Very big mod which took me 2 years to create and is still being updated. It makes game more challenging and forces the player to use his brain. It changes ALL items, perks, creatures, NPCs, companions, gameplay mechanics and so on, while it adds much, much more of the new stuff to the game. It changes literally everything!
Sorry, but you are NOT allowed to redistribute or reupload any part of this mod, if you want permission to use any of the weapon models in your mod, then you should contact authors accountable for making them.
File credits
Look for the Credits on the bottom of the main page.
Donation Points system
This mod is not opted-in to receive Donation Points
Changelogs
Version 2.4.1
v2.4.1
Main Plugin:
* Removed test boxes with gear from Goodsprings.
* Tweaked Goodsprings Settlers' sandbox behaviour.
* Halved weight of Depleted Uranium ammo.
Main DLC Plugin:
* Few tweaks to NPCs in Lonesome Road DLC.
* Added following armors to the lists - Tribal Trooper Armor, Armor of the 87th Tribe, Scorched Sierra Power Armor & Helmet.
Old World Blues:
* Fixed missing sounds and few other issues.
* Adjusted world loot.
* Nightstalkers upgraded to Mutated Nightstalkers.
* Increased movement speed of Police Cyber Dog from 140% to 150% and Military Cyber Dog from 155% to 165%.
* Lobomite Psycho movement speed increased from 115% to 135%.
* Adjusted weapons on Corpse Suits.
* Player gets a bit worse stuff on the start of the DLC.
Version 2.4.0
v2.4.0
Main Plugin:
Bug Fixes:
* Companions no longer lose their weapons when player enters Gomorrah Casino.
* Fixed missing dummy on the Gauss Shotgun.
* Fixed (T2) being missing in the Minigun name.
* Fixed 7.62mm DU ammo not being sold at all and 14mm DU being sold by wrong vendors.
Changes:
* Lockpick skill isn't reduced while in interiors.
* NPCs don't get penalties for wearing sunglasses at night or in interiors. It's much faster and easier way than scripting automatic unequiping & equipping.
* Removed old perk respec script.
* Renamed Implants to make buying them less chaotic.
* Greatly reduced overall distance from which player can fall without taking damage, but also reduced damage taken.
* Agility now affects fall distance.
* Added Acrobatics perk (2 ranks) - increases fall distance by 50% (100%).
* Mad Bomber trait damage and AOE reduced from 10% to 8%, but reduced damage penalty from 15% to 10%.
* Swift Strikes trait attack speed reduced from 35% to 30% and action points cost from 25% to 20%.
* Heavy Handed trait damage reduced from 20% to 15%.
* Finesse trait no longer gives enemies 5 DT, but decreases player's damage by 15%.
* Increased health threshold on True Faith and Second Chance perks from 25% to 30%.
* Thermic Lance value reduced from 5500 to 4000 caps.
* Changed Invisible Nightstalkers. Their invisiblity works like that of Nightkins and XP increased from 20 to 22.
* Increased Autism trait Critical Chance from 3% to 5% and Damage Resistance from 10% to 12%.
Preparations for v2.5.0 overhaul:
* XP tiers for killing NPCs (not creatures) reworked. Player will get less XP for low level enemies, but more for end-game ones. Level thresholds increased from 5 (1-20) to 10 (1-40) and XP gains from 5-35 to 5-50.
* Slowed down NPCs' accuracy gain, so they won't have max possible accuracy on level 24, but on level 40 instead.
* Toned down NPCs' effectiveness with explosives on low and mid levels.
* NPCs (excluding Companions) gain small boost on levels 10, 20, 30 and 40.
Deadlier Combat Plugin:
* Plugin changes no longer persists after disabling the plugin.
Vanilla Minigames Plugin:
* Added Vanilla Minigames plugin. It restores vanilla lockpick and hacking minigames, but also removes related to them perks.
Main DLC Plugin:
* Elijah's (Dead Money) detection reduced and gear reworked.
* Turrets in Vault (Dead Money) use AWN data correctly now.
* Added Them's Good Eatin' perk.
* Hoarder trait movement speed penalty reduced from 10% to 8%.
* Fixed (T2) being missing in the .45 Pistol name.
Added Items:
These items can be encountered and/or crafted outside of the DLC areas now:
Shocking Glove.
Flaming Glove.
Radioactive Glove.
Preserved Meat.
Thin Red Paste.
Thick Red Paste.
Salient Green.
Battle Brew.
Blood Sausage.
Black Blood Sausage.
Mutant Cave Fungus.
Nightstalker Squeezin's.
Old World Blues:
* Big MT is finally enabled.
* Requires level 25 to enter. 30+ is recommended.
* Around 15000 XP for completion.
* 3 (or rather 6) perks that you get upon entering OWB DLC are double-edged blades.
* Lobotomites and Corpse (Trauma) Suits are still considered NPCs instead of creatures in regards of game mechanics, but they can be damaged by EMP effects by halved amounts.
* Cyber Dogs also can be damaged by EMP attacks by halved amounts.
* 3 types of Corpse Suits in Power Armors and heavy weaponry, and they are flagged as Lobotomite race.
* 4 types of Lobotomites - Crazy, Tough, Psycho and Mechanized. They aren't armored, but have a lot of health.
* 5 types of Robo-Scorpions - from invisible to suicidial ones.
* And as always - all bosses and other NPCs and creatures got rebalanced properly.
* OWB Implants follow AWN implant system and its rules.
* Player can reset his perks and choose them all again for 5000 caps, but only once.
* All unique weapons, like FIDO or Heated Saturnite Fist, can be crafted or found only once.
* Stealth Suit MK2 no longer uses Stimpaks and Morphine and got reworked a bit. TO DO? + Overhaul
* Sonic Emitters don't need critical hits for their special effects.
Version 2.3.3b
v2.3.3b
* Fixed script still giving penalty while moving backwards.
Version 2.3.3
v2.3.3
Main Plugin:
Bug Fixes:
* Fixed a really awful bug with Primary Needs not working correctly.
* L86A1 LMG zoom magnitude fixed.
Changes:
* Player is no longer slowed while moving backwards.
* Player will get a message box with a short info about each difficulty upon character creation.
* Gear decay rate is affected by the game difficulty now.
* Rex takes 50% damage from the EMP effects, but has 10% Electrical Resistance.
* Player now gets 100 caps to spend on the starting gear for each Charisma point.
* Reduced penalty to weapon swaying for having insufficient strength requirement by 20%.
* Vault 19 Convicts' armors changed to these from much lower tiers.
Perks & Traits:
* Spoiled Child trait can't be obtained by the Mutate Perk anymore.
* Mad Bomber trait damage and AOE reduced from 20% to 10%, but damage penalty with other weapons is also reduced from 20% to 15%.
Changes to tags and skills:
Tagged Explosives - +8% Area Of Effect Radius with Explosives.
Explosives: 25 - +5% Attack and Reload Speed with Explosives.
Tagged Melee Weapons - +5% Damage Resistance. +10% instead with equipped Melee weapon.
Melee Weapons: 50 - +2 Damage Threshold.
Tagged Unarmed - +3% Dodge Chance. +6% instead with equipped Unarmed weapon.
Unarmed: 50 - +8% Sprint Speed.
Version 2.3.2
v2.3.2
Main Plugin:
Bug Fixes:
* Fixed a bug with Recharger Pistol having a weapon mod.
* Chinese Stealth Helmet uses Eyeglasses and Mask sockets.
* Space Helmet uses Head socket.
* Reworked some scripts in order to increase their smoothness and make them bug-free. WIP
Changes:
* Player is moving 50% slower while moving backwards. This might be a bit buggy, though.
* Kamikaze trait damage bonus reduced from 20% to 15%, while reduced penalties on DT from 5 to 3 and increased on DR from 10 to 15.
* Built To Destroy trait damage bonus reduced from 15% to 10%, but decay rate also reduced from 25% to 18%.
* Tagged Barter gives +5 Carry Weight instead, and old bonus moved into the new perk.
* Added Investment perk, which increaes all vendors caps by 50%.
* Added Autism trait.
* AK-47 scope mod no longer gives red dot zoom, and zoom magnitude bonus lowered.
* Binoculars now give +2 PE and Search and Mark and Spotter perks. Weight reduced from 1.5 to 0.5 kg, and value reduced from 250 to 150 caps.
* Lowered value of all kinds of human/ghoul meat.
* Freeside Thugs spawn rarely, but in much bigger quantity now.
* Player doesn't get so much valuable stuff for reputation from Kings and Brotherhood of Steel.
Goodsprings:
* Goodsprings got some changes, mainly to make it challenging for the player regardless of the faction he is siding with, and to decrease amount of free stuff he is getting.
* Toned down Goodsprings Settlers' weapon tiers a bit.
* Cheyenne always dies during the Ghost Town Gunfight quest, so she's no longer a possible companion.
* Added 2 mercenaries guarding Goodsprings during the Run Goodsprings Run quest, and the whole town fights back now.
* Recruiting Sunny Smiles no longer uses 2 companion slots in some cases.
* Some tweaks and fixes in scripts.
Backpacks:
* Added backpacks.
* They can be sold by some vendors and are equipped by travelling merchants.
* There are 9 types of backpacks. They increase Carry Weight by 5-70, but they weight 1-10 kg, reduce Agility by 0-4, Movement Speed by 1-14% and Sneak Skill by 5-50.
Main DLC Plugin:
* All Riot Gear Helmets use same sockets as NCR Ranger Helmet.
* Going to Zion with 1 Charisma fixed.
Version 2.3.1
v2.3.1
Main Plugin:
Bug Fixes:
* Heavier armors correctly affect dehydration and sleep deprivation rates.
* Heavy Walk perk correctly gives +1 AG on 2nd rank.
Changes:
* Added Heffy's animation pack. Scar-H and SG 552 will be using them. Some players might not hear reload sounds, though.
* Player gets hungry and thirsty ~50% slower while sleeping.
* Changed notification about Primary Needs and Radiation from "You are now sick with" to "You are now affected by", because of the positive effects of Primary Needs.
* Increased XP amount for killing Sunset Sarsaparilla Protectrons from 40 to 60.
Main DLC Plugin:
* Instant Stimpaks and Instant Super Stimapks are no longer automatically used when player reaches 50% health.
* Player correctly gains the reward for not killing Ulyssess.
* Nightvision and Flash Protection in Lobotomite Goggles work correctly now.
* Loot in Divide (Lonesome Road) adjusted and greatly reduced.
* Player is no longer healed when he enters or leaves any of the DLCs, but he still has Primary Needs fully restored.
* Fixed crashing when entering/leaving the Divide (Lonesome Road) with the Hardcore Mode enabled.
* Player has to pay 100-400 caps if he wants to enter any of the DLCs. TO DO
* ED-E's (Lonesome Road) damage and health per level reduced by 25%, since ED-E is too strong and essential even on the Hardcore mode.
* Riot Gear armors and helmets can be correctly repaired with other Riot Gear, Desert Ranger and NCR Ranger stuff.
Version 2.3.0
v2.3.0
Main Plugin:
Bug Fixes:
* Pack Leader perk correctly works with 5 Companions.
* Team Player perk no longer gives bonuses from the 2nd rank on the 1st rank.
* Low Profile trait no longer works as if it increased number of hired Companions, but as if it lowered Companion limit instead.
* Ghoul Troopers no longer give bad karma if killed.
* Brotherhood Scribe and Fiend classes start with their keys correctly.
* Fixed tooltip on Well Rested perk, it works for 6 in-game hours (30 in-real minutes), not 30 in-game minutes.
Changes:
* Caps for starting gear increased from 2500 to 3000, but player's barter skill no longer affects the prices, so they stay at the same value (200% of default price).
* Loner and Team Player perks moved from level 8 to 4 and adjusted.
* Added 3 new Deathclaw types - Irradiated, Venomous and Nightclaws.
* Added Young Golden Gecko Hunters, Fire Gecko Hunters and Young Fire Gecko Hunters.
* Increased and fixed spawns of deathclaws in some cases. Fixed a bit spawns of geckos.
* Centaurs use Poisonous Radiation effect now, meaning that they also deal Poison damage, but duration of the effect reduced from 6 to 4 secs to offset it a little bit.
* Ghoul Troopers use same gear as NCR Troopers now.
* All ceiling turrets in Vault 11 Sacrificial Chamber are Mark I turrets. This should reduce chamber's difficulty big time. Added small reward as well.
* FAMAS silencer mod swapped with condition mod.
* Teaching Jack (Red Rock Drug Lab) new recipes takes only 1 hour, instead of 4.
* Reduced value of Tier 1 mods by 16.6% and Tier 2 mods by 10%.
* Well Rested perk damage bonus reduced from 10% to 5%.
Dodge Chance:
* Changes below should make Light Armors (and Medium at some point too) more useful.
* Player's base Dodge Chance increased by 10%
* Bonus from Luck increased from 0.5% to 1% per point.
* Further increased penalties for wearing Medium/Heavy/Power Armor.
* Dodger perk and its 2nd rank Dodge Chance bonus and Agility requirement increased by 1.
* Dodge Mastery perk multiplies Dodge Chance by x1.2 instead of x1.25.
* Sprint multiplies Dodge Chance by x1.2 instead of x1.25
* Bullet Time now also multiplies Dodge Chance by x1.2.
Primary Needs:
* Reduced rate of starvation and dehydration by 16,6%.
* Player is now fed, quenched or rested and gains bonus to stats when his starvation, dehydration or sleep deprivation level remains between 1-199.
* Heavier armors increase Primary Needs rates - Medium by 11%, Heavy by 25% while Power by only 5%, due to its advanced technology.
* Difficulty settings now affect Primary Needs rates.
* Fixed a bug where combat slowed primary needs by 50%, instead of increasing them by 100%.
* Increased Primary Needs rates during combat from 200% to 400%.
Mini DLC Plugin:
* Fixed a bug with spawning Light Metal Armor 3 times on some NPCs instead of increasing a chance of encountering it, but sadly, you would have to start a new game for this bug to disappear.
Main DLC Plugin:
* After completing the Dead Money, you can enter and leave Sierra Madre whenever you want. TO DO
* Rocket Swarmer reload animation with ammo mod installed fixed.
* Snow Globes prices reduced from 2000 caps to 1000 caps (200 Sierra Madre Chips in Dead Money).
* And Stay Back perk 2nd rank no longer affects all weapons.
* Follows Chalk Headdress and Park Ranger Hat stats adjusted.
* Saturnite spears no longer pin limbs, because they added 2 spears to the target whenever they did.
* Changed and fixed some weapons and ammo in the Sierra Madre (Dead Money).
* Chainsaw Fist (Industrial Hand) can be correctly bought from vendors.
* Green Gecko (Honest Hearts) poison is much longer, but weaker and can be removed by an antidote now.
* Giant Cazador (Honest Hearts) poison is stronger.
* Adjusted properly Green Gecko and Yao Guai body part data.
Lonesome Road:
* Divide is finally enabled.
* Auto-Inject Stimpaks and Super Stimpaks replaced with Instant ones. They can be found across the world.
* MRE (Meal, Ready-To-Eat) is sold by some food vendors across the world.
* 6 types of Tunnelers + boss - Normal, Ambusher, Hulking, Venomous, Cloaked, Glowing and Queen. They are vulnerable to energy weapons, especially to fire and electricity.
* 4 types of Marked Men + bosses - Hunter, Marauder, Ravager and Scout. Each class uses different type of armors and weapons.
* Commissary Terminals (Vendors) have limited amount of caps and sell only ammo and chems.
* Fixed a vanilla bug with Camarader-E perk not working correctly on the ED-E's side.
Version 2.2.5
v2.2.5
Main Plugin:
Bug Fixes:
* Player can exit Gomorrah normally now. Please report any companion related bugs in this place.
* Display Cases will not appear in the First Aid boxes.
* Rad Absorption and Healing Rate perks from implants are added correctly now.
Changes:
* Player buys his starting gear on the very beginning. Items that can be bought depend on the player's class and prices depend on his Barter Skill. Almost the same as it was in the Arcanum.
* Switched with places bonuses for 25 and 50 Barter Skill.
* Removed/reduced good/normal loot from random dead bodies to avoid exploits as getting really good gear on the very beginning. Sorry guys, but you have to get it with some effort.
* Reduced rolls on Lockpicking and Hacking, but increased bonuses from reaching 25 skill thresholds. In overall it still should be harder than before. Also, halved chance of breaking/blocking the lock/terminal.
* Frag and Plasma Mines no longer have beeping sound when being armed.
* All silent weapons are more silent. Also, planting a mine makes less noise as well.
* Bonus for tagged Speech also gives +5% damage if player doesn't have any companions recruited.
* Reduced bonus from Agility to sneaking, this will make Agility less powerful and sneaking a bit harder.
* Reduced bonus from Agility to movement speed, player already can achieve sick movement speed and he still has sprint.
* Difficulty settings also affect chance to hit in VATS now.
* NPCs' accuracy and detection on Very Easy and Easy difficulties is better now.
Snow Globes' value reduced from 2000 to 1000.
Renamed implant perks to make them easier to find.
Eyeglasses no longer use mask socket, so they can be used with some masks, like Breathing Mask from the DLCs for example.
4 new classes:
* Bright Follower (Ghouls only) - Class which specializes in Energy Weapons and fighting off the Radiation, it is also "friendly" with Feral Ghouls. A true "radiation hunter" indeed.
* Martial Artist - Drunken fist master. Do I have to say more?
* Ninja - Sneaky melee class. He is the best when it comes to disposing enemies silently with Melee Weapons.
* Van Graff Thug - A simple bad guy who specializes in Energy Weapons.
Main DLC Plugin:
* Vest Armor correctly counts as Light Armor.
Version 2.2.4b
v2.2.4b
* After War Nevada.esp is no longer treated as .esm. This should fix many strange NPC behaviors, their scripts and few other things.
* Player no longer gets Shadowstep perk for free.
* Swapped places of bonuses a bit for tagging Guns and reaching 25 skill thresholds, and changed values on bonus for tagging Energy Weapons.
* Legion Mongrels in the Nipton Town Hall have appropriate factions and will attack player if he is hated by the Legion.
* Halved maximum winnings in casinos.
* Added info about Luck affecting Gambling.
* Fixed Friend Of The Night perk's description, because it was a bit confusing.
Version 2.2.4
v2.2.4
Main Plugin:
Bug Fixes:
* Beyond Good And Evil no longer gives 10 AP and it won't allow you to get any other value than 0 karma.
* Jas Wilkins no longer sells Deathclaw Eggs.
* Lewis pipboy icon fixed.
* Fixed a bug which prevented you from being hostile with Legion if you became hostile with NCR first.
* Shadow Step perk works correctly.
Changes:
* Updated Chairmen (Tops Casino) to meet AWN standards, because they were left with the vanilla data.
* Lone Wanderer class no longer starts with 9mm Pistol, only with Varmint Rifle.
* Player's damage with unarmed/melee weapons increased by 25-19% (depends on strength), but attack speed reduced by 10% as well.
* Psycho no longer increases DT, but its DR bonus is increased from 12% to 15% and value reduced from 200 to 150.
* Doubled value of all hides. They were meant to be valuable, but ended as useless items.
* Shadow Step perk moved to level 4 and added 2nd rank on level 8.
* Natural Camouflage perk no longer requires sneak skill, but is a level 10 perk which requires 50 science and adds +2 Cyber Level.
* Swift Learner perk is back.
* Grenade Machine Gun (T3) condition increased by 40%, but condition from weapon mod reduced from 100% to 50%.
* Also reduced condition from weapon mods - Missile Launcher (from 100% to 66%), Fat Man (from 120% to 60%), Grenade Rifle (from 100% to 50%).
* Increased DT on robots by 5, but decreased their DR by 5 as well. This should make them a bit harder to beat with most guns in overall, but easier with explosives. Companions aren't affected by this change.
* Safe with Lucky in Bison Steeve has its lock difficulty increased from Average to Hard.
* Added Advanced Bandages and renamed Bandages to Basic Bandages. Also, added info about bandages healing less during combat.
* Rad-X radiation resistance reduced from 40% to 25%, but duration increased from 4 to 5 minutes and value reduced from 140 to 120. Getting 100% radiation resistance should be harder and people should consider other ways of getting radiation resistance now.
* Harland (Repconn Test Site) is tougher and gives a player a small reward for helping him out.
* Added AP ammo for 25mm Grenades, 40mm Grenades and Rockets.
* Decreased gravity's impact on 25mm and 40mm Grenades. Also, decreased their velocity a bit, but it still results in increased range in overall.
* Reduced explosion radius on Fat Man by ~16%.
Difficulty Settings:
* Scripted difficulty settings, so they are something more than just simple take/deal more/less damage.
* Player's damage to NPCs is no longer altered. Player will always deal the same amount of damage regardless of the difficulty.
* NPCs' accuracy, detection, player's radiation taken, AP regeneration, recoil etc. are altered by difficulty settings.
Mini DLC Plugin:
* Tin and Nuka Grenades can be crafted again.
Version 2.2.3
v2.2.3
Main Plugin:
Bug Fixes:
* H&K CAWS correctly uses scope now.
* Fixed a bug with some 2nd ranks of perks not requiring the 1st rank first.
* Legendary Fire Gecko Armor can be repaired with Fire Gecko Armors now.
* M72 Gauss RIfle requires 6 Strength, not 5.
* Space Suit and its helmet are correctly recognized as Medium Armor.
* G3 Assault Rifle's scope works correctly.
Changes:
* Increased karma threshold before Legion/NCR will add you to their enemy list from Shunned to Hostile. Also, you will get a pop-up message once this happens.
* Legendary Deathclaw Armor and Legendary Fire Gecko Armor use Reinforced Leather Armor's textures now.
* Reduced a little bit chance of weapon jamming with perfect/near perfect condition.
* Doubled magazine size of Recharger Pistol and Recharger Rifle, and increased by 50% in Recharger Automatic Rifle case.
* Reduced base starting skills by 2 and reduced bonus from SPECIAL stats from 3 to 2. Because there's no level cap, player starts at level 2 and he gets perks for increasing skills, so his start was easier than intended.
* Throwing Weapons' bonus against humans reduced by around 66%.
* Added Gauss Shotgun to the game.
* Doubled amount of case boxes sold by vendors.
* Boxing Tapes, Boxing Gloves and Golden Gloves have K.O. Chance now.
* Reworked lockpicking script a bit, so it should work with Leveled Locks now.
Mini DLC Plugin:
* GRA Recipes finally fixed! Thanks, MishimaYukio :)
Main DLC Plugin:
Bug Fixes:
* Fixed description on the Light Touch perk, it was giving +6% Dodge Chance on the 1st Rank, not on the 2nd.
* Removed rest of the .45 Auto Cases from Honest Hearts.
* You can buy rest of the ammo at Sierra Vending Machines now. Just the normal types, you still can't buy HP/AP ammo.
* Few cloths and Assassin Suit fixed.
Changes:
* Kinda halved Ghosts' resistances and doubled their DR. In other words, they are still more resistant to energy weapons than normal ones, but killing them with energy weapons should be much easier, a bit harder with normal weapons, but also a bit easier than before if you have AP ammo.
* Increased Ghosts' damage by around 10.
* Doubled costs of all buyable items from Sierra Vending Machines.
* Player gets 100 Sierra Chips upon entering Sierra Madre.
Version 2.2.2
v2.2.2
* Fixed a bug with player not getting Skill Points after level up, if he used Perk Respecialization feature.
* Old Lady Gibson repairs items to 100% condition.
* 7 more NPCs can repair player's stuff now:
* Chet (Goodsprings), Cliff Briscoe (Novac) and Johnshon Nash (Primm) can repair to 20%.
* Arms Merchant (188 Trading Post) and Blake (Crimson Caravan) can repair to 40%.
* Great Khan Armorer (Red Canyon) can repair to 60%.
* Isaac (Gun Runners) can repair to 100%.
Version 2.2.1
v2.2.1
Main Plugin:
Bug Fixes:
* Fixed a bug which prevented players, who resigned from the Alternate Start, from opening locks, gaining perks for skills and few other things.
* Harvested Broc Flower with tagged Survival Skill no longer gives Barrel Cactus Fruit.
* Fixed Type 93 Assault Rifle's textures in the 1st person view.
* NCR Guard Dogs and Legion Mongrels are no longer hostile to nearby non-allied characters.
* Guns Skill shows a correct info about the Tag Bonus.
Changes:
* Players with level 6 and higher will get a pop-up message asking them if they want to reset all of their perks. This feature is meant to be used only by saves from v2.1.8 and older.
* Increased lock difficulty of the door in Novac Gift Shop from Very Easy to Average.
* Reduced amount of info about Survival SKill, so the text doesn't go out of the screen.
* M1918 BAR and M60's damage increased by 2.
* FG 42 and Lewis' damage increased by 1.
Main DLC Plugin:
Changes:
* Reduced Ghosts' DR from 20 to 10 and DT from 10 to 5, since you can't get AP ammo at all in this DLC.
* Fiery Purgative, Rushing Water and Snakebite Tourniquet can be crafted and are sold by vendors now.
* Few other small fixes.
Version 2.2.0
v2.2.0
Main Plugin:
Bug Fixes:
* Player can sleep, wait and fast travel while being heavily irradiated (533+ Rads) now.
* AER14 Prototype 1st person view textures fixed.
* Flash Protection and Water Breathing in helmets works correctly now.
* Fixed a bug which spawned much, much less Pistol and Rifle Powder Jars at vendors than intended. You have to wait for the vendors to restock or game might crash upon buying.
* Fixed a bug with Fortune Finder perk adding much more caps than intended.
* Fire Geckos are affected by Animal Friend perk now.
* Dodge Chance bonus/penalty from sprinting and wearing heavier armors multiplies total chance, not just the base chance.
* Tesla Canon and its unique counterpart work correctly against Cyber Body.
* Molotov Cocktail limb damage increased from x1 to x1.25 and AP cost reduced from 50 to 40.
* Incendiary Grenade limb damage increased from x1 to x1.25.
* Shrapnel Grenade limb damage increased from x1 to x1.2.
* Plasma Grenade and Plasma Mine limb damage increased from x1 to x1.3.
* Bottlecap Mine limb damage increased from x1 to x1.2.
* Pulse Grenade limb damage reduced from x1 to x0.5.
* AER5 Laser Rifle chance to hit in VATS reduced from 49 to 43.
Changes:
* Added an optional plugin "After War Nevada - Deadlier Combat.esp". For now, it simply increases damage of all weapons by 25%, but in the future I'm gonna tweak it further in order to increase the deadliness of the combat, hence the name. It's an experiment.
* Increased bonuses and penalties to Recoil from moving, crouching and aiming.
* Increased overall Recoil by 10%.
* Reduced range of accurate fire by 50%, but increased accuracy and responsiveness in 1st person view, while reducing it a bit in 3rd person view. V.A.T.S. was untouched.
* ED-E's Enhanced Sensors perk now increases Compass Range by 25-35%, instead of setting it to a constant value. The lower player's perception, the higher the bonus.
* Increased amount of primers and powders sold by Gun Runners by 50%.
* Reduced AP cost on all mines from 50 to 40.
* Tesla Metal Helmet now provides Night Vision and Flash Protection, but its cost is increased from 175 to 325.
* Incinerator and Heavy Incinerator condition increased by 40%.
* Safe with unique weapon in Bison Steve has the Hard lock now, instead of the Very Hard.
* Player can't repair his gear during the combat.
* Wild Wasteland is no longer a trait, but an optional choice while creating a character.
* Player starts on 2nd level. Because beginning of the game is especially hard and due to nerf of starting perks.
* Added an optional default start at Doc Mitchel's House, so if you want to use any other Alternate Start mods, you can now. It will show the message 2 times, but only the 1st choice counts.
* Starting gear and/or perks of most classes rebalanced.
* Raiders have a little more variety in misc loot.
* Removed weight from drained energy cells.
* Increased amount of caps a bit on some food vendors.
* Added info about Unarmed and Melee Weapons skills increasing player's Dodge Chance.
* Reduced NPCs detection at night a bit.
* Increased sneaking efficiency from Sneak Skill.
* Increased impact on sneaking from Agility.
Perks & Traits:
* Perk rate reduced from 3 to 2, so player gets perk every 2 levels now.
* All Perks are rebalanced and in many cases split into few ranks, so the perk amount is roughly doubled.
* The stronger and higher level perk is, the greater diminishing effects with each rank, because low level perks were forgotten once player got higher level. For example, Gain Skill (lvl 2) perk gives +10 Skill on 1st rank, +25 on 2nd and +45 in total on 3rd.
* Damage oriented perks got nerfed to make room for non-damage and non-combat perks as well.
* Removed Terrifying Pressence, Black Widow, Lady Killer, Confirmed Bachelor and Cherchez La Femme perks, their effects were moved to skill perks.
* There are 359 perks to choose in total, including all ranks and excluding DLCs, compared to ~200 before.
* Traits got only few changes:
* Fear The Reaper trait removed. It was way too buggy.
* Skilled trait removes perk every 6 levels, so player gets perk on levels 2, 4, 8, 10, 14 etc.
* Massive Body trait starting Health bonus increased from 40 to 50.
Skills & Tags:
* For every 25 skill points in any skill player will get a perk with a small bonus, so players maxing out various skills will get some useful perks as well. Example - player with 100 Guns will get 4 combat-related perks useful not only for Guns.
* Player also gets a perk for tagging a skill, what makes character builds even more unique and can help player especially on the beginning.
* Barter bonus to prices reduced from 25% to 20%.
Lockpicking & Hacking:
* Minigames for lockpicking and hacking have been removed.
* Lockpicking chance now depend on a roll, which is affected by the skill, agility, and perks.
* Hacking chance now depend on a roll, which is affected by the skill, intelligence, and perks.
* Luck alters chance of breaking a lockpick.
0 - You can open Very Easy and Easy locks.
25 - You can open Medium locks. Easy locks are easier to open.
50 - You can open Hard locks. Medium locks are easier to open.
75 - You can open Very Hard locks. Hard locks are easier to open.
100 - Very Hard locks are easier to open.
Primary Needs:
* Reduced rate of getting hungry and thirsty by 20%.
* During combat player gets hungry, thirsty and sleepy 100% faster.
Main DLC Plugin:
I couldn't mention every single change here, because it's complete overhaul of the DLCs, but I wanted to point out the main ones.
Level scaling in all DLCs have been removed, so I set level requirements for each DLC, so player can't go there early, because it would be pretty one-sided.
All stuff that you can loot in the DLCs is obtainable outside of the DLC areas as well, so you can find new items on NPCs and at vendors. Excluding uniques, of course.
Player no longer gets unique items waiting for him in the chest after completing DLC. So you have to find your own way, if you want to get them.
Companion oriented players will hate me for this, but in the DLCs you can't bring your Companion (YET), and you are limited to 1 Companion regardless of your Charisma.
Companions from the DLCs gain an additional +10% Damage for each player's Charisma point. This is to offset the 1 Companion limit.
Dead Money:
* Requires level 15 to enter. 20+ recommended.
* Around 10000 XP for completion.
* Player takes his whole gear with him.
* Player can exchange Sierra Madre Chips for all ammo types and few other things.
* Main point of this DLC is to exchange Sierra Madre Chips for ammo, food and stimpaks.
* Toxic Cloud deals both, Poison and None ("None" means that it can't be reduced by resistances like Normal or Laser, but is still affected by DR) types of damage, so Poison and Damage Resistances can lower damage taken.
* Poison and Radiation here have a meaning.
* 6 types of Ghost people.
Honest Hearts:
* Beginning of the DLC (ambush) is a little bit buggy, if enemies don't spawn, try going to the bridge or past it and they should spawn.
* Requires level 10 to enter. 15+ recommended.
* Around 7500 XP for completion.
* Equipment restricted to 30 kgs upon entering, can be increased to 40 kgs via dialoge check.
Old World Blues:
* This area is temporary disabled and unaccesible.
* Requires level 25 to enter. 30+ recommended.
* Around 15000 XP for completion.
* 3 (or rather 6) perks that you get upon entering OWB DLC are double-edged blades.
* Lobotomites and Corpse (Trauma) Suits are still considered humans in game mechanics, but they can be damaged by EMP effects, but by lesser amounts than robots.
* Cyber Dogs are treated as Robots instead as Animals.
* 3 types of Corpse Suits in Power Armors + Boss, and they are flagged as Lobotomite race.
* 3 types of Lobotomites.
* OWB Implants follow AWN implant system and its rules.
* Stealth Suit MK2 no longer uses Stimpaks and Morphine.
* Sonic Emitters don't need critical hits for their special effects.
Lonesome Road:
* This area is temporary disabled and unaccesible.
* Requires level 20 to enter. 25+ recommended.
* Around 12500 XP for completion.
Version 2.1.8
v2.1.8
AWN now uses NVSE v4, so update your NVSE, please:
http://nvse.silverlock.org/
Main Plugin:
Bug FIxes:
* Fixed some text.
* Daniel (Vault 3) no longer gives bad karma if killed.
* Perception penalty in interiors no longer reduces Lockpick Skill (finally).
* One of the guards in the Medical Clinic has an armor instead of a helmet.
* Doctor Usanagi has all the doctor services with the correct prices.
Changes:
* Once player is Hated by either NCR or Legion, he instantly gets flagged as their enemy, so for example, if you piss the NCR off you won't get a second chance later in the game, as you did in the Vanilla. It's an experiment.
* Ballistic, Displacer and Zap Gloves renamed to Fists, to give a better understanding about their types.
* Increased Fixer's duration from 5 to 10 minutes.
* Increased base recoil of all Guns by 15% and Energy Weapons by 35%, but Guns skill reduces it by 30% (up from 20%) and Energy Weapons by 40% (up from 20%). It's basically the same recoil as before with 100 weapon skill.
* Reduced base weapon swaying by ~25% and bonus from weapon skill by ~27%, so it's basically the same weapon swaying as before with 100 weapon skill.
* Increased amount of ammo and explosives sold by Gun Runners by 100%, by Crimson Caravan by 50%, by Van Graffs by 50-200%. Ammo only by Daniel Contreras by 40% and by Knight Torres by 33%.
* AER14 Prototype has nightvision scope and uses fully modded AER9 Laser Rifle's textures now. Also, its price has been increased from 4400 to 5500, chance to hit in VATS a bit, damage changed to plasma, dummy fixed, and counts as both laser and plasma weapon.
Version 2.1.7c
v2.1.7c
Bug Fixes:
* Perception penalty during night and in interiors no longer reduces Lockpick Skill correctly.
* Tripled amount of dead bodies that can stay before disappearing. No idea how it will affect performance, though.
Version 2.1.7b
v2.1.7b
Bug Fixes:
* Removed my guinea pig from Goodsprings.
* Perk Rate can be altered by changing AWMPerkRate value in the console. Just open the console and write: "Set AWMPerkRate to X", swap X with any number. I consider it as a cheat, obviously.
* Addictions fixed and doctors can remove addictions whenever you want, whether you are addicted or not.
* Repair lists fixed, Maria can be repaired with Browning and Beretta 9mm Pistols, Pew-Pew with AEP7 Laser Pistol.
* All-American condition increased from 480 to 600 and value from 4300 to 4600.
* Papa's RPK condition increased from 650 to 800 and value from 6000 to 6300.
* Winchester 1887 Shotgun is a Tier 2 weapon now and costs 1200 instead of 950 caps.
Version 2.1.7
v2.1.7
Mod finally supports all of the DLCs! Yep, took a while, and I'm ashamed by myself that I couldn't keep my word and release it earlier, yet this release is not complete... I had to disabled Old World Blues and Lonesome Road DLCs, because of crashes/bugs, which make them unplayable. You still have access to new perks and items, but you can't access these 2 areas for now. I'm deeply sorry.
It will work best with the new game start, but it's not required. There will be few small issues, but everything will still be fully playable and without any crashes.
Main Plugin:
Bug Fixes:
* Removed bunch of bonus DR, DT and Crit Chance from various NPCs.
* M72 Gauss Rifle is flagged as Energy Weapon now.
* NCR Trooper Armor's value increased from 880 to 925.
* Adjusted Rebar Club, Super Sledge and Oh Baby! TO DO
* Sledgehammer's special VATS attack uses Grand Slam instead of Mauler.
* Fixed Pool Cue's Critical Damage.
* Straight Razor, Figaro, Switchblade, Combat Knife, Chance's Knife and Bladed Knuckles correctly ignores DT. No idea how this happened.
* Fixed bug with crafted poisons dealing much less damage than intended.
Balance & Mechanics:
* Doctor's Bags no longer fully restore all limbs on non-Hardcore Mode, but it is still 2x stronger.
* Level cap increased to 200, whether you have DLCs or not. Nope, you are not meant to ever reach the level cap, lol.
* Repair prices increased from 150% to 160%, but they are now affected by the Barter skill, and by every implant or perk that mentions better/worse prices.
* Intelligence reworked. It no longer gives (2 + INT), but (5 + (INT * 0.5)) Skill Points instead. But to offset the nerf, Intelligence gives (Int * 2) bonus points to the Tagged Skills. So with 10 Intelligence player gains 10 SP per level and Tagged Skills give one-time bonus of 20 points. Maxing out all skills would require 80-90 level. Rest stays the same.
* First stage of Night Penalty (-1 PE) starts at 4:30-6:30 and 18:30-20:30.
* Perception penalty during night and in interiors no longer reduces Lockpick Skill.
* Reduced armor weight's impact on sneaking a bit.
* Increased Sneak Skill efficiency a little bit.
Weapons & Ammo:
* 14mm ammo tier increased from 4 to 5, so it's more expensive and stronger now.
* 8.6mm ammo renamed to 7.92mm ammo.
* 14mm Pistol and 14mm Gun boosted from T2 to T3.
* FG42 rechambered from 6.8mm to 7.92mm and boosted.
* M2 BMG uses Anti-Materiel Rifle sounds now.
NPCs & Creatures:
* NPCs' accuracy and damage scales with their level now, up to level 23. So low level NPCs will have poor aim, while high level ones will have much better, but everything will still be much deadlier than in Vanilla. Including Companions.
* NPCs' detection has bigger impact on their Perception, so in overall they have reduced detection, especially at night and in interiors.
* Tweaked a bit NPCs' detection and accuracy to better fit with the in-game time.
* NPCs with any Night Vision helmet will get +2 Perception during night or in interiors.
* Companions no longer have -20% Damage penalty.
* Nightkins and Super Mutants' health increased by 50%, but they give 4-5 XP more per kill.
* Davison, Keene, Neil and Tabitha are tougher and give more XP as well.
Loot & Economy:
* Weapon mods and implants have a very small chance of appearing in the containers and on the dead NPCs. TO DO
* Added a chance of a Repair Kit appearing in the Old Lady Gibson's store.
* Adjusted a bit spawn of some armors on the NPCs, so more diversity.
* Added 2nd Magneto Laser Pistol to the Van Graffs' store. Because why not.
Perks & Traits:
* Power Armor Training perk level requirement increased from 6 to 9.
* Bonuses and penalties of the Cyber Body reworked.
* Added 2 new ranks of the Cyber Body.
Mini DLC Plugin:
* Li'l Devil boosted.
* Duty's condition increased by 20%.
* Mercenary's Grenade Rifle's chance to hit in VATS increased from 35 to 40.
Version 2.1.6b
v2.1.6b
Main Plugin:
* Perfect Balance no longer prevents player from travelling and sleeping, also added a message notifying the player if he gets killed by the perk.
Mini DLC Plugin:
* MFC Grenades, Nuka Grenades and Tin Grenades added to NPCs, vendors and loot. They were craft-only before.
* Sprtel-Wood 9700 (U) - Rate of fire increased from 12 to 14, durability from 900 to 1100, weight from 9 to 10, and AP Cost reduced from 60 to 58.
Version 2.1.6
v2.1.6
* Fixed bug with Primary Needs (hunger/thirst/tiredness).
* Sneaking is a bit easier in overall.
* Increased effectiveness of Sneak Skill.
* Assassin perk now increases Critical Damage only when player is sneaking and out of combat. There's no way to check if player is detected or not, GECK is bugged.
* Decreased a bit NPCs' accuracy during the day.
* Assassin class starts at night now.
Version 2.1.5c
v2.1.5c
* Fixed bug with prices.
* Increased repair cost from 100% to 150%. You could buy broken weapons and repair them cheaper than buy fully repaired ones.
* AW50 Anti-Materiel Rifle fixed missing effect text.
* Terrifying Presence perk gives +2% Dodge Chance and -2% Chance of getting Critically Hit.
Version 2.1.5b
v2.1.5b
I forgot to upload meshes and textures for new weapons in v2.1.5, sorry.
Version 2.1.5
v2.1.5
It's still not the Main DLC Patch. It will come out between 16th and 20th June. Also, because of text limit on the Nexus page I had to remove old changelogs. I'll be keeping only the 2 last changelogs in order to save some space.
Main Plugin:
Attention! If you are in a location where they took all of your weapons, you need to leave it first, because you won't see your weapons ever again.
Bug Fixes:
* Deathclaw Promontory map marker is no longer visible since start.
* Fear The Reaper and Skilled traits' scripts are reworked and looped again, because game resets some GMSTs upon loading. So other mods changing perk rate will work as long as you don't take one of these 2 traits.
* Travelling Merchants loot and stock tweaked. Old Lady Gibson stock amount reduced. You might experience crashes while buying from them until they restock.
* Water Breathing works correctly now.
* Stimpaks and Super Stimpaks heal NPCs' limbs correctly now.
* Davison (Nightkin) gives XP correctly now.
* FN FAL scope fixed.
* Space Suit correctly reduces Agility by 1.
* Hulls and Hull Boxes no longer have any weight.
Changes:
* Updated After War Nevada Guide with Resistance and Companion System. Every player has the guide in his Pipboy in Misc tab.
* Food and drinks reduce starvation by 100% and dehydration by 50% more, but the rate of getting hungry is increased by 50% and dehydrated by 25%, so player has to eat less, but more often. Excluding alcohol.
* Feral Ghoul Flesh, Glowing One Flesh and Ghoulish Stew count as Human Meat.
* Dehydration rate is also slowed while player is in any interior.
* NPCs accuracy and detection use different formula in interiors. They are lower during the day, but higher during the night, compared to the outside.
* Further decreased NPCs' accuracy and detection at night.
* Lighting has a little bit bigger impact on sneaking, but sounds have much lower.
* Greatly increased difficulty of Ghost Town Gunfight quest.
* Essential NPCs after "dying" regain 10% instead of 20% of their total health.
* Increased Healing Rate a bit and Rad Absorption greatly.
* Tweaked a bit numbers on 5mm, 5.56mm, 7.62mm, .50 BMG and all FMJ ammo types.
* Reduced cost of repairing items at vendors from 200% to 100% of item's base value.
* Reduced base underwater breath duration from 10 to 8 seconds.
* Removed weight from boxes with surplus ammo. It was meaningless.
* Tweaked a bit looted ammo in containers.
* Some small tweaks to physics of projectiles.
* Luck alters chance of getting critically hit by others now. 120% with 1 Luck and 75% with 10 Luck.
* Endurance alters chance of getting addicted now. 120% with 1 Endurance and 75% with 10 Endurance.
Weapons (some people would want to kill me for the wrong chambering, but it's all for the balance :<):
* Bastard Carbine reworked, it uses 6.8mm ammo now.
* Added R112 Assault Rifle (6.8mm).
* Added STG 44 Assault Rifle (8.6mm).
* Added FG 42 Light Machine Gun (6.8mm).
* Added Lewis Light Machine Gun (8.6mm).
Ammo:
2 new ammo types: 6.8mm (3 caps) and 8.6mm (5 caps).
Perks:
Deep Pockets (3) - Added requirement of 25 Barter skill.
Punisher (9) - Damage changed from 5%/5% to 4%/8%.
Added Armor Slayer (15) 7 ST, 7 IN, 75 Repair - Ignores between 40-60% of target's DT, if he is wearing Medium (40%), Heavy (50%) or Power (60%) armor.
Doctors (WIP, becaues dialogues can be a bit messy):
Doctors no longer fully restore your health and crippled limbs for 50 caps, but they have 3 options instead:
Restore health - 50 caps.
Restore limbs - 100 caps.
Restore Companions' health and limbs - 150 caps. (Won't work on Companions from other mods)
Weapon Restricted Locations (WIP, because I'm gonna expand the feature a bit soon):
Companions no longer lose their stuff when they enter restricted areas (they will keep all of their stuff), like some Casinos, Silver Rush or Fort.
Implants:
Now player has something called "Cyber Level". The more implants and perks related to cybernetic engineering you take, the higher your Cyber Level.
The higher your Cybernetic Level, the more vulnerable to EMP and Electrical attacks you are, but you will gain few positive effects as well. You will get 1 perk rank for every 5 Cyber Levels, up to 3rd rank with 15 Cyber Levels. More ranks will appear with Main DLC Patch.
It won't affect implants that player used prior to updating AWN to v2.1.5
Mini DLC Plugin:
Travelling Merchants no longer sell GRA items.
Version 2.1.4
v2.1.4
* Creatures always give XP on death, no matter who kills them. This should allow companion mods to at least give you XP for their kills without having to make compatibility patches for each of them.
* Creatures, or rather animals, no longer swarm you, if you shoot a gun in the air, but if you get too close or attack them instead. Aggro radius differs.
* Flagged Feral Ghouls, Glowing Ones and Centaurs as non-evil, so player shouldn't get karma for killing them.
* Nightstalkers are flagged as Mutated Animals and Lakelurks as Abominations.
* Fixed bug with Geckos and Golden Geckos not spawning correctly, you could sometimes see Gecko Hunters and sometimes normal Geckos everywhere instead.
* Abominations, just like Super Mutants and Robots, have reduced chance of being knocked out.
* Removed tooltips about halved K.O. chances from explosive weapons. They were taking too much space.
* Increased K.O. chance with fast unarmed and melee weapons, but greatly reduced with slow ones.
* Reduced K.O. chance with 25mm grenades by 25%.
* Placing mines should be "silent", and thus not alarm enemies from far distances.
* Ghoul Race no longer reduces health by 20, but DR is reduced from 10% to 5% and limb damage is increased from x1.20 to x1.25.
Version 2.1.3
v2.1.3
* Reduced distant at which enemies can see + few small tweaks.
Version 2.1.2
v2.1.2
Again, it took a bit to release this patch, but from now on patches will appear more often.
Main Plugin:
* True Sight perk correctly makes your Perception to never fall below 10.
* Hit The Deck Perk no longer requires 5 Luck, but Explosives requirement increased from 30 to 50.
* 9mm Special ammo from low tier vendors removed, it was bug and it wasn't intended. (Don't buy it until vendors update their stores or the game will crash)
* Euclid's C-Finder's weight reduced from 15 to 1.5 kg.
* Fixed loot on dead Bright Followers, rare bodies spread around the world should have it, while common ones at REPCONN not.
* New level 2 perk - Deep Pockets.
Another sneak & detection rework:
* Base Sneak value and boost from skill increased.
* Increased magnitude of armor weight, sounds and lighting affecting sneaking. So sneaking during day or in heavy armor will be hard as hell without perks or high skill.
* Enemies can detect player (and their enemies as well) from really far distances, so snipers no longer will be safe and gunfights will happen at longer distances.
* Greatly increased enemies' detection while in alert state (Caution).
* Few behavior tweaks regarding NPCs' searching during combat, especially in interiors.
* Changes above should fix "crouching taunt" bug (unless you have 1 Agility and 0 sneak skill), add more depth to faction fights, make whole camps alerted during gunfights and further increase game difficulty by realism element.
Mini DLC Plugin:
* DLC weapons are correctly affected by perks now (current game saves with older Mini DLC Plugin installed will experience few of the DLC weapons appearing twice).
Version 2.1.1
v2.1.1
Main Plugin:
* Craig Boone no longer starts with 25 Impact Grenades, but with only 1.
* Another tweaks on sneak:
* Sneaking should be easier for all characters.
* Lowered impact of Agility on sneaking.
* Greatly reduced how armor weight affects sneaking, but increased base penalty (it's still much harsher than in vanilla).
* Reduced sneak effectiveness of Light Step perk.
Mini DLC Plugin:
* MF Hyperbreeder Alpha ammo regen fixed.
* Fatman Mine can be crafted now.
Version 2.1.0
v2.1.0
First of all, sorry everyone for the delay, it was a really busy month. I still didn't finish Mini DLC Patch, because there are few things that I want to add and change. But, by all means, this plugin is playable, it's just that I couldn't do everything what I planned with it.
* After War Nevada.esp plugin is treated as the master (.esm) now, despite having .esp in the name. So compatibility patches for the AWN can be made now.
* Added Map Marker to Deathclaw Promontory.
* Primm got repopulated with Convicts.
* Removed weight from primers, cases and their boxes. That should fix rare cases of player getting few thousads of primers.
* Fixed Perforator Minigun missing cases textures.
* Fixed Hydra's effect description to be more accurate.
* Psycho DR per phase reduced from 5% to 4%. Cost increased from 150 to 200 caps.
* Slasher DT per phase reduced from 5 to 3. Cost increased from 300 to 360 caps.
* Spinning Death perk damage reduced from 25% to 20%.
* Kamikaze trait damage reduced from 25% to 20% and DT reduced from 10 to 5, but it also reduces DR by 10% now.
* Kamikaze and Barkskin traits show their effects in pipboy's effect tab now.
* Added new trait - Mad Bomber.
* Fixed some grenade boxes having wrong loot.
* Reduced sound magnitude with silent weapons.
* Regulator and Hitman classes starting karma increased from 600 and -600 to 750 and -750.
* Improved Flamer's burning effect deals 3 damage per sec over 3 secs.
* Boosted Glowing One Overseer (Vault 34), Motor-Runner (Vault 3), Cook-Cook and Moe (Black Mountain).
* All case boxes can be correctly bought from vendors now.
* Amount of primer boxes at vendors reduced by around 50%.
* Added small "reward" to Follower's of the Apocalypse Safehouse.
* Optimized loot a bit, so NPCs can wear Metal Armors MK2 and Combat Metal Armors more frequently.
* Katana renamed to Wakizashi, because mini DLC patch adds new Katana.
* Fixed Dodge script, it was giving twice the skill bonus with some unarmed weapons.
* Fixed a bug with Chainsaw having 27 DT penetration instead of 15.
* Fixed a bug With few new melee weapons not counting for some perks.
Changes to explosives' ammo types, so they rip unarmored targets apart, while deal similar damage to armored targets as before:
Missiles:
Normal & High Velocity - DMG 175 -> 200. x1.50 DR and DT multipliers.
High Explosive - DMG 220 -> 260. x1.75 DR and DT multipliers.
Armor Piercing - DMG 170 -> 175. Mults stay the same (x0.0).
40mm Grenades:
Normal - DMG 100 -> 110. x1.25 DR and DT multipliers.
High Explosive - DMG 125 -> 140. x1.40 DR and DT multipliers.
25mm Grenades:
Normal - DMG 50 -> 55. x1.15 DR and DT multipliers.
High Explosive - DMG 60 -> 65. x1.20 DR and DT multipliers.
Mini DLC plugin:
Following areas got repopulated:
Silver Peak Mine
Vault 34 - Reactor
Vault 34 - Armory
Vault 22 - Food Production
Cazador Nest next to Brewer's Beer Bootlegging
Camp Searchlight Police Station
Searchlight Airport
Cottonwood Crater
Courier's Stash:
* Player no longer gets bonus items on beginning.
* 2 playable armors - Leather Armor MK2 and Light Metal Armor.
* 4 Unique weapons spread across the world - Weathered 10mm Pistol, Sturdy Caravan Shotgun, Mercenary Grenade Rifle and Broad Machete.
* Lone Wanderer class starts with Armored Vault 13 Jumpsuit.
Gun Runners' Arsenal:
* Disabled all of the new ammo types and their recipes. Ammo and crafting system will get much more love in v2.3.0 or later, so there's no point in making it DLC exclusive now.
* Removed Mad Bomber perk, since most of its recipes are unlocked by default now.
* Removed GRA versions of vanilla weapons, since I already made all the weapons modable in AWN.
* 12 Gauge and 20 Gauge Flechette projectiles use new mesh.
Unique weapons that have been spread across the world, vendors and bosses:
Bozar
Cleansing Flame
Esther
Embrace of the Mantis King!
Gehenna
Greased Lightning
Li'l Devil
Medicine Stick
MF Hyperbreeder Alpha
Nuka Breaker
Paciencia
Sleepytyme
Sprtel-Wood 9700
The Smitty Special
Two-Step Goodbye
That Gun
Skull Cracker
Melter 3000
Duty
Jack The Ripper
Mistletoe
Playable weapons (found on enemies and at vendors):
25mm Grenade SMG
Katana
Craftable weapons:
MFC Grenade
MFC Cluster
Nuka Grenade
Tin Grenade
Version 2.0.8
v2.0.8
Ok, not much of an update and still no mini DLC support, since I'm busy as hell this month (especially this week).
* Fixed Strong Back and Interior Penalty for people who already had them and v2.0.7 update didn't fix it.
* Raul uses Repair skill instead of Energy Weapons.
* Added Throwing Tin Can as a starting item for all classes, so people can play with it a little bit.
* Alcohol and drugs used by NPCs no longer count toward player's alcohol/chem limit.
* Drugs that count toward player's chem limit has "Chem" word in their effects.
* Players playing as Ghouls can pick the Glowing One trait correctly.
Version 2.0.7
v2.0.7
Couldn't fix Van Graffs and Cass bug yet, don't have any save with Cass recruited and fixing it would take too much time. I'll do it at later date.
WARNING! If you are using any mods that alter perk rate, you should deactivate them first before you update AWN to v2.0.7.
Bug fixes:
* Fixed vanilla bug with ED-E and Old Lady Gibson, if you talked to her before recruiting ED-E.
* Added script which fixes Fear The Reaper and Skilled traits without looping endlessly.
* Night penalty no longer works in interiors, but player has -1 Perception penalty in interiors all the time. Same as night penalty - it can be removed by perk, night vision or implant.
* Strong Back perk fixed, it gives 15 kg of carry weight correctly.
* Fixed Lawbringer and Contract Killer perks, they should give fingers and ears correctly now.
* Fixed bug with Night Vision message popping up, if NPCs had helmets with Night Vision equipped.
* Night Vision charged with Microfusion Cells correctly gives 180 secs of duration.
* Fixed Recon and Chinese Stealth Suits, so they should work correctly now.
* Fixed stats of Gannon Family Tesla Helmet.
* Fixed repair lists of Gannon Family Tesla Armor and Helmet.
* Fixed bug with turning Gun Runners hostile when player entered their territory, even when he wasn't detected.
* Chinese Stealth Helmet can be looted together with Suit.
* Super Plasma Shotgun and Chinese Stealth Suit with Helmet appear in Gloria Van Graff store correctly now.
* Annabelle should be carried by Tabitha now.
* Restored Pushy to its original place.
* Fast Fingers perk no longer mentions existance of the crossbow in the mod.
* Primer Box with Shotshells can be correctly bought from vendors.
* Removed weight from weapon mods, because it doesn't work anyway, but causes crashes ocassionally.
Balance changes:
* Tagged skills flat bonus increased from 5 to 10.
* Base skill amount increased from -3 to 0.
* Luck bonus to Critical Damage increased from 5% to 6% per point, but base amount reduced from 75% to 70%.
* Increased VATS range with Unarmed and Melee Weapons by 33%.
* Increased XP earned through Mister Sandman kills from 25 to 50.
* Again greatly increased magnitude of weapon sounds. If you shoot a gun inside enemy's territory, then you can expect company.
* Some tweaks to NPCs alerted state, they will look for you longer and cover bigger area while searching.
* Repositioned Gun Runners' turrets a bit.
* Gun Master perk damage increased from 15% to 20%.
* Art Of War perk damage increased from 25% to 30%.
* Small Frame trait carry weight penalty reduced from 15 to 12 kg.
* Fast Metabolism trait penalties reduced from 25% to 15% (Poison Resistance) and from 15% to 10% (Radiation Resistance).
* Massive Body trait health gained increased from 30 to 40.
* Increased durability of AK-47, AK-74 and AKS-74U by 10-15%.
* Added bonus armor to loot in Camp Guardian Cave.
* Food Sanitizer also has a chance of appearing at vendors who sell junk. It was an unique item before.
Throwing Weapons changes:
Small issue though - chance to hit in VATS for grenades "works", as if it shows correct percent, but still always hits the target. In FO3 it worked, in NV I can't make it work even via scripting and with use of various GMSTs, meh.
* Updated Strength description.
* Increased throwing velocity by 20%.
* Reduced Action Points cost of all Throwing Weapons by 10.
Finally scripted chance to hit for throwing Weapons:
* Perception and Skill affect overall chance to hit in VATS.
* Strength and Weapon Weight affect chance to hit in VATS at longer distances.
New stuff:
* Added Night Vision tutorial, which will pop up only once, if the player equips any helmet with Night Vision.
* Portable Bedroll by De Vloek added! It has a chance of appearing at vendors who sell junk.
* New craftable at the workbench Throwing Tin Cans. Yeah, you read it right, it's a throwable Tin Can. People who played sneaking games should know their purpose very well - distraction.
New perks:
* Careful Steps (3) - Makes walking even more silent. Synergizes with the Silent Running Perk.
* Lurker (3) - Makes sneaking much easier with Unarmed or Melee Weapon equipped.
* Silent Violence (3) - Attacking with Unarmed or Melee Weapons make much less noise.
* Shadow Step (6) - Doubles VATS range with Unarmed and Melee Weapons. (Dishonored fans, rejoice!)
* Natural Camouflage (6) - When you are sneaking and not moving you gain Stealth Field.
* Relentless (9) - All Damage taken in VATS are 3x lower.
* Heartseeker (12) - +100% Crtical Damage with Melee Weapons.
* Assassinate (15) - Gives option to silently kill any Human or non-Feral Ghoul in sneak mode.
* Low Profile (Trait) - Sneaking is easier, but Companion Limit is decreased by 1.
* Swift Strikes (Trait) - All Unarmed and Melee attacks are 35% faster and cost 25% less AP in VATS, but they deal 20% less Damage.
Version 2.0.6
v2.0.6
* Giant Mantises damage reduced from 45 to 40, because they swarmed too hard.
* Weapon sounds should be detectable from bigger distances. Silent weapons stay the same.
* Cannibal perk fixed.
* M16 shell casings fixed.
* P95 ironsights fixed.
Version 2.0.5
v2.0.5
* Fixed script related to perks per level, so mods altering perk rate that are loaded after AWN will work correctly (for these filthy cheaters :P).
* Increased Sneak efficiency from skill, so putting points in it is more rewarding now.
* Dodge Chance formula changed from (5 + Agility) to (Agility * 2), so players relying on Agility and Dodge Chance (especially Unarmed/Melee chars) will have it easier.
* Increased Sprint speed per Agility point a bit.
* Walking speed increased by 12,5% and running speed by 3%. Affects both, player and NPCs.
* Speed reduction while moving backwards temporary disabled, until I find an easy and bug-free way of altering player's speed.
Version 2.0.4b
v2.0.4b
* Riot Shotgun's chance to hit in VATS slightly reduced.
* T-45d and T-51b Power Armors can be repaired with their Brotherhood counterparts and vice versa.
* Fixed a bug that allowed repairing T-45d and T-51b Power Helmets with each other.
* Urban A3-21 Plasma Rifle states that it is a T2 weapon correctly.
Version 2.0.4
v2.0.4
* Chance to hit in VATS reworked. I had to script few things, because default way of altering chance to hit in VATS is bugged as hell.
* Energy Weapons skill now gives up to 10% increased chance to hit in VATS while using Guns, and vice versa.
* Pistols, SMGs, Shotguns and Carbines now correctly have reduced penalties in VATS while player is inside any buildings.
* Close Quarter Combat perk now also removes penalties in VATS. Also, increased level requirement from 9 to 12.
* Fixed XL70E3 reload animation with increased ammo mod installed.
* Fixed 9mm Surplus ammo weight.
* Gas Grenade explosion ignores obstacles now.
Version 2.0.3
v2.0.3
* Raul's Full Maintenance perk tooltip fixed, it states correctly that he uses Energy Weapons instead of Repair skill.
* Power Armor from Jean-Baptiste Cutting (Silver Rush) removed and his health doubled.
* Fixed some cases when NPCs that spawned with Hunting Rifle used wrong ammo.
* Increased AP cost of Throwing Melee Weapons by 10.
* Tweaked Assassin class starting gear a bit.
* There was a strange bug that was stopping some of the perks and scripts when player changed or chose new race. It is fixed now.
Version 2.0.2b
v2.0.2b
* Rescaled accuracy and penalties to NPCs' detection at night. It has bigger impact on the beginning and slows down with the time. Final effect is still similar.
* Fixed G36C reload animation and ironsights. It uses mild dot scope as default now.
* Increased G36C value from 1600 to 1800 caps to make up for changes in v2.0.0.
Version 2.0.2
v2.0.2
* Increased NPCs' penalty to detection at night.
* Veronica's perk tooltip fixed, it states correctly that she uses Explosives instead of Science skill.
* MP5's red dot removed and ironsights fixed. Also added stock to weapon mod reducing spread.
* Fixed missing projectiles of Frag, Impact and Alien Grenades.
* Assassin class starts with equipped weapon now.
Version 2.0.1
v2.0.1
* Fixed animations, textures and sounds of AW50.
* Fixed sounds of Type 17, Mauser C96 and Barrett M98B.
* FAMAS ironsights fixed.
* Breakdown of 10mm ammo gives Small Pistol Primer instead of Large one.
Version 2.0.0
v2.0.0
Mod requires [url=http://www.nexusmods.com/newvegas/mods/55008/?]Weapons of the New Millenia[/url] now.
Weapon Changes:
* Hunting rifle rechambered from 7.62mm to 5.56mm and has stats similar to removed Steyr Scout. There's a lack of 5.56mm Rifles in the mod.
* SVD Rifle changed to Sniper Rifle and moved from Tier 3 to Tier 2.
* Some stat and weapon mod tweaks to few weapons.
Replaced weapons:
Luger P08 with Mauser C96
AS50 with AW50
M82 with M98B
Wa2000 with L96
XM8 with AEK-972
HK416 with AK-74
L85A1 with AN-94
UMP45 with Sten
HK23 with LSW
RPK-74 with L86A1
MG3 with DP-28
Bug fixes:
* All withdrawals should be curable by doctors.
* Added info to Explosives and Melee Weapons skills about increasing chance to hit in VATS.
* Fixed bug which sometimes gave an additional spear on kill.
* Combat Metal Helmet flipping to the side fixed (it shares model with MK2).
* Fear The Ripper and Skilled traits not working in some cases fixed.
* Disabled buggy Van Graffs' intro scene.
* Bug that randomly slowed player's movements should occur less often now.
* Sprint can be used until player becomes over encumbered.
* NCR Face Wrap Armor is no longer flagged as Mask.
* Usanagi (Medical Clinic) now gives 10% instead of 95% discount, if player is a friend of the Followers of the Apocalypse.
* Hopefully fixed bug with jumping Dehydration/Starvation/Sleep after loading game.
* Fire Cannon effect tooltip fixed.
* Misfits Grenades (Camp Golf) explosion radius greatly reduced and K.O. removed.
* Fixed bug giving ED-E an additional Agility point.
Changes:
* Added theme music composed by Shaun Taylor McManus, forgot to do it in v1.0.0.
* Companions' Damage bonus per Charisma point reduced from 5% to 1%.
* Companions' base Damage increased a bit.
* Greatly reduced chance to hit with grenades and throwing melee weapons in VATS.
* Sprint's speed is no longer affected by player's carry weight.
* Agility above 5 gives a bit more movement and attack speed.
* Strength gives a bit more throwing velocity and much more damage.
* Health bonus per point for Endurance increased from 4 to 6 and for Strength from 2 to 3.
* Base Health per level reduced from 5 to 3 and is increased by 0.5 per Endurance point instead of 1 per 2 points (yeah, it actually matters).
* Dodge Chance cap reduced from 100% to 90%.
* Dodge Chance is increased by 10% of total Melee Weapons Skill and 7,5% of total Unarmed Skill, if player has melee weapon equipped.
* Dodge Chance is increased by 15% of total Unarmed Skill and 5% of total Melee Weapons Skill, if player has unarmed weapon equipped.
* Logan (Camp Searchlight) and his team boosted.
* Cell Respawn Rate increased from 3 to 10 days.
* Player is no longer able to set Time Scale at Character Creation Terminal, default value still stays at 12.
* Perception finally increases Compass Markings Range.
* Base Compass Markings Number increased by 5.
* Player gets thirsty 20% faster, but hungry 33% and sleepy 50% slower.
* During night (between 18 and 6 o'clock) player gets thirsty 50% slower.
* 12 Gauge ammo limb damage increased from x1.30 to x1.35.
* 20 Gauge ammo limb damage reduced from x1.30 to x1.25.
* Weapons have tiers in their names.
* EMP Grenades damage reduced from 100 to 80 and price increased from 50 to 60 caps.
* ED-E's Auto Repairs during combat reduced from 1 HP per sec to 1 HP every 5 secs (Normal), 3 secs (FoA), 2 secs (BoS).
* ED-E's Auto Repairs outside of combat reduced from 2 HP per sec to 1 HP per sec.
* Papa Khan has new unique weapon, since old one got removed from the mod.
* Goodsprings max reputation threshold reduced from 15 to 10. It is possible to max it out again.
Companion changes:
* Companions' base Poison Resistance increased by an additional 10%.
* Companions' starting gear and tags changed to better "fit" them.
* Boone - Melee Weapons to Explosives (he is meant to be a sniper).
* Cass - Melee Weapons and Sneak to Unarmed and Explosives (because she states it herself).
* Raul - Repair to Energy Weapons (Repair skill for Companions is not supported yet).
* Veronica - Science to Explosives (same as in Raul's case, Science is not supported either).
* Arcade - Melee Weapons to Survival (he is intelligent enough to make good use of tribal healing items).
* Sunny - Melee Weapons to Survival (she is a great survivalist after all).
Sneak/Detection rework:
* Tweaked a bit some random Sneak/Detection values, so sneaking should be more responsive.
* NPCs view cone reduced from 190 to 170.
* Sneak efficiency with high Agility reduced and increased with low.
* Sneak efficiency from Sneak Skill reduced.
* Creatures no longer give Caution alert from really far distances.
* Enemies change much quicker from Alert to Combat state.
* Enemies are easier to lose.
* NPCs' detection based on their Perception increased.
Karma rework:
It was too hardcore and almost prevented players from reaching Very Good alignment.
* Very Evil = -3000 to -1500 (from -3000 to -2000).
* Evil = -1499 to -750 (from -1999 to -1000).
* Neutral = -749 to 749 (from -999 to 999).
* Good = 750 to 1499 (from 1000 to 2000).
* Very Good = 1500 to 3000 (from 2000 to 3000).
* Stealing = from -2 to -1.
* Killing Very Evil NPCs = from 5 to 10.
* Killing Evil NPCs = from 2 to 5.
Version 1.0.5b
v1.0.5b
* NCR Sentry Bots in Camp McCarran fixed (finally).
* Hunger and Thirst further slowed down by 20%.
Version 1.0.5
v1.0.5
* I accidentally added Test All Box with all items to the starting location in 1.0.4 update. It has been fixed.
* All addictions can be cured by doctors and they won't prevent player from fast travelling.
* Buffout and Stimpak Withdrawals no longer reduce health, while Stimpak Withdrawal reduces healing effects by 25% instead.
* Steady and Turbo effects' descriptions should be more clear.
* Van Graffs should be flagged as Evil instead of Neutral now, so they won't give bad karma if player kills them.
* Cheetah trait not appearing on the trait list fixed.
* Loner perk also increases carry weight by 6 kg.
* Update on Important Info at Background Story Terminal. It sure was quite outdated, lol.
* Updated few background infos about classes to give them more depth.
Karma thresholds changed, so it's harder for players to become Very Good/Evil and a bit easier to remain Neutral:
Very Evil = -3000 to -2000 (from -2500 to -1500).
Evil = -1999 to -1000 (from -1499 to -500).
Neutral = -999 to 999 (from -499 to 499).
Good = 1000 to 1999 (from 500 to 1499).
Very Good = 2000 to 3000 (from 1500 to 2500).
Version 1.0.4
v1.0.4
* Bright Followers (Bright Brotherhood) adjusted.
* Added unique weapon to Jason Bright.
* Trigger Discipline and Fast Shot chance to hit in VATS bonus/penalty changed from 25% to 20%.
* Fixed typos in background stories (classes).
* Fiend class successfully adds player to Fiends faction, also he won't be taunted by Fiend near the vault's exit, if he has the Fiend class.
* Binoculars weight (0.5 kg) and value (250 caps) adjusted.
* Player who chose Ghoul race should have the Ghoul Race perk added correctly.
* Fast Metabolism and Good Natured traits no longer say that they require Ghoul race and Mutate perk.
Version 1.0.3
v1.0.3
* Players who chose BoS Scribe class prior to v1.0.1d have been removed from BoS faction, so they can't take whatever they want from BoS bunker and they shouldn't have problems with some NPCs being hostile.
* Sprint formula adjusted. Carried equipment and Agility have lower impact on Sprint speed, base Sprint speed increased, so players with low Agility can still find Sprint useful.
Dodge Chance:
Following changes to Dodge Chance were made in order to make Dodge Chance more useful for players with low Agility and less overpowered for people solely specialized in it, and to prevent abuse with heavy armors.
* Base Dodge Chance increased from 0% to 5%.
* Total Dodge Chance multiplied while wearing Medium (x0.75), Heavy (x0.50) and Power (x0.25) armors.
* Dodger perk Dodge Chance increased from 5% to 6%.
* Last Resort perk Dodge Chance decreased from 20% to 15%, but health required increased from 25% to 33%.
* Dodge Mastery perk Dodge Chance multiplier decreased from x1.50 to x1.30.
* Wired Reflexes perk Dodge Chance multiplier decreased from x2.00 to x1.75.
Version 1.0.2
v1.0.2
* Tech Wizard perk tooltip fixed to avoid confusion.
* Crippled effects should work properly now.
* Amount of ammo in clips picked up lowered by 50%.
* Loot from First Aid Boxes and Grenade Boxes lowered and adjusted.
* Bighorner Bulls no longer give additional meat.
* Mercenaries gear adjusted.
Version 1.0.1d
v1.0.1d
* Removed BoS Faction ownership from the door in the bunker, so player won't be shoot on sight if he enters it.
* BoS Scribe class no longer adds player to BoS Faction, but sets them as allies. This will prevent from taking all of their stuff without consequences.
* Set player as allies with some factions depending on what class they chose, it will have minor impact on the game.
* Increased amount of sound weapons make when calculating detection formula. Because of previous tweaks to detection in v1.0.1.
Version 1.0.1c
v1.0.1c
* Added unique weapon to Mick's secret stash at Mick & Ralph's (I forgot to do it before, sorry).
* Player can now correctly restore sleep deprivation with sleeping.
* Player gets hungry and thirsty 25% slower. That had to be done to better work with player having to sleep.
Version 1.0.1b
v1.0.1b
* Fixed wrongly aligned Metal Helmet MK2.
* Swapped models in some cases between male and female versions for Metal Helmets, Metal Helmets MK2 and Reinforced Metal Helmets.
Version 1.0.1
v1.0.1
* VATS chance to hit rescaled, it should be lower with high perception stat.
* NPCs detection skill lowered, it should be easier to avoid being detected, especially in exteriors.
* Stimpaks and Super Stimpaks no longer heal immediately and restore limbs on non-HC mode, they heal over time on both modes now.
* RadAways remove radiation over time on both modes, same as Stimpaks.
* Trudy and Joe Cobb appear in Goodsprings Saloon and Ghost Town Gunfight quest can be started again.
* Craig Boone uses correct class.
* Good Nutrition perk and Sanitizer work correctly.
* Big Horners in Good Springs will start panicking and running away instead of fighting.
Version
v2.4.1
Main Plugin:
* Removed test boxes with gear from Goodsprings.
* Tweaked Goodsprings Settlers' sandbox behaviour.
* Halved weight of Depleted Uranium ammo.
Main DLC Plugin:
* Few tweaks to NPCs in Lonesome Road DLC.
* Added following armors to the lists - Tribal Trooper Armor, Armor of the 87th Tribe, Scorched Sierra Power Armor & Helmet.
Old World Blues:
* Fixed missing sounds and few other issues.
* Adjusted world loot.
* Nightstalkers upgraded to Mutated Nightstalkers.
* Increased movement speed of Police Cyber Dog from 140% to 150% and Military Cyber Dog from 155% to 165%.
* Lobomite Psycho movement speed increased from 115% to 135%.
* Adjusted weapons on Corpse Suits.
* Player gets a bit worse stuff on the start of the DLC.
Donations
Both straight donations and premium membership donations accepted
Status: So, shit has hit the fan yet again and final update goes on hiatus, since I won't have time nor willpower to finish it in the upcoming days. Sorry about that. I might tweak it from time to time during hiatus period, but at the moment I have no idea when it will come out.
This mod requires at least NVSE v5 and JIP NVSE v29 or newer to work.
If you want to be notified about future updates of this mod, then you should like my Facebook Page.
There's a file in the Misc section with info about the changes in my future FO4 mod called After War Massachusetts, but I abandoned idea of modding FO4, blame Bethesda.
Upcoming Project
If anyone is interested about my upcoming game made in Unity, then you should follow its Facebook fanpage (just remember to change fanpage settings to "See First", since Facebook cut range of my fanpage to like 5%-10%): https://www.facebook.com/UndyingEvilTheGame/
Both fanpage and website are currently empty, but I will fill them with game info and progress over time.
It's gonna be "Online Fantasy 3D Action H&S Zombie Dungeon Crawler with RPG elements" that allows up to 4 people to play together, and same as in AWN, you will have tons of character builds and playstyles.
Details
SHORT DESCRIPTION (aka TL;DR): After War: Nevada is a Complete Overhaul Mod on which I worked alone for 2 years before releasing it and now I’m still expanding it for over 2 years, so it is summary of my 4+ years of slacky, but still kinda hard work. So, It's ridiculously enormous mod, which aim was to take elements from the best post-apo RPG games (classic Fallouts) and from the best post-apo FPS games (Stalker series), while changing and rebalancing EVERY single aspect of the game, so things like: weapons, ammo, armors, food, alcohol, chems, misc items, companions, NPCs, creatures, loot, crafting, spawns, vendors, resistances, implants, poisons, economy, stealth, game mechanics, etc. etc. WHILE adding a lot of new stuff at the same time: 30 alternate starts (classes) with unique starting places, perks and gear; perks for increasing skills and choosing tags, over 250 overhauled weapons, and over 250 (350 with ranks) perks and 30 traits in total (vanilla F:NV had around 130 weapons, 90 perks and 10 traits, so you see the picture). It adds much, much more of the other features, too many to write all of them down here. Player now has endless number of character builds and gameplay styles. Also, the game is harsher, more challenging and forces player to use his brain, and difficulty levels also got tweaked, so there are major differences between Hard and Very Hard. Just give this mod a try and you will never be able to play again without it. Trust me, Fallout: New Vegas will never be the same!
For comparison how giant this mod is (info from June 2015): Base AWN plugin has over 13300 edited records and weighs 6,5 MB, while Project Nevada with its 4 plugins loaded has over 2200 and 1,6 MB, and FOOK with 2 plugins overwriting each other has 11700 and 6,4 MB. So it's probably the biggest mod ever created for FNV by a single person! But fear not, quantity came out on its own after 4 years of work. I can assure you that quality stayed at its finest, since I'm a perfectionist :)
Quick mod review by Caedo Genesis
Character Creation in v2.6.4
First 10 mins of gameplay on the very first version released (v1.0.0)
I put my heart and my soul into this mod, so if you enjoyed it, then please spread the word, so even more people can try it out :) Also, all feedback, bug reports and criticism are more than welcome!
DETAILED DESCRIPTION: Player’s customization is one of the most important things to me, so I wanted to give player as much freedom and as many ways to build his character as possible, so he can play however he can imagine. And I know that this mod is incompatible with like 90% of other mods on the Nexus, but it’s so big and takes care almost of everything that you don’t really need 100 mods in your load order to still have fun.
Weapons There are twice as many weapons now (over 250 weapons) and all of them got rebalanced from scratch. They are deadlier and their stats are more or less based on their real world counterparts. Every weapon is different and their stats vary. Some are stronger, but slower, other more accurate, but weaker, some get bonus to critical chance or limb damage and so on. All weapons use tier system now, but about that I'll write below. Weapon’s stats can be checked in Pip-Boy by pressing the Q key. Weapon can jam, what can make a difference between life and death sometimes, so keeping your weapon in a good condition is crucial. Weapons also have been divided into many types, like Assault Rifles or Carbines for example. Assault Rifles have better accuracy and are heavier, while Carbines don’t get penalties in interiors etc. Also, all Assault Rifles and Carbines are fully automatic now, and automatic weapons deal low damage compared to other weapons, but thanks to their high rate of fire they excel at DPS (damage per second). Sniper rifles, on the other hand, have really good damage and accuracy, while their slow rate of fire and small magazine size make them bad choice for close quarters combat, but excellent for sneak kills and long distance combat.
Ammo There are more than 150 ammo types (including DLCs and with many types removed, like for example .22 LR), from classic HP and AP to depleted uranium. Every ammo type has unique stats (including standard ammo), ammo caliber affects limb damage, and there’s ammo for every occasion. Hollow point massacres unarmored targets, armor piercing is a must against armored targets, full metal jacket works best against lightly armored targets, surplus is a cheap, low quality ammo, and so on. Enemies use different ammo types, too.
Tiers & Mods Weapons and armors use Tier system now, which consists of 5 Tiers (T1-T5) and 5 Unique Tiers (U1-U5). Tier system affects weapon mods that can be installed and effectiveness of weapon and armor Repair Kits. All weapons (including uniques) can have up to 3 weapon mods installed. Weapon mods are bound to weapons’ Tiers, so T1 damage mod can be installed on the T1 or U1 weapon only, and so on. Of course, you can’t install whatever mod you want in every weapon. For example, N99 10mm Pistol (T1) can only have silencer, accuracy and ammo T1 weapon mods installed.
Accuracy & Recoil Auto aim has been totally turned off, so your chance to hit a target depends on your perception, perks, weapon skill and especially weapon’s spread. Every weapon also has recoil which is affected by weapon’s stats and type, and by player’s stats, perks and skills. Stuff like moving, crouching or aiming also affects weapon’s accuracy and recoil.
Armors &Resistances There are more than 80 armors and 50 helmets, all rebalanced and using the new resistance system inspired by classic Fallouts (Normal, Laser, Plasma, Fire, Electrical, Radiation) in addition to DR and DT. You will encounter enemies with different resistances, so using only one damage type may make the game hard at times, but same goes for the player, since he will encounter enemies with different weapons and will find armors better against certain damage types, further making room for tactics, planning and adding variety and uniqueness to the game. Creatures also use that resistance system, for example Feral Ghouls are very resistant against Normal and Electrical attacks, but are weak against Laser and Plasma attacks, and especially against Fire. Heavier armors give penalties to agility and their big weight makes it almost impossible to sneak. Armors give low damage threshold and are more oriented about percent values, making even light armors useful, and preventing player from the god mode in heavier armors.
Combat Combat is much deadlier and faster when compared to Vanilla. Recoil and dodge chance are added, and moving, running, sprinting, crouching and aiming all have big impact on player’s accuracy, recoil, dodge chance and chance to be hit by enemies. Crouching, aiming and not moving will greatly increase player’s accuracy, but will reduce player’s dodge chance and increase enemies’ chance to hit and to even score a headshot. Player has to think, use tactics, plan before engaging enemies, use grenades, mines and various ammo types, conserve ammo and consumables. Player also got Sprint and Bullet Time to help him in combat in addition to V.A.T.S. which got carefully balanced as well and allows good sniper to score headshots from really long distances, but none of them are abuseable, they more like “super powers” which cost AP. All weapons and armors have their advantages and disadvantages in various situations. Most explosives have a knockback chance, depending on their base damage, and dynamites and molotovs can be caught and disarmed before they explode. Body part damage of all creatures, NPCs and even player got adjusted, so now it actually matters what part of the body is hit and every character has weak points. Headshots can deal even up to 300% damage, while in some cases hitting creatures’ limbs can deal only 25% damage. Max possible vision and distance for NPCs and creatures to react have been doubled, so they no longer stay idle if player shoots at them from longer distances, and open gun fights can attract other enemies, making silencers useful not only for sneak kills. Combat just has much more to it.
Alternate Start On the beginning player is asked if he wants to use the alternate start feature, and if he presses yes, he gets teleported to a small room where he creates his character and gets to decide whether he wants to play with Hardcore Mode and Wild Wasteland enabled, and then he chooses his class. Player can choose from 30 classes, each with unique starting location and perks, bonuses and penalties, or even with its own friends and enemies. Player gets to choose his starting gear (which also depends on the class he chose). Perfect for roleplaying and for people who wanted to start as a member of a desired faction, like BoS, NCR or even Fiends.
S.P.E.C.I.A.L. Stats All stats got total revamp and they all are important and matter now. They affect many aspects of the player and are required for better perks which have high requirements: Strength – Affects melee weapons skill, carry weight, startinghealth, damage of unarmed and melee weapons (especially with two-handed weapons), recoil (especially with heavy weapons), V.A.T.S. accuracy with throwing weapons, throwing velocity, required for using weapons. Perception – Affects energy weapons, explosives and lockpickskills, compass markings number and range, max possible accuracy, recoil (especially with sniper rifles), V.A.T.S. accuracy and engage distance. Endurance – Affects survival and unarmed skills, poison andradiation resistance, starting and per level health, healing rate, rad absorption, limit of chems, alcohol and implants, addiction chance, sprint duration. Charisma – Affects barter and speech skills, companion limit,companions’ damage and armor, prices, caps for starting gear. Intelligence – Affects medicine, repair and science skills,skillpoints per level, tagged skills, damage, hacking efficiency. Agility – Affects guns and sneak skills, action points and APregen, dodge chance, sneaking, melee and unarmed attack speed (especially with one-handed weapons), speed of moving, sprinting, weapon swapping and reloading, fall distance and jump height, lockpick efficiency. Luck – Affects all skills, dodge chance, critical chance (especiallywith unarmed and melee weapons), critical damage, sneak damage (especially with U&M weapons), getting critically hit, breaking a lock and lockpick, bonus loot, gambling.
Perks & Traits Player can choose up to 2 traits on the beginning and gains perk every 2 levels. Amount of perks and traits to choose from have been tripled and quadrupled. Yep, that’s right, player can choose from over 270 perks and 40 traits, compared to 90 and 10 in Vanilla, while many perks also consist of few ranks. Of course, all DLCs are supported and they bring even more perks and traits. Also, same as in weapons’ case, everything got rebalanced from scratch, so no overpowered or totally useless perks and traits. With so many perks and traits to choose from, player can customize whatever way he wants and they won’t make him immortal. Better perks require higher level, stats and skills. There are even high level mastery perks which require 10 points in a SPECIAL stat and provide big bonuses.
Skills & Tags Skills more or less stayed the same, and just as stats, they are required by many perks. Player doesn’t gets many skills points per level, so he can’t max out all of his skills and has to specialize in few. Tagged skills got some importance too, since they double skill increase for each point spent on them. Combat skills like guns, energy weapons and explosives increases effectiveness of the corresponding weapons. Same for unarmed and melee weapons skills, but they also boost defenses. Barter affects selling, buying and repair prices. Repair increases effectiveness of repairing your gear, but also affects rate at which it decays and is required mostly for crafting ammo for guns. Science is required for hacking terminals and crafting energy cells. Sneak typically affects sneak efficiency and pickpocket chance. Speech is pretty much the same. Survival affects food, poison and tribal healing efficiency and allows player to craft them in addition to armors, it is responsible for obtaining resources from plants and creatures, also it increases player’s resistance to poison and radiation, and healing rate and rad absorption on top of that. But that’s not all. Player also gets 1 perk for tagging and 4 perks for increasing each skill (at 25 skill point intervals), so 65 bonus perks in total.
Sprint, Bullet Time & V.A.T.S. Well known by everyone Sprint and Bullet Time are here! They both use action points in addition to V.A.T.S. or as an alternative for people not using V.A.T.S. at all. Sprint can help you to run from ferocious creatures, or help melee character to get near their victims or try knocking them down, while Bullet Time slows down the time, allowing you to aim more precisely and giving more time to react, but also increasing your accuracy and dodge chance. V.A.T.S. is also more useful, but not as broken as it was in Vanilla. All these features got balanced to not be the game breakers, but more like helpful tools. Though player can still make them better with stats or perks, and specialize to rely on them.
Sneaking & Detection Sneaking got a total rework. Player not specializing in it will have a hard time using it smoothly, because NPCs’ detection got boosted and it depends on their perception stat, so player needs to avoid their sight. Lighting also has a big impact on sneaking, so sneaking during the day or while being next to the lamplights is almost impossible. Same goes for sounds; player moving or running makes a lot of noise, especially in everything heavier than a light armor. NPCs will look for player longer and will cover bigger distances, and they gain boost to detection while alerted and will try calling their friends for help. Silenced weapons don’t remove sounds totally, so using them in close distance will also alert enemies, not to mention muzzle flash. Dying enemies also make noise (screaming, body hitting the ground). Shoot a not silenced weapon in a building and everyone will be coming for you. Weapons with bigger calibers make much more noise than these with smaller ones, while unarmed, melee and throwing weapons make even less noise than silenced guns. Also, silenced weapons deal less damage and their projectiles have lower velocity, unarmed and melee weapons got bonus sneak damage, while throwing melee weapons also deal bonus damage against humans.
DodgeChance Players, companions and even enemies have dodge chance, modified by agility, heavier armors, perks, moving, sprinting or even by unarmed and melee skills. Dodge chance is capped at 90% and ignores damage on a successful roll. It is designed for lightly armored and mobile characters. Lightly armored enemies depend on dodge chance, so sometime don't be surprised, if they miraculously don't take any damage.
Lockpicking & Hacking They got reworked into something like in the classical RPGs. If lock or terminal is locked and player wants to pick lock or hack it, he makes a roll based on his skills, stats and perks, and he can unlock, fail or even brake the lock/terminal, with the chance of also breaking a lockpick even if successful. There are 2 types of lockpicks, both for lockpicking and hacking, so 4 in total. There’s an optional plugin which restores Vanilla lockpicking and hacking minigames, for people who really hate this feature.
Companions (further expanded in v2.6.5) There are 2 new companions - Sunny Smiles and Jacobstown Marcus. Also, all companions got some love. You can recruit up to 4 companions with 10 Charisma points, and up to 6 with perks. Every companion uses ammo, has their favorite weapon type, tags, starting perks/traits, abilities and unique SPECIAL stats, which matter and make a difference now. They also can use various chems during combat and they are damaged by radiation. Everything can be checked in the Pip-Boy’s Perks tab. I'm also thinking of giving them perks every 5 levels in v2.6.5, but we will see about it, coz it requires some work.
Difficulty Settings As in Vanilla, there are 5 difficulty settings - from Very Easy to Very Hard, but they are no longer as plain as they were in the Vanilla. They affect player’s radiation and damage taken (not damage dealt), his accuracy in V.A.T.S., recoil, primary needs, gear decay rate, AP regen and NPCs’ detection and accuracy. So playing on Hard actually feels like the game is harder in overall, and not artificially harder that you have to spend 2x more bullets to kill an enemy. Take a note that AWN on Normal is already much harder than in Vanilla, so if you have to change difficulty settings to Easy or even Very Easy, don’t be ashamed of yourself, there are 5 difficulty levels for a reason.
Crippled & Damaged Limbs Crippling limbs have much more drastic effects now. Player with crippled head or hand will have hard time aiming and fighting, while crippled legs will prevent him from sprinting and will greatly reduce his movement speed. Also, player gets penalties for having damaged limbs (50% condition or less), and if player’s Health is less than 25% or 10% (his heart starts beating). Healing rate slowly heals limbs over time, but can’t heal crippled limbs.
HealingRate & Rad Absorption In classic Fallouts player was healed overtime based on his endurance, and so I added it back, together with rad absorption. Healing rate restores health and heals damaged limbs, but will weaken if player is badly injured and it won’t heal crippled limbs. Rad absorption removes rads over time, but gets weaker the more irradiated player is. Both of them can be increased by endurance, perks or implants, and even by Primary Needs (hunger, thirst, sleep) on Hardcore Mode. Sleeping no longer heals the player, but healing rate and rad absorption work during sleeping.
Radiation In Vanilla, there was hardly any radiation and no need for Rad-X nor Rad Away, so instead of adding radiation to random places and altering all current zones (it would take me years to do that), I increased radiation on food and added radioactive auras and attacks to many creatures. Player doesn’t get any symptoms from radiation sickness until he reaches 200 Rads, then his stats are reduced, takes damage over time and starts glowing. His symptoms become more severe for every additional 66-67 Rads. All NPCs’ can't be irradiated, but they are damaged by the radiation instead.
Poisons & Diseases (Diseases will be added in v2.6.5) Poison resistance is much more important now, because creatures' poisons are much deadlier. Without high poison resistance or antidote, player is as good as dead against poisonous creatures like radscorpions or cazadores. Same goes for player’s craftable poisons, they are much deadlier and few new types were added as well. Player is able to catch various diseases while being close to creatures. Diseases are long term penalties which can even lead to the death, if not cured. Diseases can be cured by doctors and by antibiotics. Chance of catching the disease depends on player’s poison resistance and gas mask (diseases come with my own recorded coughing sound :P).
Implants There are more than 30 implants (even more with the DLCs) with the new implant system. They are like normal consumable items in the inventory which can be used to add a perk. You can either buy or loot them, and different factions have different implants for sell, so you might not have access to all of them. They can increase your stats, resistances, speed, AP regen, healing rate or even give you the night vision. One implant can be installed for each endurance point and you can't install the same implant twice.
Food, Chems & Addictions More than 230 balanced items, from food and drinks to drugs and scavenged from plants and creatures resources. Food no longer heals on Hardcore Mode and stimpaks no longer heal limbs on non-Hardcore Mode, and almost every healing item heals over time. Player can get drunk and alcohol removes radiation. Both alcohol and chems have overdose limit, depending on player’s endurance stat which determines how many of them he can use before overdosing and losing consciousness. Addiction chance has been added to many chems, including stimpaks and healing powders. Using a chem when player got addicted will prevent withdrawal effects for a long period of time. New chems have been added, like Adrenaline or Voodoo. Most chems use phase system (like in classic Fallouts) which makes their effects weaker over the duration, so Psycho or Jet won’t be as effective after 1 minute as they were the moment player used them.
Primary Needs They refer to eating, drinking and sleeping, and they still require Hardcore Mode to be enabled. Player gets hungry, thirsty and sleepy much faster and there are many factors affecting it, making this system much more complex than it used to be. For every 66-67 points of Hunger/Thirst/Sleep Deprivation player gets worse effects. Below 200 points effects are positive instead, while above 200 they become more and more severe. Player has to always carry with him something to eat and drink, while player’s carry weight has been drastically reduced, and most of the food and drinks are irradiated. Armors, outdoors, sunny days, combat, sleeping, difficulty settings and perks affect how fast you get hungry, thirsty or sleepy. Also, Food Sanitizer is back!
Hardcore Mode On HC mode ammo has weight, companions can die and you have to eat, drink and sleep. I recommend playing on HC mode. I rebalanced the game for both game modes, with HC on and off, but I still had HC mode mainly in mind when doing everything, and HC turned off will make game easier and less survival-oriented. Well, it’s your choice.
NPCs Loot and stats of all NPCs from all factions have been rebalanced. They are more deadly, accurate and tougher (but they aren’t bullet sponges). They use newly added weapons and armors as well, so you will see a lot of item variety on them. They use special ammo types now, meaning that you can meet raider with a gun loaded with armor piercing rounds, so your armor can go to hell with that (well, to some point at least) and no more Rambo mode in the power armor. Their accuracy and vision lowers drastically the later it gets, so player is no longer at the disadvantage during the night, but it's still a double-edged sword, since player gets its own penalties to the vision and accuracy. Their AI got boosted a bit and they are more likely to use ranged weapons at distance and switch to melee at close range. Unlike in Vanilla, NPCs get combat skills until level 40, so end-game enemies will be more accurate and deadly than early- or mid-game enemies (in Vanilla all NPCs had already maxed out combat skills by level 10).
Creatures Not many new creatures were added, but as mentioned earlier, creatures are resistant to various types of damage, and they are also faster, tougher, stronger and every creature gives different amounts of XP, so player is rewarded for killing stronger creatures, just as it should be in every RPG. Player can get irradiated just by being near some of them or even catch a disease if unlucky, or if he lacks a gas mask. Most creatures aren’t super aggressive and don’t attack on sight, but will attack if player gets too close to them. Their body parts can be valuable resources, if player is enough skilled in survival to acquire them.
Spawns aka Levelution System Level scaling has been removed (only companions scale together withplayer’s level) and spawns use something what I call Levelution system which increases chance of encountering stronger enemies, instead of increasing their level and giving better gear to the same NPCs. So how does it work? Let’s say that level 1 player encounters a raider spawn, he has 60% chance to encounter weak raider, 30% chance for medium raider and 10% for hard raider (of course hard raiders have better gear and are stronger, but if that type of raiders was meant to be weak, then they won’t miraculously have high tier weapons), but if player on level 10 encounters the same raider spawn, he will have 30% chance for weak, 40% for medium and 30% for hard raider spawn. There will always be the chance for encountering weaker enemies as well, while stronger enemies won’t be walking tanks. That way weak bandit groups will stay weak, while players on higher levels will still get a bit more of a challenge and have more fun with lower level spawns. Also, low level players will still have a chance to encounter stronger version of enemies, but they can forget about killing super mutants or deathclaws on early levels.
World Repopulation Many locations got repopulated and fortified (that also includes DLCs), so more citizens, guards, patrols and even dogs, turrets or mines in various locations. Wiping out Jacobstown or NCR Correctional Facility won’t be a walk in the park anymore, and even the gun fight in the Goodsprings got its rework.
Vendors & Economy (further expanded in v2.6.5) Traders have cutthroat prices, selling items doesn’t give much caps and buying is expensive, but traders are stocked with goods, meaning that usually you can get what you need at proper merchants, as long as you have money, of course. Also, the better stuff the merchant has, the more he charges for everything, while poor merchants and small shops will offer better prices, but they will have less money and worse stuff to sell. And same as enemies, level scaling from vendors’ items has been removed, so player can buy top gear regardless of his level, but he has to afford the money for it and to keep it maintained and supplied with ammo. More NPCs can repair your stuff and they have various repair skills, meaning that some can repair your gear only to 20% while others can do it even up to 100%. Player’s reputation with the faction also affects prices. Amount of caps player can win by gambling also got greatly reduced. With values and weight on all items adjusted, much harsher prices compared to Vanilla and nerfed gambling, getting rich is very hard and money are usually just enough to cover the expenses without having much left for yourself. In other words, economy is more survival-oriented. In v2.6.5 I'm planning on adding 3 shady merchants (aligned with different factions) with unique and special loot.
Experience & Leveling Required XP to level up is the same as in the Vanilla. I left it free for players to use whatever leveling pace they want (use my XP mod, if you want to level up either slower or faster http://www.nexusmods.com/newvegas/mods/36411/?), but leveling is faster thanks to the XP changes on creatures. Player starts on level 2, since early game is especially hard and annoying. Each creature gives different amount of XP on death, and the stronger they are, the more XP is rewarded, especially for bosses. So no longer same XP amounts for all enemies, and killing deathclaws is actually rewarding. Also, level cap has been removed, so player can even achieve level 80, if he really wants to. Though player gets more XP for killing in overall now, achieving level 60-70 still should be a max for most of the players, including the DLCs.
Karma & Reputation As in Vanilla, player has 5 karma types. From Very Evil to Very Good, but getting either Very Good or Very Evil karma is much harder now. NPCs use only 2 karma types. They can be either Neutral or Evil. Killing Neutral NPCs give player negative karma and most of them aren’t hostile towards the player. Killing Evil NPCs doesn’t give any karma, since they are usually hostile and player acts in self-defense, so that doesn’t make him a good person. Faction reputations stayed mostly the same, though some values and rewards were altered a bit, and now it actually affects prices of the faction merchants. Piss of a faction and they will either give you worse prices or won’t trade with you at all, but if they like you they will give you a discount on their goods instead. Also, there's no option to reset your karma, so if you make an NCR your enemy, it will stay your enemy until the end, no second chances.
Doctors They charge you more for their services and now they can either restore your health, fix limbs, remove radiation, cure addictions and diseases, or even heal your companions. They are still cheaper and better choice than healing yourself with stimpaks and bandages.
Crafting It didn’t get expanded much, but every single recipe got rebalanced. Few ammo and breakdown recipes were added, with survival skill player can craft few armors, and some food, chem and poison recipes were added as well. Not much new stuff here, but vanilla recipes received a proper care, making crafting still useful.
Misc Helmet Effects There are 4 special effects which can be found on helmets and they are - Night Vision, Gas Mask, Flash Protection and Water Breathing. Night vision can be turned on by pressing the N key. It consumes energy (ECP, SEC, MFC or fission batteries), but gives player better vision at nights and removes penalties to perception at nights and in interiors. Gas Mask protects from gas grenades, gives bonus radiation resistance and reduces chance of catching a disease. Flash Protection increases your PE during daylight and protects you from stun and flashbang grenades. Water Breathing increases your poison resistance and simply allows you to breath underwater.
Misc Items All misc items (like empty bottles, syringes, scissors etc.) had their value and weight altered, so player now can loot them in order to earn some caps. But some of they are also more important in crafting.
Carry Weight Weight has been changed from pounds (lb) to kilograms (kg), together with ALL items in the game. Every single item (including caps) has weight now, except for the quest items. Also, overall carry weight has been drastically reduced, so player can’t hoard items endlessly and has to think what to take with him. I'm evil, I know.
Playable Races You can now play as a ghoul (which comes with its bonuses and penalties), raider, default, adult, or an old one.
Backpacks & Bedrolls They have been added as well. Backpacks increases player’s carry weight, but reduces agility, movement speed and makes sneaking harder. They can be bought from various merchants and they can be found usually on traveling merchants, but not only on them. Player can also acquire a portable bedroll which allows him to sleep wherever he wants.
Secret Stashes This feature, like many others, is inspired by the S.T.A.L.K.E.R. series. Player can either find or buy holotapes with info about the secret stashes. They are unlocked randomly and not accessible until player uses the holotape, so player doesn’t know which stash will appear and he can’t loot it beforehand. Their locations are described with hints in holotapes and player doesn’t get a map marker which tells him exactly where to go, while sometimes special gear and efforts are required to get to them. There are 31 of them to discover in total - 16 small, 10 medium and 5 large. The bigger the stash, the higher the difficulty of getting to it and better the loot, theoretically.
Weapon Mastery Player gets better in the weapons he is using. There are 2 types of masteries, One- or Two-Handed weapon mastery and weapon type mastery. Player gains perks for 50, 150, 300, 500 and 750 kills (5 perks with 750 kills in total) with various weapon types, like Pistols, Revolvers, Assault Rifles etc. And perks for 100, 300, 600, 1000 and 1500 kills (5 perks with 1500 kills in total) with either One-Handed or Two-Handed weapons, so player using Sniper Rifle will get mastery in both Sniper Rifles and Two-Handed weapons.
AfterWar Nevada Guide Player can access AWN Guide in his Pip-Boy’s Misc tab. There’s a lot of info about various stuff, like mechanics, features, weapon types, companions etc. I know it's still kinda outdated and lacking a lot of important stuff, but I'm still expanding it.
Inventory Sorter Aid tab in the Pip-Boy uses inventory sorter now. It sorts all kinds of alcohol, books, chems, food, implants, meds, and so on.
Misc Features There are also many, many miscfeatures which increase immersion, like eating human food leads to shaking hands (Cannibal perk prevents it). Penalties to perception while wearing sunglasses at night or in interiors (NPCs don’t get these penalties, so fear not about your companions) or perception bonus from reading glasses based on your base perception stat. Ammo and powder boxes being consumable items instead which can be used whenever player wants. Killing too many people from NCR or Legion makes player permanent enemy regardless of the player’s story and main quest. Being able to catch and disarm dynamites and molotovs before they explode. Reduced Knock Out chance against Super Mutants, Abominations, Robots or Power Armors. Nightstalkers count as Mutated Animals. Most unique weapons have to be found instead of bought, while some stuff can be bought from only one trader, so destroying Silver Rush for example will prevent player from obtaining some stuff. Some bonus dialogue choices from perks or alternate starts, like choosing Gun Runner class and talking with Alexander from Gun Runners etc. There’s much more of small details like that and bug fixes which I didn’t even mention.
Loading Screen Tips (will be added in v2.6.5) Tips which appear during loading screens got updated to give players actual info about AWN's changes and mechanics, instead of the outdated Vanilla ones which everyone already read 1000 times and which is no longer true in the game. This way player can always learn something new and useful about the AWN.
Plugins There are 3 “main” plugins, but only one is actually required toplay. After War Nevada is the main plugin and is required at all times. Mini DLCs plugin is required if you are using Courier’s Stash and Gun Runners’ Arsenal DLCs and won’t work without them. DLCs plugin is required if you are using the main DLCs (Dead Money, Honest Hearts, Lonesome Road and Old World Blues) and it won’t work without them.
Optional Plugins There are 4 optional plugins, Realistic Combat, Deadlier Combat, Forgiving Combat and Vanilla Minigames. Realistic Combat increases damage dealt and taken by the player by 100%, so everything dies really fast, but mostly the player. Deadlier Combat increases them by 50% instead, so combat still remains deadly and fast, but not to that extent. Casual Combat is quite the opposite, it reduces damage by 30%, so fights are much longer and combat feels more like in the RPG, rather than in the realistic FPS. Do NOT use any Combat plugins together. Vanilla Minigames restore old lockpicking and hacking minigames, since AWN introduces new mechanics for them.
WHY THIS MOD IS LIKE IT IS AND NOT LIKE IT ISN’T:
Since many people whine and ask why I work alone and why I did one big plugin instead of going with many smaller ones like most authors would do, so people can choose what they want and what would be compatible with the mods they use, let me explain you pros and cons of my choice:
Pros of 1 big mod created by 1 person over 100 smaller mods with different authors: -Easy and fast installation. You don’t need wide knowledge about modding, load orders, merged patches and other stuff to make it work. Just download it, install and play. -Stable gameplay. No crashes or bugs due to mods not being fully compatible with each other or because author of one of the mods stopped supporting his work and other mods. -It is balanced. One person takes care of everything in one mod and he exactly knows how everything works and how it should work there, and if something happens to be unbalanced, it is easy to fix. While people using -Author is free to do whatever he wants and he doesn’t have to argue with anyone in the team about features or unfinished stuff. -Author is able to make some cool features which can affect whole mod, like classic resistances which normally wouldn’t be possible to add as a smaller mod or mod compatible with other mods, because it edits weapons, armors, ammo, creatures, perks, game mechanics and have to balance everything on top of that to work correctly). -Author doesn’t waste so much time on switching between many plugins and updating them all with every patch.
Cons: -It’s incompatible with almost everything. -Not much customization left and not everything might be to to player’s likings, because author forces player to have it his way and he has to take it as a whole product. -Author is limited to his skills. If he sucks at graphics (like me for example), he has to depend on other people’s works (like Millenia’s weapons) or resign from new models and textures. -Working alone takes much more time to finish everything.
Changelog
v2.6.4d It's been a while since last update, and though I promised the final update, it's still far from being finished, so here comes fixes to really annoying bugs.
Bug Fixes: * Fixed True Sight perk breaking recoil and compass markers. * Fixed bug with Recoil formula giving negative values in some cases. * Fixed Beyond Good And Evil perk not working at all. Now it adds/removes 250 Karma whenever player leaves the -250 to 250 karma area. * Fixed bug with sick amount of case boxes on vendors. * Fixed bug that added old bulk ammo boxes instead of bulk ammo. * Fixed wrong values and amounts in surplus ammo boxes. * Fixed stimpak withdrawal effect using turbo withdrawal instead. * Fixed incorrect chance of retrieving tools from Wepaon Repair Kits.
Changes: * Armor Repair Kit now also requires Hammer to craft, and player has a chance to retrieve it after using the Armor Repair Kit. * Dodge Chance is increased with weapon holstered. Keep in mind that bonus with Unarmed/Melee weapon out is still higher. * Increased amount of starting caps by 33%. I mean actual money here, and not the one for starting gear. * Close Quarter Combat perk now also requires 8 Agility. * Comprehension perk ranks reduced from 3 to 2, and changed requirements to 4 INT and 20 Science. * Educated perk Intelligence requirement increased from 5 to 6. * Tunnel Runner (DLCs) perk speed bonus increased from 10% to 12% per rank.
Weapons: * Fixed multiple bugs with weapon animations, like grip, reload and ironsights. * Steyr AUG and FAMAS now use Millenia's models. * FAMAS-G2 changed to FAMAS-F1 and its stats got adjusted a bit. * Adjusted weapon sounds. Normal is less loud in overall, and silent is louder outdoors.
Reworked Weapon Sway formula a bit: * Perception now reduces base Weapon Sway by up to 35%. Sway with low Perception is almost unchanged. * Perception also affects Zoomed Weapon Sway of scoped weapons, making Perception even more important for snipers. * Sway bonus from combat skills is reduced by ~30%, but Perception increases this bonus by up to 20%. Making both things equally important for shooters. * Long weapons, in addition to increased Recoil, have increased Weapon Sway in interiors by 50-100%. All in all, these changes make playing character with low combat skills less frustrating, and puts higher impact on relation between guns and Perception., especially for snipers. Characters with very low Perception and combat skill won't see any difference, but at moderate values it will be much better, and finally at 10 PE and 100 Guns it will be a bit better. Keep in mind, that the max possible accuracy is unchanged, so you still can't achieve 0 Sway, even with the True Sight perk.
v2.6.4c Sorry about that...
Uploaded correct optional Combat plugins.
v2.6.4b Just a quick fix.
Restored Vanilla Minigames plugin. It was deleted by an accident from v2.6.4. Fixed bug with automatic melee/unarmed weapons breaking the Recoil script. Fixed 4th Large Secret Stash not spawning creatures. Fixed "Set AWNCheat to 0" teleporting player.
v2.6.4 I guess that no one is surprised that every single patch I make is delayed as hell, but, well... better late than never, right? I kinda had a problem with secret stashes (but thanks to VWgolfR1 I fixed it) and weapon animations, and it consumed a lot of my time, and then I didn't have time to spare on modding at all, thus the delay. Also, this patch will work fine on top of v2.6.3, except for the stashes. So if you already started playing and you don't really care about stashes, you don't have to start new save. I removed DOWNLOAD WITH MANAGER option, because many people who installed my mod using NMM usually had problems, so from now on you will always have to install it manually. Really, copying and pasting Data folder isn't that hard. It's for your own good.
IMPORTANT! If you are updating from v2.6.3, you have to delete "_male" file located in Data\meshes\characters, and then fully re-install AWN (v2.0.0, v2.4.0, v2.6.4). Sorry for the problems, but it's the only way to get rid of broken weapon animations.
And finally, this is probably the final big update of the mod (aside from some small patches). If I have strength or time to release one more, I don't know, so I would rather not give your hopes high or anything. As you all know, I put enormous amount of time in this mod, and it might be a good idea to finally say goodbye to it and focus on actual game development, but I'll still try to fix reported bugs.
EDIT: I decided to actually release one more patch (v2.6.5), and it will be definitely the last one. But as always, don't ask me when.
Bug Fixes: Fixed really horrid bug that prevented many perks and features from working. Thank you GECK for giving me 0 errors and behaving as if nothing happened. Fixed weapon animations (read more in the Changes section). Fixed Secret Stashes not being openable (again big thanks to VWgolfR1 for fixing it). Combat Plugins now work correctly all the time. Cheat Boxes now correctly appear in the alternate start room. Since addiction condition script was kinda retarded, I removed it. Now player can ask doctors to cure his addiction even if he isn't addicted (as it was with Doctor Usanagi for example). Fixed some odd pricing on doctors and few bugs related to their services. Jack (Great Khans) now correctly sells his stuff to players with neutral reputation. Greatly reduced discount from Julie Farkas. Fixed bug with Fiend and BoS Scribe alternate starts not giving starting reputation. Ruger MK II pistol deleted. It was supposed to be removed since v2.6.0. That magical VATS perk each player has is now hidden. Bullet Time trait correctly requires level 1. Fixed requirements for Sudden Attack perk in its description and it correctly requires level 12 now. 2nd rank of Plasma Spaz perk works correctly. Metal Helmet has correct condition. Fixed bug that sometimes caused dropping Weapon Repair Kit instead of Armor Repair Kit. Nails no longer pin limbs on crit. This feature is kinda bugged, that's why I removed it from rivets and nails. Removed wrong info from dummy effects about rivets pinning limbs. AER14 has dummy effect which states that it's a Laser-Plasma weapon. Also it's scope magnitude got fixed. Removed dummy effects from few overlooked weapons. Fixed info of Survival skill. Fixed dummy effects of case boxes stating incorrect amounts of cases. Fixed Gas Mask dummy effect on Radiation Suits. Fixed icon of Tackler perk.
Changes: Removed Weapon Animation Replacers by joefoxx082 for 3rd person, and added 1st Person Weapon Animation Overhaul by Hitman47101. It should remove some annoyance, like 0% accuracy in VATS with energy weapons, or handguns stucking in ironsights mode after shooting. Increased/updated loot in some Secret Stashes and swapped some of their models (small backpack won't hold a giant rifle now). Reduced spread of energy rifles by 30-50% and their attack speed by 10-25%. Silencer reduces damage by 10% and projectile velocity by 20% now. It affects all Guns and Energy Weapons, including silenced by default weapons. Bonus for having Scope now affects Explosives as well. All weapons are louder (especially silenced), but except melee and unarmed weapons. Items with Water Breathing gives bonus +5 Poison Resistance, with Gas Mask +5 Radiation Resistance and with Flash Protection works like hat (+1 PE while in the sunlight). These bonuses are invisible in dummy effects to avoid chaos. Recon and Chinese Stealth Armor no longer have Better Sneak dummy effect, but now states that they increase Sneak Value by 3. Changed surplus boxes into Consumeables. Removed VATS Chance To Hit from the Weapon Stat Viewer, since it never worked anyway. Added Recoil, Projectiles, VATS Shots and Sound Level to the Weapon Stat Viewer. Some small fixes to the Weapon Stat Viewer in overall. Critical Damage (usually with automatic weapons) still shows its bonus in billions from time to time; it's unfixable. Fiend class now starts with Accepted reputation with Great Khans. Shortened some effect names in the dummy effects. Added explanation of some abbreviations to the AWN Guide. Reduced value of Armor Repair Kit from 120 to 80 caps, and it can be crafted now. Increases value of wrench from 5 to 10 caps. Reduced Action Point Cost of Mercy (U) from 60 to 50. Pain-Makers in Honest Hearts got toned down a bit.
Black Market feature will appear in v2.6.5. v2.6.3 Since I was able to cover rest of the planned changes and bug fixes for v2.6 with the v2.6.3 update, this mod is no longer considered to be in the beta state. With so many changes starting a new game is highly recommended. AWN now requires JIP NVSE http://www.nexusmods.com/newvegas/mods/58277/? Also, update your NVSE to v5 or newer http://nvse.silverlock.org/
Plugins: * Reworked Forgiving and Deadlier Combat plugins. They no longer affect damage of all weapons in game, but affect all damage dealt and taken by the player. This way light armors aren't useless and creatures also are deadlier. * Deadlier Combat increases damage dealt and taken by 50%, while Forgiving Combat reduces them by 30%. * Added Realistic Combat plugin. It's basically same as Deadlier Combat, but increases damage by 100% instead. * If player tries loading these plugins together, he will get endless message box asking him to choose only one and disable the rest. * I wrote a script which safely removes data of optional combat plugins when player decides to disable/delete them from his load order, so you are safe to experiment with them whenever you like. * Lockpick bonus for being in interior or during the night is applied only with Vanilla Minigames plugin now.
Bug Fixes: * Fixed many minor bugs, it would be too much of a spam to list them all here. * fixed few more bugs thanks to Drithius for finding them out while making his patches for other mods, but these ones I'll list: * Not tagged survival skill no longer gives player a bonus chance of finding resources. * Fixed some inconsistencies with secret stashes and their holotapes. * Fixed new travelling merchants not selling items correctly. * Auto-Doc in OWB correctly cures all addictions. * Fixed repair lists of tribal armors and scorched sierra power armor. Also, Armor of the 87th Tribe can't be repaired using other armors. * Fixed few unique armors/helmets having wrong durability value set. * Fixed problems with textures on silencers/scopes, especially with retexture mods. * Fixed not working correctly Tackle script.
Changes: * Weapon Animation Replacers http://www.nexusmods.com/newvegas/mods/38527/? by joefoxx082 were added to the AWN. They wouldn't 100% work if added by player himself, I had to change some of the game settings for them to work correctly. In v2.6.4 I'll add some more of them. * Added cheat function. Player can now spawn chests with almost all weapons and armors in Alternate Start Room and Goodsprings. All you have to do is to open a console and write: set awncheat to 1. Setting it to 0 will disable the cheat chests. This also adds some of the removed and quest items, and it doesn't add any DLC items. Enjoy, filthy cheaters. * Chance (and sometimes amount) of obtaining resources based on survival skill (and repair ansc science skills, too) increases with the skill. It's no longer 100% chance once you reach the required skill requirement, but now player has a small chance even with a low skill and he still gets a bonus on certain skill threshold (with 45 Survival you have bonus to all resource types), making survival actually useful when invested in it. * Survival skill now increases compass range and markings number, making it especially powerful when combined with high Perception. Player with low Perception and Survival skill will have even weaker Compass than before, but with 10 Perception and 100 Survival skill it's 33% stronger than before. * Perception has a minor impact on weapon's Accuracy now, but increases weapon's Effective Fire Range, meaning that player with low Perception won't be able to hit anything at longer distances. * Recoil formula got reworked, making it more complex and working with specified weapons rather than using global formula for all weapons. * There are now 2 scripts that take care of recoil to make it a bit more responsive. * Since we had some problems with wrong tiers and few rebalances took place, I had to update loot on enemies. * Armors degreade 25% slower. * Increased energy consumption of night vision. * Added info about alternate start window popping-up 2 times. * Player can craft only 1 random drug at Doc Mitchel's chemistry set. I totally forgot that this thing exists.
Weapons & Ammo: * Quality check on every weeapon, ammo type and projectile. Please bear in mind, that I didn't check weapon sounds and animations, these will be done in v2.6.4, as I plan to update their sounds and fix broken animations. * There was some small weapon rebalance along the way, since I didn't like few things. * Incorrect weapon tiers, weapon mods and fummy effects finally fixed. * Unique weapons can be modded as originally intented. * Agility now also affects attack speed of all throwing weapons (including grenades and mines), and Agility above 5 further increases attack speed of ALL non-automatic weapons, especially one-handed. Yes, including guns etc. * Pistols and Revolvers used by player now gain +10% attack speed for no particular reason. * Removed bullet tracers from all guns, making combat less like Star Wars and more realistic. * Silenced weapons now increase critical chance, critical damage and sneak damage, while scoped weapons increase max possible accuracy and chance to hit in VATS. Yes, attaching silencer or scope to the weapon also adds this bonus. * Explosive ammo DT penetration is equal to that of AP ammo. * Updated ammo prices at vending machines in Dead Money DLC.
Perks: * Fixed few small bugs. * Added Powered Soldier perk. It's for minigunners in power armors. * Added Bullet Time! trait. It's for people favoring Bullet Time over VATS. * Added Tackler perk. It increases tackle chance and tackle power. * Stone Wall perk now also reduces chance of being tackled instead when player fails to tackle opponent, but also requires 6 Endurance to take. * Reworked Machine Eater and Robotics Expert perks. * Junk Rounds (DLC plugin) is a survival-oriented perk now. It allows you to craft ammo using Survival skill instead.
Crafting: * Adjusted and reworked crating recipes for all ammo. * Bullets require more lead, but less powder to craft, making Scrap Metal more demanding stuff. * Special ammo finally can be crafted (except for surplus and depleted uranium). * You can now craft ammo for explosives * All explosive-related recipes require Science skill now. * You can now discharge ECP, SEC, MFC into fission batteries. * Adjusted costs and amounts of powder jars, case boses and similar items. * Scrap metal and scrap electronics are more commonly found on vendors and in bigger amounts. * Halved weight of scrap metal and scrap electronics.
Dodge Chance: * Fixed a bug with NPCs having way too much dodge chance than intended. * Aiming and crouching also reduces dodge chance now. * Stealth Boy increases dodge chance by x1.10 and adds another +10%. So player with 20% dodge chance would have 32%. * Reworked Art Of Dodging perk and splat it into 2 ranks. * Reworked formula for NPCs (but Companions still use player's formula, so don't worry): - To make scripts much lighter, I removed restoring limb damage from dodged attacks. NPC's dodge chance now only restores their normal health, not limb health. - Greatly reduced enemies' chance to dodge. Typical NPC has around 20-25% dodge chance and gains +10-20% more for using melee/unarmed weapons. Please bear in mind that NPCs almost never will use their full dodge potential. - All penalties to dodge chance on NPCs are much more hardcore than on the player. Not moving or knocked out NPCs lose most of their dodge chance, and penalties for heavier armor or crouching are also more severe. - NPCs can't dodge VATS attacks, making VATS more useful tool. Also while they are out of combat, making surprise attacks more meaningful.
Tackle: * Reworked tackle formula. It's less random and more based on various stats, also equipped armor matters for both tackler and tackled person. * Tackle costs 20 AP and has 2 sec cooldown. * Strength greatly increases tackle chance and tackle power. Important for opponent when being tackled. * Endurance increases tackle chance by 50% as much as Strength. It is very important for opponent when being tackled. * Agility increases tackle chance by 25% as much as Strength. It is not important for opponent. * Also, the heaver the armor, the higher the chance and more powerful the tackle. Equip power armor and see them fly when you charge at them.
v2.6.2 Ok, took me a bit longer than I thought (as always), but it's out at last. This one is quite small compared to other updates, but it mostly fixes game breaking stuff, so I wanted to release it rather soon.
Bug Fixes: * Fixed not correctly working main AWN script, leading to many broken features. Sorry about that. Also, I increased its speed 10 times, so report any performance issues and/or sudden crashes. * Fixed Kemp and Linda not selling implants. * Fixed Whiskey Rose perk not working at all.
Changes: * Quality check on perks. Added 2 new perks (Quick Trigger and Ambush), fixed few bugs, reworked few existing perks and splat some of them into more ranks. * Added Stealth implant. * Increased damage of EMP grenades and mines, and added info about it to their names.
VATS: * Reworked formula for chance to hit in VATS with different weapon types. Different weapon types got different flat bonuses to VATS and they scale with Perception differently as well. For example, machine guns get better flat bonus to VATS, but don't scale that well as assault rifles, while sniper rifles will always have a solid chance to hit in VATS and Perception will have huge impact on them. * Doubled projectile velocity in VATS. It should greatly increase a chance of hitting moving characters, since projectiles in AWN are slower and vary from each other in velocity. Pistol and shotgun projectiles are really slow compared to rifles, making them almost impossible to hit from long distances. * Bullets that miss the targeted body part have a small chance to hit other part instead. Also, chance to hit in VATS with automatic weapons is measured for each bullet individually, meaning that a long burst even with a low chance to hit actually have high odds of hitting at least one bullet. * Fixed bug with guns (mostly pistols) missing in VATS.
v2.6.1
Bug Fixes: All DLC content finally updated. Fixed weapon mods on all unarmed and melee weapons. Fixed some typos in the stats of unarmed and melee weapons. Fixed some gloves being silent. Fixed automatic unarmed and melee weapons breaking way too fast. Fixed VATS bug making player to land all of his hits, even with 1% chance to hit. Reduced Gauss weapons' damage by around 15-20%. It was an error in the formula I used, I didn't pay attention. Machine Guns use long bursts now. Some tweaks to grenades in VATS. Fixed Repair Kits not repairing items at all. Armor Repair Kits have same chance of being found as Weapon Repair Kits. Crafting Alien Power Cells requires Workbench instead of Reloading Bench now. Fixed Semi-Automatic Shotgun and Mauser C96 reload animations. Removed rest of the .22 LR ammo from the game. Fixed bug with Lily having 50 Health more. Some minor bug fixes.
Changes: Player now can check his resistances and current dodge chance by pressing the T key in Pip-Boy. Please notice, that upon changing armor your dodge chance won't update until you close and open the Pip-Boy again. Added Weapon Mastery challenge which makes player better and better in the weapon type he is using. Aerotech Office Park Repopulated. Implants spread exclusively among 4 major factions/places: FoA (Usanagi), BoS (Linda), NCR (Kemp) and OWB (The Sink). Added few new implants - Berserk, Critical Damage, Dodge, Leader and Sneak. Reduced effectiveness of Recoil Implant from 20% to 15%. NPCs use Dodge Chance now, but not the creatures. It's especially effective on lightly armored NPCs. Dodging an attack no longer damages your armor. Adjusted few perks to make them more attractive. Gatlings moved into the Minigun "genre" to avoid confusion. Reduced pistols' spread. Increased damage of all grenades and mines by around 25-50%. 14mm Gun is now 14mm SMG. Increased Crit Dmg multipliers on knives from 1.5 to 2. Boosted Shishkebab, Cattle Prod, Crowbar and Wrench. Perception now affects grenade indication range. Mines count as throwing weapons now. Optimized AI of Travelling Merchants' Guards. Optimized Random Character Creation script, it should respond faster and bug less often now. Added Double Tap perk. It increases attack speed of pistols and revolvers. Reduced Jacobstown Marcus AGI by 1, but increased his INT.
DT/DR Changes: Removed DR/DT modifiers from 25mm, 40mm, Missiles and Rockets, and increased their damage by around 10-25%. Player no longer gets DT for drinking alcohol, but DR bonus is doubled. Chems that increased DT got nerfed. Companions with bonus DT/DR adjusted. Cyber Body perks give less DR and DT now. Kamikaze trait DT penalty reduced from 3 to 2. Piercing Strike perk DT penetration reduced from 8/15 to 6/11. Penetration perk DT penetration reduced from 3/6 to 2/4, but also reduced required level from 10 to 8. Walking Inferno perk DT penetration reduced from 4/7 to 3/6.[/left]
v2.6.0 Finally here it is, the most shameful and bugged version of AWN (even the first release wasn't that bugged I believe). What is exactly bugged? Hell if I know. GECK screwed me big time while I worked on this update. I managed to fix the crashes, but I'm 100% sure that there are some bugged and unfinished features, so everyone getting this update will be a beta tester. Sorry for problems. I'm mad as hell myself. I promise to fix all the reported problems in the upcoming days/weeks, and all future patches will be fully compatible with v2.6.0, so report literally everything, even if you are not sure if it's a bug or not. Cheers.
Anyway, I am (and you should be too) very grateful to Penicylinek for helping me out with boring and dirty work which is putting many of item values from Excel into the GECK. Thanks bro, you are the best! And special thanks to VWgolfR1 for helping me out mostly with textures, although he really shouldn't be doing it, because now he is screwed at uni big time xD Thanks bro, love ya!
P.S. Thanks for over 10 000 unique downloads and still playing, although FO4 already came out!
Bug Fixes: Disabled ironsight animation for PPSh-41 SMG. Recharging nightvision goggles with MFC now grants 180 secs of power supply, not 30 as with ECP. Fixed bug which sometimes set player's Melee Sneak Damage to 0. Fixed bug which prevented player from catching Long Fuse Dynamites. Fixed bug with ED-E's Enhanced Sensors perk not always working. Added NCR Guard Dogs to NCR Faction. It should fix few strange behaviors of the dogs.
Overall Changes: This update requires New Game start, it will quite a lot of bugs if you use it on the existing save. Added Forgiving Combat plugin. It reduces damage of all weapons by 25%, making fights longer. For people who hate realism and prefer RPG over FPS. Added an option to roll all stats, tags, traits and even a class for your character. Weapon Stat Display hotkey changed from E to Q. Because of E it was too messy, and Q isn't used by anything. Weapon Stat Display no longer shows Condition Value, but Condition with amount of shots before it breaks. Weapon Stat Display no longer shows V.A.T.S. Chance To Hit, but V.A.T.S. Range. It tells you how far is the accurate distance in VATS and how low impact Perception has on it. Added Armor Repair Kits and all Repair Kits have diminishing effect on better gear. Added Advanced Lockpicks and Advanced Electronic Lockpicks. Added books and magazines to Inventory Sorter feature. Player's Compass Range is increased by 5-10%, but is dulled greatly at night and in interiors. Lone Wanderer class now has a -1 Companion Limit penalty. Crafting repair kits requires more Scrap Metal and Spare Electronics. Player has a chance of restoring hammer and wrench after using a Repair Kit (based on Repair skill). Turpentine is much easier to find on Vendors. Dodge Chance formula changed from (0 + Luck + (Agility * 3)) to (10 + Luck + (Agility * 2)), making light armors more useful to characters not specializing in high Agility and Dodge Chance. During Bullet Time weapon swaying is halved now.
Armor Rework: All armors got their stats rebalanced from scratch. Increased max possible DR from 75% to 90%. Characters no longer get damaged if their armor's DT fully blocks the attack (that shield icon when damaged). Armors lose condition at much slower rate. More DR and and less DT on armors, but better elemental resistances (creatures are doing mostly fine). So resistances on the armor will have greater meaning, while weaker weapons will have a higher chance of hurting enemies. Clothes now give +1 Agility. All armors and helmets have their resistances, bonuses and penalties in their effects now, instead of their names. Craftable Gecko and Deathclaw armors got retextures (thanks VWgolfR1) and they can now be encountered on NPCs as well.
Weapon Rework: All weapons got their stats rebalanced from scratch. Weapons now have 5 Tiers which depend on their base value. Alien weaponry is back (it was removed in v2.0.0). Say hello to pistol, shotgun, assault rifle, sniper rifle, machine gun and minigun. Unarmed, melee and all unique weapons can be modded now. Guns follows crosshair now. Inspired by Grasscid's mod. Weapons lose their condition faster in overall, especially energy weapons. Reduced base weapon sway by 40% and combat skills reduce it by up to 87% (was 88% before), while weapon sway with 100 combat skill is 33% lower now. Greatly reduced accuracy on weapons which aren't meant to be accurate, but actually are (automatics, pistols) and vice versa. Increased attack speed of automatic weapons by 20-40% to give them more realistic feel. Shotguns damage and spread greatly increased and they shoot 12 projectiles instead of 9 now. Increased velocity of plasma projectiles by around 20%. Unarmed and one-handed melee weapons give small bonus to dodge chcance (x1.10).
Ammo: .22 LR ammo removed and weapons rechambered to 9mm instead. Bean Bag ammo for shotguns, Special for 5mm/9mm and Ultra Charge for ECP removed. Bullets are more expensive by 1 Tier, but their crafting cost is unchanged. Also Explosives' value is unchanged. All ammo types, including base ammo, got their stats reworked to be more interesting and unique. Added Hand Load, Surplus, Full Metal Jacket and Depleted Uranium ammo types to many different ammo. Added Explosive (for pistols and SMGs) and Vigiliant Recycler (Hand Loader version for Energy Weapons) ammo. NPCs should have a bit more ammo in most cases. Readjusted ammo in surplus and bulk boxes and greatly increased amount of ammo boxes on vendors' stock.
Perks & Traits: Some minor tweaks to few perks, mostly regarding DR, DR and resistances. Added Overkill trait - Makes ARs, Carbines and SMGs to use long bursts in VATS, but increases their AP cost by 100% and reduces chance to hit by 20%. Added Deep Breath perk - Further reduces weapon swaying during Bullet Time. Added Missile Boy perk - Increases reload speed and damage of missile launchers, rocket swarmers and fat mans. Added Alien Scientist perk - Boosts Alien weaponry and allows player to craft Alien Power Cells using ECP, SEC and MFC. Added 2 ranks of Scout perk - Increaes compass range and compass markings number. Added Jack The Ripper perk - Inceases Damage, Crit Chance and Crit Damage with all kinds of knives. Added Unlimited Dodging perk - Increases Dodge Chance cap from 90% to 95%. REQ 8 AG and 8 LK. Reworked Wild Regeneration perk, it gives Healing Rate instead now. Built to Destroy trait gear decay rate increased from 18% to 20%. Logan's Loophole limb damage reduced from 30% to 27% (book reference).
NPCs: Increased NPCs' base health by 20-40. Enemies will use ranged weapons from bigger distance and will more likely use melee in close range. Reduced NPCs' overall accuracy. Increased NPCs max possible distance to react by 11% and it is further altered by game difficulty settings. Few tweaks to AI regarding searching and detecting.
Repopulations: I repopulated some areas on the go while I was doing Secret Stashes. Traveling merchants' bodygaurd number increased. Brotherhood of Steel Bunker repopulated. Emergency Service Railyard is a base of new raider group (meant for high levels). Added Gojira.
v2.5.1 Ok, guys, patch is released at last. I know that I couldn't keep all of the promises, but some of you might know how May/June works for uni students, so I really lacked time to finish everything I wanted, but as you can see update is still pretty big, so I hope that you gonna forgive me for delays and for not adding all of the promised features. I'm going to Belgium and then to UK 17th June, so I wouldn't be able to make everything that I wanted + I won't be able to mod until the first week of July. Enough of rant, enjoy!
Changes/Mechanics: Added Optional Plugins folder and put 2 optional plugins there. Because people tend to copy and enable all of the plugins without even knowing what they actually do. It's for your own good, guys. Added EVE compatibility patch made by Penicylinek. Thanks a lot, mate :) Added Neotropics Weapon Stats Display feature, though I altered it a bit. Player now can view stats of the equipped weapon in the Pip-Boy by pressing the "E" key. Fixed random crashing at the Final Terminal. Player has to choose on the beginning if he wants Hardcore Mode and/or Wild Wasteland perk. Player's starvation, dehydration and sleep deprivation are reset after leaving character creation room, so player starts with a fresh Primary Needs counter. Players updating their saves will have their Primary Needs reset as well. Added info about chems being addictable.
Repopulated Areas: Mojave Outpost. 188 Trading Post.
Companions: All Companions start with 1 trait and 1 perk. I know this feature was supposed to be a bit bigger, but I didn't want to further delay v2.5.1 patch for few weeks just because of this feature. Increased ED-E's Agility by 2, but reduced its Strength by 2. Increased Rex's Endurance by 1, but reduced its Luck by 1.
SPECIAL & Skills: Fixed bonus crit chance from Luck not affecting throwing melee weapons. Companion slots for Charisma changed from 1 every 2 points of CH, to one bonus slot at 3, 6, 8 and 10 CH. So player with 10 CH can have "only" 4 Companions instead of 5. Since Companions are really helpful, especially on beginning, and I wanted to make Charisma even more meaningful, player has to invest more points if he wants Companion or two, while Charisma oriented players can still have their small army. Charisma now affects prices (95-105%). Caps to spend on the starting gear formula changed from (3000 + Charisma * 100) to (2500 + Charisma * 150). Increased starting caps from stats by 50%. Additional Companion slot from 100 Speech skill no longer reduces total Companion amount by 1, but gives additional slot as similar perks and effects. Repair skill affects how fast your gear degrades, up to 10% reduction at 100 Skill. Survival skill gives player bonus Poison and Radiation Resistance, up to 10% at 100 Skill, and up to 20% bonus Healing Rate and Rad Absorption. Companions with tagged Survival gets max bonuses instantly. Switched effects of Tagged Repair and Repair: 75 perks. Repair: 75 perk reworked, it now increases chance of recovering cases, hulls and drained ammunition by 30%. Survival: 50 perk moved to Survival: 25 perk and reduced bonus from 30% to 25%. Survival: 50 perk increases Healing Rate and Rad Absorption by 20% now. Survival: 100 perk's effects rebalanced. Poisons' effectiveness reduced by around 25%, but Survival skill now affects their effectiveness, up to 100% more.
Weapons & Armors: Fixed typo in FAMAS-G2's name and it no longer floats infinitely when dropped, but, sadly, uses G36C model instead when dropped. It was the only fix I could come up with. Reduced activation radius and time of mines. Player will have disarming them a bit easier, but enemies will less likely step on them and they will explode much faster. Planting mines is even more silent now. Increased value of Chinese Stealth Suit from 2000 to 10000 caps, but also increased its condition, DR and DT. Greatly boosted Rivet Gun.
Melee & Unarmed: Reworked throwing melee weapons. They are cheaper and easier to get, but no longer obtainable from bodies, if they successfully hit the target. Increased VATS range with unarmed/melee weapons by 12.5%. Melee and Unarmed weapons' reach affects reach and range of VATS now, it varies between 60%-130%. Tripled distance between player and the target in VATS while using melee/unarmed weapons.
Perks & Traits: Fixed Enlightenment perk not working correctly. Reworked a bit Armored Sneaking perk and added Endurance requirement to it. Robotics Expert perk has 2 ranks and got a bit reworked. Added Careful Scavenger perk which gives player 100% chance of getting throwing melee weapon back, if it hits the target. Added 2 ranks of Long Hands perk which further doubles/triples distance between player and the target with melee/unarmed weapons. Added 2 ranks of Cutthroat perk which increases Sneak Damage by 50%/100% with knives. Reworked Toxic Blood trait a bit. It now affects Healing Rate and Rad Absorption as well. Boosted 2nd rank of Machine Eater perk from 35%/35% to 40%/40%. Greatly reduced effectiveness of Low Profile trait. It had too big impact when compared to similar perks. Fixed Lawbringer, Contract Killer and Hematophage's descriptions a bit.
Sneak: Some sneak overhaul yet again. Perks affecting sneaking show their effectiveness as Sneak Value, to give players some idea how good perks are. For example, bonus from the Lurker perk is higer than from the Thief perk, but it affects Melee/Unarmed weapons only. Increased Sneak effectiveness from the Skill by 12.5%. This should help Companions especially. Greatly reduced "base" sounds made by player's actions, like swinging the weapon, pulling the trigger (yes, this actually makes sound), opening the doors and so on. Unarmed and Melee Weapons make less sounds by default now, and Silent Violence perk further reduces them. Reworked NPCs' detection in Caution/Combat state a bit. Greatly reduced their alertness in Caution state, but increased a bit in Combat, but in overall it's a nerf to their detection. Reduced armor's weight impact on sneaking in Medium and especially Light armors, but increased it in Power armors. Also increased player's base weight a bit. Reduced base sneak value by 12.5%.
Inventory Sorter: Added inventory sorter to the Pip-Boy's Aid section. For Weapon and Armor ones you will have to wait for the v2.6.0 patch. Chem - Various chems and drugs not affected by the Medicine or Survival Skill. Med - Usually healing chems and items affected by the Medicine Skill. Survi - Usually healing items and plants affected by the Survival Skill. Food - Edible items like food or water, affected by the Survival Skill. Alco - Alcoholic baverage. Neither affected by the Medicine or Survival Skill. Poison - Poisons for melee and unarmed weapons, affected by the Survival Skill. Book - All skill magazines and books. Implant - Body implants. Holo - Secret stash holodisks. Yep, this feature is still disabled. Misc - Other usable items, like repair kits or powder jars. Quest - Quest items.
DLCs: Daniel's (HH) healing and pricing fixed. Fixed Instant Super Stimpak's (OWB) debuff not working correctly. Fixed few cloning recipes (OWB) requiring Sneak/Survival instead of the Science skill. White Leg Pain Makers (HH) will no longer have Missile Launchers and will rarely have Grenade Launchers. Karma reward for giving Healing Powders to Daniel (HH) increased from 5 to 10. Ghost Sight (DM), Datura Hide (HH) and Rushing Water (LR) chems count as Chem in terms of game mechanics. Increased Rushing Water's value from 100 to 125.
v2.5.0b * Updated crippled effects and conditions. You can read about it in Pip-Boy's After War Nevada Guide. * Fixed really, really awful bug with bonus loot giving player ~100% chance for it. * Removed 2nd Grim Reaper's Sprint from the perk list. * Fixed Aki-Lucky perk not giving critical chance. * Fixed Morphine not disabling all of the penalties from crippled limbs. * Heartseeker perk now affects unarmed weapons as well. * Gauss Prodigy perk critical chance reduced from 8%/15% to 5%/9%. * Fixed respeccing (resetting perks) in Old World Blues DLC. I hope so, at least. * Fixed quest in Old World Blues DLC not updating itself when player gathered all parts of the Body Implant Module.
v2.5.0 Ok guys, I know it has been a while and you didn't expect to wait that long for the next update (neither did I), but at least it is a "bit" bigger this time, and I hope you gonna like it :) Also, I had small problems with OWB DLC, but I'll release a small update this weekend fixing few things.
Main Plugin:
Bug Fixes: Legion Mongrels in Nipton Town Hall should attack player now. Fixed bug with some Lakelurks not using their sonic shriek. Gas grenade in the Birds of a Feather quest doesn't kill everyone anymore. Added 1 more Ghoul with a dog tag to the Camp Searchlight quest "We will all go together". Fixed issues with some NPCs not shooting during scripted events (Orris, Jean-Baptiste and Captain Parker). Fixed Grilled Mantis Leg recipe. Fixed M2 Browning Machine Gun's missing sounds. Fixed Grenade Launcher reload animation. Fixed Pancor Jackhammer's and Winchester 1887 Shotgun's reload animation with installed ammo mod. Fixed vanilla bug with 20 Gauge ammo missing a message icon.
Changes: Fixed vanilla sneak crit bug, and reworked sneak crits, so they are called Sneak Damage now and affect total damage dealt by sneak crit, not just crit damage. Because of the sneak crits rework, all perks related to it got rebalanced. Tell me if I skipped any. Changed a bit how karma and NPCs' alignments work. Player no longer gets karma for killing evil NPCs and aligments were splat into 2 types only - Evil and non-Evil. Player loses 25 Karma for non-Evil NPCs. Updated Regulator and Hitman classes. Some tweaks to ratios of NPCs having implants and weapon mods upon death. They will also have a chance of having some junk and secret stash holodisks (though holodisks are disabled for now). All Deathclaws' health and damage increased by 10-15%, and XP by 10-20%. Added info to the human/ghoul flesh about it being a Strange Meat. Healing Rate and Rad Absorption reworked. They are something like the "stat" now. More info in Pip-Boy's After War Nevada Guide. Damage increase from Unarmed and Melee Weapons skills reduced from 50% to 25%. Unarmed skill gives up to 20% Dodge Chance (halved for Melee Weapons). Melee Weapons skill no longer gives Dodge Chance, but gives up to 20% Damage Resistance instead (halved for Unarmed). Few small tweaks to loot. Increased NPCs' damage with unarmed and melee weapons. Especially with two-handed melee weapons and gloves. Player gets a bit more damage from strength while using power fists and two-handed melee weapons. Player gets a bit more attack speed from Agility while using unarmed and one-handed melee weapons. Updated Pip-Boy's After War Nevada Guide a bit. Base Critical Chance increased from 0% to 5% (including all characters). Player's Critical Damage reduced from 176-230% to 130-175%. All others have constant 200% and Companions have 160-250%. Renamed Power Fist to Power Glove to avoid confusion (I'm deeply sorry Fallout fans, it hurt my Fallout pride as well). Did the same for similar weapons. Base Radiation Resistance increased from -3% to 0% (including all characters). Base Poison Resistance per Endurance point reduced from 5% to 3%, but base Poison Resistance increased from -5% to 0% (including all characters). Base Poison and Radiation Resistance per Endurance point on Companions increased from 3% to 5%. Reduced Animal Poison duration by around 20%. All types of poisons and radiations deal halved damage against all characters except player. Renamed some poisons to give player better understanding of what can be cured by an antidote. Feral Ghouls and Glowing Ones damage reduced by around 20-30%, but they use Savage Radiation effect instead of a normal Radiation effect (more info in After War Nevada Guide in player's Pip-Boy). Halved Bloatfly initial damage and attack speed, but changed Savage Radiation effect to Poisonous Radiation. Radroaches and Rodents use Savage Radiation effect instead of a Radiation. Creature radiation can damage all NPCs and creatures now, but still not the player, since player gets irradiated, while all other characters get damaged by it instead. Only Companions could be damaged by it before. Nerfed weapon rewards from the Bleed Me Dry quest. All case, powder and primer boxes changed to consumeable items. I hope it gonna fix occuring randomly primer bug. Restored weight to primers and cases. Yeah, I'm a sadist and I can't wait to see you crying. Increased range at which NPCs tend to use their throwing weapons. Added "Rifle" to the Repeaters' names, to make it clear that these weapons count as Rifles when it comes to perks and other bonuses. Reduced amount of Lakelurks in the cave by around 20%. Added Legendary Lakelurk to the game. Repopulated Horowitz Farmstead and Prospector's Den a bit. With every update I'll try to repopulate at least 1 or 2 areas. It's better way than trying to repopulate everything in one patch. EMP Grenades' damage reduced from 80 to 60, but now they paralyze targets for 6 secs.
Perks & Traits: Added Cheater trait. Added Looter and Smooth Moves perks (2 ranks). Added Healing Rate and Rad Absorption perks (2 ranks). Restored Fear The Reaper trait and Ninja perk. Replaced Ninja Class' Shadow Step perk with Ninja perk. Skilled trait reworked a bit, but it still works pretty much the same. Fixed True Sight perk not preventing player from losing Perception. Fixed bug with perks increasing projectile velocity not working correctly (Plasma Spaz and Barrel Greaser). Few mastery perks rebalanced. Grim Reaper's Sprint perk is now a level 12 perk, requires 7 Agility and has 2 ranks. Players who already took it will get 2nd rank of the perk automatically. Lethality perk is now a level 14 perk, requires 8 Luck and has 2 ranks. Players who already took it will get 2nd rank of the perk automatically. Added 2 new mastery perks - Ultimate Nimbleness (Agility) and Aki-Lucky (Luck). Added Endless Criticals perk. Requires 18th level and 9 Luck, has 2 ranks. Autism trait got its text squeezed and penalties reduced a bit. Dodger perk dodge chance bonus on the first rank increased from 5% to 6%, but on the 2nd rank reduced from 7% to 6%. It's still 12% with both ranks taken. Reduced Heartseeker's Critical Damage from 50%/90%/120% to 45%/85%/120%. Reduced Heavy Handed trait damage from 15% to 10%. Fixed info of The Professional perk.
Stats & Skills: Player requires Explosives Skill in order to disarm armed explosives. Player can also try catching dynamites and molotov cocktails, if his Agility is high enough. Removed names of the stats from the stat description in order to give more space for the info about stats. Luck stat is the main factor in the bonus loot feature, so players with 1 Luck won't get any bonus loot at all, except for the junk, while with 10 Luck they have relatively high chance of getting something from every bigger encounter. Player requires 5 Luck to have at least 1% chance for all kinds of loot, while 6 Luck has the most profitable per point ratio. Luck gives bonus Critical Chance to unarmed and melee Weapons. Agility also affects jump height and weapon swap speed. Base Action Points increased from 50 to 80. Action Points per Agility reduced from 5 to 4. Reduced Action Point Regeneration by 40%, but now Agility increases it by 5% per point. Reduced base Dodge Chance from 10% to 0%, but increased Dodge Chace per Agility point from 2% to 3%. Base Health increased by 20. Reduced Health per level per Endurance point from 0.5 to 0.35. Reduced Agility's impact on sprinting and increased base sprint speed, so players with low Agility will sprint faster, while with high Agility slower. Reduced Endurance's impact on sprinting, so players with low Endurance will be able to sprint much longer, while with high Endurance won't see much of a difference.
Companions: Player no longer has to quick save in order for Companions' scripts to start, but I still left the option with starting them with quick saving, just in case. Companions added via DLCs and mods still require a quicksave after recruiting them. Companions have Dodge Chance now, based on their Agility, Luck and equipped armor. Greatly reduced Companions' accuracy on Hard and Very Hard. Companions no longer have level cap and they can infinitely level up together with the player. Arcade, Boone, Cass and Veronica no longer have 2nd ranks of their perks, but the first ones only. Removed info about reduced stimpak effectiveness from Marcus, Lily and Rex, and about Cheyenne Companion from Sunny. Marcus, Lily and Rex have halved chem duration now. ED-E's weapons boosted, but they use ammo now. Normal ED-E uses ECP, armored uses SEC, and armed uses MFC. Lonesome Road ED-E uses SEC. Companions now use appropriate chems while in combat (Psycho when at 75% health, Jet whenever combat starts etc.), so be careful with giving them any. Companions from DLCs and mods are currently unaffected by this feature. Also, non-humanoid creatures (ED-E, Rex) can't use any chems themselve. Companions' bonuses for using their favorite weapons reworked. They now usually have primary and secondary favorite weapon, and bonuses aren't dull and all about increased damage anymore. DLC Companions are currently unaffected by this feature. Raul's Regular Maintenance reduced from 25% to 20%, and Full Maintenance from 35% to 30%. Companions no longer get bonus 25% Poison and 15% Radiation Resistance for being in the party.
Secret Stashes (WIP): This feature is disabled and will be enabled in the future (most likely v2.6.0.).
Main DLC Plugin: Players using DLCs should have info about difficulty settings displayed correctly during character creation. Tesla Cannon and its unique variant correctly deals bonus EMP damage to Lobotomites and Cyberdogs. Green Geckos nerfed. Removed weapons from spliced Lobotomites in X-8. Increased Nightstalkers' (OWB) damage from 55 to 65. Removed spawning enemies from all of the DLCs. Fixed Big Brained perk (OWB) not working with the Tag! perk, and vice versa. Fixed Gabriel's Bark causing the game to crash. Arc Welder has "(T3)" in its name now.
Known Issues and Bugs
Some weapons and armors use standard vanilla models and textures, because graphic artist who agreed to help me resigned when everything was more or less done, so I decided to leave these items with vanilla models and textures. If anyone willed to help me with that, I would be more than grateful, since I lack any graphic skills to do it myself.
Using "Continue" instead of Load Game can make your game loading endlessly. It is a known issue with big mods and heavily modded games.
Grenades in V.A.T.S. show chance to hit, but they always have 100%. It's a Fallout New Vegas bug on which I spent hours trying to fix it, but it seems like it is impossible.
Incompatibilities
Sorry, but this mod is incompatible with most of the big mods out there, especially with mods which alters items, perks, creatures etc. Texture, weather and UI mods (and sometimes quest mods too) are fine though, they will work.
Contact
You can contact me here, on Nexus, via PM or in comments. I try to visit Nexus every day.
Manual installation
Just extract with winrar and copy Data folder into your Fallout New Vegas folder. Copy ONLY meshes and textures from Weapons of the New Millenia. Make sure that After War Nevada.esp plugin is ticked in NMM, FOMM or whatever launcher you are using. The lower the plugin in the list is, the more stable and conflictless it will be.
Experience Level Adjust Mod by me - to slower leveling, because AWN changes and increases XP awarded for killing creatures, so player levels up even faster than in vanilla. Recommended at least 20% slower plugin. DON'T use optional plugins, because they are already included in the AWN.
Digital Nightmare - Music Mod by NeptuneUK - for people who love horror atmosphere and want to make their playthrough an even more hardcore experience. New music just fits perfectly with the AWN's difficulty.
First of all, I wanted to thank my friends, Frederik and Dennis, for supporting me and for being great grammar nazis (even in this description, lol), they found many typos and told me what they thought of my ideas.
Second of all, I wanted to thank everyone who contributed to Fallout Wikia, it was also a great help and made my work much easier.
And last, but not least important, everyone who spammed me in PMs or in the comment section with ideas, suggestions and bug reports. Without you improving this mod would be impossible.
Credits
And here goes an endless credit list, because without these people I wouldn't be able to finish mod.
Also, if I skipped anyone, then PLEASE, let me know, I would be more than grateful, since I don't want anyone to be left uncredited for his contribution to this mod.
Credits below were written by Linerunner, who took over War1982's CFW mod, and since my mod started from War1982's CFW, I'm pasting most of the credits:
CAWS (retex by LordAngelDanger), Pancor Jackhammer, G11, Bozar, LSW, Molotov Cocktail, P90c, Wakizashi, Vindicator, Pipe Rifle. The custom animations in CFW are his work as well.
Joe Foxx
The Wattz 1000 and 2000 were created by him and have appeared in every version of CFW since the beginning.
Jonnyeah
Author of WME and part of the Fook Team, he has provided enhanced textures, animated glows and improvements to the Wattz 1000 and 2000.
DaiShiHUN
His many classic weapon mods were heavily drawn on for their quality work. The following weapons are his own creations:
YK42b Pulse Rifle, YK32 Pulse Pistol and the P94 Plasma Rifle.
Arenovalis
I'm sure you know him for his many retextures on NV's vanilla weapons, but his work went into many other weapons as well. Full credit lists for the weapons he textured and gave permission to use:
-M60-
Model: Twinke Masta
Texture: Millenia aka Arenovalis and War1982
Animation: Valve (DaEllum67), Lain and War1982
Compile: Valve (DaEllum67), Vagrant and Lain
Edits & Iron Sights: Linerunner
Mormacil
City-Killer are retextures by Mormacil.
LordAngelDanger
Another contributor to CFW in the retexture department. His work so far includes the H&K CAWS.
1. Why mod has been removed from the Nexus and it has been reuploaded as v2.0.0?
Mod had problems with assets mainly from Imperator3, who got banned in the end. So I had to replace 30 of his weapons and then another 10 from 20th Century Weapons. Because of that I wasted Hot Files, when my mod stayed on front page for 2 weeks, but nobody could play it. Together with many new models and textures, new tweaks and bug fixes came, so I decided to give it v2.0.0 and bring old changelogs as well.
2. I have red exclamation marks, what is going on?
You either installed mod wrongly or you didn't get meshes and textures from the Weapons of the New Millenia mod.
3. My game freezes and crashes, any fixes?
I assure you that this mod is as stable as vanilla when it comes to freezes and crashes, so if you are experiencing them, then it's most likely a compatibility issue with other mods that you are using or FNV simply hates you. Try getting NVAC.
4. Do I need a strong PC to use this mod?
No. Due to many changes and a lot of stuff added, you might lose few FPS at most, but if you could run FNV smoothly, you still should be able to do it.
5. Can I use it with DLCs?
Yes. This mod supports all of the DLCs.
6. Will Project Nevada and Fook be compatible with AWN? What about AWOP, EVE and others?
All of the mods mentioned above are currently incompatible with AWN. For FOOK I won't make any patch, same for Project Nevada, but in this case I'll more likely add something similar to their stuff from Core Module. FOR AWOP and EVE I'm planning a patch in the future. There will be patch for Companion mods like Willow, but you know, so many things to do, so little time to spare.
7. What makes AWN different from other overhaul mods? Why shouldn't I go with PN/FOOK instead? What's so special about this mod?
I really hate comparing my mods to other mods, because it sounds as if I was exalting myself or something. Also, I never played PN nor FOOK for Fallout New Vegas. But if I was to say about differences between PN and AWN, then PN tries to make fully customizable mod that is user-friendly and compatible with as many mods as possible, while I'm trying to make one big, balanced, hardcore and unsplittable system, which is so big that it alone can turn your gameplay upside down, giving you fresh and unique experience. So you can't turn off/cut anything from it, because everything will fall apart. Also, PN can afford some nice special effects, what I can't. FOOK is more similar to AWN, but we have different approaches on game balance. In other words, if you want to use hundreds of mods, decide which assets are for you and you prefer cool features over balance, then you should stick to PN/FOOK combo, but if you are looking for something fresh, challenging, perfectly balanced and you are a fan of the old classic games, then AWN is for you. Whether it's AWN, PN or FOOK, we all have our unique features which other mods don't, so it's not about being better, but about being different.
8. How long are you going to support your mod?
Until Fallout 4 comes out, so in November.
[center]Legal and Licensing
Sorry, but you are NOT allowed to redistribute or reupload any part of this mod, if you want permission to use any weapon models in your mod, then you should contact authors accountable for making them.