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This page was last updated on 23 February 2018, 7:20PM
- Changelogs
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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.
- v2.4.1
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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.
- v2.4.0
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Version 2.3.3b
- v2.3.3b
* Fixed script still giving penalty while moving backwards.
- v2.3.3b
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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.
- v2.3.3
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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.
- v2.3.2
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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.
- v2.3.1
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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.
- v2.3.0
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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.
- v2.2.5
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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.
- v2.2.4b
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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.
- v2.2.4
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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.
- v2.2.3
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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%.
- v2.2.2
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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.
- v2.2.1
-
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.
- v2.2.0
-
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.
- v2.1.8
-
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.
- v2.1.7c
-
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.
- v2.1.7b
-
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.
- v2.1.7
-
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.
- v2.1.6b
-
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.
- v2.1.6
-
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.
- v2.1.5c
-
Version 2.1.5b
- v2.1.5b
I forgot to upload meshes and textures for new weapons in v2.1.5, sorry.
- v2.1.5b
-
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.
- v2.1.5
-
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.
- v2.1.4
-
Version 2.1.3
- v2.1.3
* Reduced distant at which enemies can see + few small tweaks.
- v2.1.3
-
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).
- v2.1.2
-
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.
- v2.1.1
-
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
- v2.1.0
-
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.
- v2.0.8
-
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.
- v2.0.7
-
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.
- v2.0.6
-
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.
- v2.0.5
-
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.
- v2.0.4b
-
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.
- v2.0.4
-
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.
- v2.0.3
-
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.
- v2.0.2b
-
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.
- v2.0.2
-
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.
- v2.0.1
-
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.
Added weapons:
H&K USP Pistol (.45 Cal) (T2)
Ruger AC556F Carbine (5.56mm) (T3)
Bastard Carbine (5.56mm) (T2)
HK53 Assault Rifle (5.56mm) (T2)
FN SCAR-H Assault Rifle (7.62mm) (T3)
IMI Uzi SMG (.45 Cal) (T2)
PPSh-41 SMG (9mm) (T2)
Double Pump Shotgun (12 Ga) (T2)
Removed weapons:
5 Alien Weapons (temporary, sorry, couldn't find replacer)
Steyr Scout
Unique RPK-74
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
Updated models and textures:
Ruger MK II, M1911, M92FS, M4A1, M16A1, SG 552, AKS-74U, AUG A1, FAMAS-G2, G36C, AK-47 G3, FAL, SVD, M14, VSS, Laser AR, Plasma AR, Gauss AR, MP5SD, vz. 61, CAWS, Pancor Jackhammer, Neostead 2000, M2 BMG, M249, M1918, Crowbar, Frag Grenade, Impact Grenade, Alien Grenade.
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.
- v2.0.0
-
Version 1.0.5b
- v1.0.5b
* NCR Sentry Bots in Camp McCarran fixed (finally).
* Hunger and Thirst further slowed down by 20%.
- v1.0.5b
-
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).
- v1.0.5
-
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.
- v1.0.4
-
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.
- v1.0.3
-
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.
- v1.0.2
-
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.
- v1.0.1d
-
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.
- v1.0.1c
-
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.
- v1.0.1b
-
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.
- v1.0.1
-
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.
- v2.4.1
-
- Author's activity
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January 2018
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