Fallout New Vegas
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About this mod

A rebalance mod intended to keep the game interesting and challenging for experienced players.

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  • Damage dealt and received is far more deadly, making each encounter difficult but satisfying (more info)
  • Your limbs will require more frequent attention.
  • Enemies have modified combat behavior: some are over-zealous and lay suppressing fire from out in the open and some will use cover extensively.
  • AI will use ranged weapons from very long distances.

Carry Weight
  • You and your companions' inventories will need to be strictly maintained. Decide how much firepower you want versus how much medicine and food you think you'll need.
    • Strong Back is now able to be picked at level 16 and grants a carry weight bonus of +20.
    • Power Armor will boost carry weight by +25 with Power Armor Training.
    • Companions are the most efficient way to increase how much you can carry with you.
    • Chems and Alcohol can help alleviate carry weight restrictions.

  • The level cap has been set to 30 to keep character development meaningful and to reduce late-game power.
  • Leveling up requires 60% more XP than vanilla (configurable).
  • You gain much fewer skillpoints per level.

  • All attributes now have significant drawbacks and benefits, bringing them in line with Fallout 1 & 2:
    • Perception now affects your accuracy with ranged weapons.
    • Agility will now affect your movement speed and has a more significant impact on your available Action Points.
    • Endurance makes up a larger portion of your available Hitpoints.
    • Charisma determines your party size. You can lock yourself out of all recruitment if your Charisma is low enough, or have up to three companions if you're a fountain of Charisma.

  • Tagging a skill allows that skill to increase by two for each point spent, though no longer gains an immediate bonus.
  • Skill Magazines are much less potent, making your character's skills much more important.
  • Skills with limited usefulness have been buffed so that they are valid choices:
    • Barter has a major effect on vendor prices and now affects the cost of vendor repairs.
    • Survival is very important for Hardcore Mode and is required to get the most usefulness out of food items.
    • Medicine will greatly ease your journey across the wasteland, due to healing items being quite weak by default.

  • Many perks have been re-balanced to create meaningful, difficult choices when selecting perks.
    • Lead Belly will now negate the strength penalty on raw foods alongside its original effect.
    • Hunter now adds a chance to obtain more meat and hide from an animal's remains.
    • Infiltrator additionally makes lockpicking easier in general, and can be chosen at level 8.
    • Computer Whiz additionally reduces the number of words to choose from, and can be chosen at level 8.
    • Junk Rounds now adds easy-to-craft junk ammo recipes, which are slightly worse than regular ammunition.
    • Mile in Their Shoes now greatly boosts Nightstalker Squeezin's and grants access to crafting Snakebite Tourniquets.
    • Roughin' It now grants a temporary +10 to all skills when sleeping outdoors.
    • Jury Rigging was removed to help preserve the game economy.
    • ... and more!

  • Throwing weapons can now be found in plentiful supply from various vendors around the wasteland. Stats and values have been adjusted to make them more worthwhile.

  • Medium and Heavy Armors now utilize the Damage Resistance stat alongside Damage Threshold, making those armor classes much more powerful than previously.
  • With Power Armor Training, Power Armor will compensate for a portion of its own weight when equipped.

  • Many recipes have been rebalanced and expanded upon to make them more enticing to take advantage of.

  • Includes a number of optional features so you can tailor the difficulty to your needs.
    • No Food Healing removes healing from all food items.
    • No Pip-Boy in Combat will block your use of the Pip-Boy in the middle of combat.
    • Encumbrance reduces your run speed depending on how full your inventory is.
    • Deadly Radiation reduces your max health the more irradiated you are.
    • Expired Stimpaks are weaker variants of Stimpaks that can spawn in loot.
    • Damaged Equipment allows you to reduce the quality of all the weapons and armor you find.



Install the FOMOD using Mod Organizer 2, Nexus Mod Manager, Fallout Mod Manager (, or Vortex.

  1. Remove all food, chem, hardcore/radiation penalties, or addictions from your player character.
  2. Save game.
  3. Remove all Vicious Wastes esps.
  4. Follow installation instructions.

Do NOT create a "clean save" under any circumstances, your save file will be ruined.

  1. Remove all Vicious Wastes esps.
  2. Remove "Vicious Wastes" folder from data/sound/fx
  3. Remove "Vicious Wastes.esp" folder from data/sound/voice
  4. Remove "Vicious Wastes" folder from data/textures
  5. Remove "vitomatic_page_*" textures from data/textures/terminals AND data/textures/terminals/english

Do NOT uninstall the mod on an existing character and then continue that game. Your save will be permanently ruined.

This mod is compatible with the vast majority of other mods. All of the important changes are made in non-intrusive ways. More delicate changes are not as compatible, but are much less important to the overall intended experience.

To maximize compatibility with other re-balance mods (not recommended), Vicious Wastes.ini has a number of options for disabling/configuring
scripted portions of the mod.

Mods that are generally compatible:
  • Weapon mods
  • Armor mods
  • Food & Chem mods
  • Crafting mods
  • Quest & Location mods
  • Companion mods

Known incompatible mods:
  • JSawyer Ultimate Edition
  • DUST

  • Q) What happens if I don't start a new game?
  • A) If you wish to install the mod mid-game, please follow the first step of upgrading before doing so. Magic (item, hardcore/radiation penalties) and perk effects, whether temporary or not, can become permanent if changed mid-game while the player is under the effects of them.

  • Q) Is <insert mod> compatible with this?
  • A) It's very likely. If in doubt, load Vicious Wastes below and build a merge patch. If that doesn't solve the majority of incompatibilities, let me know and I'll see if I can make a patch.

  • Q) Can you make <change> optional?
  • A) If the change isn't already optional, it's because controlling it through a script would reduce compatibility with other mods.