Fallout New Vegas
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Slippy

Uploaded by

slippyguy

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About this mod

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

Requirements
Permissions and credits
Changelogs

OVERVIEW

Combat

  • Damage dealt and received is far more deadly, making each encounter difficult but satisfying.
  • 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. All enemies will use their ranged weapons from farther way.

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.

Leveling
  • The level cap has been set to 30 to keep character development meaningful and to reduce late-game power. Leveling up requires 50% more XP than vanilla.
  • You gain much fewer skillpoints per level.

S.P.E.C.I.A.L.
  • 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 now determines how many companions you can have in your party.

Skills
  • 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.

Perks
  • Under-utilized and downright useless perks have been buffed or changed significantly to increase the variety of chosen perks.
  • Jury Rigging was removed to help preserve the game economy.

Weapons
  • 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.

Armor
  • 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.

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


ADD-ONS
These can be chosen in the installer.

Bleeding
  • Receiving damage will place bleed effects on you, requiring you to heal up your wounds using a bandage. If injuries sustained are severe enough, multiple bandages may be needed to fully stop the bleeding.
  • Bandages can be crafted by shredding pre-war clothing at workbenches or purchasing them from vendors.
  • Enemies do not bleed.


REQUIREMENTS


INSTALLATION
Install the FOMOD with your mod manager of choice and then build a merge patch.


UPDATING
Uninstall the old version and install the new. No other process is needed, do not create a "clean save" under any circumstances.


UNINSTALLATION
Do not uninstall the mod on an existing character and then continue that game. Actor values and perks with permanent magic effects will not revert to their vanilla values and will have to be fixed via console commands, with the likelihood of bad side effects.


COMPATIBILITY
This mod is perfectly suited to be paired with mods that add/change weapons, creatures, NPCs, quests, and locations. If used with other re-balance mods, it should be loaded below them for the best experience.

Known incompatible mods:
  • JSawyer Ultimate Edition
  • DUST


QUESTIONS AND ANSWERS
  • Q: What happens if I don't start a new game?
  • A: Bad things. Do it at your own risk.

  • Q: If I don't have MCM, can I still change mod options?
  • A: There is no options menu provided for those without MCM.

  • 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 add <optional feature>?
  • A: I'm always looking to add unique optional mechanics. If you have a suggestion, send it my way and I'll see how feasible it is and how well it works within the game.

  • Q: Why isn't the mod split into optional plugins?
  • A: Almost every change is related to another change. Separating the mod into modules would either result in a lot of redundancies or changes being flat out inappropriate without another plugin.

  • Q: Can you make <change> optional?
  • A: I make as much of the mod optional/configurable as possible. Core changes (combat, carry weight, perks, barter, etc) are mandatory because they have huge knock-on effects that can't always be resolved. You're free to edit the mod as you wish (and even release it as your own!), but I won't be supplying them as readily-available options.

  • Q: Are enemies affected by bleeding?
  • A: No. This is intentional as it's intended to add another layer of complexity to combat, not to add a tool to trivialize it.