Fallout New Vegas

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  • Vicious Wastes changes: Perks and Traits

    OVERVIEW

    Extremely weak perks (Junk Rounds, Hunter, Stonewall, Mile in Their Shoes, Infiltrator, Computer Whiz, etc) were brought up to the standards of other perks in their level brackets and/or moved to lower level brackets to make them valuable.
    Perks that clearly outclass their contemporaries (Strong Back, Grunt, Cowboy, Sneering Imperialist, etc) were brought in line or moved to higher level brackets
    Perks that affect multiple weapon classes but only required one skill level can now be accessed with either skill (Rapid Reload, Slayer, Super Slam, etc)
    Perks that affect V.A.T.S. accuracy that didn't previously have Perception requirements now do
    Perks that affect dialogue/character interactions that didn't previously have Charisma requirements no...

  • Vicious Wastes changes: Armor

    DAMAGE RESISTANCE
    Armor in Fallout: New Vegas was underwhelming, and as such, Light Armor became the go-to for most players as it allowed for more inventory space and faster movement without a noticeable trade-off in protection. Vicious Wastes aims to correct this.

    Damage Resistance is added to armor based on class, and the existing DT of the armor. These values can be configured in Vicious Wastes.ini, but the default settings are as follows:

    Medium Armors gain DR equal to 50% of their DT.
    Heavy Armors gain DR equal to 80% of their DT.
    Power Armors gain additional 40% of their DT as DR, on top of their above Medium or Heavy bonus.


    VALUE
    Obsidian made some odd choices when it came to balancing armor values, and some definit...

  • How Vicious Wastes affects Damage

    OVERVIEW
    Vicious Wastes' goal with combat is to add contrast to the difficulty curve where there wasn't before. Taking cues from Fallout 2, the early game is where you will struggle the most, and by the end of the game you will be very powerful, but not a demigod as you would be by the end of Fallout 3 and New Vegas.

    When determining how high to set the damage, all of the initial playtesting was performed with unarmored, companionless characters. Damage was balanced so that it felt reasonable for naked, solo characters to complete all of the vanilla game and DLC content on Very Hard difficulty.


    DIFFICULTY SETTINGS
    Difficulty Settings in Bethesda games (and therefore New Vegas) focus on making enemies deal more damage, and endure a lot more dam...

  • Advanced Compatibility Settings

    INI OVERRIDES
    You can add additional INI files to .../data/config/Vicious Wastes, which will allow you to override settings found within Vicious Wastes.ini. These are loaded in alphabetical order. "A.ini" will be overwritten by conflicting changes in "B.ini", for example.


    CONFIG FILES
    Vicious Wastes also features 'config files', which are used to define basic changes to items, form lists, etc. These can be found under .../data/Vicious Wastes

    You, or mod authors, can add config files to this same directory in order to add additional changes. The file name determines what type of config file it is; here are the rules and parameters for each type:

    Formlist config:

    Filename must contain "list"
    Must contain 3 tab-separate...

  • Vicious Wastes changes: Weapons

    OVERVIEW

    Plasma projectiles now travel much faster, to make them competitive with other ranged weapon types.
    Melee weapon reach has been rebalanced to be logical; the switchblade is no longer the farthest reaching weapon in the game.
    Thrown weapons are now found in large quantities among vendors. They are lighter, their projectile speed now makes sense for the form factor, and are less expensive to purchase.

    All weapons are capped to a minimum of 0.1 spread to bring long-range weapon effectiveness more in line with short to mid-range fully-automatic weapons.

    This can be configured or disabled in Vicious Wastes.ini with the 'fMinGunSpread' setting.
    Un-playable Companion Weapons all deal 30% of their vanilla damage to make equipp...