Fallout New Vegas

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Xodarap777

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Xodarap777

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  1. landonaaronp
    landonaaronp
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    Don't use this with Freeside open as it completely breaks Freeside. I was just using the Enemy AI, NPC Aim, and NPC Healing plugins. Not sure which one is causing the problem, but definitely narrowed the issue down to XFO.

    Edit: It is specifically the NPC Healing plugin which conflicts with freeside open.
    1. Spaceman1007
      Spaceman1007
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      Don't use this mod period. Whoever thought that having 50+ different plugins that probably conflict with eachother was a good idea needs to rethink some of their life choices.
  2. greyassassin24
    greyassassin24
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    Guys, using an overhaul mod that hasn't been updated in 5 years is a really bad idea. Use other ones instead at this point.
    1. Crabcakes56
      Crabcakes56
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      • 2 kudos
      No,it isnt.
    2. Chronicle9854
      Chronicle9854
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      the game hasnt been updated since 2011. im sure it's fine
    3. Whitecrow64
      Whitecrow64
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      xnvse does get updated though
    4. Spaceman1007
      Spaceman1007
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      Ok. Don't come complaining when your save gets so bloated that you can't even load it anymore.
  3. ProP8oX0
    ProP8oX0
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    what version was the game even when this mod released?
  4. CommanderSauce
    CommanderSauce
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    This is the fucking funniest overhaul mod ever made cause the mod maker's idea of "customizability" is having 69 fucking plugins that do different things taking up space in your load order. I know you can remove the ones you don't want and merge the plugins into one plugin using FNVEdit (which was uploaded a month before this mod), but the Mod Configuration Menu was released 5 months before, and could do the same customization better than the implementation here. Splitting all of the functions into 9 million goddamn plugins is a bad move, and that's not mentioning the myriad of bugs this dumb overhaul causes.

    There are better, more compatible/stable mods to use instead of this.
  5. Dsbeeeeee
    Dsbeeeeee
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    Here is the read me from the old website:


    DESCRIPTION:

    XFO-NV is a modular overhaul for Fallout: New Vegas. That means that it addresses many issues, but you can choose what you want and what you don't.

    Maybe you just want to remove the level cap and slow down (or speed up) leveling, or remove the skill cap and pursue godly abilities. You may be solely interested in the newly revamped Enemy AI with tons of new tactics. Maybe you just want the new perks (implemented like classes or ARPG skill trees), or the Stat and Skill Rebalances with the Armor and Damage Revamps. Many of the choices are scalable -- maybe you want loot to be rarer, or more common, or almost absent: you can do it all! There is a LOT to choose from, with many goals in mind for your overall Fallout experience.

    If you're used to Fallout 3, and you weren't one of the 66,000+ who downloaded the original XFO, you might compare it to what it seeded into, FWE (Fallout Wanderer's Edition), with bonuses like Wasteland Mastery and tons of mods and ideas not even seen in FO3!

    XFO-NV is currently in alpha and therefore relatively untested, but I do have a lot of experience, so it shouldn't blow up your computer, ruin your marriage, or trigger Ragnarok (Xodarap777 takes no responsibility for any of these contingencies).

    It is also in its very infancy, and this is the very tip of the iceberg as to my goals. In fact, if you head over to the Forums (linked above), you can help shape the future of XFO: either give me feedback on what I have, or give me recommendations or requests for more ideas! In time, I hope to offer you the ability to recreate FONV as though you made your own ideal video game! Just let me know what you'd like to see added and I'll do my best

    Though it goes against the grain of the XFO vision, I'm also releasing "cheat" mods (unbalancing or easier-than-vanilla) this time around, like the more-common rarity options -- still, the goal of XFO is, in general, to make the wasteland more harsh and difficult.

    The full package linked for download above includes all of the mods (in nine categories), though if you search at the Nexus (newvegasnexus.com), you will also see some of the sub-mods available there as standalones.

    XFO is like a full expansion all on its own, but (unlike with FO3), XFO will endeavor to remain compatible with all official expansions and patches. Soon, a patch will be released for compatibility with FOOK NV, and I am looking forward to compatibility with Project Nevada (the ambitious and exciting NV release from the FWE team!).

    Read on for more details:
    INSTALLATION:

    To expedite its release, I am putting out XFO-NV alpha in a complex form. In the future, I will streamline and de-clutter this process.

    Please download and install FOMM -- you can find it at the nexus (newvegasnexus.com) or click HERE.

    There are many ways to install or configure XFO, here are some ways for beginners:

    (1) Recommended: Unzip the files in the zip folder into your Fallout data directory (typically C:\Program Files (x86)\Steam\steamapps\common\fallout new vegas\data). Then load up FOMM, which should show them in their intended order. To ensure their order, and to load recommended settings, in FOMM, go to Load Order, then Import, then navigate to your data folder and select the file I've included that starts with "!Load order..." It will automatically check my favorite settings, which you can change, but it should give you an idea of how an XFO setup should look.

    (2) Simply drag and drop all of the files from your zip folder into your data directory (read (1)), then pick your preferred settings based on the MODS section below. Please read the MODS section fully if you plan to deviate from recommended settings!

    (3) Drag and drop specific esps in which you are interested from the zip folder into your data directory. This makes sense for advanced users or those who only want a few ideas implemented from XFO's vision. Please read the relevant sections below for necessary information on the mods you choose!

    NOTE: The included "menus" folder simply allows a fix to enable skills to be allocated above 100. This is only necessary if you plan on leveling so high that all of your skills would = 100, as otherwise there is no way to get past the skill menu on leveling up. Currently, though the game tracks skills at least up to 254, most (if not all) skills do nothing above 100.



    MODS:

    1. Weapon Damage Formulas
    2. Armor Rebalances
    3. Item Rarity Rebalances
    4. Perks
    5. Stats and Skills
    6. Uncappers and Pacing Changes
    7. Message Removals
    8. Other Changes and Revamps
    9. Enemies
    10. Hardcore Mode Modifications
    X. Preconfigured Recommended XFO Complete ("Standalone")(NYI)



    ^ Back to TOP ^ ^ Installation Instructions ^ Or Continue to the Readme...

    Group One:
    WEAPON DAMAGE/ACCURACY

    * Pick up to ONE from group 1a, and ONE from group 1b
    ** Recommended: 1aa and 1bb.
    This combination makes for a highly skill-based accuracy, but skill does not affect damage; also, the higher damage of weapons (2x) makes for a deadlier game! (1b choices should match with 2a/2b choice - more in group two.)

    Details:

    1a: "Accuracy Revamp"

    I've completely changed the way accuracy works in this mod. You will notice significantly more gun wobble in realtime (especially at lower levels), and the VATS accuracy is steeper (relative to skill) and mostly rethought in general. "Ironsights" (active aiming) was previously able to sidestep ALL other accuracy considerations (while crouching), always reducing gun sway to exactly "0.01" (about .05 degrees) -- this has been rewritten to be highly skill-dependent.
    The "hard" version is pretty harsh, especially at lower levels!


    1b: "Dmg"

    Non-Var: These options remove the variability from damage, based on skill. Guns will do the same amount of damage regardless of skill. Even without the accuracy revamp, skill will have an effect on accuracy (just not as extreme!).

    Skill-Var: These options preserve the "RPG" feel of damage (I actually use these). Because they are highly variable, the multipliers given are approximate. Also, the higher versions increase the overall variability as well as the total damage. Watch out for high-level enemies with these mods!


    ^Back to MODS^ Or continue...

    Group Two:
    ARMOR REBALANCE

    * Pick ONE option from ALL of Group Two
    ** Recommended - 2a (revamp), a/b/c equivalent to Group One level chosen (can be mixed and matched) -- with 2da
    *** This is incompatible with any mods which adjust armor values or add new armor (the new armor will work, but will not be adjusted in stats to be in-line with XFO's rebalance). I am looking for a workaround, but currently hold little hope. Major projects like FOOK will get a compatibility patch from me in time.

    2a: "Revamp"
    In the Revamp, but DT and DR values are used for armor. Light armor utilizes DR (a percentage of total would-be damage is mitigated); heavy armor utilizes DT (an absolute value is subtracted from the would-be damage); medium armor uses a combination of the two (DR is considered first). This should make light, medium, and heavy armors all worthwhile (Vanilla too heavily favored heavy armor), but favoring different situations and having a different tactical "feel." Values for mild, med, and high are intended to scale with the equivalent damage esp level, but mixing and matching can be fun, too.
    * Light armor DR values may appear to be very high relative to FO3, but that's because FO3 didn't include DT, which is often much more effective. A 50-damage bullet hitting a 50DR light armor suit will do 25 damage; if the same bullet hits a 50DT heavy suit, it will do about 3-5 damage (DT isn't as straightforward as they might lead you to believe). I may release a reverse revamp, as light armor in this scenario is better for extremely high-damage, low-dps weapons, which seems odd, but in principle, this direction seems to make more sense. Ah, alpha...

    2b: "Simple"
    Simple is simple. Mild simply adds to each piece of armor an amount of DR equivalent to its Vanilla DT, which is unchanged; Med doubles that DR value; High also doubles the initial DT value. This again highly favors heavier armor in a gunfight, but light armor retains its own advantages.

    2d: "Bleedthrough"
    Bleedthrough is the percentage of total damage that gets through armor's Damage Threshold (DT). In Vanilla settings, regardless of total DT and total weapon damage, a minimum of 20% of a weapon's damage would get through the DT. With 2dc, you're playing a rough game!


    **** There are many more options coming. I'm just tired of delaying the release and wanted to show off that DR and DT can work together. The Pip-Boy will show both alternatingly like it does with DAM and DPS.


    ^Back to MODS^ Or continue...

    Group Three:
    RARITY

    * Pick (up to) ONE from each subgroup (3a_, 3b_, 3c_) for THREE total.
    **Recommended: 3ab, 3bb, 3cc; or one each of 3a, 3b, and 3c groups. Pick Vanilla if you want no change but want to use my perks (NYI) that can change rarities, since I replaced individual leveled list values with globals (nifty me! ).
    *** This is incompatible with mods that change the same leveled lists (also called "loot tables" or just "tables"). Mods that change weapon and armor tables are fine, since I haven't adjust those (yet?).

    3__: "Rarity"
    All of the rarity modules are the same. I replaced the odds to find items variables with equivalent globals and then adjusted accordingly. "Easier" actually increases loot, mild cuts most odds to find and multipliers (how many found) by about a third; med by about two thirds, and hard is ridiculous, and you're a masochist to use it (though really, at this point in the factory-less future, it's much more realistic). This will affect [EMPTY] commonness, too, to some degree.

    Future plans will include reduction and/or increase of world items (currently, we're just talking loot and vendors). I think it'll take upgrading to an NVSE mod, but I may make it equally difficult for NPCs to find/have the same objects, depending on your choices, here.

    I will change this, but currently Scrounger basically just circumvents this (it has its own global), meaning that if you like the scavenged wasteland feel, don't take scrounger I will be adding a scalable (multi-rank) perk that will gradually increase items found. Don't know how many ranks, how strong to make it, and whether or not to make separate perks for separate items types. Will likely make it into the Luck perk path, since that's NYI.

    ^Back to MODS^ Or continue...

    Group Four:
    Perks
    (Skip the Paths - to other Perk mods)

    * Pick as many as you like from the 4's. I recommend both of the two that are now available. MUCH more is on its way.

    4a: "Paths"

    This is a project I've barely started, but it took a lot of time to get the scripting and other aspects of the game's core down. Expect many, many more, and more branching and cross-dependencies, as well as many multi-ranked "class"-styled perks. So far, each stat (CHA and LCK are NYI) has a sort of "class" or "path" associated with it, with interdependent perks. The "Base" Perk line has five ranks -- at three ranks and level 12, the Expert perk becomes available, and with five ranks, the Expert perk, level 20, and a 10 in the relevant stat, the Master perk becomes available. It may sound like a lot to swallow, but it's a big and long game!


    The Ninja (AGI)

    Base: "As the Night" -- requires AGI 7, 5 ranks, level 4.
    Description: Like the shadow of a cloud, you escape the eyes of your enemies. With each rank in As the Night, you slowly master the elusive art of the ninja: when unencumbered (<50% of total encumbrance), unarmored (less than 10 DR+DT from clothes), and wielding only a one-handed (or unarmed) weapon, and sneaking, you will blend in with your surroundings, 10% per rank.

    Expert: "As the Wind" -- requires AGI 9, level 12, Night (3).
    Description: You have become one with the elements, and you flow with the wind. When unencumbered, unarmored, and wielding a weapon in only one hand, you will move 15% faster than normal and sneak 30% faster than normal!

    Master: "Assassin" -- requires AGI 10, level 20, Night (5), Wind.
    Description: You have become one with the dark. You have attained perfect understanding of the life-force that flows through all. You are silent death. Your sneak attack criticals with one-handed melee weapons or unarmed will slay almost anything!


    The Jack of All Trades (INT):

    Base: "Jack-of-all-Trades" -- requires INT 7, 5 ranks, level 4.
    Description: Scientia Potentia Est! You've got the brains to fill in all the gaps. With each rank of Jack-of-All-Trades, you gain 2 points in every skill.

    Expert: "Wasteland Wisdom" -- requires INT 9, level 12, Jack (3).
    Description: Understanding is worth more than the most intense training. Twice as much, actually. (You get two additional SPECIAL points.)

    Master: "Comprehension" -- requires INT 10, level 20, Jack (5), Wasteland Wisdom.
    Description: You get it! The whole crazy world has come into focus; and when your light turns on, it stays on. You may Tag! three additional skills!


    The Gunslinger (AGI):

    Base: "Gunslinger" -- requires AGI 7, level 4, five ranks.
    Description: You're a gunslingin' quickdraw! With each rank of Gunslinger, you will have more AP to use with pistols. (About one extra VATS shot per rank)

    Expert: "Dance!" -- requires AGI 9, level 12, Gunslinger (3).
    Description: When using a pistol, you are adept at blowing away your enemies' legs in VATS. Stop 'em in their tracks, pardner! (Higher accuracy and MUCH higher crit chance on legs)

    Master: "Trick Shot" -- requires AGI 10, level 20, Gunslinger (5), Dance!
    Description: You've become the Prince of Pistoleers! At this point, you could shoot the gun out of someone's hands with your eyes closed. And so you often do! (95% accuracy on weapons in VATS)


    The Commando (PER):

    Base: "Commando" -- requires PER 7, level 4, five ranks.
    Description: All that time you spend shooting Nuka Cola bottles off of distant fences will not go to waste! For each level of commando, your accuracy in VATS while using rifles increases by 10%

    Expert: "Tripod Arm" -- requires PER 9, level 12, Commando (3).
    Description: Your rifle has become an extension of you and you an extension of the Earth. Sniper and hunter rifles will no longer waver or spread at all when you are still and crouched.

    Master: "Sniper" -- requires PER 10, level 20, Commando (5), Tripod Arm.
    Description: At this point, you tend to aim for the pupil of your enemy's eye -- and split it right down the middle! Sneak attack criticals to the head in VATS will now do significantly more damage. (Triple damage x Triple damage = 9x!)


    The Iron Fist (END):

    Base: "Iron Fist" -- requires END 7, level 4, five ranks.
    Description: Through relentless training, you have honed your body into a hardened weapon, and honed your mind to ignore pain. For each rank you will gain 3 points of damage and 5% damage resistance while unarmed. (Yes, I will change this to be better in-line with NV.)

    Expert: "Iron Skin" -- requires END 9, level 12, Iron Fist (3).
    Description: You are slowly mastering solidity of form and fluidity of movement. When unarmed, you will be impervious to critical hits!

    Master: "Iron Body" -- requires END 10, level 20, Iron Fist (5), Iron Skin
    Description: Upon mastery of the Iron Style, you have pushed the mantra "Mind Over Body" to its limits. When unarmed, your bones will never break!


    The Fighter (STR):

    Base: "Fighter" -- requires STR 7, level 4, five ranks.
    Description: You prefer a more... personal feel to your battles. For each level in fighter, you will do greatly increased damage in melee -- but you will be less accurate with guns. (+20% Melee dmg, -10% VATS accuracy, +20% gun spread.)

    Expert: "Berzerker" -- requires STR 9, level 12, Fighter (3).
    Description: Pain is the fuel that ignites your rage -- woe to those who stand in your way! With Berzerker, you will do greatly increased melee damage as your health wanes below half. (From +20% dmg at 50% HP to +100% dmg at 15% HP)

    Master: "Slayer" -- requires STR 10, level 20, Fighter (5), Berzerker.
    Description: You are a whirlwind of death before a river of blood! Half of all of your melee strikes from here on will be criticals. (50% crit chance exactly -- IE, don't take with Finesse)


    The Beloved (CHA): (NEW!)

    Basic: Forgiveness (CHA 7, five ranks)
    You have a face that no one can stay mad at for long! ... And allies that can be pretty persuasive! Your infamy with any faction will slowly fade to nothing (From Vilified to Neutral in a month at rank 1; in a week at rank 5)

    Expert: The Bard's Muse (CHA 9, Forgiveness(3), lvl 12)
    News of your deeds has traveled far and wide -- and continues to! As you gain fame in general, a fraction of that fame will spread to all factions with whom you already have fame. (req Forgiveness(3))

    Master: Dire Paragon (CHA 10, TBM, Forg(5), lvl20)
    Those who respect only power prostrate before you and those who admire heroism dote upon you. Your greatness is undeniable. You will slowly gain fame with all factions. (Req Forgiveness(5), Bard's Muse)


    4b: "Perk Every Level"
    Pretty self explanatory. There are plenty of ways to make the game harder, so I don't think this is unbalanced.


    4bb: "Two Perks Every Level!" (NYI in Main file):

    Now you can gain TWO perks per level! While it may sound like cheating, most never thought that when they went from a perk every two levels to a perk every level. The wasteland is harsh, and perks are fun. Plus, there are so many perk-adding modules (like my own "perk paths" above! ), it can feel overwhelming to choose and underwhelming how many perks you get. I like it. If I get requests, I'll add a retroactive module (this one only works on levels gained after installation). Similarly, I can add a 3 Perks per level version, etc. Depends on demand
    NOTE: Not recommended for use with Swift Learning, at any rank. I've put in a check, so if you have swift learning, you may simply lose a little xp each time you gain an extra perk, but not necessarily, and shouldn't be much at all (whatever passes over the new-level mark will be lost).


    4c: "Additional Perks" (NYI)

    4d: "Additional Traits" (NYI)

    4e: "Acquired Flaws" (NYI)
    Was in XFO, may not make it into XFO-NV. I thought it made for a more interesting character, but traits have downsides, so that's mostly covered.


    ^Back to MODS^ Or continue...

    Group Five:
    Stats and Skills

    * Pick up to one from each subgroup (a/b/c/d/e) -- so one of da or db, one of ea or eb
    ** 5a, 5b, and 5c are STRONGLY recommended, and form much of the "rebalance" of XFO, which is its main purpose -- especially 5a! 5ea is recommended, as well. The sneak rebalances (5d's) are recommended only for those who are playtesting for my/XFO's sake; very alpha.


    5a - "SPECIAL & Stats Rebalance"

    Base Carry Weight reduced from 150 to 100 (but
    Carry Weight per point of STR increased from 10 to 20 (so it meets vanilla at STR 5, then surpasses)
    Base Health reduced from 100 to 80
    Health per point of END reduced from 20 to 12 (raised from 5 to 12 for NPCs)
    Health per level gained reduced from 5 to 0
    NPC/Enemy Health per level gained raised from 5 to 15 (to counteract how much easier enemies are at high levels, with all your perks, gear, etc., and to make high-level enemies tougher for low-level players)
    Base AP lowered from 65 to 50 (but
    AP per AGI raised from 3 to 5 (again meets vanilla at AGI 5)
    PERception now has a direct and sizeable effect on accuracy, especially at range
    CHArisma now has a direct and sizeable effect on buy prices, especially for expensive items


    5b - "SP Formula Rebalance"

    Tag! gives 0 added SP, but doubles the effect of spent points on tagged skills (whenever you press [+>, you'll get two SP to a tagged skill)
    Base SP is 10 per level, instead of 11 (why 11?)
    "menus" folder has an xml file that will automatically allow skills to breach 100 (cap is 254) -- won't show, but will take effect
    Luck now gives 1 SP to each skill for each point of Luck (was 0.5 SP/Luck)
    SPECIAL stats now contribute 2.5 points per stat point (was 2.0) -- ie, at STR 10, Melee = 25 SP
    Skill base is 0 - was 2.0 - is still de facto 2.5 since SPECIAL stats can't be 0


    5c - "Better Medicine, Survival, and Repair"

    The relevant skills now have larger effects. For example, stimpaks will heal more at a high med skill, Food will reduce hunger more at a high Survival skill, and Repairs will be more effective at a high skill.
    Medicine now has 3x its original effect
    Survival has 2x its original effect
    Repair has 1.5x its original effect, and the base (0 Repair) is lower, extending the overall range, but condition of the item being used to repair the item being repaired now counts 4x its original value, so repairing is much easier in general.
    I typically try to make the game "harder" in its rebalancing, but I felt that, for example, one should be able to be a "healer" type, and I was underwhelmed with the value of my SP expenditures in Med, Survival, and Repair.


    5d - "Sneak"

    Use at your own risk. This one is probably more ambitious than it needs to be. On the one hand, it gave me a ton of trouble in the original XFO, but on the other hand, that means that I had a lot of experience with it. The sneak formula is complex, misleading, and affects much more than just sneak. It's also actually a detection formula, and it counts even when you aren't sneaking; in fact, it even determines when you see red hash marks on your compass (which, btw, is the same way that enemies "see" you). I tried to do a lot here, and couldn't test it nearly enough. I need a lot of feedback and careful testing, so don't run this one unless you're doing it to help me out. It appears that they may have changed the formula since FO3, so this esp could just be trash.

    The intention was to:
    Reduce the "sound" that light armor (<12lbs) makes, but increase the sound that heavier armor makes.
    Increase the effect of light/ing on detectability.
    Hugely increase the effect of line-of-sight in general and especially moving within line-of-sight. Both for realism and balance, one shouldn't be able to move right in front of someone, no matter how far away, and expect to be unseen. Sneak from behind, or hide still behind something if someone looks in your direction.
    Increase the effect of making sound: shooting a gun (unsilenced) should now, aptly, alert everyone in a building or compound to your presence.
    Sleeping actors should no longer detect you -- unless you're particularly loud.
    The detection view "cone" was wider than human sight should be -- it's now 145 degrees.
    Sneaking (in 5da) should be easier (than vanilla) when done properly (from behind, slowly, in light armor, etc.)


    5e - "Barter"

    This one's highly recommended! Making money was much too easy in Vanilla. The barter realignment esps give a much heavier impact to one's barter skill (you will notice those skill points!) and a wider difference between buy and sell values. With the SPECIAL/stat esp included, and its charisma effect, there will be an even steeper curve between low CHA/barter characters and higher values. In the "hard" version, you may find it very difficult to make money or afford expensive items. It's a harsh wasteland. In future versions of the readme, I'll include a graph so you know exactly what you're getting into.

    ^Back to MODS^ Or continue...
    Group Six:
    Uncapping and Pacing

    * Pick ONE of group 6b
    ** 6a is STRONGLY recommended, as it lets you continue to build your skills above 100. 6bb or 6bc are recommended in general, but use your preference for how you like to level. These two should allow you to experience more low-level content without being cumbersome.


    6a - "Epic Skills"

    This mod will allow you to continue gaining effects from building your skills over 100! Effects continue over skill-level 200.

    ** Because neither the pip-boy nor the level-up screens show skill amounts over 100, I have included a workaround:
    Press Alt-K to bring up a list of your actual skill values. You cannot do this while another menu (including the pipboy) is active.

    The following are the effects of skills over 100:

    Barter: Every 10 points over 100 decreases buy prices by 5%

    Energy Weapons: Every 10 points over 100 burns through 2 DT of your enemy's armor; also adds 5% VATS accuracy. The DT is additive; for example, at 150, you'll ignore 12 DT of enemy armor (first 2 for Skill Level 100).

    Guns: Every 10 points increases your critical chance by 1%; also adds 5% VATS accuracy.

    Lockpick: This one's a little special -- I've added a couple of new, scaling, "epic" abilities. First, with a lockpick over 100, you'll be able to attempt to pick locks that require keys or were previously "impossible." Your odds of success increase (from 25% to 75%) from skill level 100 to 200, and you can only try this once per door (if you fail, you'll have to find the key). Second, you can now lock a door behind you. The lock level will depend on your skill, and you can only do this once per day (to prevent several exploits, including the fact that you get xp when you re-unlock that door).

    Medicine: (Hardcore Mode only) For every 20 points, stimpaks will heal approximately 20% more; for every 10 points, doctor's packs will heal about 15% more

    Melee: For every 10 points, you will do 10% more damage with melee weapons.

    Repair: For every 10 points, your weapons and armor will decay ~9% more slowly.

    Science: For every 10 points, your chance to receive recyclable energy weapon ammo increases by 10% (cumulative with any other bonuses), and your damage vs. robots increases by 10%

    Sneak: For every 10 points, your sneak attack critical damage increases by 5%. (I was also going to allow higher accuracy while sneaking, but couldn't balance it properly. Unfortunately, the "chameleon" effect used by stealth boys is broken and doesn't scale like the original effect from Oblivion, as I wanted to use that to increase sneak ability directly...)

    Speech: No effects yet -- working on a big overhaul, but it'll take awhile. Expected eventual effect: When a conversation option would be available according to a skill or stat, but not by speech, it will be available and passable according to sneak skill. For example, if a speech option required Medicine 70, it would be available and passable with a speech of 170.

    Survival: This one scales at every point. As survival increases above 100, you will regenerate progressively while out of combat (very slowly at first, and pretty slowly even at 200, but still handy), and your rate of hunger and thirst acquisition will slow.

    Unarmed: Every 10 points increases attack speed by 10% and reduces AP usage by 5%.

    Important note for Epic Skills: the "menus" folder included in the XFO zip file is required to allow skills to be added above 100. Simply drop it in the data folder just like you would any esp. If you are using darn's UI, you should instead go to data\menus\prefabs\DUINVSettings.xml and edit the file (line 65) under the LEVELUP SETTINGS and change the skillfix value to 1.


    6b - "Pacing"

    The pacing modules affect how quickly you level and the values of particular actions. They also all remove the level cap of 30.

    Does NOT require a new game, but the game will recalibrate the formula retroactively. So if you're level 10 and switch to the twice-as-fast option, you'll level up several levels. If you're level 10 and you switch to a slower pacing module, you'll have to "catch up" to the new level scale before you'll gain a level. (In some instances, you may have a lot of catching up to do in order to "make up for" the levels you already have received at the vanilla rate, for which you'll have to gain all the experience before you get your next level.)

    Experience is curved, so it's not linear, but "Faster" should be about twice as fast, while Mild increases exp required by about 33%, Med about 2x, and High about 3.5x

    Other changes include:
    Lockpicking, hacking, and speech rewards were about doubled to quadrupled (depending on difficulty) across the board
    The exp reward for discovering a new map marker or "secret area" was increased from 10 to 50
    This puts less reliance on fighting for your xp, though in sum, fighting will always outweigh nonviolent actions. I'll see if I can put out some perks to change that (even more)

    6e - Vanilla - Does not include any of the above changes; it simply removes the level cap


    ^Back to MODS^ Or continue...

    Group Seven:
    Message Removal

    * Pick as many as you like
    * Recommended: 7b; or all three if you like immersion and/or difficulty

    7a - "Empty"
    Removes [EMPTY] messages, for those who don't want their hands held

    7b - "Karma"
    Removes messages about Karma gained lost and the sounds that go with them. Those of you who like to steal may find this very handy!

    7c - "Sneak"
    Removes [HIDDEN] [CAUTION] etc. You'll know if you're seen!

    I'm working on removing a lot more, but I can't seem to find most messages. I would like to remove messages about criticals, for example, but there are no message entries for that, and I can't find them in the menus XMLs, either. I'll keep looking, though, and if anyone knows where I can find this, your help would be much appreciated!


    ^Back to MODS^ Or continue...

    Group Eight:
    Other

    * Pick as many as you like from this group
    * Recommended: ALL! At least 8a and 8b, while 8c and 8d are matters of taste.


    8a - "Cripple & Body Part Revamp"
    This is a crux of XFO and highly recommended! It very simply adds a great deal of extra tactics.
    In Vanilla, movement was reduced to 85% and 75% for one or two legs crippled, respectively. Now movement will be reduced to 66% and 33%. While this can be a huge pain for you if you walk over a mine, it makes legs a great target for melee enemies and fleeing enemies! It's also a lot more realistic...
    Gun spread -- both waver and inaccuracy -- is greatly increased with one or both arms crippled. With both arms crippled, don't expect to hit anything, including the broad side of a barn. Again, though particularly painful to you, it makes for great tactical fun, blowing the arms off of any gun-wielding enemies. Unfortunately, I haven't been able to duplicate this entirely for melee, as the STR bonus and base weapon damage are not part of this formula, though any bonus to damage that would come from melee skill is eliminated/weakened with arm conditions. Unlike gun wielding, this takes into account total arm condition(s), so partly wounded arms will do less damage in melee/unarmed.
    Torso crippling will cause stammering and stunning, to a large degree.
    The head damage multiplier has been reduced from 2x to 1.5x. While this may sound unfair to you headshotters, keep in mind that it's still more damage than any other body part. It retains the head as the part of choice for pure damage, but I want other body parts to be viable targeting options and tactically sound. With XFO's damage increase, the head is still likely the target of choice for low-hp enemies and sneak attack encounters.


    8b - "Speed Increases"
    Quite simply, this increases movement speed across the board by 12% and sneak movement by 30%. This has a surprisingly pervasive, noticeable, and fun effect on the game, though, while being subtle enough to not upset balance (in fact, adds to it) or playability. This feels much better to me. I'm particularly impressed that the AI seems to make very good use of this change, as though it knows...


    8c - "Karma"
    This spreads the karma spectrum quite a bit.
    Vanilla ranges for (Negative Cap), Very Evil, Evil, Neutral, Good, Very Good, and (Postive Cap) were (-1000)/-750/-250/0/250/750/(1000)
    The new values are: -2000/-1900/-500/0/500/1900/2000
    This makes evil and good "mean" something, not as easily acquired, and "Very" does mean "Very," requiring 250% of vanilla values to obtain, and then having much less "wiggle room." This means that, for example, a Very Evil player can't commit any good actions and remain Very Evil, since the range for Very Evil is only 100 karma now. Neutral is twice as wide, and evil and good are almost three times as wide.
    The negative karma for stealing has been reduced from 5 to 1.
    Karma has a 50% stronger effect on NPC disposition.


    8d - Gore Changes
    For the most part, this reduces gore in NV, which I thought was just silly, to the point of breaking immersion. For example, the chances of explosion and dismemberment were set very high (50% and 75%), and are now much rarer (10% each), but still noticeable and reasonably common. This actually makes these events seem more shocking, in my opinion, since they aren't a constant.
    There is a much wider range of blood splatter and squirting effects. This could get silly every now and then, since it's random. Should also get more of itself on the walls, floor, etc.
    Screen blood duration has been significantly reduced. I found it annoying and distracting.



    ^Back to MODS^ Or Continue...
    Group Nine:
    Enemies

    * Pick up to ONE from each subgroup (a/b/c/d)
    * Recommended: 9a, 9da. Add 9ba, 9ca if you like it rough. 9bb, 9cb, and 9dc are extreme versions, for those masochists out there!

    9a: "AI Revamp"
    Well, I redid the combat AIs for almost every type of NPC and creature. It's a LOT of changes to get into, and a lot of tactics/logic. I tried to make changes that make sense to each faction and creature/NPC type - some fairly extreme (like the now-relentless and psycho deathclaws, the zealous raiders, the creepy ghouls, and the overconfident supermutants) - but most, especially NPCs like NCR, will be more cautious, tactical, and work more cohesively as a group. This may be quite difficult with any of the 9d options! If I get forum requests for the "spoilers," I will add the specific changes here, but here are some general examples:

    Far more actors will attempt to flee to cover if damaged or a crucial weapon is lost and attempt to either wait out the fight or find the right time to counterattack (previously disabled). Groups will attack in ranged "waves," retreating to heal, strafing, and suppression-firing for others' cover. Typical ranged NPCs will spend more time in cover, firing shorter bursts. Dual enemies are more randomized and will switch tactics more often. Melee enemies will attempt to kite and to flank more often, and will try to keep the pressure on when backed up by ranged allies. Snipers will do their best to stay behind cover, taking distant and cautious shots, but are less likely to flee or move from explosives. Creatures are now quite varied depending on the creature, many of which are smarter or dumber, faster or slower, dodgier or more direct, depending on how I envisioned them. Oh, and some NPCs (including followers?) should now be able to use stealthboys!

    I have no idea how well this module is working, as I have very little playtesting time, and relied on numeric logic to determine the new AI stats. Please give feedback on your experiences! (There may be bugs!)


    9b: "NPC Health"
    Pretty straightforward. Low gives the player's positive health bonuses to NPCs and then adds about 40 additional health on top of that. High adds 200!

    9c: "NPC Aim"
    Roughly, low halves the miss rate for NPCs; high is only for those of you who want to be shot in the pupil from two miles away.

    9d: "NPC Healing"
    This is my first attempt at what will be a large arry of enemy tactical revamps. I heal a lot; I depend on it. But I've been disappointed at NPC healing. With the AI revamp, NPCs retreat to cover or a nearby cell (eg, indoors) much more often, and love to strafe obnoxiously. I figured they should be a lot more prone to heal, as well. This will allow them to basically spawn stimpaks randomly, under very select and further randomized situations, which they will immediately use (so you won't find them on their corpses, ruining loot rarity). The low version and medium versions should be pretty safe; the high version may be ridiculous. Be prepared to see a lot of people pulling out stimpaks and sticking them into their stomachs! This will also cause NPCs to be much more likely to flee/hide/cover until the stimpak has finished healing them.

    I tested a "debug" version of this script, which had them healing like crazy (almost invincible), but I haven't been able to check all of my nested conditions and randomizations: they may heal too often or not often enough. I've forced the stimpak animation, so you'll know when it's my script (by vanilla usage, they won't show the animation while in active combat) -- so this is quite "alpha," and I could again use feedback. If I get this working, I have a lot of other ideas which could be similarly implemented!





    ^Back to MODS^


    Group 10:
    Hardcore Mode

    * Pick up to one from group A and as many others as you like.
    *Recommended: 10aa, 10b, and 10c

    10a - "Hunger&Thirst"
    This changes the rate at which hunger and thirst accumulate. Easier causes it to accumulate at half speed, and the other speeds are written in the esp titles.

    10b - "Food&rink"
    This mod simply removes all direct healing effects from food, drinks, and water sources. They will still rehydrate, fill your stomach, and affect any stats as they previously did. With increased hunger and thirst rates as well as increased penalties, food and drink are still quite valuable! This separates survival and medicine even further, and balances out hardcore mode (as truly hardcore!).

    10c - "Severe Penalties"
    This greatly increases the penalties for increasing levels of Dehydration, Hunger, Sleep Deprivation, and Radiation Poisoning. The following is a chart of the conveyed penalties for every 200 points, in the form of OLD PENALTY / NEW PENALTY:

    Dehydration
    200: END 1 / END 2
    400: END 2 / 3 ; PER 1 / 2 ; AP 0 / 20
    600: END 3 / 4 ; PER 2 / 3 ; INT 1 / 2 ; AP 0 / 30
    800: END 3 / 5 ; AGI 2 / 4 ; PER 2 / 3 ; AP 0 / 50 ; STR 0 / 3


    Hunger
    200: STR 1 / 2
    400: CHA 1 / 2 ; STR 2 / 2 ; (Max) Encumbrance 0 / 20
    600: STR 3 / 4 ; CHA 2 / 3 ; PER 1 / 1 ; Enc 0 / 40
    800: STR 3 / 5 ; PER 2 / 3 ; CHA 2 / 3 ; Enc 0 / 50 ; INT 0 / 2


    SleepDep
    200: AGI 1 / 2
    400: AGI 2 / 3 ; INT 1 / 2 ; (Max) Health 0 / 20
    600: AGI 3 / 4 ; END 1 / 2 ; INT 2 / 2 ; Health 0 / 30
    800: AGI 3 / 5 ; END 2 / 4 ; INT 2 / 3 ; Health 0 / 50


    Radiation
    200: END 1 / 2
    400: END 2 / 3 ; AGI 1 / 2 ; (Max) Health 0 / 20
    600: END 3 / 5 ; AGI 2 / 3 ; STR 1 / 3 ; Health 0 / 50
    800: END 3 / 5 ; AGI 2 / 5 ; STR 2 / 5 ; Health 0 / 50


    MASSIVE kudos to you my friend
    1. SNIPD
      SNIPD
      • member
      • 18 kudos
      Not having access to the changelog was a dealbreaker for me, many thanks Dsbeeeeee! Kudos!
  6. Dsbeeeeee
    Dsbeeeeee
    • premium
    • 1 kudos
    mispost
  7. chrisprp
    chrisprp
    • premium
    • 1 kudos
    If your using TTW (Tale of two wastelands) I would not suggest this mod as it adds too many plugins to your list. (Max plugins is 137-140)
  8. ShadowJack1979
    ShadowJack1979
    • member
    • 6 kudos
    To Get rid of this annoying popup message you have to delete lockpick related script using FNVEdit. It is not that hard really.
    1. Open FNVEdit
    2. Tick only Epic Skills and click OK.
    3. Open mod in left pane.
    4. Open Scripts section.
    5. Rightclick aaDoorLockScript
    6. Select remove
    7. Close FNVEdit click OK when asked to sme changes to MOD.
    8.Enjoy
  9. DenisGruzmark
    DenisGruzmark
    • member
    • 3 kudos
    Holy s#*! from the description this mod sounded really good but now that I see the comments I'm like "f*#@, Is it really that bad". Anyways I saw a few comments of people saying they are unable to delete this mod so I am not even going to download it. Anyone knows of a different mod that changes the enemy AI to be like the on e in this mod?
    Thanks in advance.
    1. NuttLemmings
      NuttLemmings
      • member
      • 1 kudos
      use mod organizer
  10. arcturus2005
    arcturus2005
    • member
    • 0 kudos
    This mod really needs a MCM version. I mean seriously needs to be merged together with a mcm type setup. have to agree all these esp seems insabe,.