Fallout New Vegas
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Penicylinek

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Penicylinek

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About this mod

Patch aiming to bring you AWN balance in DC.

Requirements
Permissions and credits
This mod requires: 
Fallout 3 and all it's DLC,
Fallout New Vegas and ALL it's DLC (including Stashes),
After War Nevada by Jodwig
Tale of Two Wastelands 3.2.2 or newer
And all Files required for those above.


How To Start
Please Start in Capital Wasteland.
You can skip Vault 101 after birth scene and go straight to AWN Room. (no idea how it will affect "Trouble at Home Front" quest)
Keep in mind that the races added by AWN (Old, Raider, Ghoul) count as Custom Races and you may need to choose the Vanilla race at first.
Once you get to the point where you leave the  Vault and go into the Wasteland choose any of the Edit Options (Edit Name, Edit race etc) this will teleport you to the AWN starting room where you'll create your character like you would in AWN. 
Reputations  given by chosen Class were removed (adding FNV rep in FO3 caused Crashes 100% of the time) so was the Karma ( you want to be evil go out the and be evil)
Bullet time and Sprint become available one you finish Escape! quest (leave the Vault)


 
Changelog

v2.3.2.a
fix for opening sequesnce/character creation
v2.3.2
Updated to TTW ver 3.2.2, removed TTWFixes requirement
v2.3.1 

I dun goofed, forgot to test one of the changes and it didn't actually work, now fixed

v2.3  
Fixed baby talk when skipping Vault 101, now correctly sets day and year
It should no longer spawn NV level Monsters in DC ( was mainly affecting Giant radscorps, yao guai and Sentry robots)
fixed my mistake causing regular turrets spawning instead of ceiling ones
Buffed EMP Damage of Grenades, Mines and Missiles at higher levels (50+, 75+, against robots only) for ppl with Robotics expert to keep them viable endgame
Minor spelling mistakes in perk descriptions, Thief story now gives correct version of the Thief perk (+3 sneak value instead +5 sneak and lockpick)
Minor changes to explosive weapons to better scale into end-game levels


Still working on patching
SIG (some NPC still spawn with multiple armors or no armor)

V2.2   You now can choose between getting Perk per Lvl or Perk per 2 Lvls (with vanilla Perk per 2 Lvls set as Default) at the    Character Creation Terminal.

*Anchorage now allows you to pick one of 8 Gear Packs [2 with Power Armor (Melee and Ranged), 2 light armored (Sniper/Melee  Sneak), 4 medium armored  (shotgun,assault,explosive based  and a vanilla Anchorage based mix)], you now get both Gun and Energy weapon of the chosen type.
*Ghoul Race reworked! Ghouls now have their own set of penalties and Buffs from being irradiated. As they get more Rads they get the following:
STR and AGI buff,  Barter, Speech, Sneak, CHA, max HP  penalties.  GHOULS CAN NO LONGER DIE FROM RADIATION EXPOSURE, their rads cap at 1500 at that point they become immune to radiation. Wanted to make Ghouls approach Radiation differently than humans, instead of having an easier time ignoring radiation they now have a choice to be or not to be irradiated depending on the situation.
*Glowing One trait now helps Ghouls managing their Radiation better and removes HP penalties from high rads but still makes you easier to detect.
(-25% Rad Resist, Double Rad-Away Effect)
*Automatic Weapons are now Viable for Crit builds, i learner that they use different Crit Chance formula than non-automatic weapons.
Regular weapons use tha simple formula          Base Crit Ch* Weap Modifier = Final Crit Ch
Automatic weapons use a bit different one        Base Chit Ch* Weap Fire Rate* Weap Modifier = FCCh     so the higher the fire rate the lower the Crit CH
because of that Automatic weapons have now rather high Modifiers (x8, x10, x12 etc) but their Crit Dmg has been lowered to about 1/4 of the weap Base Dmg to balance out their total dps.
*NEW Perk   Precise Assault : lowers Attack Spd of automatic weapons by 10%/20% and increases their Crit Dmg by 25%/50%
*Fixed some robot spawns in DC, they can no longer spawn a powered up NV version of the Robot.
* EMP Grenades/Mines dmg scale with Science skill and get bonus dmg for having Robotics Expert perk.
*things  i probably forgot


V2.1  NPC's will now receive buffed up weapons only after certain levels, as they should have (my bad).


V2.0 (Starting a New Game Is Highly Recommended)

The Whole New Vegas and all its DLC's have been updated.

*Fixed AWN overwriting TTW Script changes when traveling to Vegas the first time
* added Script to add AWN Faction affinities when you get to NV (previously removed because it caused CTD when picking a class that adds NV reputations) 
* 2 New Classes : Thief and Pyromaniac 
*Armors have been nerfed a bit, to prevent getting ridiculously tanky to easy.
* Energy Weapons got a small rework so not all revolve around Crit strikes:

Plasma: highest DAM(propably best in game), very low Crit Ch and Crit DMG, low fire rate, slow projectiles
Pulse: Lower Dmg than plasma against non-robot enemies, Comparable to Guns In Crit multipliers
Alien: placed in the middle, Slightly higher Crit Ch than Guns, high Fire Rate, medicore DAM
Gaus: Now affected by Normal Resistance, High Crit Dmg/ Crit Ch, Decent Fire Rate, Every Gauss Weapon Can now Be Silenced
Laser: High Crit Ch, Low Crit DMG, Their true power shows when modded with the Spliter Mod, which effectively doubles their Crit DMG
Beam Splitter Mod is Unique to Laser Weapons and all can be modded with it.

*Lowered STR Requirement on some weapons to allow a low STR gameplay
*Increased Carry weight per STR point from 5 to 7
*Depleted Uranium Have Been nerfed, it is still a universal ammo but not as OP as it was.
*Chem Duration have been increased a bit
*Poisons have been reworked and now they Scale with Survival Skill and also with higher lvls (30,40,50) if one have the Master Poisoner Perk (which also allows you to Craft Gas Grenades) to make them usefull even on higher lvls, Dart Gun now deals scaling poison dmg on hit but it crafting  requirements have been increased.
*Incendiary effects now also scale with Explosives skill. Those with the Pyromaniac Perk now can Craft Incendiary Ammo for guns
* Most Creatures now have a lot more HP but their Damage Resistance have been reduced to 0 in most cases, this was done to make HP ammo more usefull or rather to make sure it will see some use even in the higher lvls of gameplay 
* 2 new Traits
Chemzerker: Increase Damage and Move Speed by 15% when under the effect of a chem, -15% Damage and -10 DR when not (only chems with Overdose effect count as well as Stimpacks),
Man Of Iron: when wearing a Power Armor it don't Reduce your Agility or Perception, Weights Nothing (increases CW by its weight+helmet) and increases DR by 5 and DT by 1 but lowers your Action Points by 75 and AP regen by 75% almost completely preventing you from using V.A.T.S or Bullet Time (giving up those two can be quite hard, especially after you get used to them)
*Logan's Loophole now Once again prevents Addiction and doubles Chem Duration, but prevents you from getting Skill points past lvl 30. You still get exp and perks though. 
*Some minor Perk Changes
* Higher lvl enemies are given special, Buffed Non-Playable versions of their weapons, to allow enemies with technically weaker weapons to still be a threat to the player even on higher lvls
*some other things i probably forgot about

Version 1.0 features completely re-balanced FO3 content to fit AWN with few changes:
Most noticeable changes include switching back to 1 Perk per Lvl, Fo3 is a bit diferent game, there are far more enemies than in FNV and in bigger groups making combat harder ( also wanted to allow the player to also pick perks not required for their build, misc perks like Friend of the Night that weren't usualy picked). 
Level requirements for perks have been modified to prevent the player from getting strong too fast.
Fire Weapons ( Flamers, Incinerators, Fire Cannons) have been moved to the Explosive category to allow a better experience with Explosives as Main (and maybe only) weapon skill( Energy weapons still got more than enough weapons and categories).
Some of the lower tier unique FNV weapons have been moved to DC 
Some minor changes to weapons

If you encounter a npc or creature in Vegas that is a lot weaker (less hp etc) pls notify me of this, i may have missed a few.
I'd also like to ask for some feedback, thing that are too hard, too easy, to OP or just don't feel right, i'd appreciate it very much.



Future plans: (aka Don't expect anytime soon)

patches for other FNV mods including the Bounties series (matched to FNV new lvl's)
 
Have Fun 



There is now also a AWN-EVE patch available since i dont know when would Kotlecik update it on AWN site and i didn't really wanted to bother with making a new page for such a small file.