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JSawyer Ultimate Edition
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Version5.6.1
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File information
Last updated
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Created by
PushTheWinButtonUploaded by
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About this mod
JSawyer's popular mod, fully re-implemented from the ground up. Compatibility has been greatly improved, errors have been fixed, and balance corrections have been expanded - all whilst trying to maintain the original mod's vision.
- Requirements
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DLC requirements
DLC name Dead Money Honest Hearts Old World Blues Lonesome Road Gun Runners' Arsenal Courier's Stash Nexus requirements
Mod name Notes JIP LN NVSE Plugin Off-site requirements
Mod name Notes xNVSE Mods requiring this file
- Permissions and credits
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Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
Author notes
I give permission for any of my mods to be translated and uploaded to the Nexus. You do not need to ask me first. For any other changes, please contact me first.
Please consider the following recommendations for translations:
1. Please clearly state the mod version of your translation and link back to the original file, so users can check they have an up-to-date version.
2. Do not change the name of any files, including the mod esp/esm files. This is because some other mods may search for the mod by name in their own scripts.
3. Also, do not translate or change the name of any options contained in INI files, since these are referenced by name in scripts too. However, you can freely change any instructions contained in INI files.
4. You can post your translated esp/esm files along with any of the original mod assets, and you do not need to ask for permission. However, please consider posting only the esp/esm file whenever possible, and requiring users to download the original file for the assets. This will allow the users to endorse the original file and contribute to downloads to help mod visibility.
5. If you find any scripted messages (created by the functions MessageEx ot MessageExAlt) that cannot be translated without editing the script, please contact me and I will move the message to a form instead.File credits
Joshua Sawyer
miguick
Yukichigai
darthbdamanDonation Points system
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Translations
- Spanish
- Russian
- Portuguese
- Polish
- Mandarin
- French
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Translations available on the Nexus
Language Name Spanish Author: PushTheWinButton - klebitz1392 JSawyer Ultimate Edition (5.6.1) - Spanish Translation Russian Author: Quickmatic JSawyer Ultimate Edition RU French Author: PushTheWinButton - traduit par zebumper JSawyer Ultimate Edition (5.6.0) et patchs - traduction francaise Mandarin Author: TAIGA0710 JSAWYER ULTIMATE EDITION CN TRANSLATION Polish Author: Wojtek JSawyer Ultimate Edition (Polish Translation) Portuguese Author: Leon JSawyer Ultimate Edition - Portuguese Translation (PTBR) 2024 Spanish Author: whithebunny JSawyer Ultimate Edition - Push's Tweaks Spanish Traduccion - Changelogs
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Version 5.6.1
- Added some 20 Ga. shells to the location of the Caravan Shotgun, as this was the only Courier's Stash weapon to not be placed alongside ammo (probably an oversight).
- Karma changes will be automatically disabled if you use my new karma mod.
- [Push's Tweaks] The Expanded Karma Edits option is now disabled by default, as the new karma mod supersedes these changes.
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Version 5.6.0
- Added option to restore vanilla DLC XP.
- Added option to restore vanilla leveling (i.e. level XP requirements).
- Added option to restore vanilla hardcore need rates.
- Added option to restore vanilla hardcore stage boundaries (i.e. back to 200/400/600/800/1000).
- Changing the level cap beyond 40 will now automatically revert changes made for Sawyer's lower level cap of 35, i.e. perks will be restored to their vanilla levels, Logan's Loophole will be changed back to 30, and changes to high level DLC weapon lists will be reverted.
- Added option to disable Deranged Bright Followers.
- Added option to disable the expanded armor effects, beyond the Merc and Raider armor effects in the original JSawyer mod.
- Using the options above, you can now make your own JSUE-lite by just changing INI settings (woop!).
- Fixed the options for expanded cloning not working if Push's Tweaks wasn't installed.
- Minor updates for the most recent YUP.
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Version 5.5.5
- Fixed the option to hide the startup message not working.
- Fixed the vanilla power armor option not working when a new game is started.
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Version 5.5.4
- Updated for the most recent version of YUP.
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Version 5.5.3
- Update for consistency with the latest version of YUP and to enable the new round of patches.
- Removed changes to the Legate Armour, as it was unplayable and produced a minor conflict with FPGE. An optional file will be released on the Patches pages that makes the armour playable and gives it consistent stats and an armour ability.
- Added an INI option to hide the startup message, which is enabled by default in the Push's Tweaks INI.
- Push's Tweaks: Decreased the value of MRE from 50 to 10 for consistency and to preserve the economy.
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Version 5.5.2
- Added the Incendiary Grenade to the Super Mutant weapons list, so that they can use it if they have one.
- Minor updates for the most recent version of YUP.
- Removed the Wasteland Adventurer restoration, the uncut Crimson Caravan Traders, and the option to trade with the Crimson Caravan Traders, since these features now make more sense and are easier to manage in Vanilla Enhancements Merged.
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Version 5.5.1
- Removed some leftover forms.
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Version 5.5.0
- Moved the Menu Stimpaks feature to an optional file.
- Moved the caravan rematch dialogue to Essential Vanilla Enhancements Merged.
- Moved the uncut caravan players to Essential Vanilla Enhancements Merged.
- Moved the merchant caravan limit to Essential Vanilla Enhancements Merged.
- Moved the Ultrajet recipe to Essential Vanilla Enhancements Merged.
- Moved the Mantis Gauntlet recipe to Essential Vanilla Enhancements Merged.
- As of this update, this mod can be used without NVSE and will be almost feature complete compared to the original. The only exceptions are that the GRA features are still not included (as I recommend another mod for that), and the NPC karma changes won't take effect, which isn't an issue, since the NPC karma system is hugely broken anyway and Sawyer's fixes don't change that much.
- [Push's Tweaks] Expanded the Old World Blues and Lonesome Road container changes into a full overhaul of all DLC container loot, making the loot distribution across all DLCs more similar to the base game. This decreases the insane amount of loot that was available in the DLCs and makes the progression feel much more natural. It also fixes numerous oversights and errors in the DLC container loot, which seem to have stemmed from Obsidian misunderstanding the (superior) loot setup leftover from Fallout 3.
- [Push's Tweaks] Additional to the above, decreased and varied some of the loot in DLC containers. In particular, Lonesome Road had a number of containers with a very large amount of guaranteed aid supplies that were always the same. Many containers have now been changed to use chance-based loot lists instead.
- [Push's Tweaks] Increased the rate of FOD and SLP needs in Hardcore mode. Even with Sawyer's changes, these were rarely an issue, because FOD and SLP still needed 42 and 83 in-game hours, respectively, to reach the first deprivation stage.
- [Push's Tweaks] Decreased count of Purified Water in the FoodDrinkNoLiquor100Boomer and FoodDrinkNoLiquor75Boomer (Boomer drink loot lists, only used by the Boomer Chefs in vanilla) from 3 to 1.
- [Push's Tweaks] Decreased the number of Bobby Pins in NVDLC01ClutterCrafting100 (clutter list used in Dead Money) from 3 to 1.
- [Push's Tweaks] Decreased the number of Bobby Pins in NVDLC01ClutterNVValue (clutter list used in Dead Money) from 5 to 2.
- [Push's Tweaks] Decreased the chance of ammo and clutter in the Old World Blues Wooden Crates from 100% to 50% (each).
- [Push's Tweaks] Decreased the loot dropped by Tunnelers, whilst still preserving the same loot pool.
- [Push's Tweaks] Removed one guarenteed Stimpak/Expired Stimpak in the Medical Supplies container used in Old World Blues.
- [Push's Tweaks] Changed an incorrect use of the Fortune Finder chips list in NVDLC01SuitesClutterOfficeValue (a dead money clutter list) for the correct non-Fortune Finder list. (The vanilla setup is clearly an error, as it means you would not get any chips at all if you didn't have Fortune Finder.)
- [Push's Tweaks] Changed the Suit Case container that always contains 20 Pre-War Money to instead contain 20 Pre-War Money at a 75% chance each, to provide more variety.
- [Push's Tweaks] Changed the Suit Case container that always contains 2 Jet to contain 1 Jet plus one additional Jet at 50% chance.
- [Push's Tweaks] Changed the loot list used in the Old World Blues Metal Boxes to also include 'Factory' and 'Hospital' items, rather than just 'Military' items.
- [Push's Tweaks] Changed the loot list used in the Lonesome Road generic Metal boxes to also include 'Military', 'Hospital', and 'House' items, rather than just 'Factory' items.
- [Push's Tweaks] Decreased the food and drink loot in the respawning fridge in the Vault 21 canteen, and made it use 'loot' instead of 'NPC' lists.
- [Push's Tweaks] Decreased the chance of Jet from the Lonesome Road Rushing Water crafting loot list from 100% to 50%.
- [Push's Tweaks] Decreased the chance of a Super Stimpak in the Lonesome Road Auto-Inject crafting list from 100% to 50%.
- [Push's Tweaks] Decreased count of Cave Fungus and Nightstalker Blood in the Honest Hearts Hydra crafting loot list from 5 and 2 to 1 each. (The loot list also contains additional chances for each item, so the guarenteed counts were overkill.)
- [Push's Tweaks] Increased the randomised counts of Pistol Powder and Lead in the Lonesome Road Satchel Charge crafting loot list to account for the increased crafting requirements.
- [Push's Tweaks] Added toys to the scout suitcases in the crashed bus in Honest Hearts, so that the containers aren't mostly empty.
- [Push's Tweaks] Added a small chance for a small amount of caps to the Filing Cabinet bunch containers, to match the loot used in the individual Filing Cabinets.
- [Push's Tweaks] Added Antivenom to the Lonesome Road Snakebite Tourniquet crafting loot list and changed the Abraxo Cleaner to a 25% chance of a Buffalo Gourd Seed. (The Abraxo Cleaner was probably leftover from the original concept for the crafting recipe; the changes represent how the item is now crafted.)
- [Push's Tweaks] Added a 50% chance for a Bark Scorpion Poison Gland in the Honest Hearts Healing Poultice crafting loot list.
- [Push's Tweaks] Added the Honest Hearts Hydra and Caravan Lunch crafting loot lists to the Lonesome Road campfire crafting loot list to increase variety. (In vanilla, the loot list would always produce the parts for either the Snakebite Tourniquet or Rushing Water.)
- [Push's Tweaks] Added the Honest Hearts Bottlecap Mine, Cookery-to-Metal, and Meals-to-Metal crafting loot lists to the Lonesome Road workbench crafting loot list to increase variety. (In vanilla, the loot list would always produce the parts Auto-Inject stimpaks or Satchel Charges.)
- [Push's Tweaks] Added the 'Calculate for each item in count' flag to LootDuffleBag100 (loot list used in Duffle Bags), so that the list will not produce duplicate items if it is used more than once in a container.
- [Push's Tweaks] Added the 'Calculate for each item in count' flag to LootRadAway50 (50% chance RadAway loot list). (Same reason as above.)
- [Push's Tweaks] Added the 'Calculate for each item in count' flag to LootRadX50 (50% chance Rad-X loot list). (Same reason as above.)
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Version 5.4.9
- Updated for YUP 12.5
- Fixed the setup script running repeatedly.
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Version 5.4.8
- Rapid update to also add an option for cloning Pinyon Nuts for consistency with the rest of the options.
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Version 5.4.7
- Changed the name of the Stimpak recipe to "Stimpak, Homemade" to match the original mod (this was a leftover from when stimpak variants were optional in this mod).
- Removed the change and option that increased the number of Salient Green required for cloning recipes, as this has been replaced by a new feature in Push's Tweaks.
- Increased the effect of Armor Repair Kits to match Weapon Repair Kits, due to how much damage armour takes in the late game.
- Added options (all disabled by default) to allow you to convert and clone the following plants using Salient Green: Cave Fungus (and Mutant Cave Fungus), Coyote Tobacco Chew, Sacred Datura Root (after visiting Zion), Mutfruit, Fresh food (Apples, Carrots, and Potatoes), and Spore Plant Pods.
- [Push's Tweaks] Decreased loot in generic containers in Lonesome Road to be more like look in the rest of the game, whilst also preserving some of the 'end-game' flair.
- [Push's Tweaks] Added some Honest Hearts crafting leveled lists to the Lonesome Road campfire crafting leveled lists to increase variety, so that you don't always just get ingredients for Rushing Water in every container.
- [Push's Tweaks] Updated the crafting loot leveled lists for some recipes in Honest Hearts and Lonesome Road, including fixing some leveled lists that had incorrect items due to changes during the game's development (e.g. the Snakebite Tourniquet leveled list contained Abraxo Cleaner instead of Buffalo Gourd Seed).
- [Push's Tweaks] Converting plants to Salient Green at the Biological Research Station in The Sink will now display a container interface, which you can put items in to convert them. Any invalid items are returned automatically. This allows you to choose which plants to convert, rather than being forced to convert all the plants you are carrying.
- [Push's Tweaks] Converting plants to Salient Green will now produce 1 Salient Green per 2 plants, to be more consistent with how the loot from other Sink personalities has been decreased.
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Version 5.4.6
- Fixed a few conflicts with the latest version of YUP.
- [Push's Tweaks] Added 1 Bark Scorpion Poison Gland as a component of Healing Poultice. Having this item only requiring plant parts made it too easy to mass produce, making it by far the easiest to craft limb restoration method.
- [Push's Tweaks] Removed the flat 50 damage effect from the Lakelurk Shriek attack, which could not be blocked or restisted. The attack still does 60 damage, which can be reduced by the Energy Resistance stat. In the vanilla game, this attack did 110 damage total, which was enough to one-hit most players on higher difficulties given the smaller health pool in JSawyer.
- [Push's Tweaks] Bottlecap Mine: decreased value from 150 to 100.
- [Push's Tweaks] C-4 Plastic Explosive: decreased value from 1000 to 200.
- [Push's Tweaks] Demolition Charge: decreased value from 75 to 50.
- [Push's Tweaks] Frag Grenade: decreased value from 150 to 50.
- [Push's Tweaks] Frag Mine: decreased value from 75 to 50.
- [Push's Tweaks] Gas Bomb: decreased value from 100 to 50.
- [Push's Tweaks] Incendiary Grenade: decreased value from 200 to 75.
- [Push's Tweaks] Nuka-Grenade: increased value from 50 to 100.
- [Push's Tweaks] Plasma Grenade: decreased value from 300 to 100.
- [Push's Tweaks] Plasma Mine: decreased value from 300 to 100.
- [Push's Tweaks] Proton Throwing Axe: decreased value from 100 to 50.
- [Push's Tweaks] Protonic Inversal Throwing Axe: decreased value from 200 to 75.
- [Push's Tweaks] Pulse Grenade: increased value from 40 to 60.
- [Push's Tweaks] Pulse Mine: increased value from 40 to 60.
- [Push's Tweaks] Satchel Charge: decreased value from 125 to 60.
- [Push's Tweaks] Time Bomb: decreased value from 750 to 150.
- [Push's Tweaks] Tomahawk: decreased value from 75 to 25.
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Version 5.4.5
- All karma changes now account for other mods that change the bounds of the karma alignments.
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Version 5.4.4
- [Push's Tweaks] Fixed bash tags.
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Version 5.4.3
- Changed value of Mutant Cave Fungus from 10 to 5 to match the value now used in Harvestable Cave Fungus and the version in my 'Vanilla Enhancements Merged'.
- Added MRE to the fast travel item requirement option. Insipred by asorly's mod, which was inspired by this mod, which was inspired by Stewie's mod.
- [Push's Tweaks] Actually implemented the intended changes to MFC grenade recipes.
- [Push's Tweaks] Updated bash tags.
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Version 5.4.2
- Peformed a pass against YUP and carried forward a couple of minor fixes. Mainly, the In Shining Armor formlists won't flag red in xEdit anymore.
- Spaced out the INI file to make it more readable for people who don't use Notepad++ and syntax highlighting.
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Version 5.4.1
- Fixed quite a few options not working.
- [Push's Tweaks] Fixed no value being present for the bExpandedKarmaEdits option.
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Version 5.4.0
- Fixed Expanded Bottle Recipes option not working.
- Fixed a conflict when using the bRobotCompanionsHealWithScrapMetal in Stewie's Tweaks.
- Fixed a bug which caused the wrong number of Implant GRX charges to be given.
- Rex's bonus damage from Rey's brain will now be affected by the Companion Suite damage multiplier if Unofficial Patch NVSE Plus is being used.
- Changed the name of the bOverrideNonPowerArmorBackpackIdle option to bOverrideBulkyArmorIdle, and set it to disabled by default as Stewie's Tweaks now fixes the bug with the animation getting stuck when unequipping non-power armour.
- Added Sawyer's change to plasma projectile speed, which had been missed in previous versions.
- Added a new bIceColdVendingMachine option (enabled by default) to toggle the new behaviour of the vending machine in the Lucky 38. If the option is disabled, Ice Cold Nuka-Colas can be crafted with the Nuka Chemist perk as usual.
- All Nuka Chemist recipes now conserve bottlecaps.
- Placed the cut Rebound Sierra Madre vending machine code in the Puesta del Sol South.
- If the Fast Travel Requirements option is used, merchants now have a chance to stock extra ingredients for Caravan Lunch or Trail Mix, in addition to the items themselves.
- Changed how the rarity options work, instead using presets instead of explicit multipliers, and removed the bOriginalJSawyerRarity option, as it is now included in the preset logic. Old INI configs are unlikely to work properly, so be careful if you use INIs provided elsewhere.
- Removed the Weightless Ammo option, as Stewie's Tweaks is better for that.
- The mod can now function without an INI file, in which case it will use default settings, and will not forcibly generate one if it is absent.
- Made INI more readable since it no longer needs to be generated by scripts.
- Packed assets into a BSA archive.
- Added Enchantment bash tag.
- Script optimisations (probably).
- Consigned the GRA Merged file to the miscellaneous section, as it is no longer supported. Mojave Arsenal does this much better, and the new version is much more customisable and can be used without a patch. The GRA Merged file here was just a cut-down version of Mojave Arsenal anyway; now you can just disable the Mojave Arsenal features you don't want in the INI file.
- [Push's Tweaks] Disabled the Mad Bomber perk.
- [Push's Tweaks] Bottlecap Mine: decreased Cherry Bomb crafting requirement from 5 to 3.
- [Push's Tweaks] Bottlecap Mine, Efficient: disabled recipe.
- [Push's Tweaks] Fat Mine: no longer requires Mad Bomber to craft.
- [Push's Tweaks] MFC Grenade: no longer requires Mad Bomber to craft; increased Microfusion Cell crafting requirement from 3 to 20; added Scrap Electronics as a crafting requirement; recipe now makes 2 MFC Grenades.
- [Push's Tweaks] MFC Cluster: no longer requires Mad Bomber to craft; increased Microfusion Cell crafting requirement from 18 to 60.
- [Push's Tweaks] Nuka Grenade: no longer requires Mad Bomber to craft.
- [Push's Tweaks] Time Bomb: swapped explosion for the more powerful and larger explosion used by the High Yield version.
- [Push's Tweaks] Time Bomb, High Yield: disabled recipe.
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Version 5.3.12
- Added a workaround for the failed initialisation script due to an xNVSE bug. The script will automatically trigger when you load a game, but still may fail when you start a new game (subsequent loads on that save will be fine, though).
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Version 5.3.11
- Push's Tweaks: Included correct INI file.
- Bumped all other file versions. No changes.
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Version 5.3.10
- The default INI file is now included in the main download to avoid confusion. This will overwrite your existing INI if you install it, so I recommend unchecking it in Mod Organizer if you have already made changes to your INI. I will make a note in this changelog if I ever add a new option to the INI in future, which is the only time you will need to install a new one.
- The fast travel item requirement option will now allow you to travel whilst under the effect of Caravan Lunch or Trail Mix.
- Fixed some inconsequential dirty edits to some weapons (just prevents xEdit from highlighting them).
- Push's Tweaks: Decreased the increase to weapon degradation from +50% to +25% to play nicer with other mods that add extra restrictions to repair.
- GRA Merged: Fixed the incorrect model being used for the Laser Pistol if it was modded with the Recycler and either the Combat Sights or Focus Optics. This was caused by the models being named incorrectly by the devs.
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Version 5.3.9
- The Stimpak and Purified Water replacement options no longer require JohnnyGuitar NVSE, and the items should stick better if swapped.
- Katana: decreased value from 2500 to 1000. This change fits better with weapons that have a similar damage output, and represents the fact that the weapon is no longer a special merchant-only item.
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Version 5.3.8
- Fixed new recipes (Armor Repair Kits, New Steaks, and varied bottles) not being visible in the crafting menu.
- If you use the Water Variation feature in Water Overhaul, the Purified Water replacement chance option will be ignored automatically.
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Version 5.3.7
- Fixed the perk interval option for realz this time.
- The Armor Patcher will now skip all vanilla items, except light armour if the bLightArmorDR option is enabled, since they've been balanced already through hard edits. This also prevents some items being modified that shouldn't have been.
- The Armor Patcher now skip all headgear, except for the DR checker if bLightArmorDR is enabled.
- bOverrideNonPowerArmorBackpackIdle will now work for vanilla items without the Armor Patcher enabled.
- The formula used for weight changes in the Armor Patcher has been improved to be more true to the original intent of the weight changes.
- The following residual changes were made to armour items. Most of these are unused items, whose stats have been tweaked in-line with this mod just in case another mod adds them to the game world.
- Legate's Armor: decreased weight from 45 to 25. (Matches Armor of the 87th Tribe, and now fits properly in the Heavy weight category.)
- Dad's Wasteland Outfit (Unused): decreased weight from 20 to 1.
- Defender Armor (Unused): added 8 DR.
- Broken Recon Armor: decreased weight from 20 to 18. (You can't pick this item up, but this just makes it match the weight of normal Recon Armor when looking at it.)
- Tesla Armor (Unused): added 25 DR.
- Enclave Armor (Unused): added 28 DR.
- Enclave Shocktrooper Armor (Unused): added 30 DR.
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Version 5.3.6
- Fixed error in the perks interval option.
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Version 5.3.5
- Optimised the startup scripts that run once when the game is opened, so that the overall execution time should be about 10 times less than previously.
- Removed the visual effects for the new negative effects on aid items, such as Raw, Spoiled, Herbal Sickness, and Dizziness. The blur was starting to get on my nerves when using a homemade stimpak.
- Decreased the value of the Fire Bomb from 200 to 35, to match it's decreased damage.
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Version 5.3.4
- Minor behind-the-scenes tweak to (maybe) prevent parts for disabled recipes being picked up by Loot Assist, i.e. if you have Armor Repair Kits disabled, Hammers won't be categorised as a crafting part if no other recipe uses them.
- Push's Tweaks: Decreased Nevada Agave Fruits harvested from plants from 2 to 1, so that all plants now only yield one item.
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Version 5.3.3
- Fixed caravan game counter not incrementing when starting a game with Johnson Nash, Cliff Briscoe, or Quartermaster Mayes through the rematch dialogue. (Lacey is the only other merchant NPC with a game limit, and she has no rematch dialogue.)
- Push's Tweaks: Modifications to some more recipes, flirting with the idea of fully restoring the hard as nails full de-patched recipes (but not quite there yet).
- Push's Tweaks: Reduced the number of fruit from Prickly Pear Cactus, Jalapeno, and Pinto plants.
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Version 5.3.2
- Reduced the value of Mutant Cave Fungus from 50 to 10 as an economy preserving measure, to match changes to Cave Fungus.
- Push's Tweaks: Further reduced scrap output from Muggy and the Book Chute to try and balance these routes versus the Cookery-to-Metal and Meals-to-Metals recipes.
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Version 5.3.1
- Fixed Boomer Munition's Manager's special stock not appearing.
- Fixed text in the Power Armor Training perk description and message so that it correctly states the carry weight increase is 20, not 15.
- Fixed Fire Bomb having 0% to hit in VATS.
- [Push's Tweaks] Reduced alcohol loot in some containers, mainly the fridges that can carry up to 12 items. Alcohol is valuable vendor trash, so these changes seek to reduce unreasonably high-value loot drops.
- [Push's Tweaks] Reduced the insane amount of loot in generic OWB containers, such as metal boxes and filing cabinets, etc, to be similar to the loot balance used in the same containers in the Mojave and other DLCs.
- [Push's Tweaks] Partially reverted Sawyer's changes to OWB footlocker ammo. In the vanilla game, every OWB military footlocker contains one .357 and one .44 ammo leveled list. Sawyer increased this to three and two, respectively, and also added two .308 lists. I have decreased this back to only two leveled lists total, but they are randomly selected between .357, .44, and .308 rounds. The reasoning for Sawyer's change is a bit sketchy in my opinion, as it seems to be that the extra ammo was intended to make using the Cyberdog Gun and FIDO more viable, but this isn't done to this extent for any other signature DLC weapon. The large ammo drops also unbalance the ammo loot distribution and are economy breaking if you choose to just sell them instead.
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Version 5.3.0
- Finally incremented the version 'point', since I think I'm good for now. Someone wake me when TTW 3.3 is released and I'll update the patch.
- Added a new option bFastTravelItemRequirement, disabled by default. If enabled, fast travel will require either Caravan Lunch or Trail Mix, which will be consumed on the journey. Some merchants also have a chance to rarely stock these items if the option is enabled, but the main route to obtain them is still crafting. Some minor game text is updated to reflect this mechanic (again, only if the option is enabled). (Note: This is a lightweight and compatible attempt at a fast travel alternative, partly inspired by Stewie's Tweaks option to make fast travel require special Nuka Colas. Caravan Lunch and Trail Mix were selected because they make logical sense as meals used for long journeys, are craftable with low skill, and their components are relatively abundant in both the Mojave and Capital Wasteland, as well as DLCs. Some merchants in the Capital Wasteland will also have a chance to stock these items if the option is enabled.)
- Removed mention of some drinks increasing H2O from the Hardcore Needs help message, since Sawyer changed almost all the effects to decrease H2O instead.
- Push's Tweaks: No change. Update is only to list the new INI option in the bundled INI.
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Version 5.2.17
- Fixed a bug introduced by YUP (lol) that can make (Black) Blood Sausage and Thin/Thick Red Paste kill you. Them's definitively weren't good eatin'. As a side effect (or bonus feature) of this change, the health buff on these items will now display separately to the health restoration effect.
- Bubblegum: decreased weight from 1 to 0.1. (Missing change from original JSawyer mod.)
- Gum Drops: increased weight from 0.1 to 0.25. (This was Sawyer's change, which doesn't make too much sense considering the above. However, since they're right next to each other in the changelog, I can only assume that the difference is intentional. My guess is that Gum Drops are heavier because of their use in the Mushroom Cloud recipe.)
- Cave Fungus: decreased value from 50 to 5 as an economy preserving measure, on account of the large numbers available in Zion and that most players probably now use a mod that makes them pickable in the Mojave.
- Updated the bExpandedWeightEdits option to be more in line with Sawyer's changes, e.g. most items that the option changed to weigh 0.2 are now 0.25, including Stimpaks.
- Push's Tweaks: Added Cave Fungus to FoodFresh and FoodGenericNV leveled lists. This means Cave Fungus can now be found in some loot containers and sold by merchants.
- Push's Tweaks: Increased Radscorpion Poison Glands required for Hydra recipe from 1 to 2.
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Version 5.2.16
- Fixed Bitter Drink being craftable without the recipe.
- Push's Tweaks: Increased weapon degradation rate by 50%. Repairs were almost very required in vanilla since weapons have a very high number of uses and combat is uncommon for large stretches of the game. Also helps to increase difficulty by necessitating extra repairs.
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Version 5.2.15
- If bEnableFO3Repair is enabled in JIP LN NVSE's INI, Armor Repair Kits will now conform to the item condition cap based on your repair skill. I kind of recommend you enable this options to offset how utterly broken Repair Kits are, since I can't think of any other way to balance them.
- If you have version 3.70 or higher of JohnnyGuitar NVSE, the poison removal for companions will no-longer show the "Poison removed" message, and will also removal all poisons, rather than just those affected by Antivenom.
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Version 5.2.14
- Added the iCloningSalientGreenRequirement option, default value is 2. This is the amount of Salient Green required to craft cloned produce. A value of 1 disables the option (as 1 is the vanilla requirement).
- Salient Green: decreased value from 50 to 5. (To preserve the economy. The highest value of an item used to make it is 6 caps.)
- Removed changes to the Survival skill requirements for Brahmin Steak, Coyote Steak, and Dog Steak.
- GRA Merged: copied a message icon from YUP for the 12.7mm SMG Suppressor (has anyone even made use of these yet?).
- Push's Tweaks: Added Lunchbox to and Cherry Bombs to NPC clutter lists, to make lunchbox recipes more viable.
- Push's Tweaks: Decreased the number of Bobby Pins in NVDLC01ClutterCrafting100 (a common clutter list in Dead Money) from 3 to 1.
- Push's Tweaks: Bighorner Steak: recipe requires 2 meat, but gives 2 steaks.
- Push's Tweaks: Brahmin Steak: recipe requires 2 meat, but gives 2 steaks.
- Push's Tweaks: Coyote Stew: decreased FOD restoration from -50 to -35; added Fresh Carrot ingredient; recipe now produces 2 stews.
- Push's Tweaks: Dog Stew: decreased FOD restoration from -50 to -35; added Fresh Carrot ingredient; recipe now produces 2 stews.
- Push's Tweaks: Gecko Steak: decreased Buffalo Gourd Seed crafting requirement from 2 to 1.
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Version 5.2.13
- Fixed the Armor Repair Kit script picking up unplayable items (e.g. the Pipboy Glove) and therefore always showing the 'maximum condition' message instead of the 'no armour' message.
- Push's Tweaks: Enabled the bExpandedKarmaEdits option.
- GRA Merged: Fixed weapon models for the modded laser pistol being swapped for SIghts + Recycler and Optics + Recycler.
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Version 5.2.12
- Fixed erroneous Companion Suite damage multipliers carried over from UPNVSEP. Also fixed Companion Suite DR not being added to companions.
- Removed the bOverrideGamesettings option, as I can see how it might be confusing. Instead, the gamesetting options that were previously toggled by this setting are now only interpreted if their values have been changed from default, as the default values have already been implemented through hard edits. For example, fCarryWeightBase will only be implemented if the value is changed from the default of 50.
- Added b556mmVarmintRifle option, disabled by default. It does what you think. I still think .22LR is better for myriad reasons. (Note: There is one instance of .22LR ammo that is placed next to a Varmint in the game world. This will not be replaced with 5.56mm ammo if you enable this option. If you change this option mid-playthrough, some NPCs may have the wrong ammo type unless their inventory resets, and if you have a Varmint Rifle equipped when you first load a save after making the change, the ammo type may not update until you drop the weapon.)
- Push's Tweaks: enabled the bSpecialNukaLoot option, so that Atomic Cocktail and Nuka Grenade recipes are slightly more viable.
- Just an additional point tangentially related to companion damage. In the vanilla game, the damage that characters deal to one another is affected by the difficulty damage multiplier, i.e. on Very Hard they will deal 0.5x damage to each other. This also affects companions. It's my opinion that this could have been intended by the developers, so that fights are less likely to be resolved by NPCs alone and instead require the player's intervention, and also so that the player can't just lead enemies back to friendly NPCs and/or let companions do all the fighting. In other words: this makes the game harder, as the setting intends. However, Stewie's Tweaks includes an INI option to force NPCs to always use a 1x damage multiplier regardless of difficulty. Some of the available configs for Stewie's Tweaks enable this option (e.g. the Viva New Vegas config), stating that it is a bugfix, although I don't believe that's accurate myself. I recommend disabling this option if you have it enabled, to restore the vanilla behaviour. Vanilla rules, bruh.
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Version 5.2.11
- Added an optional file containing some of my dastardly personal hardcore changes partly inspired by the game's tougher balance at launch, prior to the official patches. More to come (probably). I'd include these in the main file if I wasn't SCARED how people would react. Details are in the included readme file, and you'll need to make any relevant patches yourself too.
- Added iPurifiedWaterReplaceChance option, which is the chance that Purified Water placed in the world will be replaced with Dirty Water. Containers are unaffected. By default, this is set to 0 (disabled). This is an attempt to offset how common Purified Water is in the Mojave. Mostly, this is because of the large number of Purified Water items placed in the game world—much more than Dirty Water.
- Added bOriginalSawyerRarity option, which is enabled by default. JSawyer Ultimate uses a default item rarity multiplier of 20%, which is very close to the original JSawyer mod. However, the original mod deviated higher than 20% slightly in some cases, and JSawyer Ultimate did not emulate this due to a trade-off in providing the customisable multiplier. If this option is enabled, JSawyer Ultimate will force the original mod's rarity multiplier for all categories which have a rarity multiplier set to 20%.
- Added bExpandedBottleRecipes option, to toggle the alternative recipes for Homebrewed Nuka Cola, Bitter Drink, and Cactus Water that use alternative bottles. Disabled by default.
- Added bArmorRepairKits option, to toggle the new Armor Repair Kits. Enabled by default.
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Version 5.2.10
- Moved the messages from the Never Axed for This challenge script to forms for easier translation.
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Version 5.2.9
- Ranger Battle Armor (Reilly's Rangers): reverted name from "Lucky Battle Armor", as JSawyer Ultimate makes this into a new item for compatability with TTW; removed the "Has Backpack" flag, as no other combat armour is given this flag; restored the Reilly's Ranger decals to the male version (Sawyer erroneously forgot to remove it from the female version anyway).
- Lucky Battle Armor: restored Reilly's Ranger decals. Previous versions removed the decals on the chest plate, but this made it use the default Combat Armor texture, which is a different colour to the rest of the armour. Although not technically lore friendly, it's possible that the Reilly's Rangers armour could have made its way to the Mojave via a trade caravan in the intervening years between Fallout 3 and New Vegas. If you use TTW, maybe the Lucky Battle Armor could be a piece of armour worn by a previous member of the mercenary team that made their way to New Vegas and sold it.
- Added bSpecialNukaLoot option. If enabled, Nuka Cola Quantum, Quartz, Victory, and Ice Cold Nuka Cola can rarely be found as loot in vending machines. This was a non-optional feature in previous versions.
- Very minor tweak to the rarity formula, which now will round leveled list percentages to the nearest integer, rather than truncating.
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Version 5.2.8
- Removed the NCR money that was added to Poindexter's inventory for use in caravan. Instead, both Poindexter and Melissa Lewis have been assigned merchant containers containing their caravan caps, just like vanilla caravan players. This also allows better compatability with the new version of Economy Overhaul.
- Moved some code that previously ran every time a save was loaded to the script which runs once when the game starts, due to a neat trick I found with globals.
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Version 5.2.7
- Fixed a typo in the INI description for the rarity options. You will need to download or generate a new INI to see the change, but it's not really required.
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Version 5.2.6
- Added the bNewSteakRecipes option, which allows the new steaks for vanilla meats to be toggled.
- Added the bLegendaryDifficulty option. If enabled, damage multipliers for the Very Hard difficulty are replaced with Skyrim's Legendary difficulty multipliers. Damage dealt by the player is x0.25 and damage recieved is x3.
- Added the bSurvivalModeDamage option. If enabled, the player deals x1.5 damage and enemies deal x2 damage, akin to Fallout 4's Survival mode. This is compatible with other difficulty mods, changes to the fGlobalDamageMultiplier setting, and works with the above option. Dare you combine Legendary and Survival, and take the Wasteland Legend challenge?
- Removed the Pyromaniac damage fix, which was inherited from Unofficial Patch NVSE Plus, as the new version of UPNVSEP reimplements this in a new way, which doesn't require any edits here.
- Rejigged the changes to Incendiary Grenade and Fire Bomb damage, radius, and burn effects. Rather than change the damage effect on the Incendiary Grenade, it now uses the explosion from the 40mm Incendiary Grenade ammo type, which is the same except it for some reason has 25 extra damage. The new explosion and damage changes for the Fire Bomb have been removed and replaced by the vanilla Incendiary Grenade effects. This is more 'vanilla' than JSawyer Ultimate's previous changes, removes some form edits, and is still better balance than Sawyer's ridiculously high damage for the Fire Bomb. The Fire Bomb versus Incendiary Grenade balance is now similar to the Tin Grenade versus Frag Grenade balance, which makes logical sense.
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Version 5.2.5
- The bPyromaniacBurningDamageFix option from Unofficial Patch NVSE Plus's INI will now be read, and if enabled, the Fire Bomb will do increased burning damage with the Pyromaniac perk to match other fire-based weapons.
- Set Deranged Bright Follower karma to evil, as in the original mod. Spotted by Farsveinn.
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Version 5.2.4
- Fixed an incorrectly-named voice file for Melissa's caravan dialogue.
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Version 5.2.3
- Decreased the restore health effect on Healing Poultice from the vanilla +5(18s) to +2(18s), both of which scale with Medicine skill. This is a required balance fix in my opinion, especially seeing as Stimpaks only restore +4(5)s, require a much higher skill to craft, and don't restore limb condition like Healing Poultice does. In addition, Healing Poultices are very easy to craft, especially in Zion due to the abundance of plants. It doesn't seem right that it was one of best healing items in the game.
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Version 5.2.2
- Added bVanillaPowerArmor option. Does what is says on the tin: when enabled, power armour behaves like in the vanilla game, requiring the Power Armor Training perk to wear.
- Duplicated a sorta fix from YUP for the Recharger weapons.
- Fixed a minor error in the DLC XP fix script spotted by sandbox.
- Moved the last remaining script messages to message forms, for easier translation.
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Version 5.2.1
- Reupload of 5.2.0 since the Nexus went down and borked the last file.
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Version 5.2.0
- Fixed the bOverrideNonPowerArmorBackpackIdle option, so it correctly removes the idle animation from affected armors.
- Fixed a bug with the original JSawyer mod where the Fire Bomb would not work when reverse pickpocketed, despite the NPC reacting and the explosive indicator showing. This is actually a vanilla bug which affects all explode-on-impact weapons, of which there are usually none. Easily fixed with some NVSE magic.
- Checked against most recent YUP—no changes required.
- Updated records to match Unofficial Patch NVSE Plus (update to this instead the outdated Unofficial Patch NVSE or Unofficial Patch Plus when it is released shortly).
- The Companion Suite effects can be toggled on and off using the option in Unofficial Patch NVSE Plus's ini.
- Added a script to the Weathered 10mm Pistol which will automatically replace it with the fixed version from YUP when it is loaded.
- Removed some elements of the DLC XP fix that weren't directly required by the DLC XP changes, since UPNVSEP includes these extra elements.
- Removed the Ranger Sequoia in the NCR Ranger Safehouse, as I would prefer not to edit the cell.
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Version 5.1.7
- Quick update for parity with YUIP 12.0
- Removed changes to Jason Bright's Outfit, since YUP lowers the weight now.
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Version 5.1.6
- Added new rarity options. Also changed the minimum setting for rarity options to 1 rather than 0 for behind-the-scene reasons. 1 is effectively 0 anyway, since non-integer chance values are truncated internally.
- Clutter: This covers junk, scrap, and other misc items, including crafting materials and valuable items like Cigarette Cartons.
- Explosives: This covers grenades, mines, and C4.
- Generic: This covers leveled lists that contain a range of basic loot types, including ammo, chems, food, and drinks.
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Version 5.1.5
- Fixed the iLevelCap option.
- Made the default level cap of 35 a hard edit. Tied the iLevelCap option to the bOverrideGamesettings option.
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Version 5.1.4
- Fixed a bug on the back end which prevented new options being added to the INI file. The Implant GRX options will now be added next time you launch the game.
- Related to the above, this also fixes the charge count for Implant GRX being set to 0.
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Version 5.1.3
- Fixed loaded message showing every time the game was loaded.
- Fixed DR not showing on light armour with the option enabled.
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Version 5.1.2
- Fixed form list changes reverting after the initial setup. The setup may run again when you update to this version, to make sure the changes stick.
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Version 5.1.1
- Rapid fix to update the message for Spoiled meat items to reflect the name change in the last version. I realised this when writing the last changelog, but the file was already released (oops). Make sure to read below for the last version's changes too.
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Version 5.1.0
- Completely rebuilt the system which allows stimpak variants to be used in the Stats and Companion Wheel menus. This now uses a simplified method based on a quirk of the EquipItem function I found by pure chance, which allows aid items to be equipped to limbs without the need for a workaround.
- Removed Super Stimpaks from the stimpak menu system. There's no particlar reason for this besides that I don't want people to use them without realising, since the text just says "Stimpak".
- Removed stimpak variants option. It is now enabled permanently, as this feature is now implemented through hard edits based on the original mod, plus some extra leveled list and container edits that would appear to have been missed in the original mod. This is equivalent to the old Pursit Stimpak Dsitribution optional file. Sorry about removing the option, but I had to remove it for now since it relied upon LeveledListReplaceForm, which I'm concerned may be the cause of random crashes after some testing.
- The Expired Stimpak world replacement feature now requires Johnny Guitar NVSE. Again, I'm moving to a more reliable and clean implementation method. This is not a hard requirement, and the feature will be automatically disabled if you don't have it. Bear in mind that stimpaks are only rarely placed as loot in the game world (not in containers), so you're not missing out on much if you don't use this feature.
- Re-added Stimpaks to NVDLC01FridgeFood100 and NVDLC01FridgeFood75, but they're now expired.
- eplaced the name of the "Stale" effect with "Spoiled". "Stale" is more a descriptor for baked goods, so "Spoiled" makes more sense as the only item it applies to is Pre-War Steak.
- Decreased companion poison resistance from 100% to 33%, to match the DR bonus. However, using a stimpak on a companion will cure any poison they are affected by. Ideally, there'd be a way for you to give companions Antivenom through the wheel menu, but in leiu of that this is a user-friendly compromise. The poison immunity is the only of the companion babysitting bonuses that I thought could be considered overpowered so I wanted to tone it down slightly. However, I think everyone will agree that waterbreathing and light step are much needed.
- Added a complete workaround for edits to Implant GRX scripts. This allows JSawyer Ultimate to control the number of charges without actually editing any scripts or quests. The purpose of this is so that OWB perk changes from both Unofficial Patch Plus and Unofficial Patch NVSE can be compatible, along with any other mod which edits the NVDLC03GenericPerkQuest script for some reason (they're really shouldn't be any others). Previously, JSawyer Ultimate would only guarentee Unofficial Patch Plus's edits to the script. I still recommend Unofficial Patch Plus, but variety is the spice of life. Note that UPNVSE does not include a fix for the "Stimpaks Taken" stat, even though it is stated on its mod page. This means the stat will not increment at all when using UPNVSE with JSawyer Ultimate. UPP does include this fix, so you're good if you're using that. I will be releasing an alternative mod to fix this stat, which can be used alongside either bugfix mod.
- Decreased Implant GRX charges from 3/5 to 2/3, but added iImplantGRXRank1Charges and iImplantGRXRank2Charges options to the INI so you can configure to your liking.
- Re-fixed the merchant caravan reset. I swear I did this already, how did it get undone?
- Removed the bDisableSleepHealing option. It was actually non-functional due to an oversight anyway. The reason for the removal is that there was a potential error in the method which would cancel out the effect of any healing items you were affected by before sleeping. Patching this error is difficult, and since it is probably an underused feature (since no-one reported it was broken) and lStewieAl's Tweaks has an engine-level option for the same thing, it wasn't worth the time investment to keep it. Might as well de-clutter.
- 1st Recon Beret: decreased weight from 1 to 0.1 to match other Berets (this is also a change included in YUP, but I'm including it for consistency with the other Beret records that are already included).
- Daturana: decreased limb restoration from 200 to 40.
- Healing Poultice: decreased limb restoration from 250 to 50.
- Metal Butter Knife: decreased weight from 1 to 0.1 (I meant to make this change before, and it's listed in the comprehensive changelog).
- Weapon Binding Ritual: decreased limb restoration from 150 to 100.
- Some script optimisations (nothing major—we're in good shape already). Interesting find: Lutana's GetLoadedType and iterating using ListGetNthForm is over 10x faster than GetLoadedTypeArray and using a foreach. However, iterating an array using a while is always slower. I'm seeing a pattern emerge here: arrays are always more CPU-intensive than other forms of looping. However, if you do use an array you're always better using a foreach than a while loop.
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Version 5.0.3
- Decreased the Companion Suite carry weight debuff from -75 to -25, as was intended in previous versions.
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Version 5.0.2
- Removed the Deflst, Factions, Graphics, and Names Bash tags as they probably aren't needed with the correct load order.
- Increased dismemberment slightly from 25% to 35% as a middle ground between the vanilla 50% and the 25% in previous versions.
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Version 5.0.1
- Changed version convention to standard x.y.z, since I no longer need to track the version using a float in the mod file. Usual meanings: x is for major version change, y is for new features, z is for minor edits and fixes.
- Changed base health to 50 (this was missing in the previous version).
- All Nuka Chemist recipes now require 2 Nuka Cola rather than 1.
- Ice Cold Nuka Cola: changed health restoration from +1(12s) to +2(8s).
- Ice Cold Sunset Sarsaparilla: changed health restoration from +1(12s) to +2(8s).
- Nuka Cola Quartz: changed health restoration from +1(20s) to +3(9s).
- Nuka Cola Victory: changed health restoration from +1(20s) to +3(9s); changed Buffout in recipe to Honey Mesquite Pod.
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Version 5.0.0
- Large update. A clean save will be required if using a save with a previous version. The changelog includes changes made from the previous version, but may not be comprehensive due to the large number of changes made.
- Added Bash tags.
- Moved all scripted changes to hard edits, with the exception of weight optionals and karma edits which both remain scripted. I recommend using Wrye Bash to automatically create patches for your load order if you have anything more than a minimalist setup.
- Removed MCM configuration and all related scripts and forms. JSawyer Ultimate now uses INI customisation, which is more lightweight and easier to implement new options. The INI file is generated in the "Data\Config" folder when you first run the game with the mod installed. Your options will now never be defaulted when the mod is updated unless you delete the INI file and generate a new one.
- General script improvements, streamlining, and deletion of any scripts that are no longer used or required.
- Fixed Caravan reset timer for merchants.
- Increased power armour carry weight bonus with training from +15 to +20 to better match the original mod.
- Split some of the rarity options into separate 'Loot' and 'NPC' options. The original mod only actually edited the rarity of NPC food (even though it also mentions drinks in the changelog), probably because Sawyer believed that respawning, easy-to-kill enemies were an easy source of items. For the same reason, he completely removed food and drink drops from Powder Gangers.
- Added ammo rarity option, which also affects Scrounger loot (this is often missed by other mods).
- Added animal meat rarity option, which affects only meat dropped by animals.
- By default, only NPC loot rarity is now affected, but has been expanded from the original mod to cover all aid consumables and not just food. Compared to previous versions, the default rarity multiplier has been increased from 20% to 25% to better match the original mod. This is customisable in the INI.
- Replicated the Deranged Bright Follower equipment from the original mod, so that the pack will always carry a Laser and Plasma Pistol and a Laser and Plasma Rifle. However, they now use regular WithAmmo lists so they will have spent cases and somewhat more ammo. Also, the fifth pack member now carries a random weapon from the dead Bright Followers, rather than a tier 2 energy weapon.
- Removed changes to the Sierra Madre Martini recipe (an Empty Whiskey Bottle is no longer required). This item was meant to be easy to craft due to the (supposed) lack of easily available healing items in Dead Money. The added ingredient caused an extra barrier to entry, which was not originally intended. Plus, Water Overhaul does bottle requirements better anyway.
- Removed JSawyer Ultimate's damage changes to Boxing Tape, Boxing Gloves, Golden Gloves, and Cattleprod, as these weapons have new critical effects in YUP and are better served by miguick's Boxing Fatigue Fix and Tweaks.
- Carried out multiple extensive checks on the original mod to sweep up and reproduce the last few missed edits.
- .22LR Submachinegun: removed JSawyer Ultimate's weight change.
- Arcade's Lab Coat: removed all changes (these were minor anyway).
- Armor of the 87th Tribe: decreased weight from 35 to 25; added 18 DR (Sawyer's original change).
- Armored Vault 13 Jumpsuit: changed repair list from Combat Armor to Vault Suit (Sawyer's original change).
- Beret: decreased weight from 1 to 0.1 (i.e. reverted to vanilla).
- Boomer Outfits: added repair list, the same as other vault suits. Also added the outfits to the repair list.
- Boone's Beret: decreased weight from 1 to 0.1 (i.e. reverted to vanilla).
- Bounty Hunter Duster: removed the addition of DR (4 to 0). (The removal of DR from dusters allows the addition of DR to light armours to be made optional and carried out automatically by the patcher, as it wasn't part of the original mod. However, DR on light armour will remain enabled by default, as it is more consistent with Sawyer's DR addition to other armour types. It is believed his omission was due to the very large number of light armours in the game.)
- Cass' Outfit: removed all changes (these were minor).
- Dr Klein's Glasses: removed weight change (was 0.25 to 0).
- Dr Mobius' Glasses: removed weight change (was 0.25 to 0). This change was added by JSawyer Ultimate as they are the only two glasses in the game with weight; however, this could be intentional due to their extra effects and utility.
- Elijah's Jury-Rigged Tesla Cannon health increased from 90 to 100 (previously was slighty incorrect, Sawyer's original change).
- Hazmat Suit: decreased weight from 18 to 8 (Sawyer's original change).
- Head Wrap (all 4 variants): decreased weight from 1 to 0 (i.e. reverted to vanilla).
- Laser Pistol: decreased damage from 18 to 16 (Sawyer's original change). This must have been a typo on my part.
- Mercenary Grenade Launcher: increased health from 100 to 120 (Sawyer's original change, missed).
- NCR Trooper Fatigues: increased value from 50 to 100.
- Party Hats: removed new repair list, as YUP does this now.
- Prostitute Outfits (Normal, Exposed, Chained): decreased value from 390 to 50; decreased health from 400 to 75.
- Ranger Outfits (Casual, Red Scarf, Vest): increased value from 25 to 50; added Ranger Outfit effect (+10 Guns, +3% Critical Chance, +1 Charisma).
- Regulator Duster: removed the addition of DR (4 to 0).
- Sheriff's Duster: removed the addition of DR (4 to 0).
- Vault 101 Jumpsuit: decreased value from 200 to 180; increased DT from 6 to 8.
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Version 4.14a
- Reverted the companion suite carry weight reduction (changed from -75 back to -25). We have no way of knowing whether Sawyer intended for the vanilla value of -75 to stand, considering that the perk was broken in the original mod so the effect wouldn't have occurred in his testing. It could also have been an oversight, similar to Burden to Bear. Considering companions already loose 100 carry weight due to the mod's base change, an additional -75 seems excessive, and -25 is a good compromise. Unofficial Patch Plus is still required to fix the companion suite perk, and make sure to load JSawyer Ultimate after it as shown in the description.
- (The move to incremental version numbers is due to my main file currently being in limbo, as I change a good portion of the scripted changes into hard edits.)
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Version 4.14
- Moved changes to eight armour items with name changes to hard edits. This allows their names to be easily translated. YUP fixes forwarded for one of the armour items; no issues with the remaining. Effected items: Black Combat Armour, Reinforced Follower's Lab Coat, six Reinforced Merc outfits.
- Moved scripted messages to use message forms. This allows them to be easily translated. No change in actual functionality.
- Made some refinements to the default weight option (i.e. Full Aid Weight disabled), to include only essential fixes. All other changes have been moved to the enabled option. This should round out changes to this option.
- Reduced the base healing for Sunset Sarsaparilla and Nuka Cola from +1(10s) to +1(8s) to make them slightly less useful than water. Ice Cold and Irradiated sodas are also affected. This is a compromise with Sawyer's original changes, as in the original mod they were not marked as food items so didn't scale with survival skill. This mod changes it so that they are food items, to match all other soda items and drinks.
- Removed four changes to gamesettings which could be considered as overstepping the mark with my creative license. This resets holstering speed, AP regeneration, hacking delay, and damage required to gain kill experience to the vanilla values used by Sawyer.
- Removed the new Meals-to-Metal recipe for the second Butter Knife variant. I'll make a separate mod to more comprehensively cover this kind of scrapping.
- Reverted the ammo use of double barreled shotguns to 1. Again, this was probably an overstep and was inconsistent with the damage and pellet count.
- fKarmaModKillingEvilActor lowered from 100 to 5 to match Sawyer's original change.
- fKarmaModKillingVeryEvilActor increased from 2 o 30 to match Sawyer's orignal change. Both of these were either missed or omitted for a reason, but I don't remember what that reason was or if it even existed.
- Added Sawyer's change to K9000 Mentat Chow RoF increase (0.4 to 0.2), which was somehow missed.
- Increased Flamer Fuel requirement for the Fire Bomb recipe from 20 to 35. This is still much less than the ridiculous 175 in Sawyer's original mod. For comparison, an equivalent improvised explosive, the Tin Grenade, only requires 50 pistol powder.
- I'll start a full check of all the original changes to ensure that nothing is missed for the next version. I'm pretty sure we're down to the final few now, if any at all. I'll also look into having all changes optionally implemented as hard edits for future-proofing.
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Version 4.13
- Added a second Meals-to-Metal recipe which uses the metal butter knife variant.
- Fixed the caravan rematch dialogue. I think this was broken by a change in JIP, as I haven't touched it in years.
- Revisited the weight changes. New Weight option has been renamed to Full Aid Weight and defaults to off. The option now focuses mainly on adding weight to weightless aid items in a balanced and logical fashion. The default option contains JSawyer's original changes expanded to missed items, plus some extra logical changes, such as changing cutlery and surgical implements from 1 to 0.1 so that their crafting recipes are more usable with the lower carryweight. I'm taking the cue for this from the original mod's change to tin can weight.
- The Super Stimpak name change option now defaults to on.
- Removed the empty MCM option entry as I no longer plan on implementing this option.
- Included facegen files so that the bLoadFaceGenHeadEGTFiles=1 ini setting isn't required or this mod (contributed by miguick).
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Version 4.12
- Update necessary for modders only. Added an event which is dispatched following the completion of the startup scripts. The "PWBNVJSawyerStartupDone" event can be used by modders if they want their script to run immediately after JSawyer Ultimate has completed all its setup. You'll need to be quick to register an event handler, however, as the startup quest script uses the default 5 second delay. If you want to know whether the startup has already been run, check for one or more of the changes made in the startup scripts, such as changing the value of the gold bars, pre-war money, changing armour weights, etc.
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Version 4.11
- Reverted a change to companion carry weight which wasn't in the original mod. Companions will now carry 50 pounds LESS than in previous versions. I believe the original reason I made this change was because people were complaining about it, but it's in the original mod (just it was broken), so I'm including it for now. Unofficial Patch Plus has optionals to change this.
- Removed cutlery weight to the New Weight option, as it wasn't in the original mod.
- New Weight Option: Changed the weight of the fresh fruits and vegetables to be more in line with the produce added in New Vegas.
- New Weight Option: Removed change to Prickly Pear Fruit weight (was 0.07 -> 0.05). This change was originally made because the weight was odd compared to other items, but this is not within the scope of the mod.
- New Weight Option: Removed weight from Pre-War Money (was 0 -> 0.1).
- New Weight Option: Decreased weight of Surgical Tubing from 1 to 0.1.
- GRA Merged: Removed (GRA) tags from ammo. I probably won't be supporting this optional further, as Mojave Arsenal now has an option for integrating the GRA weapon mods. As such, I recommend you use that instead, as you get some additional loot options and comprehensive ammo recipe and naming standardisation along with it.
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Version 4.10
- Removed dependence on my old loot system that was dynamically shared between JSawyer Ultimate, Water Overhaul, and Mojave Arsenal. The new alternative reduces the universality of the loot replacement feature, but has no scripts running during gamemode and definitively solves any errant CTD issues. Loot is now only edited once using scripts when you toggle the stimpak variants option.
- Removed Stimpaks from Dead Money fridge food lists. As they were only included in half the lists, it appears this was an error in vanilla.
- Removed clean water from unclean healing item lists. Same as above.
- Removed Reilly's Rangers decals from the Lucky Battle Armor.
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Version 4.01
- Fixed a bug with the scale restriction for the damage multiplier MCM option.
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Version 4.00
- Removed changes to lockpick gamesettings.
- Removed rarity changes to animal meats.
- Slightly reduced the meat received from Bighorners. It is still slightly higher than most other animals on account of its size.
- Removed some rarity changes to vendor leveled lists, which were included by mistake.
- Added an option to the MCM to toggle the new weight changes. This supersedes the purist optional file.
- Incorporated the purist medicine effect changes into the base file.
- Added sliders to the MCM to control rarity of various aid items. By default, JSawyer's mod changed the rarity of chance-based food, and only food, to 20% of its original spawn chance. Previous version of JSawyer Ultimate applied this to all aid, but Version 4.00 only applies this to drinks and magazines by default. This supersedes the purist aid rarity optional file.
- Upped the version of JIP LN NVSE required to 55.45 (the most recent at time of writing), due to an important bugfix included in one of the recent versions which fixes a legacy CTD issue with this mod.
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Version 3.34
- Fixed a bug with the new YUP detection.
- (GRA Merged): Removed leading line on some weapon mods.
- (GRA Merged): Replaced naming script with one borrowed from Mojave Arsenal to prevent conflict with Universal Inventory Sorter. Do not use this optional with Mojave Arsenal—both do the same thing anyway.
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Version 3.33
- Fixed a bug that could cause dropped stimpaks to become expired.
- Tin Grenade recipe no longer requires Mad Bomber. (Missed change from the original JSawyer mod.)
- Re-enabled a workaround to allow health restoration from sleep in the off chance another mod breaks the functionality.
- Corrected an erroneous +5 offset to health.
- Changed the FOD restoration values for Gecko Steak and the newly added steaks using the vanilla convention.
- Added support for the transcontinental editions of YUP. Still waiting on a true English translation though.
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Version 3.32
- Removed some of the depreciated extra features, like sprint, and streamlined the MCM.
- Ran a check against the latest version of YUP. No changes required. You can all untwist your knickers now. Just FYI: I deliberately made this mod in a lightweight fashion so that it doesn't necessitate an update every time YUP is updated.
- More to follow.
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Version 3.31
- The YUPTTW patch will now be recognised, so a message will no longer be displayed saying that YUP is absent if you're using that version.
- (Hopefully) fixed an error being printed to the console when challenging an NPC to a caravan match.
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Version 3.30
- Minor behind-the-scenes changes to support the TTW patch.
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Version 3.29
- Loot in ash/goo piles can now be modified by the loot system shared across JSawyer Ultimate, Water Overhaul, and Mojave Arsenal. Ensure that you update all of them to their most recent versions.
- (I'll get around to proper updates soon, but I've been a bit rushed with finishing uni and starting work recently.)
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Version 3.28
- Set the FeralGhoulFaction to not track crime, matching all other creature factions and solving the Deraned Bright Follower karma issue for good (karma rewards are only given if the killed creature belongs to a faction with the flag checked)..
- Set the Intended Health option to enabled by default.
- Changed the damage multiplier option to allow 2 decimal places.
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Version 3.27
- Fixed DT for Follower's Lab Coat, Reinforced.
- Updated to reflect changes in version 11.1 of YUP.
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Version 3.26
- Fixed incorrectly assigned stats for Bounty Hunter Duster. Its weight is now 8 as originally intended.
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Version 3.25
- Increased the rarity of animal meats. The availability of these (and their steaks) were probably the largest contributor to the abundance of food in the game. 'Guaranteed' meats are unaffected, so animals still commonly drop meat, just less of it.
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Version 3.24
- Fixed the infamous dead actor clothing visual bug... for good.
- My loot editing system now communicates between JSawyer Ultimate, Mojave Arsenal, and Water Overhaul to reduce script load when any combination of these mods are used.
- I've established a hierarchy for the "Safe Cell" lists in my mods, so you now only need to edit one if you use any combination of them. The order of precedence is: JSawyer Ultimate, Mojave Arsenal, Water Overhaul (the lower ones are greyed-out).
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Version 3.23
- Fixed Chinese Stealth Armor weight.
- Decreased .45 Auto Submachinegun weight from 11 to 6.
- Decreased Silenced .22 Submachinegun weight from 8 to 6.
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Version 3.22
- Upped JIP LN NVSE requirement to 49.00 to ensure you have the fixed karma functions (the separate plugins are no longer necessary).
- Removed my version of YUP's VATS shotgun fix, as YUP now uses a simpler fix for this.
- Added a reward of 5XP for the lowest NPC tier. This tier awarded no XP in vanilla, but went unused. However, this mod restored it as part of balancing the tier distributions, leading some people to think that it was a 'bug' that weak NPCs didn't award XP.
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Version 3.21
- Re-added the MCM option for weightless ammo.
- Minor change to how expired stimpaks are distributed.
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Version 3.20
- Decreased Gecko Kebab weight from 0.8 to 0.4 (as the recipe makes 2).
- Removed Sillenced .22 weapons from raider weapon lists.
- Removed headgear fixes (moved to UP+).
- Removed Friend of the Night hotkey (moved to UP+).
- Decreased Gecko Steak HP and FOD restoration from +2(15)s and -75 to +2(10)s and -35 (in vanilla it was the most potent, easiest to craft, and had the most common meat of all the steaks).
- Merged some changes from the purist module to the base mod (RE: Marksman Carbine, and Sierra Madre Complimentary Voucher).
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Version 3.12
- Removed changes to medicine and food scaling.
- Updated healing for expired and homemade stimpaks.
- Increased Mantis Foreleg weight from 0 to 0.5.
- Decreased Grilled Mantis weight from 1 to 0.4.
- Minor fixes.
- Added Purist optional module.
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Version 3.11
- Added Commando Armor to In Shining Armor perk armor list.
- Replaced Healing Powder's PER effect with Herbal Sickness.
- Replaced Healing Poultice's AGL effect with Dizziness.
- Removed addiction chance from Rum & Nuka.
- Decreased Irr. Gecko Steak value from 4 to 2.
- Increased Giant Rat Steak value from 0 to 4.
- Decreased Roughin' It Bedroll Kit value from 5775 to 300 - it was literally worth more than it's weight in gold.
- Correct messages for Never Axed for This challenge, so they display as message boxes instead of corner messages.
- Removed unnecessary change to GSChemistrySetMsg.
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Version 3.10
- Some behind-the-scenes changes now that Lutana functions are back in play again, thanks to JIP LN NVSE (which is required).
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Version 3.05
- Removed 25mm APW additions to raider weapon lists.
- Added 5.56mm Pistol to prospector and mercenary weapon lists.
- Added empty jet inhaler clutter to town drug lists.
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Version 3.04
- Fixed some of the startup script not running when intended due to a broken function.
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Version 3.03
- Fixed a visual bug which sometimes caused dead actors to still be wearing removed apparel.
- Changed the default setting of the XP option in the MCM to the vanilla setting.
- Halved action point regen rate as an attempt to balance VATS and make AP restoring items and abilities more useful.
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Version 3.02
- Updated to reflect changes in version 10.8 of YUP.
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Version 3.01
- Removed the broken BSA file - the files are now loose instead.
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- Donations
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Straight donations accepted
Introduction
To me, Josh Sawyer's mod was always seemed like how the game should have been from the start. Of all my many playthroughs of New Vegas (and believe me, there's been a lot), for some reason I always remember my minimalist, vanilla-esque JSawyer runs as the most fun.
For those not familiar, jsawyer.esp was a mod made by Joshua Sawyer - the lead designer and director for Fallout: New Vegas. It is a difficulty and rebalance mod that maintains much of the vanilla vision, whilst still managing to feel new.
However, it has to be said that the mod might be considered quite crude by present modding standards. There are several errors, numerous inconsistencies, and patching it to work alongside most other popular mods is a nightmare.
That's where JSawyer Ultimate comes in. This mod is a completely reconstructed version of Sawyer's mod, made from the ground up. I've tweaked the odd inconsistencies, expanded the compatibility, and even covered some additional balance issues which were missed - all whilst trying to maintain the fine-tuned spirit of the original.
Enjoy,
PushTheWinButton
Description
This mod is a complete, from-scratch remake of the original JSawyer mod. It stays as true as possible to the source material, but cleans up inconsistencies and errors there were, whilst generally refining things and improving compatibility. Examples of errors in the original include:
- Message and loading screen text didn't reflect some changes to perks.
- The stats of some items had not been modified whilst similar items had been
- Some unintentional or ineffective changes were included.
Changes and new additions were only made if I thought that they could be justified from a balance perspective, and if they stayed true to my perceived intentions of the original. A comprehensive changelog is available on the Docs tab of this modpage, which lists every change made by JSawyer Ultimate.
To prevent this description being overly long, I won't completely list the changes and features here. Instead, here is a quick run-down of some of the most notable new features.
Several of the original mod's changes are now implemented by scripts. This means that there will be less compatibility issues, less need for patches, and some features can even be made optional. Moreover, this mod will also cover content added by other mods as much as is reasonably possible. One such feature is that JSawyer Ultimate will automatically adjust stats of mod-added armour so they're not out of place next to Sawyer's tweaks.
For all record edits, any appropriate fixes from Yukichigai Unofficial Patch and Unofficial Patch NVSE Plus are included. If a change present in the original JSawyer mod has since been incorporated into YUP, it was omitted from JSawyer Ultimate to prevent unnecessary duplicate edits. Both YUP and UPNVSEP are highly recommended companion mods for JSawyer Ultimate.
This mod can be safely installed and uninstalled on any save - it will not cause a crash or leave any serious permanent side effects.
Fallout New Vegas contains many leftovers of features that could not be implemented due to the game's short development cycle, but these give us a glimpse of what could have been. JSawyer Ultimate restores a handful of these features listed below, which are intended to compliment the large-scale restorations of a mod like Uncut Wasteland. Credit for these restorations and features goes to the original authors for their ideas.
- 22LR Varmint Rifle - Restoration
- Better Armed Bright Followers
- Lonesome Road - Scorched Sierra Power Helmet
JSawyer Ultimate is compatible with all of someguy2000's quest mods out-of-the-box. In addition, some of the overpowered items from said mods will be tweaked so that they're not as powerful, but still worthwhile rewards.
Recommended Mods
Better Character Creation
Essential DLC Enhancements Merged
Essential Vanilla Enhancements Merged
Faction Wasteland Presence Improved Edition
Improved LOD Noise Texture
Landscape Disposition Fix
Lonesome Road Duster from Concept Art
Lucky 38 Suite Upgrade Terminal Tweak
Mojave Arsenal
Mojave Raiders
Mojave Wildlife
Night Sky Tweaks
Pre-Release Restored
Simple DLC Delay
Snowglobe Tweaks Fix
Ultra-Luxe Fountain Expanded
Uncut Wasteland
Unofficial Patch NVSE Plus
Vanilla UI Plus
Vikki and Vance Improvements
Water Overhaul
Windows of the Mojave
Worn-Out Scope Crosshairs
Yukichigai Unofficial Patch
Installation
JSawyer Ultimate does not require the original JSawyer mod. JSawyer Ultimate was built from the ground up using the original as inspiration, and is entirely separate.
That said, the following are required:
- ALL Official DLC - including Courier's stash;
- xNVSE (optional);
- JIP LN NVSE Plugin (optional).
If xNVSE or JIP LN NVSE Plugin are not installed, the mod will still function, but all customisation and some miscellaneous scripted features will be disabled, none of which will greatly affect gameplay.
Unlike the original, JSawyer Ultimate does not integrate the Gun Runners' Arsenal official DLC. This was done so that you may use a different mod to handle GRA, of which there are several, each catering to different preferences. I recommend installing Mojave Arsenal, as this has the option to fully integrate GRA and contains other vanilla-friendly quality-of-life changes relating to ammo and weapons.
If you have already exceeded the new default level cap of 35, you can use my Complete Respec mod to re-level your character to the correct level if you wish.
Load Order
Generally, JSawyer Ultimate should be as low down as possible in your load order, definitely after YUP and YUP's NPC fixes (relevant fixes from all these mods are included).
It's always a good idea to check for conflicts with FNVEdit, too.
Customisation
JSawyer Ultimate includes an INI file with several options to customise your experience, but comes pre-configured for a balance that stays true to the original mod. Instructions for these options are included in the INI file itself. The INI file can be found in the config folder.
Compatibility
Patches can be found at: JSawyer Ultimate Edition Patches and JSawyer Ultimate Edition TTW Patch.
JSawyer Ultimate edits a lot of game records, but you can ensure that it always wins conflicts by placing it low down in your load order.
Better yet, this mod already includes the necessary Bash tags so that you can load the relevant changes into your automatic Bashed patch using Wyre Bash. This is a very useful tool, and I recommend learning and using it if you are an experienced mod user, as it is significantly more time efficient than making manual merged patches and can automatically resolve conflicts between many mods.
Uninstallation
This mod can be uninstalled at any point. The only major permanent change made by JSawyer Ultimate is to enable you to use power armour without training. If you do not have the Power Armour Training perk, you can reset this by typing SetPCCanUsePowerArmor 0 into the console after you uninstall. In addition, if you have the Scrounger perk and have used the ammo rarity option in the INI, you will need to reset the rarity of Scrounger ammo manually by typing set ScroungerOdds to 25 in the console.
Acknowledgements
- Thanks to Joshua Sawyer for directing an amazing game and creating the fantastic original mod on which this is based, and for putting the effort in to work on New Vegas again in his own time.
- The Script Extender Team;
- jazzisparis for their JIP LN NVSE Plugin;
- miguick for some great scripted fixes and suggestions;
- Yukichigai for YUP and many other great mods;
- darthbdaman for JSawyer - Compatibility Edition.
My Mods
I spend a lot of time creating and supporting my mods, so any donations are gratefully received.