Fallout New Vegas
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Migck

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miguick

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About this mod

Changes to some of the gameplay aspects of The Frontier, where I deemed an improvement could be made

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I'm not keeping tabs on The Frontier much. Alas it would seems there's something of a "fork" between the official release with certain resources expunged, and an Unofficial Patch based on the first release.

As of 03/12/2021, I'm switching to the official release.

version 11.1
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- Update for Frontier Hotfix 0.6.5
- Explosive and Incendiary Harpoons restored to their former glory. They will detonate instantly if they hit an actor, otherwise they'll explode after their 2.3 seconds fuse runs out


version 11
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- Fixed chems with addictions again so they use the UMON effect to control addition chance
- Repurposed the unused Warhead ammo for Tank Busters
- Removed ammo scripts from all the ammo types still having one, moved them to a projectile impact handler as per the RoyBatterian method to solve performance problems
- Vulcan Venom Pistol ammo now cause an actual poison effect
- Swapped Electron Charge Packs instances related to the Jericho Fusion Cannon with the Max Charge variant that the weapon uses
- Fixed effect name of the Stealthy Eyebot Helmet
- Made explosive harpoon projectiles able to go through the small transparent layer of chain fences, etc like in The Frontier - Edits and Additions
- Fixed Tranquilizer Rifle script not working
- Added more Frontier weapons to vanilla formlists, as per The Frontier - Edits and Additions
- Fixed the sleep package of the personnel at the Hunters Lodge so that they don't sleep all day if you allow them to sleep in the lodge


version 10
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- Reworked the special effects of the Photon Storm SMG and Plasma Caster. They now cause plasma fire damage from their weapon effect directly, and disintegrate in their critical effect, like vanilla weapons. Unfortunately this means you can't use them to disintegrate already dead corpses like you can with other Frontier energy weapons, but this is minor enough I think.
- They should no longer attach a light to the actor they hit and move it with him, which would fail when the actor received several hits since the script could only control one light at a time and thus leave previous ones floating. Instead the weapon effect applies a temporary light archetype effect with the light attached.
- Fixed the script that the other minor lights use, so they are correctly cleaned up after their duration is up.
- Fixed armor lists of Crusader personnel so they spawn with either the Carapace or Demon Crusher armor set, not both at the same time.
- Removed good karma from a few Crusader Men At Arms, which were used as templates for Order of Eschaton NPCs, and thus killing them gave senseless bad karma, no other generic Crusader NPCs have alignment afaik.
- Upped Snowball speed by x3 so they can at least get somewhere when you throw them.
- Lowered Tranquilizer Dart recipe output to 2 darts instead of 3.
- Skitters' melee and ranged attacks can now poison the target in a critical hit, if you choose the cruel ending to her quest.


Version 9.1
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- Some minor change for Frontier Hotfix 0.6.0
- Removed edits to make movement speed perks update player speed, since I'm fixing that issue in another mod.
- Removed system for YUP Chemist perks fix, I tried and failed to fix that issue in another mod.


Version 9
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- Tank Buster no longer displays the unsightly Micro-Fusion Breeder as its ammo, instead I made a dummy RPG ammo type for it with a -25 DT bonus in direct hits.
- Also lowered their weapon damage from 800 to 125 like a Missile Launcher (150 for the NPC version), that was likely a leftover from when the vehicle bonus damage scripts didn't work so well. This is just the damage they do to any target in a direct hit, they also deal 350 blast damage + a lot of scripted damage to directly hit vehicles like before.
- Reworked vehicle bonus damage scripts yet again for the hundredth third time, it's driving me maaad... fixed stuff and tweaked for performance, so Volcano Mines should behave just right now.
- Bonus damage to vehicles can now be countered by DR, though I don't think NPC vehicles use it.
- Added optional file to make the Wanderer Backpack (the one made out of a suitcase and a hanging lamp) cast a light source as it claims, through a Light archetype effect. This can be buggy though, ideally I'd have learned how to attach the light in NifSkope but that may have to wait.


Version 8
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- Fixed the new poisons Nighshade Juice, Concentrated Spider Venom, and Deadly Mushroom Paste so that they actually work as poisons to coat melee weapons with, instead of having you drink them when trying to equip them.
- Tweaked the Energy Weapons Overclocking Kit a bit. It can be equipped regardless of what weapon you have equipped, but only works while you use Energy Weapons of course, and its effects can also apply to companions if they equip it with JIP CCC for example.
- Gave the driveable vehicles that can be purchased (that I know of) traits like those you'd expect of an nonliving machine, namely they are immune to poison and radiation, just like the NPC versions. I probably missed some more vehicles I don't know about, who knows if and when I'll encounter them.
- Plus, unless I'm mistaken, Rudy's upgrades to give them armor only changes their looks. So I made the upgrade give them actual plating against attacks: +20% DR, Fire & Energy Resistance. If you had already upgraded your vehicle with armor, you'll likely have to add them these traits in the console (AddSpell RadImmunity, PoisonImmunity, TFVehiclePlatingMod).
- The Repair Thermic Lance should no longer need a dedicated effect to offset damage from Limitless Stats because i used a perk effect to drop its damage to 0, regardless of your MeleeDamage AV.
- Added an effect to update the player's speed when the running speed perks kick in/out: Jaunty Saunter, Easy There, Giftedly Bad, Hotshot.
- Made Arachnid Intolerance work with both Frontier and vanilla Pyromaniac weapon lists.
- Fixed America's Stout Hearted perk getting added to the player instead of to her.
- Fixed Skitter's perk to make enemies focus on it not being added correctly, but I have my doubts as to what that entry point even does.
- Fixed Meat of Champions II effect so it gives +1 AGI and PER instead of +2 PER.
- Camping Bread is now made without consuming a metal Pot in the recipe.


Version 7 and before:
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- "Sapphire Nuka Cola" renamed to "Nuka-Cola Sapphire", it'll stop being a quest item once you complete the challenge associated with it.
- Added extra Turbo duration to Ground Zero when you have the Fast times perk.
- Removed UMON from Iodine since it's non-addictive.
- Fixed the new addictions added by the mod so that they can all be countered by the substance that caused them, by Fixer, and patched the doctor scripts to be able to cure all your addictions no matter the mod they come from. Macinol, Ground Zero, and Nuka-Cola Perfect have their original addictions back.
- Nuka-Cola Perfect uses "chem" variants of the base effects for more consistency.
- Added Nuka Chemist recipes to make Nuka-Cola Maximum with Coyote Tobacco (might have to revise that), and Nuka-Cola Perfect with Buffout and the otherwise kinda orphan Paragalis Meat.
- Fixed a pair of embedded weapons used by Eyebots (I think?) so they cause their electrocution effect from the weapon, which is totes safer and easier than doing so from the ammo script of the only dummy ammo type those weapons use. Always look for ways to avoid unnecessary ammo scripts, kids.
- Explosive and Incendiary Harpoons, from what I can imagine, were perhaps intended to explode 2.3 seconds after hitting an actor, but achieving this thing in a correct fashion would have been... difficult. I've altered them so they simply explode on impact. Might revise it later. Might not. Electric Harpoons' bonus damage is now affected by Electricity Resistance and linked to the actor firing them.
- Fixed the recipe to make Tranquilizer Darts so you can actually make them with Nightshade Berries and .308 cases. From a preemptive look at the available number of berries, I've opted to alter the input so 1 berry and 3 cases allows you to craft 3 darts.
- Also removed their unnecessary projectile override, and moved their ammo script to the Tranquilizer Rifle since it's the only ammo they use.
- Fixed some more chairs at RobCo Tower playing typing anims without something to type in front of.
- Removed keycard from the elevator door at the Portland National Bank's 8th Floor, because it's nowhere to be found.
- Removed Paragalis Meat from Paragalis' inventories and added it to them as their death item instead, so that they don't chew on it while they are alive.
- Gave Skitters a dummy Unarmed weapon, just so that one of his possible buffs can take hold, because creatures don't gain any use from MeleeDamage or UnarmedDamage AVs unless they are holding a weapon of the type. His spit attack is now of type "Guns" instead of "Barter", which simply means he should get bonuses to damage and accuracy from his creature combat stat.
- Removed goodbye flag from Campmaster Forsythe's barter topic, because (for me) it makes the cursor disappear until he finishes talking, and besides you might want to recheck after exiting trade.
- Fixed Granger's outcomes so he removes the collar instead of his armor.
- The new frag explosion effects used by Frag Mines, Grenades Mk 2, and Pipe Bombs has been fixed so that they now display, and cause, the correct amount of damage modified by your Explosives skill and perks. Previously the damage was being dealt by the random graphical explosion that the "real" invisible one placed, so I simply moved the damage and force over from those to the real one.
- Fixed Jerry Cans to use Fire Resist type.
- Scavs and other NPCs which can spawn with Jerry Cans in their inventory can now use them offensively. They use an unplayable version that explodes on impact, since they wouldn't know how to use them otherwise. They can only carry and fire 1 or 2 of them, but you'll still find your playable Jerry Cans on them when you loot their corpse.
- Removed destructible data from the Jerry Can "weapon" and Rattler Grenade, because in my view this can be abused like dynamite sticks, dropping a bunch of non-live ones from your inventory around an NPC you want to murder and setting fire to them without crime consequences. The "projectile" is what's still destructible. I've also "merged" the two versions of the Jerry Can explosion to a somewhat middle ground in terms of range and VFX. You can tell I have an unhealthy obsession with Jerry Cans.
- Added a hidden perk that replicates some bonuses from the vanilla game's ones translated to the Frontier: .45 Auto Pistols can give Way of the Canaanite bonuses, Sneering Imperialist works against Scavs and Snowmen, and Fight The Power! works against NCR, Northern Legion, Crusaders and Enclave. These two are very preliminary however, since I don't really know all of the factions in the Frontier, how are they distributed or how the perks would categorize them.
- Added a system to replicate YUP's "fixes" to Chemist and Day Tripper, so that proper chems in the Frontier can have their active durations extended by them. If you got rid of that YUP fix in another mod, or whatever, the global controlling this is TFuseYUPchemistFix. This requires you to update to the latest (as of writing) JohnnyGuitar version 3.65
- Fixed all perks that add leveled lists on death to not do so on essential actors, I think this was fixed in some pdll, but can't hurt to be doubly sure.
- Ammo Connoisseur can be taken with 80 Guns or the Scrounger perk. Not really a fix, but whatever, I like perks unlocking other perks.
- Analgesia Adventurer changed from subtracting 20(((%))) crit chance on enemies, to multiplying their chance by 0.8. Yes, this is VERY controversial, but I don't care, it's almost impossible for NPCs to have so much crit chance base stat that a direct -20 won't turn it effectively into 0.
- Fixed Life by the Book to indeed add 1-10 DT based on your charisma.
- Fixed memento Morte to add 0.04 DT per point of Science.
- Fixed Mutant Scholar so it multiplies damage by 1.5 as intended, instead of by 0.5
- Fixed Meat of Champions II, like, completely. It now grants a temporary buff when eating corpses instead of a permanent one for just getting it.
- Gave better IsSpellTargetAlt condition to Drunken Master.
- Fixed From Hero to Hero so the running speed bonus only works in exteriors, like the other versions of the shooting range perk.
- Reworked the method to apply the Money or Life! bonus
- The Finder now also works with notes, because why not (I suppose I'll find out some time...)

- Cobbled together a system to enforce that "tank buster" weapons will cause the correct amount of damage to vehicles. Previously all vehicles were scripted with various OnHitWith blocks that tried to check impacts from certain weapons or explosions, and which would damage them in that event. There are some problems with this, first one is that the bonus damage doesn't come from any source so you might miss "killcounts" from it, second that it doesn't really work with explosions and detecting hits from exploding weapons can be tricky.
I removed the blocks from the various vehicle scripts, and put together a handler that should reliably replicate them. Tank buster weapons can no longer cause bonus damage to vehicles in their explosions collateral, only DIRECT HITS will do, but these are now assured to score it. The bonus damage is now linked to the source of the hit (you) and can vary with difficulty.
- A special case is Volcano Mines. These are no longer proximity based and NPCs cannot trigger them, instead they can only detonate when an enemy vehicle gets near or touches them. Not that they had much range to begin with. So if you use them, try to place them in a clear, level path for the enemy vehicles to stumble onto them.
NOTE: the way the system works, any Volcano Mines in the world are considered to be placed by you. By default there are no hostile Volcano Mines pre-placed in the Frontier, but if another mod added them, I may have to revise the system to work differently so Volcano Mines could target vehicles hostile to the actor that owns the mine.
- Also fixed the collateral damage of the Fusion Cannon so the extra explosion effects it causes are also linked to the one firing it. No idea if there's more cases of this, I'll keep looking.

- Made the additions of Frontier weapons/armor to vanilla formlists permanent, and thus only run once. This is "safe" in the sense that only modded forms get added, so if you were to uninstall The Frontier they'll get purged from your savegame. Using ListAddForm on the vanilla formlists is not always a good idea, though I'm still skittish about something being wrongly added by the script. Direct list edits would have been ideal.
- Fixed script and variables on Mollie so her intended discount to repair services can work correctly.
- Fixed Galahad's buff, Mechatron DT, Legate's Scorn, Scrapz's buff, and The Foreman's buff to be the correct constant effect Ability types, they were failing to do anything as Actor Effect types.
- Fixed Dazed and Confused and Shamed Standing so that their stat buffs are not considered permanent by the game and thus can't lock/unlock possible perks at level up.
- Gave water effects to Frontier water types missing them.
- Fixed the Beam Splitter modification on the Scouting Laser Rifle so it only adds 1 extra beam as it states, and keeps its min spread instead of dropping it to 0. Same fix as that of the regular Laser Rifle in YUP.


Stuff from previous versions which was incorporated (correctly) into the unofficial patch:
  • Reworked the fear & fatigue script effect that many of the new fire weapons use. Just like before, they will send abominations and spiders running away for 5 seconds. Also fixed their fatigue damage to non robotic targets, countered by Endurance, but at the very least they should prevent fatigue regeneration for those 5 seconds. Not overly useful, but you might score the occasional KO while the target burns alive.
  • Incendiary Mines will now also set on fire those in the blast instead of just doing 100 blast-adjusted plain fire damage.
  • Fixed a few chairs in The Wasted Angel which used computer typing anims.


And that's it