTACKS V1.8 SOME ITEMS NOW BESTOW EMP RESISTANCE, MOST NOTABLY RAD-X V1.9 ALCOHOL NO LONGER HAS ANY EFFECT ON HYDRATION; IT WON'T MAKE YOU DIE SUDDENLY, BUT IT WON'T QUENCH YOUR THIRST EITHER V1.10 WASTELAND TEQUILA AND LARGE WASTELAND TEQUILA RENAMED TO 'NEVADA MIXTOS' AND 'SILVER TEQUILA' TO BETTER DISTINGUISH THE TWO V1.10 WEAPON REPAIR KITS NOW MAKE THE STANDARD "REPAIRING" SOUND EFFECT UPON USE V1.10 OLD WORLD GOURMET ASSIGNED A LEVEL SO IT SHOWS UP IN THE PERKS LIST PROPERLY; ALPHABETICALLY AND WITH OTHER PERKS OF THE SAME LEVEL V1.13 RUSHING WATER'S HASTE EFFECT HAS BEEN REDUCED FROM 50% TO 30% V1.15 RADAWAY NOW GRANTS TEMPORARY EMP RESISTANCE, IMPROVES WITH THE FREE RADICAL CHALLENGE PERK AND FIXED A VANILLA DISPLAY BUG WITH IT V1.15 A FEW MINOR ADJUSTMENTS TO ADDICTIONS TO RESOLVE INCONSISTENCES V1.15 CHANGED THE WAY THE FOOD SANITIZER ADDS IT'S BONUS, RESOLVING A DISPLAY BUG; WHAT YOU SEE IS NOW EXACTLY WHAT YOU GET V1.15 YOU NOW GET 777 SIERRA MADRE CHIPS FROM THE COMPLIMENTARY VOUCHER INSTEAD OF 1000 AND IT HAS A DIFFERENT ICON AND SOUND WHEN OBTAINED V1.16 A HANDFUL OF CONDITION CHECK ADJUSTMENTS MADE REGARDING THE FOOD SANITIZER, WHICH SHOULD COMPLETE THE CHANGES FROM 1.15 V1.22 ADJUSTED THE DEBUG RAD FOOD STATISTICS AND NAME TO MAKE IT MORE CLEAR WHAT IT'S USED FOR, AND ADDED A SCRIPT SO THE PLAYER CANNOT USE IT V1.22 ADDED CHECKS FOR CATEYE, GHOST SIGHT, NUKA-COLA QUARTZ AND BLACK COFFEE TO SOME OF THEIR EFFECTS SO AN NPC USING THEM DOESN'T "USE" THEM ON THE PLAYER ---------------------------- Hematophage Perk & Challenge ---------------------------- - Blood Packs are now classified as a (non-addictive) Chem and scale with Medicine skill. In addition, you'll be rewarded with Fallout 3's Hematophage perk by completing the new challenge "At Least I Don't Sparkle", by using 15 Blood Packs. Perk description updated, and a simple script to handle all of this has been added. V1.9 BLOOD PACKS NOW RESTORE A VERY TINY AMOUNT OF HYDRATION WITH HEMATOPHAGE V1.13 BLOOD PACKS ADDED TO LISTS FOR VARIOUS MEDICAL LOOT, SUCH AS FIRST AID KITS, AND DOCTOR INVENTORIES V1.13 REDUCED THE # OF BLOOD PACKS NEEDED TO UNLOCK THIS PERK FROM 20 TO 15, AS EVEN WITH LOOT ADJUSTMENTS, THEY'RE UNCOMMON IN NEW VEGAS V1.18 FIXED A POTENTIAL CASE WHERE THE SCRIPT WOULD NOT GIVE YOU THE PERK DESPITE MEETING IT'S CONDITIONS =========== Version 1.0 =========== ------------------- Restored Challenges ------------------- - The following Challenges have been restored: * Locks, Shmocks - After completing "Low-Tech Hacking", unlock even more things. * You Missed The Apple * You'll Shoot His Eye Out * Lucky Shooter - These three are for scoring headshots with various guns. Other weapon categories were enabled already, but not these three (non-automatic one-handed and two-handed guns, and automatic versions). V1.4 THESE ARE NOW HIDDEN UNTIL YOU DEAL AT LEAST 1 HEADSHOT WITH THE APPROPRIATE WEAPON, CONSISTENT WITH SIMILAR CHALLENGES -------------- Binoculars Fix -------------- - Changed a few variables on the Binoculars so you can't poison them anymore. It isn't possible to fix the "0/0 Ammo" issue without making new bugs emerge, like the player trying to hit things with them or trying to "shoot" invisible bullets.. V1.6 ADDED PICKUP/PUTDOWN SOUND EFFECTS V1.7 ADDED ADDITIONAL FLAGS AND FIXES TO AVOID OTHER ISSUES V1.8 ADDED A RECIPE TO IMPROVE THE BINOCULARS WITH NIGHT VISION & GREATER RANGE ------------- Moonshine Fix ------------- - Moonshine was the only alcohol which WASN'T flagged as being a type of food/drink, which means it would never improve with Survival skill, despite the higher addiction chance. Now, it will properly scale, which also happens to make the recipe you learn from Cass more useful. V1.1 NOW SUPERSEDES & INCLUDES THIS ------- Key Fix ------- - Hundreds of spelling and grammar fixes made to every single key, and also ensured that they were named consistently. Key or keycard will always be at the end of the string, not at the beginning or in the middle. Quest flags removed in almost every case. Weights and values also removed and streamlined. All Fallout 3 specific keys now have a space at the beginning to indicate they're not used in New Vegas. Icons and models added whenever they were missing, and many of them were. V1.1 FIXES APPLIED TO ALL DEAD MONEY KEYS, INCLUDING CUT CONTENT V1.7 ALL KEYS IN THE GAME, INCLUDING DLC, NOW HAVE PROPER SOUNDS ASSIGNED WHEN OBTAINED OR TAKEN AWAY V1.7 ALL UNUSED NEW VEGAS KEYS RENAMED TO "MYSTERIOUS KEY" AND FLAGGED AS "INITIALLY DISABLED" V1.8 ALL 150+ FALLOUT 3 KEYS FLAGGED AS "INITIALLY DISABLED" V1.13 REPURPOSED ONE OF THE MYSTERIOUS KEYS FOR THE "COURIER'S STASH" V1.20 INSTEAD OF ADDING THEM, "MESSAGE ICONS" FOR ALL KEYS HAVE BEEN CLEARED FOR BETTER PERFORMANCE AS THAT FIELD IS UNUSED WHEN A MAIN ICON IS FUNCTIONAL ----------------- Counterfeit Money ----------------- - There are duplicate, early-in-development versions of the NCR and Legion currencies in the game, which cannot be used for quests, dialogs, etc. For consistency with the other counterfeit items already in-game, these have all been renamed "Counterfeit " and set to a value and weight of 0. This fix will prevent confusion if any are added to the player's inventory and you are wondering why you're unable to bet them in Caravan or redeem them for chips. -------------------- Invisible Object Fix -------------------- - Ever have that situation where you loot a container and there's nothing in it, but the game thinks it isn't empty? That's because it actually contains an invisible object; an item which IS lootable by the player, but lacks a name, icon, or other vital information. This occasionally happens in the base game and Honest Hearts (among others), which is what prompted me to make this mod in the first place. Even better, you can now use them as decorations in your house, as the toy rattle and block aren't available otherwise! This fix included a few dozen misc., book and other item category alterations to prevent the problem. V1.X MORE ITEMS GET UPDATED WITH EACH PATCH; TOO MANY TO LIST --------------------- Quest Item Adjustment --------------------- - Quest items have no weight and cannot be sold regardless of what their data says, so they've been changed to have both fields set to 0 (which makes them appear as -- in-game). I've also removed quest flags from a number of items where it's possible to complete the quest without the item and/or have duplicates leftover in your inventory after the fact, so you can sell them or use them as decoration in your house. Quest flags remain on objects which will mess up the game if you suddenly lose them, like the Mark of Caesar. I'm also doing things like adding icons and models to objects which lack them. V1.X MORE ITEMS GET UPDATED WITH EACH PATCH; TOO MANY TO LIST ------------------ Misc. Item Changes ------------------ - Renamed "Shot glass" to "Shot Glass" so it's consistent with every other item in the game, and weight is reduced to better fit the object's size. Also changed the rare version of the Egg Timer (which was misspelled as EggTimer) to "Cooking Timer", and increased it's value; again, so it's unique. There's also a slightly different Medical Brace model that has also been tweaked to indicate it. Many other items have had their weights reduced for the same reasons. - Changed "Pre-war Money" to "Pre-War Money" and made it weigh 0.01 pounds per bundle, and the secondary "Toaster" model to "Toaster, Pristine". Clipboards too now have their type listed after their name with a comma, allowing them to all be sorted together in containers. Useful when gathering them up for the Book Chute in Old World Blues. - Weight for both types of Tin Cans reduced to 0.1 pounds. The bent variety now says so in a comma after it's name, so, like the Clipboard change and many others, they are organized in your Pip-Boy. - All snow globes have been set to a value of 0, as they can't be sold to anyone but Mr. House, and the money you get from the DLC variety are via a script. It always looked odd seeing them being worth 1 or 2 caps when moused over yet ACTUALLY worth thousands to ONE guy. V1.X MORE ITEMS GET UPDATED WITH EACH PATCH; TOO MANY TO LIST --------------- Unbent Tin Cans --------------- - You can convert damaged Tin Cans into the undamaged type, as in JSawyer's mod. V1.10 YOU CAN NOW "UNMANGLE" DEFORMED LEGION CURRENCY AT THE WORKBENCH, MAKING COIN SHOT A BIT MORE USEFUL V1.13 HAND LOADER NOW IMPROVES YOUR ABILITY TO "UNMANGLE" COINS, NO LONGER LOSING ONE IN THE PROCESS -------------------------------------------- I Can't Believe It's Not (A) Butter (Knife)! -------------------------------------------- - Ever get annoyed at the fact that there was a second kind of butter knife and that it couldn't be used to craft Scrap Metal? I've renamed this duplicate to "Margarine Knife" (the joke being that margarine is kinda-like-but-isn't-butter), and also made a new version of the recipe to use it (Miscellaneous-to-Metal). No longer will half the silverware of the Mojave be useless for no damn reason! For increased versatility, this recipe also uses 3 other uncraftable metal items which are also found around the wasteland: the Dog Bowl, Spatula and Spork. ---------------- Medical-to-Metal ---------------- - Similar to the above, this will let you break down otherwise useless metallic medical supplies, like the Bonesaw, into Scrap Metal. --------------------------------------------------------- Smoking is bad for you, but good for getting other stuff! --------------------------------------------------------- - Unlike in Fallout 3, there's lots of individual cigarettes lying around the wasteland. A recipe has been added to allow you to use some tobacco to replenish the cigarettes and roll up new packs so you can then redeem them for Sierra Madre chips, or sell them for caps. ----------------- Fallout 3 Recipes ----------------- - The Deathclaw Gauntlet and Shishkebab are both present in Fallout: New Vegas, but neither was craftable, until now. Same materials as in Fallout 3 for each of them, except you won't need the schematic, but a high Unarmed or Melee Weapons skill to make them. The Gauntlet also wasn't indicating that it still ignores DR/DT, which has been fixed and is something most other mods restoring this neglect. - Since Ultrajet is practically non-existent in the Mojave, that's also been turned into a recipe. It's made the same way Murphy cooked it; Jet + Sugar Bombs + Abraxo Cleaner. It takes Science 60 to make, slightly more than Rocket, also reflecting the higher AP it grants you. Speaking of Rocket, that recipe wasn't classified as a "Chem" like Hydra, so that's been fixed. - Also, let's give the aspiring Nuka-Cola lover the "amazing" ability to thaw Ice Cold Nukas back into their lukewarm kin, so you can craft them into one of the more unique varieties, or take advantage of the fact that they are two separate healing effects in Hardcore mode. As the other Nuka Chemist recipes are done at the workbench, so is this one. - AND due to this change and to make Nuka Chemist more useful, you now get a 1:1 ratio of Ice Colds to normal Nukas. You can't chill them easily like in Fallout 3, so if you're going to be using up a valuable perk slot, you should have lots of options! - How about Mole Rat Wonder Meat? Sure, why not. Mole Rat Meat + Wonderglue, and a Tin Can to cure it in and, boom! ..and what about the infamous Sweetroll? Now craftable, and the script referring to the Vault 101 tutorial purged. V1.6 DEATHCLAW GAUNTLET CRAFTING UNARMED REQUIREMENT LOWERED V1.10 HOT PLATE NO LONGER USED IN THAWING ICE COLD NUKA-COLAS AS THIS CAUSED ISSUES WITH THE CRAFTING STATISTICS V1.13 BOTH VERSIONS OF RAWR'S GAUNTLET NOW USE THE SAME MATERIALS AS THE NORMAL DEATHCLAW GAUNTLET, BUT USING HIS TALON INSTEAD V1.14 BOOSTED THE HEALTH OF ALL DEATHCLAW GAUNTLETS FROM 90-100 (!), TO THE 600/900 THAT THEY HAD IN FALLOUT 3, AND THAT YAO GUAI GAUNTLETS HAVE V1.15 IF YOU HAVE THE MAD BOMBER PERK, YOU CAN MAKE NUKA-GRENADES FROM EITHER NUKA-COLA QUARTZ OR NUKA-COLA QUANTUM, FOR CONSISTENCY WITH FALLOUT 3 V1.16 ADJUSTED THE EXPLOSIVES SKILL REQUIREMENT FOR QUANTUM NUKA-GRENADES TO BE THE SAME AS QUARTZ V1.18 ULTRAJET NOW ALSO GIVES YOU A POINT OF STRENGTH AND PERCEPTION, JUST LIKE THE CLASSIC JET IN FALLOUT 1 AND 2 DID ------------------------- "I INVENTED edible food!" ------------------------- - During the "Beyond the Beef" quest, you can obtain "Philippe's Recipes", which you then are supposed to use to craft an "Imitation Strange Meat Pie" that the recipes refer to ambigiously as "Sweet Veal". Well, now you can make this dish for your own use, once you've gotten the recipe! It's.. not particularly special, but hey, it's something! It's also been flagged as food so it properly scales with Survival skill. - Requires Brahmin Meat, Flour and Iguana Bits. Yes, that's a nod to the fact that some "Iguanas" in the old Fallouts WERE actually human flesh. Hmm, ya know what? Let's make ACTUAL Strange Meat Pies craftable too. Requires the above recipe OR that the player is a Cannibal. V1.5 UPDATED ALONG WITH THE VARIOUS CANNIBAL/GHASTLY SCAVENGER PERK CHANGES ------------------------- Craftable Mantis Gauntlet ------------------------- - This weapon was originally meant to be craftable, but the Schematic was never put in-game, and if you use the console to spawn it (the recipe, I mean), reading it gives you Fallout 3's Deathclaw Gauntlet recipe instead, which doesn't work! So, I implemented the recipe as-is, using similar materials to the Deathclaw Gauntlet, and a high Unarmed Requirement so you can't make one the second you leave Doc Mitchell's house, but still can fairly early if fisticuffs are your focus. It's not a very powerful or valuable weapon, so this kinda evens out. V1.1 NOW REQUIRES 2 MANTIS FORELEGS V1.6 UNARMED REQUIREMENT LOWERED ----------------------- Craftable Stun Grenades ----------------------- - Another item which was cut from the base game, and it even has a unique model! Since it does only a tiny bit of damage but a lot of fatigue, I had to choose materials which made sense. So.. stun.. caustic stuff.. a Tin Can to serve as the shell, a Cherry Bomb for the damage and so it explodes, and a ground up Jalapeno Pepper and some Detergent to make it irritable. This is NOT the same weapon as the Flashbang Grenades introduced in Lonesome Road. V1.8 FATIGUE DRAIN INCREASED FROM 100 TO 225 V1.8 VARIOUS RAIDERS AND WASTELANDERS WILL NOW SOMETIMES CARRY (AND USE) STUN GRENADES V1.9 EXPLOSION BASE DAMAGE LOWERED FROM 15 TO 5 AND WILL NOW CAUSE 15 ELECTRICAL DAMAGE TO ROBOTS INSTEAD OF FATIGUE V1.18 'INFLICTS FATIGUE DAMAGE' IS NOW INDICATED IN THE GRENADE EFFECTS, MAKING IT'S PURPOSE MORE CLEAR -------------------------------- Better Punching Through Dog Tags -------------------------------- - Simple enough, new recipes have been provided to allow you to make the "Dog Tag Fist" weapon with 'tags from either the NCR or Brotherhood of Steel. You can also use half from one faction and half from the other. This allows the BoS tags to have a purpose, as unlike in Fallout 3, they aren't used for anything. The original recipe required a staggering 20 tags to make a low-end weapon worth a mere 50 caps at 100% condition; this has been reduced to 6 total tags, reflecting the 3 you hold in each hand on the model itself. - You'll still need to get the schematics for this simple punching instrument by helping Private Halford in the caves near Camp Guardian. V1.9 FIXED A BUG THAT COULD CAUSE THE NCR VERSION TO NOT PROPERLY CRAFT V1.10 YOU CAN NOW USE NCR OR BROTHERHOOD DOG TAGS TO REPAIR THIS WEAPON, AS WELL AS IT'S UNIQUE VERSION