Fallout New Vegas

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Zaayl

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Zaayl

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About this mod

A handful of tweaks for TTW

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This is a collection of tweaks and edits I have made for my personal game, I figured I'd throw it here in case anyone might be interested. Making them as I go through the game again, so more may be made.

As of now this mod is discontinued, for anyone who stumbles across it and maybe hopes to see more tweaks. TTW was incredibly impressive and fun, and im glad it exists. But after playing through it and realizing the insane save bloat (and bugs caused by it) playing through 2 full retail games + their DLC's causes to a single character, any future playthroughs I do of F3 and F:NV will be done separately.

Requirements:
Tale of Two Wastelands
All DLC

Tweaks:
0.1
Spoiler:  
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Trench Knife: I always wondered, why in the god damned hell is a unique weapon, with a unique model, WORSE than the standard non-unique variant? Its by far the coolest version of a combat knife, and its utter trash. I changed it to be a clone of Chance's Knife.

Double-Barrel Shotgun: I personally dont like the "shoot both barrels" thing with double barrel shotguns in games, unless its an Alt-Fire so I decided to tweak it. It now fires twice, and does slightly more damage than the Hunting Shotgun. (Making it the best per-bullet shotgun of the 12 gauge family)

Sawn-Off Shotgun: In Lieu of the Double Barrel losing its status as the best 2-shot "Alpha Strike" shotgun, I pumped up the damage of the sawn off to be closer to what the double barrel used to do. Making it very solidly your best "Per-shot" shotgun.

Combat Shotgun: Lowered the skill requirement, seemed silly a 20 gauge weapon required 75 guns (I pump combat stats pretty slowly, in favor of stats I need to solve puzzles, reach loot, complete quests/speech checks, so by the time I hit 75 guns, 20 gauge is obsolete) also makes it work better with the Lever Action Shotgun changes.

Lever Action Shotgun: Buffed damage to be slightly above the Combat Shotgun, wanted it to be the 20 gauge equivalent of the relationship between the Hunting Shotgun and the Riot Shotgun, one clearly has the DPS, the other has better damage value for your ammo spent.


0.2
Spoiler:  
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Helmets, helmets, and more helmet changes.

It always drove me nuts that every helmet in fallout is considered "Light" whether its a power helmet or a bandana. Then along came Lonesome road, making the Riot helmets of the medium-armor Riot set...

HEAVY!?

Power helmets are light, riot helmets are heavy. Nothing matches its own set. I dont know if it matters, or if any of the armor based perks even affect helmets, but its the principal of the matter, helmets should match their armor sets, more or less. Also the weight class does affect Jury rigging, meaning it heavily limits your ability to repair the Riot helmets, meanwhile t45 can be repaired with a scarf.

So the logic seems to go as such: Standard body armor worn by soldiers is Medium, Metal and Power Armor are Heavy, and Makeshift wastelander armor and clothes, are light. Now the helmets will represent that too.

All Riot/Ranger helmets are now Medium (Any over 5 weight are lowered to 4 weight to represent this

All Combat helmets are now medium

All NCR trooper helmets are now medium

Legion Centurion Helmet is now medium

All Power Helmets are now Heavy, and weigh 6 or 7 weight to represent this.

All Metal Helmets are now Heavy, and weight at least 5 weight.

Some helmets might also fit into one of these categories (many raider helmets are lumps of metal) but they are almost always lighter, and their makeshift nature already gives them crap DR anyway, the point was to match helmets to their armor sets better, and give some variety so as to hopefully keep jury rigging useful for these helmets.

After some testing, I can confirm this affects Jury Rigging, also fixed a issue where the game considered the Riot Helmet "bodywear" causing many headaches trying to make it repairable.


0.3
Spoiler:  
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Removed the voice modulation from power and ranger helmets, as Fallout 3 characters voice files cause horrific static and popping sounds.


Gun changes:

Slightly changed the damage and cap value of the Lever-Action Rifle to be lower, since TTW starts in the capital wasteland and the lever rifle (and 10mm) are far more common there, it made no gameplay sense for it to be statistically better than the cowboy repeater (which has been slightly buffed) using an ammo that isn't as prevalent in the capital wasteland.