Fallout New Vegas
0 of 0

File information

Last updated

Original upload

Created by

Moraelin

Uploaded by

Moraelin

Virus scan

Safe to use

About this mod

Replaces a couple of mods' depending on conflict-prone lists of weapons with wield or skill type checks. Plus two new perks for energy weapons.

Permissions and credits
WHAT IT DOES

The problem: Some of the perks in NV require weapons from a certain list. E.g., The Professional perk may say it works for all pistols, revolvers and SMGs, but actually it only works for weapons in a certain list. When you add several mods that add weapons, this is a recipe for conflicts, and most of them not using the perk. This was getting to be a hassle to me even just to use all my own weapon mods, since I had to juggle load order just to make sure the one I'm using is getting the perks.

So I've changed or added perks to NOT use lists, so they work with as many weapon mods as you wish. So for example, you can have the magic wand and the prototype blaster, and both will benefit from your having The Professional perk.

The changes are:

LASER COMMANDER: Now works with all weapons that use energy skill. So, yeah, even plasma stuff.

PLASMA SPAZ: Now works with all weapons that use energy skill. So, yeah, even laser stuff.

THE PROFESSIONAL: Now works with all one-handed guns and energy weapons. This obviously excludes all two-handed "SMG"s, but means all your one-handed pistols, blasters, wands, MAC-10's, etc, from mods get it.

SCRUFFY NERF HERDER: New perk. This is the Cowboy perk equivalent for one-handed energy weapons. Meaning pistols, not lightsabers. You'll do 25% more damage with laser pistols, plasma pistols, blasters, or whatever thing that uses Energy Weapons skill and is wielded like a pistol. Makes them a lot less wimpy in the endgame than vanilla. It needs 70 energy skill, to need about as many points put in one skill as Cowboy needed in two skills.

LASER SURGEON: New perk. All weapons that use energy weapons skill ignore 10 DT on enemies. (So, yes, everything from vanilla lasers to blasters to my magic wand. Even lightsabers IF you open them in the GECK and set them to use energy weapons skill.) Needs energy weapon skill above 45. Not an original idea, but I'm including it here.

As you may have gotten the idea by now, they also help with more than weapons from mods, though. They also help the vanilla energy weapons be more competitive in the endgame. So if you'd rather use the laser Tommy-gun than an anti-material rifle in the endgame, you may still benefit from these.


HOW TO GET IT

Just take the perks and they'll work like above.


HOW TO INSTALL IT

Extract the archive, with directories, in your "fallout new vegasData" folder. Select it in the list of plugin files in the launcher.


HOW TO UNINSTALL IT

Delete the .esp file from your Data directory.


CONFLICTS

It will conflict with anything that changes the same perks, but that won't make your game crash nor your computer explode nor anything bad. Just the last loaded mod "wins". If you want my version of the perks, just make sure this mod loads last. Use FOMM or NMM to change load order.


LICENSE

I release this into the public domain. You can do anything you wish with it. I would, of course, appreciate it if you give credit, but if not, so be it, I can live with that too.


VERSION HISTORY

1.0:
First NV Release