Fallout New Vegas
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  1. slippyguy
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    Changes coming in the next version (updated April 21, 2024):
    Spoiler:  
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    New:
    - Added 'Hardcore Consumables' MCM setting, allowing you to enable/disable the instant Hardcore Mode penalties & bonuses added to chems, alcohol, and Stimpaks. (Default: Off)
    - Added 'Expanded Cooking' MCM setting. When enabled, various recipes will now require pots and pans, and/or additional ingredients to produce higher quality versions of foods. (Default: Off)
    - Added 'fFoodHealMult' INI setting to replace 'bFoodHealing', allowing you to scale down the healing/duration on foods, or remove it entirely by setting it to 0. Removed 'No Food Healing' MCM option.
    - Added 'fWaterHealMult' INI setting for scaling the healing received from water sources exclusively.
    - Added NPC/creature level and unarmed damage adjustment to NPC config files.
    - Added '[NPCs]' section to the INI, along with options to globally disable NPC/creature level, health, unarmed damage, and karmic alignment changes.
    - Added 'bAutoLoadPreset' to the [Main] section of the INI. While enabled, the preset you save via the MCM will be auto-applied to all new games.

    Fixes:
    - Fixed vanilla game exploit allowing you to bypass the effects of being knocked down by swapping ammo types. Can be disabled with 'bKnockdownFix' in the '[Main]' section of the INI.
    - Fixed an issue with the Homemade Stimpak permanently damaging Perception, instead of temporarily reducing it.
    - Fixed issue with Super Slam script stalling, and not applying its knockdown effects.
    - 'Load Preset' MCM option is now greyed out if you have no preset saved.
    - [OWB] Stealth Suit automatic Med-X usage now matches regular Med-X duration.
    - [OWB] Fixed issue with Implant Y-3 and Y-7 effects not working correctly, and the Sink Auto-Doc messages displaying out of date information.
    - DLC companions will no longer erroneously bark about weak weapons while Companion Suite is enabled.

    Combat:
    - Lakelurk: Shriek damage from 110 down to 60, bringing the maximum non-crit damage from 330 to 180 on Very Hard.
    - Young Bighorner: Damage from 40 to 25.
    - Bighorner: Damage from 35 to 45.
    - Jacobstown Bighorner: Damage from 40 to 50.
    - Bighorner Bull: Damage from 40 to 60.
    - Super Mutant: Unarmed damage from 4 to 20.
    - Super Mutant Brute: Unarmed damage from 5 to 25.
    - Super Mutant Master: Unarmed damage from 6 to 30.
    - Super Mutant Overlord: Unarmed damage from 6 to 40.
    - Super Mutant Behemoth: Unarmed damage from 33 to 80.
    - Nightkin: Unarmed damage from 20 to 30.
    - Nightkin Master: Unarmed damage from 6 to 40.
    - Nightkin Sniper: Unarmed damage from 0 to 30.

    Weapons:
    - Ripper: Crit chance multiplier from 1 to 0.01.
    - Chainsaw: Crit chance multiplier from 1 to 0.01.
    - Thermic Lance: Crit chance multiplier from 1 to 0.01.
    - [FO3 Weapon Restoration] Auto-Axe: Crit chance multiplier from 2 to 0.01.
    - [TTW] Auto-Axe/Steel Saw/Man Opener/Mauler: Crit chance multiplier from 1 to 0.01.

    Items:
    - Healing Powder, Legion Healing Powder, and Homemade Stimpaks now use a shared 'Broc Sickness' effect, granting -1 PER for 18 seconds. When using any combination of these items, only the duration will stack.
    - Healing Powder: HP from +1(12s) to +1(18s).
    - Med-X: H2O +15 replaced with SLP +10. (Hardcore Consumables)
    - Psycho: SLP from +15 to -10. Added FOD -10. (Hardcore Consumables)
    - Slasher: H2O +15 removed. SLP +15 removed. (Hardcore Consumables)
    - Mentats: H2O from +20 to +15. (Hardcore Consumables)
    - Grape/Berry/Orange Mentats: H2O from +30 to +15. (Hardcore Consumables)
    - Party Time Mentats: H2O from +40 to +20. (Hardcore Consumables)
    - Ant Nectar: SLP +25 replaced with H2O +25. (Hardcore Consumables)
    - Fire Ant Nectar: SLP +25 replaced with H2O +10. (Hardcore Consumables)
    - Beer: Added FOD -5. (Hardcore Consumables)
    - Human Flesh: FOD from -20 to -25. HP from +1(5s) to +1(3s).
    - Human Remains: Now flagged as a food item (scales with Survival). FOD from -20 to -15. HP from +2(10s) to +2(5s). Rads from +8 to +5.
    - Mirelurk Meat: FOD from -20 to -25.
    - Softshell Mirelurk Meat: HP from +1(5s) to +1(8s).
    - Bubblegum: HP from +1(10s) to +1(2s).
    - Gum Drops: HP from +1(5s) to +1(1s).

    Perks:
    - Center of Mass: Now grants its benefits inside and outside of V.A.T.S. Can be disabled via the INI.
    - [LR] Broad Daylight: Level req. from 18 to 10. Sneak requirement from 80 to 50.*

    NPCs:
    - Young Gecko: Level from 3 to 1 (XP reward from 5 to 1).
    - Young Golden Gecko: Level from 7 to 3 (XP reward from 25 to 5).
    - Young Fire Gecko: Level from 11 to 6 (XP reward from 50 to 10).
    - Bighorner Calf: Level from 5 to 1 (XP reward from 10 to 1).
    - Young Bighorner: Level from 1 to 3 (XP reward from 1 to 5).
    - Bighorner: Level from 9 to 3 (XP reward from 25 to 5).
    - Bighorner Bull: Level from 11 to 6 (XP reward from 50 to 10).
    - Malnourished Bighorner: Level from 9 to 1 (XP reward from 25 to 1).
    - Malnourished Bighorner Calf: Level from 5 to 1 (XP reward from 10 to 1).
    - Deathclaw Baby: Level from 10 to 6 (XP reward from 50 to 10).
    - Young Deathclaw: Level from 10/15 to 9 (XP reward from 50 to 25).
    - Young Cazador: Level from 12 to 9 (XP reward from 50 to 25).
    - Radscorpion Queen: Level from 9 to 10 (XP reward from 25 to 50).
    - [HH] Yao Gaui Cub: Levels from 5-14 down to 3-9 (XP rewards from 10-50 down to 5-25).

    Compatibility:
    - Added patch for Vigor.
    - Dropped support for Animated Chems, as it's been superseded by Animated Ingestibles and B42 Inject.
    - INI Overrides are now associated with ESP/ESM files, and given priority based on load order index instead of alphanumerically sorted filenames.

    Other:
    - Minimum xNVSE requirement from 6.2.8 to 6.3.5.
    - Debug Mode will now print out enabled perk changes in Vicious Wastes.log.
    - Lockpicking will now increase the bobby pin timer by 0.01 per point (up from 0.005) to a maximum of 1.5 seconds (up from 1 second).
    - Major code refactoring, with significant optimizations for retrieving INI values.
    - Scripts that run on game-load, will now run less frequently; usually when they actually require an update, rather than re-applying their changes on every single game load.
    - Retired 'No Pip-Boy in Combat' feature, as it's been superseded by Stewie's Tweaks' more reliable in-engine version.
    - [LR] Free set of Riot Gear found in unlocked locker in Hopeville Armory is now found in significantly lower condition.
    - [LR] Free Arc Welders found in the Hopeville Silo are now found in significantly lower condition.
    - Free Chinese Stealth Armors found in Hoover Dam offices are now found in significantly lower condition.
    - [INI] Rewrote many comments to make setting purposes and effects more clear.
    - [INI] Removed '[Experience]' INI section and all of its settings as they've been superseded by the NPC config file.
    - [INI] Removed 'bInfiltrator' and 'bComputerWhiz' from the '[Perks]' section.
    - [INI] Removed 'fInfiltrator' from '[Lockpicking]' section and replaced with 'fInfiltratorBonus' under '[Perks]'.
    - [INI] Removed 'iCompWhizMinMod' and 'iCompWhizMaxMod' from the '[Hacking]' section and replaced with 'iComputerWhizMin' and 'iComputerWhizMax' under '[Perks]'. Settings now act as modifiers.
    - [INI] Replaced 'bPowerArmorTraining' and 'fPowerArmorWeightBonus' with 'fPowerArmorTrainingBonus' in the '[Perks]' section.
    - [INI] Replaced 'bBarterPriceRebalance' in the '[Barter]' section with 'bHarderBartering' to make it more clearly associated with the MCM setting. Custom barter settings now include 'custom' in their names.
    - [INI] 'fFoodRadsMult' will now remove rads entirely when set to 0, instead of being capped at Rads +1.
    - [INI] Added localization string for the Securitron's Strip credit check dialogue option.

    * Broad Daylight will be better addressed in a future update. The perk's implementation makes it basically useless, granting little benefits overall, or no benefits at all with 100 Sneak.
  2. KiwiLifter
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    This is the best difficulty rebalance that I've been able to find on the Nexus, and your thorough work is much appreciated. I'm looking forward to the next release!
  3. ananemity
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    how can I acces the in game configuration menu?
    1. slippyguy
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      In the pause menu, if you installed Mod Configuration Menu
  4. DallaEllune
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    Hi Slippyguy, your mod is fantastic! I was wondering if there's an option to set all starting skills to 0 skill points, thus making the tag skills more significant? Similar to ROOG's mod, but I prefer using yours.
    1. slippyguy
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      There's no built-in option I'm afraid, but you can add the following to [GameSettings] section of the INI -- as well as removing any of the existing settings you didn't intend on touching, and then enable 'bCustomGameSettings' under [Main]

      Stewie's tweaks has the same feature, and you can add it to that INI instead if you have that as well

      Spoiler:  
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      fAVDSkillBarterBase=0
      fAVDSkillBigGunsBase=0
      fAVDSkillEnergyWeaponsBase=0
      fAVDSkillExplosivesBase=0
      fAVDSkillLockpickBase=0
      fAVDSkillMedicineBase=0
      fAVDSkillMeleeWeaponsBase=0
      fAVDSkillRepairBase=0
      fAVDSkillScienceBase=0
      fAVDSkillSmallGunsBase=0
      fAVDSkillSneakBase=0
      fAVDSkillSpeechBase=0
      fAVDSkillSurvivalBase=0
      fAVDSkillUnarmedBase=0


      I didn't include a change like this in VW since skills only start at 2; starting at 0 will become unnoticeable pretty early on into a playthrough
    2. DallaEllune
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      Thank you so much for your detailed response and instructions!  I'll definitely give it a try and see how it goes. Your mod has already enhanced my gaming experience, and your support adds even more value to it. Thanks again!
  5. AniHVX
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    What is the preferred Compatibility patch order? I use Sawyer Batty, ROOG and Water Overhaul and curious which patches should take priority or should they take the priority based on the load order example in the FOMOD?
    1. slippyguy
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      Vicious Wastes should go above all the mods you listed, but the order of the mods themselves is pretty much personal preference

      I'd say the ideal order is likely the exact order you listed, since you want ROOG's difficulty changes to override Sawyer Batty's, and you want Water Overhaul to actually function at all

      The patches go after each of the mods, like ROOG followed by the patch, Sawyer Batty followed by the patch, etc
    2. AniHVX
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      Awesome, thank you so much and really enjoying the experience and look forward to the update!
  6. Hulgore
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    I have a strange bug with the option to disable pip-boy in combats, after the message from your mod pops to tell me 'you can't do that in combat' and I click on 'Ok', my character lowers his pip-boy arm but the image of the pip-boy screen remains stuck in the middle of the game and it does not unpause the game, the result is I am stuck and have to quit the game with an alt-tab

    Do you know if this is a mod conflict ? I tried to disable 'Vanilla UI Plus' .esp and thought it would solve the issue but it didn't

    edit : well I just noticed the Stewie's Tweaks have an option for that, so I enabled it and it works fine
    1. slippyguy
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      This may have gotten broken with a JIP update. There's no UI code involved, it's just a messagebox followed by force closing whatever menu is opened

      With all that said, Stewie's in-engine version is a much better solution and I've been planning to retire this option for a while, so I'll probably remove it in the next update
    2. Hulgore
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      Okay thanks for your reply
  7. Fghj240
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    For some reason the Y-13 implant said at the sink auto-doc that it was supposed to remove the raw meat effect from eating uncooked meat, but the article on this mod page and the description of the perk itself says it's supposed to reduce the radiation from food by 33%, and when I actually eat a meat item I still get all the radiation and the strength penalty. I have other mods so I was going to poke through them but what mod would change the Y-13 implant auto-doc message to claim to remove an effect that doesn't exist in it? Is the auto-doc message just a remnant of a removed feature?

    I'll update this comment if I find something in fnvedit messing with vicious wastes.

    Edit: The script "OnAidItemY3ImplantUDF" in Vicious Wastes Complete.esp looks like it removes half of the rads from food, not 33%. It still doesn't affect me though, so I have no clue what's going on.
    1. slippyguy
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      I have an update coming out relatively soonish and I believe this was inadvertently fixed. Almost every script has been largely rewritten to clear up some technical debt, and I noticed the Y-3 implant wasn't reading the INI correctly

      And you're correct, the Auto-Doc message is actually out of date regarding the removing the STR penalty on raw foods, that was given to Lead Belly instead in an update; I'll have that fixed
  8. Nottakeme
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    Very curiously, this mod causes crashes when entering the Repconn Facility, whether through the doors or console command

    edit: Turns out it was Desert Natural Weathers that was causing the crashing. So weird.

    Here is my load order. https://pastebin.com/x2nRsRSS
  9. jedp15
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    Does strength impact throwing range & melee damage, & does intelligence impact xp earned? Thanks!
    1. slippyguy
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      No changes to throwing range, nor does INT affect XP; Strength still affects melee damage as per the vanilla game
    2. jedp15
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      Thanks slippyguy. And btw, any gameplay mods you recommend to go with your overhaul that falls in the same vein (more realistic/impactful)? And thanks again!
    3. slippyguy
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      There's not much I can recommend

      The only gameplay mod I occasionally use alongside VW is my own Bleedout mod, purely to add a touch more difficulty. I keep it as minimal as possible so that I don't inadvertently balance around anything that doesn't originate from the vanilla game or VW itself, like say backpack mods, camping mods, more enemies, etc
  10. Nottakeme
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    I can't change my maximum carry weight, it's always stuck at 150, despite editing the ini.
    1. slippyguy
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      Enable the 'bCustomGameSettings' setting before editing the [GameSettings] section. Be sure to read the comment above the setting as well
    2. Nottakeme
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      How do I also change the movement penalty when you have your weapon out?

      Also, any item that adds Strength doesn't increase my strength stat (It's at 10 already). So anything that changes my carryweight does nothing, even when editing the settings.
    3. slippyguy
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      'fMove2HRPenalty' is the penalty when holding a 2h weapon

      And attributes only go to 10, so you can't boost STR any further through normal means
    4. Nottakeme
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      I think it must be a different mod since it affects all weapons
  11. savagek29
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    Is this compatible with Food Tweaks?

    Or does VW make its own changes to food healing/survival?
    1. slippyguy
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      VW already makes changes to the base values on foods themselves, rather than blanket changing all of them. Any of the foods that had crazy high healing have been reeled in; they're still useful but they probably won't allow you to shake off bullets from their long-duration healing over time