Fallout New Vegas

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GenuineLittlepip

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GenuineLittlepip

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About this mod

A whole bunch of tweaks, bugfixes, content restorations and scripting corrections, made to fill in the gaps left by other such projects. Also significant adjustments to game balance and fairness, with the aim of increasing the difficulty, but avoiding the traps of sadism or "bullet sponges".

Requirements
Permissions and credits
THIS MOD REQUIRES ALL THE OFFICIAL DLC, INCLUDING GRA AND COURIER'S STASH!

Tens of thousands of fixes to almost every aspect of the game, with more being worked on regularly! Spelling and grammar corrections, items renamed to be consistent so they line up in the Pip-Boy, form list & condition fixes, and so on. Dozens of recipes have also been added to allow the player to craft things which they're either implied or outright told they now have the ability to make, but for whatever reason, couldn't.

There's an EXTENSIVE readme file included which details the specifics of all the changes, but here's a quick summary of some of them:

v1.23
* Golf Clubs bugfixed & improved, and a brand-new, unique effect has been added to Nephi's Golf Driver; "Bonus vs NCR". This makes it a powerful, albeit evil option for players who choose to make use of this bloodied 9 iron.. kill or steal it to claim it for yourself.

* Speaking of which, all the Fiend bosses now have their own "Fiend Leader" class and hierarchy setup properly, along with significantly more loot and a killing potential which better matches up with their lore. Taking them out early will be extraordinarily difficult without careful planning or the assistance of the NCR, as it should be. The other named Fiends who don't have an associated quest are even more deadly, so you might not even recognize them. Beware!

* Cut Raider-related content has been restored and given to these same NPCs, along with new effects granted to each, although the values are subject to change in the future for balance reasons. More unused and leftover data from The Pitt DLC has also been restored and made use of to flesh out the Fiends faction some more. Note that you can actually talk with them if you wear Great Khans armor, even outside Vault 3, but you'll probably need to be alone to not trigger aggression in these chem-addled maniacs..

* Consistency edits with regards to names, abbreviations and other lore relevant to Fallout 4. For example, the full name of The Institute is used in the few places where it was actually mentioned (now that we know what it was), and the times of some computer logs were corrected to match when the bombs started dropping, with proper consideration for the time zone differences between the West and East Coasts.

* And regarding Fallout 4, I've also implemented some console + game setting tweaks to tighten up the gunplay as well as improve the AI. You'll find that enemies and allies all behave smarter, make better use of the terrain, and that the general "feel" of combat is better than the unmodded game.

* A ton of removals of leftover junk from Fallout 3 that cannot or is not being reused (like stuff specific to Rivet City and D.C. itself), and even some Elder Scrolls material that is wasting space. More optimizations to things I've added or changed, along with the original Obsidian & Bethesda content, like purging version tracking info and texture hash data. This version of the mod's .esp is actually smaller than the last several releases, and New Vegas will run even better than before!

v1.22
* Not too much in the way of changes with regards to what's new, but lots and lots of little tweaks, fixes and improvements to previously introduced updates. Completely new stuff follows this paragraph.

* You now get a small amount of XP for using Chemistry Sets, and all of them in the game world (instead of just 2 outside Old World Blues) are now interactive. The possible chems you can get from doing so have also changed to balance this, while rewarding exploration in that they all work.

* An Easter Egg-ish recipe added for the hell of it. You'll see what and why.

* And finally, adjustments to various DLC Challenges, mostly from Gun Runners' Arsenal, to make them consider other DLC's content where appropriate. The Laser Detonator in Lonesome Road will now automatically have it's quest flag stripped when every warhead is blown up, too.

v1.21
* Improved GRA integration, with the beginning of the replacement of standard items with their GRA counterparts, and the removal of associated tags for a much cleaner UI. Challenges and achievements won't be altered until this process is complete, so that your ability to obtain either is not hindered, and so there also isn't any confusion as to what items work towards them. Associated weapon mods will also be adjusted, with their descriptions being made more accurate and concise.

* Some minor world map icon alterations, specifically the use of Metro station icons for train-related locations. This includes the newly marked areas from previous versions of this mod, as well as DLC.

* Sentry Bots in the Securitron Vault have been assigned to their patrol and defensive locations, which means you might have a tougher time escaping if you decide to sabotage Mr. House's plans and don't seal them up in their room first..

* The mysterious & poorly-documented UMON system has been eliminated from all standard and DLC items. Chem addiction rates are now precisely what they claim to be, and resistance perks are now much more valuable. This should lead to quite a bit less save scumming when using chems, which I'd consider a quality-of-life improvement for gameplay.

* Fallout 3's Encounter Zone system is also gone, so you won't encounter "dead" areas, unless the spawns themselves are flagged as such. This will also prevent cells from being locked into whatever level you happened to wander into them first.

* Optimizations to always-dead NPCs (ie: corpses), removing AI scripts, factions and the like for better performance, while also assigning them persistance, so that they don't fade away if you entered a cell early and need to return later. As usual, I will be tackling this problem in sequence, so this applies initially to bodies found in and around Goodsprings, along with previously modified characters. In addition, I will be fixing the related issue where the contents of said bodies change or respawn on the same playthrough. The engine bug where a body does not appear where it is supposed to cannot be resolved by modding, however, but at least now a "save, quit to title and reload" is guaranteed to fix it, instead of only doing so sometimes.

v1.20a
* Emergency upload to fix a possible UI bug: the Lockpicking tutorials are no longer purged due to a potential issue where the game refuses to acknowledge mouse input, yet still works in all other ways, preventing you from actually picking the lock. Only occurs in some situations (like a New Game), but is severe enough to justify fixing immediately.

v1.20
* New 'Anthropology' perk based on old resources created as an anti-human (and their kin) ability, in a similar vein to other perks like Entomologist and Robotics Expert for their respective targets.

* Auto Axpert restored as an all-around damage boosting choice for all automatic melee/unarmed weaponry. Various fixes and balance adjustments also applied to this class of weapons, with their rate of breakage, sound levels, repair lists and other details standardized.

* Fire Hydrant static objects replaced with the completely unused-in-NV activators, just like in Fallout 3.

* Various dialog restorations (like being able to donate caps to the Followers) and bugfixes made to the New Vegas Medical Clinic, along with a sorting of the implants in your Pip-Boy so they are all listed together with the OWB implants too.

* Single Shotguns can now be pryed from their chassis in certain traps with sufficent skill, as originally intended, but in a very poor state of repair for balance purposes.

* So-called "Uncanny Valley" corrections are being implemented with regards to NPCs, such as missing features (eyebrows, hair styles and variables) and eye textures, improving the emotional expression and appearance of 'em without making any controversial modifications to their actual face.

* Some placement adjustments to permanent Skill Books so they aren't unobtainable, and all of them regardless of location are now flagged as owned by the Courier so that Good-aligned players don't have to steal or use exploits to obtain them.

* Various unmarked locations in the Mojave Wasteland now have associated map markers and fast travel points, with ownership and other oversights to interior areas assigned as appropriate.

* Scripts that were changed by earlier iterations of this mod, as well as those going forward, will have their source code cleaned up along with performance tweaks made as appropriate. This includes the removal of unused variables, a restructuring of the variable arrays (if other scripts don't depend on them), deletion of empty space that isn't being used, while ones used for formatting purposes are replaced with tabbed spaces, standardization of abbreviations, and so on.

* Restored the cut content bunker located at Ranger Station Foxtrot, for an additional area for the player to explore.

v1.19
* "Embedded" weapons that are built into creatures and robots have all been revised and cleaned up, resulting in some bugfixes that I don't think anyone has ever done before. Regardless, this includes a purging of resources that the player will never see for performance improvements, sound, weight, resistance and other adjustments, as appropriate, and adding all of them to the proper forms so that perks and other game effects can react properly to them.

* Tons of improvements to miscellaneous items so that they have their proper weights set (not the default of "everything is one pound"), names, icons, sounds and more. Every version makes small strides in this area, but this release made some big changes here. In the vast majority of instances, this will result in you being able to carry more stuff in less space.

* Muggy can now break down all the other kitchenwares that he couldn't, and/or which lacked Breakdown recipes already. More junk made useful! Yay!

* Further Alien-related improvements, restorations and weapon changes; disregard if you hate that stuff and/or don't choose Wild Wasteland. It won't affect your gaming experience otherwise.

* Superior Defender from Point Lookout also returns with new properties and requirements, and isn't so horribly overpowered (but still good!) too.

* Lots and lots of little fixes to ammo, case, powder and primer containers and their unpacking scripts. They are also more common and yield more consistent amounts of product, instead of varying wildly from item to item. Names, prices and weights adjusted as appropriate.

* Caesar's Fort has a significant number of restored NPCs and objects, making the Legion's HQ in the Mojave feel much more alive than it did.

* Slowly converting unusable static objects into interactive ones, allowing you to loot, drink from, turn on, destroy, open or otherwise activate things which you were unable to do so with before, but.. now you can! Doing this manually and over time so as not to get the issue with other mods which do this where such conversions break the game or result in stuff getting stuck in walls or floors.

* An unused Pip-Boy statistic from Fallout 3 has been repurposed and now tracks the # of radios you destroy, like in Dead Money. And you can now blow up useless ones anywhere else in the game world too; tied to a new Challenge as well!

* Dozens of errors were corrected and all 300+ Caravan cards now make appropriate sounds and have the proper textures, names, and anything else they are supposed to. This includes AND improves upon Soukey's "Caravan Card Corrections" mod, and I've submitted the additional fixes back to him, with permission, so other popular mod projects will benefit from this as well. <3

* Lobotomites were given their own class and combat AI, as well as having all their templates cleaned up and loot lists expanded and refined, so you're guaranteed to get SOMETHING useful from every single one, although this also means they're going to be more aggressive.. (but less likely to seek cover or run away, since they're supposed to be mindless), so it's a bit of give-and-take.

* A huge boost to the repair lists for weapons and armors throughout the game, greatly expanding what you can and cannot fix, and not making Jury Rigging so damned mandatory; but still very desireable, since I tried to fill in 'gaps' that such a perk left. It's effects will stack on top of these improvements, as well, in a logical fashion.

* And of course, lots of little fixes and smaller additions and restorations to previous and new content alike. Have fun!

v1.18
* A fix for a bug in New Vegas Radio which was causing songs like Big Iron to play twice as often and another, Stars of the Midnight Range, to play half as often. Thanks to Machienzo for this contribution!

* The Lucky 38 Penthouse Suite has had a number of errors and oversights corrected, such as bugs with the terminal display being resolved, containers sealed off from NPC use, and some AI package weirdness. Also some unlootable and disabled objects were altered to.. not be that.

* You can now return additional Pre-War hats and clothing items to Dead Money Vending Machines once you've gotten the clothing redemption codes. Codes which existed in the game but weren't actually available, now are, such as the Police Revolver, Rebound and the ones for exchanging Sierra Madre Security Armor.

* This patch encompasses thousands of updates and fixes to every Companion in the main game as well as all of the DLC. Scripts were trimmed, flags were set, variables were adjusted and statistics were standardized, cleaned up and altered to make better sense. Ghoul, Nightkin and Robotic allies all have the proper resistances and perks that their race or model grants them, and tag skills and SPECIAL were also modified wherever it made sense, based on what each character is supposed to be good or bad at.

* Finesse is now a trait like it was in the old Fallouts, while More Criticals takes it's place as the plain ol' "score more Critical Hits" perk. The artwork for both of these was in Fallout 3, but since Fo3 lacked traits, well, it resulted in these two being swapped and never actually having the latter implemented. This won't affect a file in progress, and all NPCs who have the "old" version of Finesse will now have More Criticals, so this is simply an extra choice for a New Game.

* Irradiated Beauty actually lives up to it's name and makes you more charismatic as your radiation poisoning level rises, while also negating one of the stat penalties you'd otherwise suffer. Pairs very well with RAD Tolerance and various other radiation-related perks.

* Ant Resins can now be found in the world again, and are used in a recipe to produce Turpentine, as such resins are from plants and processed into such in reality the same way; with heat and water.

* Lots and lots of little fixes to content from almost every previous version, and as usual, there's even more "better renames" for misc. junk and improvements to the crafting system. Be sure to look around for 1.18 tagged notes in the ReadMe!

v1.17
* Painbringer perk causes you to go into a rage when you sustain enough damage, lowering your mental stats but boosting your attack speed with all weapons.

* Equilibrium perk allows you to assume a firing stance with pistols & revolvers for improved accuracy and firing speed.

* Hardcore, starvation, exhaustion and dehydration values and effects adjusted for consistency. Added a new perk, Ionizing Insulation, to go along with this change, and renamed RAD Resistance to Ionizing Endurance (and altered it's effects) for better usage too.

* RAD Tolerance returns, but provides a new bonus in addition to working for all tiers of radiation sickness instead of just the first one.

* Extensive modifications to nearly every aspect of the various Metal Armors in the game, making them a far more desirable choice of protection, and easier to repair as well.

* Some stuff with various other sets of items, like Berets and hammers fixed up. Also all "broken" weapons and armor were tweaked; check the ReadMe for details as usual.

* Eyeglasses improved and standardized across the board, and little details like them making clinking sounds when picked up or dropped also added.

* The Mile In Their Shoes perk has been reworked to not be useless anymore, and has some.. interesting effects..

* The disabled 3rd floor in Gommorah is now available, no console commands needed.

v1.16
* Salient Green can now be used to make all types of harvestable plants, as well as fruits and vegetables (although the latter requires higher Survival skill for balance purposes). This also includes and updates previous changes to such pickable objects and their respawning.

* Performance adjustments made to the various explosive Detonators and their scripts to purge unnecessary items and halt NPC reactions to "firing" when there's no actual explosive being used.

* Return of the old Adrenaline Rush perk from previous Fallouts in a new form, using an unused Vault Boy icon; boosts your damage based on your Energy, and also provides a bonus when your health is low. Pairs well with other "when-injured" perks.

* Barkskin from Fallout 3 is also restored, again with changes to balance it for the perk-a-level system. Supplements the Toughness perks.

* Mines created from Preserved Meats in Old World Blues also restored as a craftable with the Mad Bomber perk from GRA. Check the Readme for details on this odd addition.

* A multitude of fixes, performance tweaks and quality-of-life updates for Old World Blues, including a large reduction in the number of dialog boxes which freeze gameplay, objects and enemies that were toggled for the PS3 and XBox360 were restored for us PC players, and so on.

v1.15
* Further character creation revisions and improvements, along with the ability to answer that the last inkblot looks like "Two bears high-fiving". Thank tehDman for that one. :)

* Virtually all throwing weapons are now craftable, and that issue in Dead Money where the "clean" spear wasn't using the right texture has been fixed.

* Further updates and fixes to EMP Resistance so that it is properly factored into attacks, and OWB robots are less damage-spongey against such attacks due to the removal of an artificial balance adjustment they, and only they, had.

* Surgical masks are now implemented and useable, and interestingly enough, several WERE already placed in the game by Obsidian! So now you can actually see and wear 'em!

* Great Khan armor now allows you to talk with the Fiends outside Vault 3, as was originally intended but cut.

* Dozens of spawns near Goodsprings and Primm have been restored, making the early areas much more active and full of life.

* Various tweaks to loading screens and their text to reflect not only the updated and changed perks, but actual bugs in their implementations and spelling/grammar errors as well.

* All Jukeboxes and Radios in the main game and official DLC should now properly be tuned to a station, and not be "dead" even when activated.

* Further adjustments to NPCs involved in the Sunset Sarsaparilla Star Bottle Cap questline.

* Both Sloan and Mojave Outpost had a multitude of balance fixes, ownership adjustments, cell issues and character updates made. Details in the Readme.

* A dozen more changes to existing perks to better fit the perk-a-level system, including bug-fixes.

* A whole bunch of restored perks, and some "new" ones made from existing resources. Some awful ones still lingering from Fallout 3, like Infiltrator and Computer Whiz, were also redone to not be utterly so worthless.

* Fixes to the holdout weapons lists and the scripts used to "frisk" the player of their weaponry; particularly ED-E and Rex losing their embedded weapons somehow.

* Various updates and improvements to just about everything and everyone involved with the "Vance's Gun" quest. The "notorious" duo's headwear is much nicer now, for example.

v1.14
* Every Challenge in both the base game and the DLC now properly awards an appropriate amount of XP (a handful were awarding none, or were supposed to give some but the script was fubar).

* Master Trader from previous Fallouts has been restored and improved; now gives a smaller discount to purchases, but slows durability loss as you've learned to maximize your items' value.

* Two more Fallout 3 quest perks restored via new Challenges.

* Various corrections to the Dynamite textures (also used in Time Bombs) courtesy of DevastatinDave. Thanks Dave!

* Elemental damage types such as Electric and Frost now properly factor in your resistances. Direct damage resistance was working, but not against the DoT parts.

* Various "beauty" options enabled on all placeable water types in the game and DLC, making water look much better on high detail settings.

* Unique shovel restored, and either can be used to dig up any graves. All such graves now have loot and properly require the shovel, too.

* AI improvements, including the standard combat styles being able to use Stealth Boys now.

* Marcus in Jacobstown is bigger, stronger, smarter and actually equipped the same way he was in Fallout 2. If using mods that replace his textures, load them after this one.

* Skilled is no longer game-breakingly OP, nor can you exploit it to get skill boosts from it multiple times. Still a powerful, but not-so-mandatory choice.

* A tremendous number of fixes and updates to Old World Blues content, covering all the weapons and armor available, and then some.

* "The usual" slew of improvements and performance tweaks to previous updates, including more one-time-only firing scripts and triggers deleting themselves after execution, for smaller savegames and faster load times.

v1.13
* Varmint Rifles (including the Ratslayer) have been changed back to .22LR as originally designed, with expanded options for obtaining this ammo added in. Loot tables and various object placements also changed to match this, making this variety of bullet far more useful.

* Further streamlining and corrections applied to all ammo, and some additional recipes (including Conversion and Breakdown) for neglected types. Hand Loader and Efficient Recycler continue to improve your crafting wherever it makes sense. Vendor-only ammo like hollow points and armor penetrating rounds are NOT included for balance reasons *grumbles about how some mods do that and effectively make all other ammo worthless*..

* Ash and Goo Piles now are disabled and deleted after cell reset OR repeated reloads of the cell they're in, in the event it never resets.

* You can now destroy Tumbleweeds if they annoy you or glitch out and get stuck in the terrain.

* A handful (heh) of fixes and tweaks to pickable plants, such as incorrect names or missing sounds.

* Player-useable Baseballs! Works with the restored & improved Little Leaguer perk.

* Various updates to the Slave Collars in the game, paving the way for future updates which will incorporate these base changes. As usual, some bugs here and then fixed, too.

* Nuclear Anomaly perk from Fallout 3 restored; meshes extremely well with certain New Vegas perks, one of which, Atomic!, is now it's prerequisite.

* A huge amount of streamlining and efficiency improvements made to the character creation process; things as simple as modifying Doc Mitchell's pathfinding can save many seconds without actually cutting anything. You now get a fixed set of loot upon finishing, and the Courier's Stash unique items were made optional, so if you don't want them, don't take 'em! A ton of quests, scripts and other leftovers from Fallout 3 were cleared up, saving a significant chunk of memory and improving performance.

* Quest notes are being properly assigned to relevant quests, so that the "Show Active Quests" filter in the Pip-Boy actually works properly. Missing icons, sounds and other data will also be assigned as this process continues.

* Fire Axes can now spawn in Fire Hose Boxes at a very low (less than 1% rate); since they are a powerful weapon worth a lot at full repair, they'll be basically broken, to prevent early-game unbalancing, but a nice, and logical, surprise at higher levels. Missing sounds added to these containers too.

* Rebalanced karma increases and decreases; it'll be much easier to maintain your preferred level now, even if you slaughter a bunch of Fiends. Alignments are being set properly on NPCs as this mod progresses, to go along with this; and you already do NOT lose karma for stealing from evil factions like the Legion and Powder Gangers.

* Radscorpions actually drop their eggs now. The recipe to make casseroles from their stingers is also in-game, in Ruby Nash's inventory.

* An absolutely massive amount of fixes, updates and upgrades to the NCRCF and associated questlines, with a good 90% of the Powder Ganger faction being revised. This includes the cut Cell Block C being added in via a new building, more ways to gain reputation, significantly improved AI and pathfinding, quality-of-life improvements like being able to manually shut off that damn alarm system, and more. All of this done in a way that it's still do-able right after Goodsprings, but far more engaging!

* In conjunction with the above, Primm also saw some fixes and restorations, such as the faction, as well as ways to increase it (you can get it to Idolized if you do everything). Many disabled or incomplete NPCs were enabled / finished and set in place, with an emphasis on using existing ID #'s so as NOT to increase savegame bloat or ruin performance.

v1.12
* Now includes DevastatinDave's texture corrections for all the Nuka-Cola bottles and the Police Pistol. Used with permission.

* Various bits of restored content and scenery, like the water pumps at Hoover Dam and Cactus Water is actually different from other types. It's the quenchiest!

* Extensive perk changes and even some additions, like Master Poisoner, using existing assets and genuine official artwork.

* Scripts added for certain Nuka-Cola and Sunset Sarsaparilla bottles so that all of them can be used properly in crafting recipes; done in a such a way that the recipe list isnt cluttered up with duplicates. Inventories also revised to remove these flawed objects and only stock the craftable ones.

v1.11
* Now includes Nivea's Dog Eye Fix and Nekhanimal's Euclid C-Finder Fix, along with my own additions and supplements. Used with permission.

* A handful of Challenge tweaks and corrections, both modded and vanilla ones.

* A number of changes for object ownership in Goodsprings, mostly to remove that weirdness where it said that the citizens owned things they didn't or vice-versa.

* The usual batch of improvements to the UI, descriptions of skills and further revision to dialogs to reduce clutter without actually removing information.

* Tweaks to all the NPCs in and around Goodsprings, including restoration of several beasts and a fully-voiced and scripted "Wasteland Adventurer" (now named and placed).

v1.10
* Fixes to the various BB Guns, as well as the re-introduction of the classic Red Ryder from older Fallout and Wasteland fame. These weapons all properly indicate that they are silent now, as well.

* An enormous number of perk balance tweaks (to match the gain-a-perk-every-level system) and bug-fixes, like missing weapons added to the lists of Cowboy, Grunt, Loose Cannon, etc.

* Most tutorial messages are now, like the DLC and add-on load messages changed to a corner dialog, largely reducing the amount of excess clicking you need to do upon starting a new game. Only a handful remain in the old style, for compatibility concerns.

* Apparel subcategory added to Recipes, and a number of armor-related changes to eliminate various bugs with the DT/DR system (ongoing process).

* Radiation suits revamped entirely; still a very niche use but far more effective, and their effects are in-line with actual NBC protection available in reality and elsewhere in the Fallout 'verse.

v1.9
* Additional files are now contained in a .bsa, which makes it a lot easier to install or remove this mod. Also has the benefit of improving loading times and reducing memory consumed.

* A tremendous number of updates for ammunition and related content. Everything that is supposed to leave behind a hull, shell casing or drained cell will, weights, prices, effects, damage and everything else has been streamlined and standardized across the board. In addition, the names were also slightly reworded in order to make them automatically sort in the Pip-Boy (for example, all shotgun buckshot shells will be together, instead of mixed in with slug-type shot, and vice-versa). Please see the readme.txt for details on this, as quite a lot was updated!

* Faction and variable fixes for the player character, which can help reduce crashes as well as help with the ever-worrying issue of savegame bloat.

* All child-specific items have been properly flagged as such, and repair, buy/sell and other statistics properly set. Not much of a visible change for most, but, again, it's all about fixing random little things that are often overlooked.

* Form lists for various things like repairing and script checks have been updated. This will be an ongoing process, with the goal, as always, of fixing everything for consistency and logical use within the game world, and doing as much as I can with existing assets so as to keep the game stable.

* The beginning of the restoration of Point Lookout content, including the beloved Double-Barrel Shotgun, and the usual updates and fixes to previous releases of this mod.

v1.8.5
* A number of bug-fixes to the last release I didn't want ya'll to have to wait for the next full release to get. Mostly visual or text-based, but a few gameplay-related issues that needed to be resolved.

* The Wild Wasteland encounter with Aliens has been greatly improved, with better skins for the aliens and they carry much more substantial loot (restored content from Mothership Zeta). Of course, they're stronger and smarter to compensate.. going after them early won't be an option for most players..

v1.8
* More than a dozen perks from Fallout 3 restored, but with new bonuses beyond mere skills, which will make you actually want to consider taking them. Deal increased damage vs Good or Evil with Contract Killer and Lawbringer, take Cyborg for resistances at the cost of being vulnerable to Pulse weapons, or become a Little Leaguer and own people with a baseball bat. Lots of synergy between these new perks and existing ones, so have fun!

* EMP Resistance always existed in the game, but lacked a number of variables (like, an actual name), so now it's a thing you can defend against. Pulse weapons now work as they're meant to, against all forms of Power Armor and robots, not just the small selection the code for the base game was setup for.

* The Repellent Stick from FO3 is back, as is the Super Cattle Prod from Fallout 2. Fiends sometimes carry Auto Axes, and various wastelanders now carry and can use other restored cut content, like Stun Grenades.

* Various lesser tweaks, adjustments and additions to older modded stuff; see the readme.

v1.7
* The Railway Rifle is back, as is the Mesmetron. Both also include recipes for making the ammo yourself, and in the case of Mesmetron Power Cells, Efficent Recycler will help you make them more easily.

* Extensive changes and improvements to Jason Bright (who carries the Mesmetron, although he won't use it), better fitting a faction leader, however small it may be.

* Jet and it's variants now grant Energy in addition to Action Points, allowing them to actually do something for the (few) NPCs who use these chems.

* As usual, lots of minor bugfixes and item tweaks; in this case, adding pickup/putdown sounds to many more objects for greater aural feedback. A few more things are craftable too, like Fire Bombs, and you can get film from Cameras that the Toaster in OWB breaks down.

v1.6
* Fallout 3's Dart Gun returns with craftable ammo and three varieties of gun that inflict different poisons (Bark Scorpion, Radscorpion or Cazador venom).

* More cut content restorations, like a missing note on the corpse of Johnny / dead Prospector and Flechettes from Lonesome Road.

* Various recipe tweaks and additions to further fill in gaps or allow you to upgrade existing items with other existing items.

* Dead Money Vending Machine improvements, including the ability to obtain a Food Sanitizer from them, updated to work with every item, as well as booze from the interface in OWB's Sink.

v1.5
* Now includes Raverbane's "Old World Blues - Vending Machine" mod, which, as it's name implies, adds a Dead Money vending machine to The Sink! Also includes an updated bugfix for the sink's hydration recovery.

* Extensive changes to all the cannibal-related perks (Cannibal, Dine and Dash, Meat of Champions, Ghastly Scavenger and Tribal Wisdom). Recipes using existing assets have also been added to support these, and you can even consume Ghost People in the Sierra Madre once Dog/God has taught you how!

* In conjunction with the above, Lead Belly protects against STR loss from raw meat, but the aforementioned perks also work for their specific meat as well. So, for example, with Tribal Wisdom, you won't suffer a penalty for consuming raw Ant Meat.

* Numerous other minor fixes and updates, including to past improvements (listed below).

v1.4
* Dynamic objects in the game world are now labeled; things such as tires, brooms, mops, barrels, that sort of thing. Static, unmoveable versions of these are not, so you can tell if something in the way can be shot, picked up, or otherwise interacted with.

* Minor adjustments to some creatures in the game world to balance last patch's changes. Also the usual spelling / grammar corrections.

* Form lists, statistics and more have been adjusted for all Vault Suits, Security Armors and derived items (Armored Vault Suit, Boomer Outfits, etc.). DT/DR has been added as appropriate so that all of these can be repaired at NPC vendors as well (0 armor apparel is not fixable without spares otherwise).

* Quite a few perk balance adjustments; see the readme for details.

v1.3
* The Well Rested buff now also grants you a slight bit of damage resistance.

* Those annoying DLC load messages are now corner dialogs, which means significantly less clicking after starting a new game.

* Challenges from GRA to kill faction leaders are still present, but hidden by default, so they aren't clogging up the Pip-Boy everytime you decide to go a different story route than Independent (and murdering every other leader along the way in a specific fashion).

* A whole bunch of difficulty tweaks to bring NPCs in parity with the Courier, and vice-versa. These changes are NOT super hardcore, but they will bump up the difficulty a little bit.

v1.2
* All Evil factions, such as the Powder Gangers, Raider clans, and Caesar's Legion, are properly flagged as Evil.

* Every single NPC class has had their tag skills cleaned up and revised. All vendors have Barter and Repair, for example, and everyone should have at least one combat skill. Civilians were given "passive" tag skills like Survival, which will let them heal a bit better from the food they carry.

* Due to the above, Legate Lanius also had a slight increase in SPECIAL stats; depending on how this is received will determine if I do the same for the others.

* Expanded all of the below fixes to the DLCs, although that's a much greater task so it will be an ongoing project. This does mean, however, that you'll need to have all the DLC in order to run this mod now.

v1.1
* Food Sanitizer now functions again, and will also work properly in combination with the "Old World Gourmet" perk.

* Extensive revision to virtually every consumable item in the game. Missing sound effects added to bottles, scripts and conditions cleaned up, and so on. Alcohol and soda no longer dehydrate you, and everything that should have scaled with Survival or Medicine, does.

* Challenge to unlock Fallout 3's Hematophage perk by consuming Blood Packs.

v1.0
* 4 Challenges cut from the base game have been restored.

* Minor Binoculars fix which prevents it from being poisoned.

* Hundreds of changes and consistency edits made to key properties and their names.

* Various alterations made to try and prevent the "invisible item" bug, where the game is showing items on a corpse the player could loot, but isn't being allowed to.

* Similarly, lots of quest and misc. item changes in the theme of the above.

* Multiple recipe additions to allow the player to turn otherwise worthless items into something usable. This also includes recipes for weapons which were meant to be included from Fallout 3, like the Deathclaw Gauntlet and Shiskebab, but weren't.

* Some minor issues with the vanilla recipes also fixed, like with the Dog Tag Fist and Rocket.