Fallout New Vegas
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Mooilo

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About this mod

A total rebalance of NV and all DLC that is grounded in reality.

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[size=14]Mooilo Remix V0.93[/size]

Click here for an overview of changes in V0.93!

Tired of shooting at bullet sponges? Tired of being a bullet sponge? Tired of illogical, inconsistent balance that doesn't feel right?

Then perhaps this the mod you're looking for.

The Mooilo Remix is a comprehensive balance overhaul for Fallout: New Vegas and its DLCs (aside from Courier's Stash). Player and NPC health are rebalanced to make everyone a lot flimsier, and the player no longer has far more health than NPCs. Guns are rebalanced to reflect the kinetic energy of their projectiles in real life. Energy weapons are rebalanced to be the powerful, next generation tools of destruction they are hyped up to be. Explosives are rebalanced to reflect their energy in real life- and watch out, because that means explosives are strong.

You might think this is a god-mode mod or a cheat. After all, NPCs have less health and you do more damage. However, keep in mind, those NPCs use the same weapons you do, and those weapons hurt you just as much as they hurt NPCs. Unless if you're properly equipped, you'll go down fast.

To that end, all the armor in the game was rebalanced as well. You won't see .22LR rounds or even 5.56mm rounds hurting someone in Power Armor. Want to go up against a Brotherhood squad? I hope you brought armor piercing ammo or you're firing one damn big gun.

You might remember in vanilla being able to pretty effectively chip away at the health of even the most heavily armored enemies with fairly low powered rounds. Those days are gone, because the minimum damage of 20% has been lowered to 3%. Take a look at the weapon damage formula on the wiki if you don't know exactly what that means.

Speaking of the weapon damage formula, you know what's gone? Skills affecting weapon damage. That anti-materiel rifle does the same damage in the hands of someone with 1 guns as it does in the hands of someone with 100 guns. I know what you're thinking: "But then what's the point of putting skill points in guns?" Well, your skill still affects your accuracy, so if you want any chance in hell of actually hitting your target, put some points in your weapon skills.
(There is one exception: unarmed damage is still affected by your skill level. This is intentional.)

There's more! Base carry weight has been lowered to 25 lbs, chems and magazines now have weight, energy weapon ammo weight has been lowered, explosives weights have been raised, power armor now buffs carry weight slightly on top of its strength boost... and well, you get the idea. Lots of weights have been changed, and the overall effect is you can carry a lot less. Expect to carry less crap back to vendors, too, because you won't be able to carry anywhere near all the stuff your enemies drop. That means caps are harder to come by, and really, you were swimming in them before. They were meaningless. Now they're actually important.

For you detail freaks out there (and I am one, which is why this is included), energy weapon ammo no longer magically has a different capacity in every gun you put it in. Every energy weapon firing a given type of ammo has the same clip size and consumes different amounts of ammo depending on the damage the weapon does. For example, every microfusion cell weapon has a clip size of 48, but a plasma rifle consumes two charges per shot compared to a laser rifle's one charge per shot. Energy weapons in general need to be reloaded less now, but some, like the gatling laser, need to be reloaded more often.

That's not even all the changes, but I think you get the idea. The Mooilo Remix makes the game both harder and easier depending on how you want to look at it, and on the whole it feels pretty damn good to play. At its core, it wants to make the game make sense. If you want a nice visual representation of most of the changes in the mod, take a look at the lovely spreadsheet which I use to design the mod. A lot of research went into that spreadsheet. Check it out if you want a quick reference to the new balance. For even more information, check out the readme.



[size=14]What's coming in the future?[/size]

This mod isn't complete. Creatures, unarmed weapons, and weapon mods have not been rebalanced. I have playtested this mod quite a bit, but the balance isn't final and I definitely would love feedback.

I definitely want to make a module that makes injuries and medicine more than an issue of spamming stimpacks, but to be honest I probably won't be doing that for a while.

If I can, I'll make a module that makes stealth more realistic.

There will be a TTW version someday!

I want to make a WMX version as well- see the "Compatibility" section for information on what happens when you try to run WMX with this mod.

There may be a Project Nevada items patch at some point, but completing the core part of this mod, the TTW version, the injuries module and the WMX patch will take priority as I don't actually use Project Nevada myself.



[size=14]Installation[/size]

Plop the ESPs in your Data folder and place them at the bottom of your load order. What's the point of this if your other mods overwrite the changes?

The order of the MooiloRemix ESPs does not matter. Enable the ESPs for the DLCs you have. If you want to have the full Mooilo Remix experience, you'll need hardcore mode on. However, if you don't want to have to manage your H20/FOOD/SLP (and I don't blame you), enable MooiloRemix-HardcoreNoNeeds.esp. It disables the needs in hardcore mode so that all hardcore mode does is make healing items work over time and give ammo weight, both of which are fairly important for the balance of this mod.



[size=14]Compatibility[/size]

This mod changes aspects of almost every weapon and armor in the game. Weapons and armor from other mods probably won't fit in with the new values. To be specific, you'll probably find weapons and armor from other mods very ineffective against the rebalanced equipment in this mod. Take a look at my overview of changes to see how mod added equipment should fit into this mod's balance so you can edit it to fit in!

This mod will overwrite some of the bugfixes in YUP or other bugfix mods. You can use FNVEdit to make a merged patch to fix this if you care to.

If this mod is placed after WMX in your load order, you'll find you won't be able to equip any of the new mods to your weapons. If this mod is placed before WMX, you'll find your weapons won't be affected by this mod! I hope to make a WMX patch soon. (Thanks, Slaughters, for letting me know!)



[size=14]Version History[/size]

0.93:
Main files:
  • Rebalanced gun, energy, and explosive weapon weights.
  • Rebalanced gun, energy, and melee weapon mods.
  • Rebalanced Super Mutants and Deathclaws.
  • Increased the noise guns make.
  • The Gobi Campaign Scout Rifle now has a night scope rather than a regular scope to make it stand out more.
  • Explosions are now more forceful.
  • Adjusted Powder Gang Guard Armor, Vault Security Armor, Sierra Madre Armor, Reinforced Sierra Madre Armor, and Joshua Graham's Armor to have more appropriate and similar DTs as they are all made of similar components.

Harder Stealth (New!):
  • Ranged sneak attack criticals no longer do bonus damage.
  • Melee sneak attack criticals now only do double damage.


0.92:
  • Rebalanced weapons that use Flamer Fuel.
  • Replaced the Heavy Incinerator with an Incinerator Extra Tanks mod. Existing Heavy Incinerators will continue to be usable but are not rebalanced.
  • Rebalanced melee weapons.
  • Rebalanced ammo variations.
  • Rebalanced body part damage multipliers.
  • Started (barely) some creature rebalancing.
  • Changed Rad Child from a perk to a trait and changed its effect.
  • Disabled auto aim because it runs contrary to the realism part of this mod.
  • Adjusted the damage of warhead explosions in Lonesome Road. Tip: stand far away.
  • Prevented players from taking Burden to Bear or Broad Daylight perks in Lonesome Road.
  • Fixed a bug where you could wear glasses with the Goggles Helmet.
  • Fixed a bug where the MF Hyperbreeder Alpha would not recharge ammo in Gun Runner's Arsenal.
  • Fixed a bug where Beast would not have the correct ammo for his SMMG in Lonesome road.

0.91:
  • Fixed a bug where enemies using varmint rifles would be given 5.56mm ammo instead of .22LR ammo. Additionally, the tutorial quest where you are given a varmint rifle now gives you .22LR ammo. (Thanks Slaughters for pointing this out)

0.9
  • Initial release! Not 1.0 because the mod isn't quite complete, but I want to get it out there. Currently missing melee/unarmed rebalance as well as creature rebalance.