Fallout New Vegas

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Hyomoto

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Hyomoto

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About this mod

A collection of changes aimed at altering how you play, without forcing you in any particular path.

Permissions and credits
[size=6pt]-= Wastelander v0 (11.01.10) by Hyomoto =-[/size]
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This mod is currently in development and does not represent the projected finished product. It is available as a proof-of-concept release.
Also, some changes occur at the beginning of the game and will therefore not affect saved games.

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Wastelander is a project designed to dminish the diablo-esque 'root and loot' style of gameplay, as well as quiet some of the RPG elements in favor of more traditional FPS-style gaming. This is designed to give Fallout a different feel when playing, and to remove the typical conventions of how it is played.

The most noticeable facet for most will be the large reduction in carrying capacity. This is an easy and primitive way to reward the player for resourcefulness and planning. It is completely viable to live 'one corpse to the next' in terms of weapons and ammo. Unlike the hoarding tactics Vanilla allows, Wastelander attempts to discourage these habits.

Wastelander also places less emphasis on stats and skills required to survive, improvement serves as a plot device as well as an indication of advantages the player has earned. Some effects that stats have on the game have increased however, meaning that a reduction in stats (such as from withdraws or other conditions) has a more noticeable effect. Guns now do damage based on the type of munitions they fire, and the condition they are in. The Guns skill is used for specialty purposes, such as unlocking perks or making new ammo types available at the bench.

Caps in general are less available and buying prices are lower, but so are selling prices. Scavenging and making use of the various crafting benches is an important skill especially regarding ammo. Ammo is worth more, but good ammunition is rare. Dirty munitions are found everywhere and are poorly constructed, maintained and are less powerful than their shiny, well maintained versions.

Everything is being comprehensively adjusted as time permits, here is a incomplete list of changes:

[size=5pt]-= Gameplay Revisions =-[/size]
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[o]-= Reduction in starting stat points, typical humans have 35, you have 38(from 40).

[o]-= Considerable reduction in skill points. At 1 INT you will gain 1 skill point each level pending lack of any perks. However, the importance of 'core' skills is lower.

[o]-= Prices when buying are lower, selling prices are too. At 100 barter you can buy something for about 45% more than you can sell it for.

[o]-= Health adjusted. Health no longer increases with levels, for you or enemies and the player has slightly less overall.

[0]-= Days/nights are longer. This reduces the amount of time it takes to become hungry and dehydrated, but those values remain vanilla.

[o]-= Carry weights dramatically reduced. At 1 STR you will have a carry weight of 24. At 10 it is 105. Strong Back confers a 25 increase.

[o]-= Enemies have more ammo, but also use it. Extended firefights become into melee battles. NPC's will gather weapons and ammo from dead bodies during fights.

[o]-= Gore has been adjusted so exploding limbs and removals happens less, but limb damage has been increased for some weapons.

[o]-= Skill no longer affects how much damage a gun does, only ammo type and condition. However, it now plays a larger role in accuracy (under investigation).

[o]-= Ammo is under heavy revision and is not yet complete, however the framework has been laid.

[o]-= Taking apart bullets/shells uses Repair, loading it utilizes Guns.

[o]-= Ammo no longer shows up in the bench unless you have the skills to make(break) it, and possess the case to make (ammo to break). This is subject to removal.

[o]-= Med-X renamed to Morphine. It was called that in the code anyways.

[o]-= Most objects have weight: drugs, magazines and ammo components. Most aren't significant except in quantity.

[o]-= New Perk, Smooth Moves, which increase move speed but reduces carrying capacity. Subject to revision.

[o]-= Melee weapons are much more dangerous making them a completely viable option in combat.

[size=5pt]-= Quest Changes =- o[/size]
[o]-= Starting gear has been adjusted to fit the skills your tag skills a little better. Also you receive a pair of glasses if you tag the Four Eyes trait.

[o]-= Sunny Smiles: Now only lets you 'borrow' her Varmit Rifle for the shooting tutorial and takes it back once you've finished. Also she gives you less ammo to use, does not give you additional ammo after clearing the first well and pays you less for your services. You can keep her rifle if you simply run off with it, or kill her.

[size=5pt]-= Incompatibilities =- o[/size]
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This mod will be incompatible with any mod that affects any vanilla settings. This mod adds a few things of its own, but mostly mods the vanilla objects, effects and lists. If you wish to use a mod with it, I assume it would be safer to load these first.

[size=5pt]-= Things for future releases =-[/size]
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-= Further reduction on the emphasis on stats and skills to succeed, adjusting them into advantages and placing a higher emphasis on perks. Also addition of effects based on basic stats/skills to even out their potential usage.

-= Reduce the number of caps in the world without actually adjusting the number. They've been given weight now too though it is negligible.

-= Make ammo scarcer, as well as more useful. Combine the distance and melee portions of the game.

-= Adjust all bullet ammo types and allow them to be broken down and built at the bench.

-= I'd also like to make it so your glasses are a pain in the butt. As a person who wears glasses, I think I know all about the joys of glasses-wearing.

-= Damage and Armor balancing. Right now unarmored damage is correct, but more testing is needed on high DT levels for humans. Robots and creatures will not likely see changes as I like them as tough as they are.

[size=5pt]-= Reporting Bugs =-[/size]
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As this mod expands, it is possible bugs may arise. It consists mostly of value adjustments for items and game settings, but does contain a few script changes. If you think you've found a bug my mod has caused, please report it.