Here's the unmodified readme in its entirety if anyone wants it. RoyBatterian, feel free to delete if you want.
Spoiler:
Show
This is a general difficulty tweak and bug fix mod. The goal was to make the game more challenging and to fix a bunch of the more obvious balance and .esm incompatability issues. A full list of changes is below.
~ *~ READ THIS ~* ~*
USE AT YOUR OWN RISK!
I do not grant permission for this mod to be released from or hosted on any site other than diogenes-lamp.info.
Requires core F:NV .esm and all DLCs: Dead Money, Honest Hearts, Old World Blues, Lonesome Road, Gun Runners' Arsenal, and Courier's Stash.
Put jsawyer.esp in your Data folder. No additional files are required, but...
Requires a load order manager such as Fallout Mod Manager. jsawyer.esp must be loaded after the core .esm and all DLC .esms.
Will probably conflict with some of your 10,000 other mods. Sorry.
I avoided anything that involved heavy scripting because I am bad at scripting and didn't want to blow everything up.
I didn't add any huge new things because that wasn't really the point of the mod.
This is not official and it's not a patch. If it disintegrates your game, do a Kareem and skyhook the .esp into your Recycle Bin.
I played with this mod for about 20 hours. That's the extent of its testing. Really. BEWARE.
v5.1 Changes (by JSawyer): === 9.29.2012
Changed the fHC*TextThresholds to match the fixed H2O/FOD/SLP thresholds.
Raised the fHCSleepDeprivationRate from 25 to 18 (faster).
v5.1 Changes (by xporc): === 9.29.2012
Undeleted the vanilla Dehydration Stages, Hunger Stages and Sleep Deprivation Stages.
Gave them the JSawyer stages values.
Deleted the JSawyer stages.
Set Radiation Stages to match the other HC stages because of how the HUD ticks over (all have to use the same value).
Ammo:
Fixed the Ammo127mmJunkRounds ammo weight: from 0.006400 to 0.064000, which was an old bug fixed for the vanilla game but never for Dead Money.
Armors:
Fixed all the Power Armors that were using the ArmorHeavyAudioTemplate instead of the ArmorPowerAudioTemplate.
Fixed all the Riot Gear Helmets ("Riot Gear Helmet", "Advanced Riot Gear Helmet" and "Elite Riot Gear Helmet") to have the proper Equipment Type (Head Wear, was Body Wear before).
Cells:
Removed dirty edits from cell TestJoshWeapons.
"Vault Mom & Dad Pic" in Vault 21 was undeleted, and its Enable State was flagged as Opposite to the Player Character.
Classes:
Edited the "SoldierLeader" class to have a third tagged skill, Energy Weapons. In the vanilla game, the class had the Big Guns tagged skill.
Containers:
Removed dirty edits from container VendorContainerVanGraffs.
Dialog Topics:
Removed dirty edits from dialog topic vfreeformlucky38Lucky38FollowerEmilyTopic017.
Since vfreeformlucky38Lucky38FollowerEmilyTopic030 was edited previously, two bugged topics were now shown to every Player Characters, one of them based on the "Cherchez La Femme" perk, and the other one based on the "Black Widow" perk, even if the Player was lacking said perks. Both dialog topics are now fixed to appear only when the correct perk is present.
Game Settings:
Removed dirty edits to fAVDHealthEnduranceOffset, fDiffMultXPVH , fDiffMultXPVE, fDiffMultXPH, fDiffMultXPE, fMagicMedicineSkillMult game settings.
Leveled Items:
Fixed the NCRHeavyTrooperWeapons list to have the JSawyerWithAmmoBattleRifleNPC sublist rather than the JSawyerCondBattleRifleLoot one, which meant the NCR Heavy Troopers were spawning without Battle Rifle ammunition.
Fixed the NVDLC04LootNukeModsLIST list: the vanilla 12.7mm SMG silencer and the vanilla Assault Carbine Extended Mags were removed without adding back the GRA variants as with other leveled lists. This has been fixed.
Notes:
Fixed the "Vending Machine Code - "Microfusion Cells"" note to have a Microfusion Cells icon rather than a .357 Magnum Rounds icon.
NPCs:
Removed dirty edits to Canyon Runner.
Removed dirty edits to Dale Barton.
Object Effects:
Fixed the NVDLC02EnchArmorMetalGecko object effect to have a "Reduced Sneak" effect of -10 rather than -1, which was a typo since all the other Metal Armors were changed to have a -10 effect.
Fixed the JSawyerEnchClothingRaiderHelmetBogeymansHood object effect - it was previously called "Bogeyman's Hood", when the helmet name was really "Boogeyman's Hood".
Perks:
Added more conditions to the "Them's Good Eatin'" perk ("Equal to 0 IsChild" and "Equal to 0 IsEssential") to avoid unkillable NPCs farming.
Projectiles:
Fixed the NVDLC02FirebombProjectile projectile to use the JSawyerFireBombExplosion explosion when shot and destroyed, rather than the GrenadeFragExplosion explosion.
Weapons:
It was mentioned in the mod ReadMe that the Recharger Pistol was supposed to have a "Crit rate to 1.5 (as Rifle), now displayed as well". Since it was lacking those changes, this has been added. Other changes from that date (12.26.2011) seem to not be missing in the present ESP file.
Fixed a wrongly-assigned .NIF mesh for the Power Fist ("PowerfistValvesChambers.NIF" was put twice, erasing the proper "PowerfistChambers.NIF").
Removed dirty edits to Caravan Shotgun.
Removed dirty edits to Cram Opener.
Removed dirty edits to Two-Step Goodbye.
WorldSpace:
Removed dirty edits in cell 000E1940 of the WastelandNV WorldSpace.
Removed dirty edits in Cell 000E1948 of the WastelandNV WorldSpace.
"Empty Sunset Sarsaparilla Bottle" near the Highwayman was undeleted, and its Enable State was flagged as Opposite to the Player Character.
v5 Changes: === 9.29.2012
That Gun added to The Professional list
Wanderer's Leather and Highway Scar Armor placed in Mick and Cliff's stores respectively.
Ranger Battle Armor renamed to Lucky Battle Armor. Stats adjusted, Reilly's Rangers decals removed. Placed in Cliff's Store.
Has Backpack flag checked on Power Armors.
Bent Tin Can = Tin Can! recipe added. It turns Bent Tin Cans into Tin Cans!!!! WOW!!!!
8.8.2012
Replaced accidental secondary placement of duplicate Mercenary's Grenade Rifle with the Sturdy Caravan Shotgun.
Fire Axe and Knock Knock added to Never Axed For This challenge weapon list.
7.21.2012
All primary quest XP in DLCs reduced by 66%. Edits were made in the quest scripts.
v4 Changes: === 5.15.2012
Added regular Hatchet to I Never Axed For This challenge + perk.
Fixed critical hit chance on Certified Tech perk.
Tin Cans and Bent Tin Cans weight from 1.0 to 0.1.
4.22.2012
Tribal Pack items moved to a *~ Secret Location ~* (see End of Document)
Caravan Pack items moved to a *~ Secret Location ~*
Old CS scripts adding items to Chet's invetory have had those lines commented out.
New (single) message indicates items are placed around the Mojave Wasteland.
I Never Axed For This challenge and perk added.
4.14.2012
Classic Pack items moved to a *~ Secret Location ~*
Mercenary Pack items moved to a *~ Secret Location ~*
2.12.2012
Level cap properly set to 15, adjusts up to 35 with all DLC. This was stealth fixed for v3 a day after launch, but there you go.
Auto-Inject Stimpaks and Super Stimpaks set to match Stimpak / Super Stim healing rates.
Expired Stimpak set to 50 VAL from 75.
Set the Roughin' It! Bedroll Kit ingestible to 10 lbs. from 15.
v3 Changes: === 1.8.2012
THE MOST IMPORTANT BUG HAS BEEN FIXED: "HAS BACKPACK" HAS BEEN CHECKED ON ALL RANGER COMBAT ARMOR AND RIOT GEAR!!!!!!! WOWOWOWOW!!!!!!!!!!!!!
Sturdy Caravan Shotgun added to ShotgunSurgeonWeaponsList
Super Slam, Piercing Strike, Unstoppable Force, Slayer set to have OR conditionals for equivalent Unarmed or Melee Weapon skill levels.
Lead Belly now negates ST penalty from eating raw meat (of all kinds).
IsHardcore condition on raw meat ST reduction removed. This means you will always suffer ST loss from eating raw meat unless you have Lead Belly.
Ninja now adds 15% to Critical Hit Chance with Melee/Unarmed (instead of multiplying by 1.15). Prereq allows Melee Weapons or Unarmed to qualify.
Lady Killer and Cherchez La Femme damage bonuses increased from 10% to 15% due to proportionally lower numbers of female characters in the game.
Demolition Expert now has only 2 ranks. Each rank grants +10% damage and +10% larger explosion radius. Don't worry; Explosives are still very powerful.
Marksman Carbine and All-American removed from Grunt list.
Battle Rifle and This Machine added to Grunt list.
Mercenary's Grenade Rifle, Great Bear Grenade Rifle, and Red Victory Grenade Rifle added to Grunt list.
Plasma Spaz now (also) increases attack rate with plasma weapons by 20%.
Rad Absorption now decreases radiation 10x faster (was 1 per 20 seconds is now 1 per 2 seconds).
In Shining Armor perk condition fixed to get the Attacker Weapon as EnergyWeapons.
Stonewall DT bonus vs. Melee/Unarmed weapons increased from 5 to 10.
Missing metal armors (NCR Salvaged Power Armor, Gecko-Backed, etc.) added to In Shining Armor list.
Composite Recon Armor removed from In Shining Armor list.
Loneseome Road metal armors and helmets (e.g. Armor of the 87th Tribe, Marked Beast helmets) added to In Shining Armor lists.
Elijah's Last Words Attack Speed bonus replaced with 25% damage bonus and extended to Unarmed weapons. Condition set up properly.
Elijah's Ramblings Melee Weapons critical hit bonus dropped to 25%
Roughin' It Bedroll Kit weight dropped from 15 to 10
Blood Sausage healing effect dropped from 5 points per second to 2 points per second.
Blood Sausage and Black Blood Sausage marked as Food Items (affected by Survival and count toward Desert Survivalist).
Thin and Thick Red Pastes marked as Food Items.
Red Pastes and Blood Sausages VAL reduced to the 5-15 range as an economy-preserving measure. All now Restore Starvation in Hardcore.
Them's Good Eatin' drop rate lowered from 50% to 15%.
Implant GRX daily uses dropped from 5 to 2 and 10 to 3 for each rank, respectively.
1.22.2012
Logan's Loophole updated to max out at 21 (was 20) since someone pointed out that the age limit in the book was 21 (30 in the film and original perk).
Meltdown now only triggers from plasma weapon kills (anything affected by Plasma Spaz). This was previously an undocumented change (sorry).
Cass's Caravan Shotgun spread reduced and DAM/Crit DAM increased significantly (due to her relatively late acquisition in the game).
=== v2 Changes:
1.1.2012
Logan's Loophole modified to cut the player's advancement off at 20th level. I know that ruins the reference but...
Broad Daylight level prereq from 36 to 24, Sneak 70 prereq added
Certified Tech level prereq from 40 to 24, Science 90 prereq added
Just Lucky I'm Alive, Thought You Died, Ain't Like That Now prereqs from 50 to 34.
Gum Drops from 1.0 to 0.25 weight.
Bubblegum from 1.0 to 0.1 weight. Wow!
1.2.2012
Reverted XP halving to address more comprehensively through iXPBase and iXPBumpBase
iXPBase set to 275 (from 200) & iXPBumpBase set to 200 (from 150) - Increasing required XP by a little more than 1/3.
Lowered base player HP (before any bonuses) from 100 to 50.
Reverted fPCBaseHealthMult change as it had no obvious effect.
Sierra Madre Martini HP bonus dropped from 75 to 40.
1.3.2012
Adjusted Dale Barton's, Lacey's, and Little Buster's Caravan decks.
Reduced weight of non-Salisbury Steaks (Coyote, Dog, Gecko) from 1.0 to 0.8
Switched all Pre-Order items to be sold at Chet's store. Nothing is given to the player outside of what Doc Mitchell hands him or her.
Switched all Pre-Order message boxes to corner messages.
Unique Pre-Order item prices raised to slightly above their non-unique counterparts.
Mercenary's Grenade rifle weight dropped from 5.5 to 5, health bumped from 100 to 120.
Mod slots removed from Weathered 10mm Pistol.
Metal Armor and Lightweight Metal armor Health set to 200.
All Raider armor weights dropped from 15 to 7.5.
1.5.2012
Merc Outfits all given two bonuses: one weapon skill at +10, one non-weapon at +5. The exception is Merc Charmer: three non-com at +5.
Normal Merc Outfits all given 3 DT.
"Unique" versions have "Reinforced" added to front of name. Value from 50 to 1200, DT set to 8.
Raider armors all given misc bonuses. Unique versions have those bonuses + weapon skill bonuses.
Leather and Reinforced Leather Armor weights dropped from 15 to 9. Gecko-Backed to 9.5.
Raider armor healths dropped from 100 to 75.
Adventurer: +5 Science, +10 Energy Weapons
Charmer: +5 Barter, +5 Speech, +5 Medicine
Cruiser: +10 Melee Weapons, +5 Sneak
Grunt: +10 Guns, +5 Repair
Troublemaker: +5 Lockpick, +10 Explosives
Veteran: +5 Survival, +10 Unarmed
Painspike: +3 Critical Chance
Sadist: +15 Health
Badlands: +10 Action Points
Blastmaster: +20 Fire Resist
Sharp-Dressed Raider's Armor: +3 Crit, +10 Guns
Hand-Me-Down Raider Armor: +15 Health, +10 Melee
Highway Scar Armor: +20 Fire Resist, +10 Explosives
Psycho-Tic Helmet: +5 AP
Arclight Helmet: +10 Fire Resist
Blastmaster Helmet: +10 Explosives
Wastehound Helmet: +10 Radiation Resist
Bogeyman's Hood: +15 Radiation Resist
The Devil's Pigtails: +8 AP
Pyro Helmet: +15 Explosives
All unique Merc and Raider armors and helmets added to Mick's store
Emily Ortal's dialogue fixed so the 6 PE check is run on the Courier. Now you too can know the gross sexual history of Emily Ortal.
Removed pic of VAULT MOM AND DAD from Vault 21.
Metal Armors from 30 to 20 weight.
Gecko-Backed from 33/35 to 23.
Lightweight Metal Armor (Pre-Ord) to 15 weight.
Most Medium armor weights lowered.
Armor of the 87th Tribe weight lowered to 25 lbs.
Armored Jumpsuits to 8 weight.
Sierra Madre armor to 8 weight, Reinforced to 9.5
MM Scout Armor to 7 weight.
Vault 34 Security Armor to 9.5 weight.
Lobotomite Jumpsuit to 5 weight.
Hazmat Suit to 8 weight.
Assassin Suit to 8 weight.
Chinese Stealth Armor weight to 7, bonus to Sneak now +25.
1.8.2012
Created WithAmmo forms for the 5.56mm Pistol and Battle Rifle.
Placed 5.56mm Pistol and Battle Rifle on various drop lists.
Apocalypse Gladiator Armor DR from 0 to 17. Weight to 22. VAL to 3500.
Apocalypse Gladiator Helmet VAL to 700.
Shellshocked Combat Armor and Helmet revised.
Road Rascal Leather Armor revised.
Wanderer's Leather revised.
All-Purpose Science Suit weight from 2 to 6.
Followers Lab Coat given 8 DT. VAL from 16 to 1000. "Reinforced" added to the end of the string.
Recon Armors given +15 Sneak. Christine's COS Recon Armor given +20 Sneak. Recon Armor effect string renamed to "Recon Armor".
Metal Armor -1 AG enchantment replaced with -15 Sneak enchantment.
Salvaged NCR Power Armor given -10 Sneak instead of -1 AG
Power Armor Training carry weight bonuses halved from old (mod) values.
Commando Armor revised to be Metal Armor, Reinforced with a +20 Sneak bonus.
Shellshocked Combat Armor + Helmet and Composite Recon Armor + Helmet added to Nellis munitions vendor.
Other unique metal/leather/raider/merc armors split between Cliff Briscoe and Mick.
.308, .357 Magnum, .44 Magnum drop rates increased in Military Footlockers in Old World Blues.
Flamer Fuel weights halved.
(GRA) suffix removed from all GRA ammo subtypes.
(GRA) suffix removed from GRA weapons that have base game equivalents (e.g. Baseball Bat)
All standard weapons with moddable GRA equivalents given all GRA mods.
Instances of standard Assault Carbine Mags and 12.7mm Silencers removed/replaced with GRA equivalents.
Weapons (now) lacking GRA suffixes removed from the Master of the Arsenal challenge weapon list.
Weapons like the Battle Rifle, Bozar, Katana, Tin Grenade, etc. retain the (GRA) suffix for challenge/achievement/trophy purposes.
Fixed incorrect icons for Ballistic Fist, Displacer Glove/Pushy, and Zap Glove/Paladin Toaster
===
Changes:
10.8.2011
fPCBaseHealthMult set from 2.0 to 0.5 (quartering initial player health)
fAVDHealthEnduranceMult set from 20 to 15
Stimpak Weight set to 0.25
Super Stimpak Weight set to 0.5
MFCs weight lowered from 0.1 to 0.05 (Optimized to 0.033)
SECs weight lowered from 0.0780 to 0.03 (Optimized to 0.02)
ECPs weight lowered from 0.025 to 0.02 (Optimized to 0.013)
Automatic Rifle Min Spread lowered from 2.5 to 1.6
Automatic Rifle VATS attack set to Long Bursts
K9000 Cyberdog Gun Mentat Chow RoF increase lowered from 0.4 to 0.2
K9000 Cyberdog Gun and FIDO ejection set to .357 Magnum and .44 Magnum cases, respectively
Cowboy, Grunt damage bonuses reduced from 25% to 20%
Tin Grenade recipe no longer requires Mad Bomber
Sprtel-Wood 9700 Health raised from 1000 to 2000
Multiplas Rifle Health raised from 50 to 150
Tesla Cannon Health raised from 80 to 160
Tesla-Beaton Prototype Health raised from 40 to 120
Elijah's Jury-Rigged Tesla Cannon Health raised from 30 to 100
LAER Health raised from 75 to 125
Elijah's Advanced LAER health raised from 50 to 90
Plasma projectile speed raised from 7500 to 15000
Q35 projectile speed raised from 17000 to 32000
Plasma Caster projectile speed raised from 20000 to 25000
Plasma Caster Health raised from 80 to 125
Riot Gear Helmets (all) changed from Heavy to Light
Lightweight Metal Armor and Metal Armor given 10 DR
Metal Armor, Reinforced given 12 DR
Gecko-Backed Metal Armor given 13 DR
Gecko-Backed Metal Armor, Reinforced given 15 DR
Remnants Power Armor given 35 DR
NCR Salvaged Power Armor given 20 DR
T-45d Power Armor and Brotherhood given 25 DR
T-51b Power Armor and Brotherhood given 30 DR
Scorched Sierra Power Armor given 20 DR
Armor of the 87th Tribe given 18 DR
Gannon Family Tesla Armor given 25 DR
Recon Armor given 10 DR
Combat Armor given 8 DR
Combat Armor, Reinforced given 11 DR
Combat Armor, Reinforced Mk. 2 given 12 DR
NCR Trooper Armor (all variants) given 5 DR
Riot Gear given 12 DR
Advanced Riot Gear given 13 DR
Elite Riot Gear given 14 DR
US Army Combat Armor given 15 DR
Christine's COS Recon Armor given 12 DR
Desert Ranger Combat Armor given 13 DR
NCR Ranger Patrol Armor given 8 DR
NCR Ranger Combat Armor given 12 DR
Legion Centurion Armor given 9 DR
Legion Vexillarius Armor given 7 DR
Marked Men Trooper Armor given 3 DR
Marked Men Tribal Armor given 4 DR
Marked Men Patrol Armor given 5 DR
Boone's upgraded armors changed to Medium (were Heavy), given 8 DR
Junk Rounds recipes adjusted to create larger batches of junk rounds instead of normal rounds.
.45 Auto Junk Round and recipe created.
12.7mm Junk Round recipe created.
All Junk Round values set to 0.
Dehydration, Sleep Deprivation, and Starvation Rates all halved (twice as fast)
Base healing of Doctor's Bag/Rad Away halved
Fire Bomb set to explode on impact
Fire Bomb explosion damage set to 50, burn damage set to 9/sec for 15 secs
Created Fire Bomb recipe
Katana Equip/Unequip sounds changed to sword sounds
JSawyerScript
Automatic Rifle, Bozar added to Grunt weapons list
Police Pistol added to Cowboy weapons list
All Junk rounds added to respective ammo lists
10.9.2011
fKarmaModKillingEvilActor from 100 to 5
fKarmaModKillingVeryEvilActor from 2 to 30
Colonel Moore Alignment changed from Neutral to Evil
Colonel Hsu Alignment changed from Neutral to Good
Dam Centurion Alignments changed from Evil to Neutral
Doctor Usanagi Alignment changed to Very Good
Dixon Alignment changed from Neutral to Very Evil
Jean-Baptiste Cutting Alignment changed from Neutral to Very Evil
Gloria Van Graff Alignment changed from Neutral to Very Evil
Alice McLafferty Alignment changed from Neutral to Evil
Alice McBride Alignment changed from Neutral to Good
Squatter Alignments changed from Neutral to Good
The King's Alignment changed from Neutral to Good
Contreras' Alignment changed from Neutral to Evil
Westside Citizens and Militia Alignments changed from Neutral to Good
Gomorrah Prostitutes Alignments changed from Neutral to Good
1E Junkies' Alignments changed from Neutral to Good
Michelle and Samuel's Alignments changed from Neutral to Good
10.13.2011
Base Carry Weight lowered from 150 to 50
20 Ga 3/0 Buck and 12 Ga 4/0 Buck damage bonuses (from base buckshot) added
Strong Back benefit lowered from 50 to 25
Hoarder benefit lowered from 25 to 15, minimum weight lowered to 75 from 160.
10.20.2011
All Power Armor enchantments have an Increase Carry Weight effect equal to the weight of the armor, with the condition of HasPerk PowerArmorTraining or GetIsID for Veronica, Arcade, or Christine
NCR Salvaged Power Armor weight lowered to 28
Power Armor flags disabled on all Power Armor and Helmets (no longer explicitly requires PA training)
10.21.2011
iMaxCharacterLevel lowered from 30 to 15 (making total max character level 35)
All granted XP halved for all levels of difficulty.
10.23.2011
Sturdy Caravan Shotgun spread lowered from 4 to 1.8, AP cost lowered from 27 to 19
Increased Armored Vault 13/21 Jumpsuit Health from 100 to 200.
12.15.2011
Laser Pistol (+GRA variant) DAM/Crit DAM from 12 to 16. Now displays bonus crit chance (though this message disappears with mods).
9mm Pistol DAM/Crit DAM from 16 to 18. Maria from 20 to 23.
Silenced .22 Pistol DAM from 9 to 12. Crit DAM from 18 to 30. Health from 100 to 350. FoV from 65 to 55.
Silenced .22 SMG DAM from 10 to 11. Crit DAM from 20 to 26. FoV from 60 to 45.
.357 Revolver FoV from 65 to 50, Lucky from 55 to 45
9mm Pistol FoV from 65 to 60, Maria from 55 to 50.
Laser Pistol (+GRA variant) FoV from 65 to 55.
Laser Rifle health from 125 to 300. Now displays bonus crit chance (though this message disappears with mods).
Recharger Rifle now displays bonus crit chance.
AER14 Prototype now displays bonus crit chance. Health from 100 to 200.
Laser RCW FoV from 65 to 50.
Armored Vault 21 Jumpsuit now available from Sarah Weintraub's store.
Armored Vault 13 and 21 Jumpsuits now use RepairVaultSuit, which now includes all F:NV base Vault Suits.
Armored Vault 21 Jumpsuit now grants +1 LK, has 12 DT, costs 2000.
NPC loot will drop fewer purified waters (vs. dirty waters) in general.
Sunset Sarsasparilla now restores 25 H2O, but only 12 health.
Base Nuka Cola now restores 25 H2O, but only 13 health. Other Nuka Colas also restore 25 H2O.
Rum & Nuka no longer affects H2O.
Purified and Dirty water restores 10 health (as before), but over 10 seconds instead of over 5 seconds.
12.25.2011
All Pre-Order Special Armor and Weapons set to drastically reduced values.
I'm a little confused about what you mean about YUP's fixes being forwarded. Does mean the entirety of it is included in this mod? Or just fixes that pertain to the things that Jsawyer changed?
Hello, I would like to know if there is any way to enable the perk requirement for power armor (without console commands) back with this mod? It's just that without the perk, power armor becomes TOO easy to get, which is so-so.
It doesn't really matter because it was super easy to get in Fallout 3 anyways, all you have to do is b-line to Operation Anchorage and complete it and you can use power armor in vanilla.
Out of Curiosity, I was wondering what tweaks in Stewie's Tweaks you reccomend for use with this mod? You had mentioned that setting the max level (presumably to 35) via stewie's tweaks is highly recommended in response to Mani456, which is what made me want to ask. If it changes anything, this is the only Gameplay changing mod I'm using.
The only point of this mod should be getting pure JSawyer experience but modernized, bug free. But the lvl cap is set to 50 while max perk requirement is 34 so what is the point? This is neither JSawyer nor does it make sense. Why put in the effort to make this?
That's only a very small part of the mod, and you can set the max level via stewie's tweaks, which is highly recommended, rather than it being forced on the user. It's been changed to be more flexible in that regard. If you want to limit max level to 30 or 35 as before, it's quite easy to do to customize your playing experience, without a bunch of optional files, menus or feature creep.
Sorry for acting like a dick, at the moment I thought I'd have to thinker with mods again and start the playthrough over, I'm new to this. My entire goal is to relive JSawyer 5.1 experience again just stable, bug and crash free and with some light interface and visual mods. No content or gameplay change. Now I see that your mod is really the only way to do this so to answer my own question, I'm the idiot who this is exactly for. Can you help with another thing, is there anything else your version, accidentally or not, changes in comparison to Jsawyer 5.1? I used stewies tweaks to set max character level to 35, is there anything else I should do to get the intended JSawyer 5.1 experience? With that tweak, will I gain xp and levels properly?
Thanks for releasing this! JSawyer is a great mod, and these fixes make it even better.
I just have a couple of questions:
1. Reading through the comments, it seems unclear to me whether or not this alters the max level cap. Can anyone confirm if it's the vanilla 50, or the JSawyer 35?
2. If this mod caps at the vanilla 50, is there any chance of releasing an optional alternate version that lowers it back to 35 to be more in line with the original JSawyer?
Hi, so I've been having fun with the different tweaks of this mod, but I've got one gripe: the reduced carry weight of companions. It's strange, not being able to give Veronica a suit of power armor, even though she's a member of the brotherhood of steel. Can the carry weight value be changed or reverted back to the base game value? Thanks
While Veronica does have enough carry weight for a suit of T-45 power armor (45 lbs), she still doesn't take it, because she's already used up 13 lbs with nothing in her inventory (I'm going to assume the 13 comes from her outfit and power fist). I understand that companions shouldn't be able to carry like a minigun, rocket launcher, and all the sunset sarsaparillas in the game at the same time in their inventories, but a little buff would be nice.
It could be UPNVSE, it has an option to restore the Companion Suite perk which nerfs companion carry weight among other things. Source: used to have this option enabled and encountered similar annoyances.
121 comments
This is a general difficulty tweak and bug fix mod. The goal was to make the game more challenging and to fix a bunch of the more obvious
balance
and .esm incompatability issues. A full list of changes is below.
v5.1 Changes (by JSawyer):
===
9.29.2012
v5.1 Changes (by xporc):
===
9.29.2012
Ammo:
Dead Money.
Armors:
Type (Head Wear, was Body Wear before).
Cells:
Classes:
skill.
Containers:
Dialog Topics:
one of them based on the "Cherchez La Femme" perk, and the other one based on the "Black Widow" perk, even if the Player was lacking said perks. Both dialog topics are now fixed to appear only when the correct perk is present.
Game Settings:
settings.
Leveled Items:
JSawyerCondBattleRifleLoot one, which meant the NCR Heavy Troopers were spawning without Battle Rifle ammunition.
without adding back the GRA variants as with other leveled lists. This has been fixed.
Notes:
NPCs:
Object Effects:
the other Metal Armors were changed to have a -10 effect.
really "Boogeyman's Hood".
Perks:
farming.
Projectiles:
the GrenadeFragExplosion explosion.
Weapons:
well". Since it was lacking those changes, this has been added. Other changes from that date (12.26.2011) seem to not be missing in the present ESP file.
"PowerfistChambers.NIF").
WorldSpace:
Character.
v5 Changes:
===
9.29.2012
8.8.2012
7.21.2012
v4 Changes:
===
5.15.2012
4.22.2012
4.14.2012
2.12.2012
v3 Changes:
===
1.8.2012
WOWOWOWOW!!!!!!!!!!!!!
Belly.
Unarmed to qualify.
game.
still very powerful.
1.22.2012
original perk).
(sorry).
===
v2 Changes:
1.1.2012
1.2.2012
1.3.2012
1.5.2012
1.8.2012
===
Changes:
10.8.2011
JSawyerScript
10.9.2011
10.13.2011
10.20.2011
PowerArmorTraining or GetIsID for Veronica, Arcade, or Christine
10.21.2011
10.23.2011
12.15.2011
12.25.2011
12.26.2011
12.27.2011
12.28.2011
XO,
Josh
P.S. Secret Locations of CS items:
Does mean the entirety of it is included in this mod? Or just fixes that pertain to the things that Jsawyer changed?
I just have a couple of questions:
1. Reading through the comments, it seems unclear to me whether or not this alters the max level cap. Can anyone confirm if it's the vanilla 50, or the JSawyer 35?
2. If this mod caps at the vanilla 50, is there any chance of releasing an optional alternate version that lowers it back to 35 to be more in line with the original JSawyer?
Thank you! :)
I can confirm SawyerBatty FNV has the original JSawyer level cap of 35.
I believe SawyerBatty TTW removes the level cap changes as TTW is 2 games in 1.
Hope this helps!
Companions aren't pack mules.
Source: used to have this option enabled and encountered similar annoyances.