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JSawyer Utlimate Edition: Comprehensive Changelog
by PushTheWinButton
(https://forums.nexusmods.com/index.php?/user/13822205-pushthewinbutton/)
____________________________________________________________________________________________________

Key:
* Indicates a change made by the original JSawyer mod that has been replicated exactly, but possibly with the addition of fixes from YUP.
(*) Indicates a change from the original JSawyer mod that has been altered, overwritten, or omitted in some way.
[*] Indicates a new change made by JSawyer Ultimate.

Abbreviations:
YUP = Yukichigai Unofficial Patch, a large compilation of bug fixes for almost all aspects of the game, created by Yukichigai and currently maintained by sandbox
UPNVSEP = Unofficial Patch NVSE Plus, a compilation of supplementary bug fixes, created and maintained by miguick, PushTheWinButton, and TrueVoidwalker
TTW = Tale of Two Wastelands, a mod that makes the entirety of Fallout 3 playable in the New Vegas game engine
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[==========[AID]==========]

NOTE: For consistency, JSawyer Ultimate marks all drink items as food. Previously, the game used the flag for some drinks but not others across the soda and alcohol range. This flag simply makes the items scale with Survival skill. This only really affects Sunset Sarsaparilla and Nuka Cola Variants.

* Added "Expired" and "Homemade" stimpak variants to replace Stimpaks found in common loot and crafted, respectively.
* Absinthe: changed +20 H2O to -10 H2O.
* Atomic Cocktail: changed +30 H2O to -10 H2O.
* Auto-Inject Stimpak: decreased HP restoration from +30 to +20.
* Battle Brew: changed +35 H2O to -15 H2O; carried forward YUP fixes.
* Beer: changed +20 H2O to -10 H2O.
* Black Blood Sausage: decreased value from 350 to 15; marked as food item; added -100 FOD; carried forward YUP fixes.
* Black Coffee: changed +5 H2O with -5 H2O.
* Blood Sausage: decreased value from 350 to 15; marked as food item; added -50 FOD; reduced HP restoration from +5(20s) to +2(20s).
* Bubblegum: decreased weight from 1 to 0.1; carried forward YUP fixes.
* Coyote Steak: decreased weight from 1 to 0.8; carried forward YUP fixes.
* Dirty Water: changed HP restoration from 2(5s) to 1(10s); carried forward YUP fixes.
* Dixon's Whiskey: changed +25 H2O to -10 H2O.
* Doctor's Bag: decreased limb restoration in hardcore mode by appoximately half.
* Dog Steak: decreased weight from 1 to 0.8.
* Gecko Steak: decreased weight from 1 to 0.8.
* Gum Drops: decreased weight from 1 to 0.25.
* Ice Cold Nuka Cola: changed +10 H2O to -25 H2O.
* Irradiated Beer: changed +20 H2O to -10 H2O; carried forward YUP fixes.
* Irradiated Scotch: changed +25 H2O to -10 H2O.
* Irradiated Whiskey: changed +25 H2O to -10 H2O; carried forward YUP fixes.
* Jack Juice: changed +25 H2O to -10 H2O.
* Large Wasteland Tequila: changed +25 H2O to -15 H2O; carried forward YUP fixes.
* Nuka Cola: changed +10 H2O to -25 H2O.
* Nuka Cola Quantum: changed +10 H2O to -25 H2O; carried forward YUP fixes.
* Nuka Cola Quartz: changed +10 H2O to -25 H2O; carried forward YUP fixes.
* Nuka Cola Victory: changed +10 H2O to -25 H2O; carried forward YUP fixes.
* Purified Water: changed HP restoration from +2(5s) to +1(10s); carried forward YUP fixes.
* RadAway: decreased RADS restoration from -50 to -25; carried forward YUP fixes.
* Roughin' It! Bedroll Kit: decreaed weight from 15 to 10.
* Rushing Water: decreased attack speed monus from +50% to +20%.
* Scotch: changed +25 H2O to -10 H2O.
* Sierra Madre Martini: decreased HP bonus from 75 to 40; carried forward YUP fixes.
* Stimpak: added 0.25 weight; decreased HP restoration from 5(6s) to 4(5s).
* Sunset Sarsaparilla: changed +5 H2O to -25 H2O; carried forward YUP fixes.
* Super Stimpak: added 0.5 weight; decreased HP restoration from +60 to +30; carried forward YUP fixes.
* Thick Red Paste: decreased value from 250 to 10; marked as food item; added -80 FOD; carried forward YUP fixes.
* Thin Red Paste: decreased value from 125 to 5; marked as food item; added -40 FOD; carried forward YUP fixes.
* Vodka: changed +25 H2O to -10 H2O.
* Wasteland Tequila: changed +15 H2O to -10 H2O; carried forward YUP fixes.
* Whiskey: changed +25 H2O to -10 H2O.
* Wine: changed +15 H2O to -15 H2O.

(*) Omitted Sawyer's change to Ghost People Flesh weight (0 to 1), as this item is not playable.
(*) Replaced all -1 STR and -1 END effects on food with "Raw" and "Spoiled" effects, which are negated by the Lead Belly perk. (These effects are more descriptive of what the effects are intended to represent, and cirumvent a vanilla issue that caused negative effects to scale with Survival skill.)
(*) Auto-Inject Super Stimpak: decreased HP restoration from +54 to +27. (JSawyer Ultimate decreases the healing to +27 as opposed to +30 in Sawyer's mod to preserve the vanilla 10% reduction compared to the normal Super Stimpak. This reflects the fact that this item does not have Stimpak Sickness; Sawyer overlooked this and made the Super Stimpak variants have the same healing.)
(*) Irr. Sunset Sars.: changed +5 H2O to -25 H2O; carried forward YUP fixes (Sawyer's original change was to -10 H2O, but this didn't match normal Sunset Sarsaparilla.)
(*) Lakelurk Meat: omitted Sawyer's addition of -1 STR when raw, as it was not present on the item previously (probably to represent that fish is safer to eat raw).
(*) Mole Rat Wonder Meat: omitted -1 STR (Raw). (This should probably be considered a cooked meat, and is only present in TTW regardless.)
(*) Nuka Cola: decreased HP restoration from +2(25s) to +1(8s). (Sawyer's original change was to +1(13s), but the new value reflects the fact that this item now scales with Survival skill.)
(*) Rum & Nuka: omitted Sawyer's removal of H2O effect. (All other drinks have H2O effects, even alcohol, so it is unknown why he removed it from this one.)
(*) Stimpak, Expired: decreased value from 50 to 35; increased HP restoration from 2(4s) to 2(5s). (The new value is more reflective of their potency. The change in healing allows the vanilla convention for Fast Metabolism to be adhered to, where the magnitude rather than duration increases. It also makes these items slightly less useless.)
(*) Stimpak, Homemade: replaced -1 PER with "Herbal Sickness" effect. (Circumvents a vanilla issue where the negative effect would scale with Medicine skill.)
(*) Sunset Sarsaparilla: decreased HP restoration from +2(25s) to +1(8s). (Sawyer's original change was to +1(13s), but the new value reflects the fact that this item now scales with Survival skill.)

[*] Added Armor Repair kits, which repair your equipped armor similar to a weapon repair kit. (Optional)
[*] Added Ice Cold Sunset Sarsaparilla, which restores additional health and can be obtained from the vending machine in the Lucky 38 Suite as in Fallout 3 (optional).
[*] Auto-Inject Stimpak: increased weight from 0.2 to 0.25. (To match Sawyer's change to Stimpak weight).
[*] Auto-Inject Super Stimpak: increased weight from 0.2 to 0.5. (To match Sawyer's change to Super Stimpak weight.)
[*] Bighorner Steak: decreased -75 FOD to -50 FOD.
[*] Black Blood Sausage: decreased HP restoration from +10(20s) to +4(20s); fixed a vanilla and YUP bug that could cause the HP buff to kill you when it wears off, and the HP buff now displays separately to HP restoration. (The new effect magnitude reflects that it is now food and scales with Survival.)
[*] Black Coffee: changed drinking sound from 'soda' to 'glass'. (More appropriate to the item.)
[*] Bloatfly Meat: replaced icon with a previously unused bloatfly meat icon.
[*] Blood Sausage: fixed a vanilla and YUP bug that could cause the HP buff to kill you when it wears off, and the HP buff now displays separately to HP restoration.
[*] Crunchy Mutfruit: decreased weight from 1 to 0.5.
[*] Cave Fungus: decreased radiation restoration from -10 to -5; decreased value from 50 to 5. (Change to radiation restoration prevents Cave Fungus devaluing RadAway, due to the decreases effect on RadAway; value change is an economy preserving measure, due to the large quantities available in Zion Canyon.)
[*] Daturana: decreased limb restoration from +200 to +40. (To more closely match changes to Doctor's Bag limb restoration.)
[*] Fire Ant Fricassee: weight reduced from 1 to 0.8 (To match Sawyer's change to prepared meats.)
[*] Fresh Apple: decreased weight from 1 to 0.5. (The changes to Fallout 3's produce weights are meant to better match New Vegas's harvestable produce.)
[*] Fresh Carrot: decreased weight from 1 to 0.25.
[*] Fresh Pear: decreased weight from 1 to 0.5.
[*] Fresh Potato: decreased weight from 1 to 0.5.
[*] Gecko Meat: decreased FOD restoration from -75 to -35.
[*] Gecko Steak: decreased HP restoration from 2(15s) to 2(10s); decreased FOD restoration from -75 to -35.
[*] Grilled Mantis: weight reduced from 1 to 0.8 (To match Sawyer's change to prepared meats.)
[*] Healing Poultice: replaced -1 AGL with "Dizziness" effect; decreased HP restoration from +5(18s) to +2(18s); decreased limb restoration from 250 to 50. (The Dizziness effect circumvents a vanilla issue where the negative effect would scale with Medicine skill. The vanilla health restoration made this one of the best healing items in the game—far better than Stimpaks—despite it being craftable with only 20 Survival and common ingredients. The reduced limb restoration brings this item more in line with Sawyer's changes to Doctor's Bags)
[*] Healing Powder: replaced -1 PER with "Herbal Sickness" effect. (Circumvents a vanilla issue where the negative effect would scale with Medicine skill.)
[*] Hydra: decreased limb restoration from +10(60s) to +2(60s).
[*] Ice Cold Nuka Cola: marked as food item; decreased HP restoration from +4(20s) to +2(8s).
[*] Irr. Banana Yucca: decreased weight from 1 to 0.5. (To match unirradiated version.)
[*] Irr. Barrel Cactus: decreased weight from 1 to 0.2. (To match unirradiated version.)
[*] Irr. Crunchy Mutfruit: decreased weight from 1 to 0.5.
[*] Irr. Gecko Meat: decreased -50 FOD to -35 FOD.
[*] Irradiated Mutfruit: decreased weight from 1 to 0.5.
[*] Irradiated Potato: decreased weight from 1 to 0.5.
[*] Mutant Cave Fungus: decreased value from 50 to 5. (Economy preserving measure, similar to Cave Fungus.)
[*] Mutfruit: decreased weight from 1 to 0.5.
[*] Nuka Cola: marked as food item.
[*] Nuka Cola Quantum: marked as food item.
[*] Nuka Cola Quartz: decreased HP restoration from 3(20s) to 1(20s).
[*] Nuka Cola Victory: decreased HP restoration from 3(20s) to 1(20s).
[*] Roughin' It! Bedroll Kit: decreased value from 5775 to 775. (To match the dummy misc item when it is initially picked up; also stops it being worth more than literal gold.)
[*] Rum & Nuka: changed +15 H2O to -15 H2O; marked as food item; carried forward YUP fixes.
[*] Rushing Water: marked as food item; changed HP restoration from +2(5s) to +1(10s). (To match Sawyer's changes to water.)
[*] Sunset Sarsaparilla: marked as food item.
[*] Super Stimpak: decreased Stimpak Sickness duration from 120 to 30 seconds. (An oversight in vanilla meant that there was a duration mismatch between the scripted effect on the stimpak and the actor effect that it applied.)
[*] Thick Red Paste: decreased HP restoration from +4(30s) to +2(30s); fixed a vanilla and YUP bug that could cause the HP buff to kill you when it wears off, and the HP buff now displays separately to HP restoration. (Reflects that it is now food and scales with Survival.)
[*] Thin Red Paste: decreased HP restoration fro +2(30s) to +1(30s); fixed a vanilla and YUP bug that could cause the HP buff to kill you when it wears off, and the HP buff now displays separately to HP restoration. (Reflects that it is now food and scales with Survival.)
[*] Turbo: renamed effect from "TurboEffect" to "Slow Motion", and made the name visible in-game.
[*] Weapon Binding Ritual: decreased limb restoration from 150 to 100. (To match other limb restoration effects. Unlike others, this item has no associated skill so its effect is higher to compensate.)
____________________________________________________________________________________________________

[==========[APPAREL]==========]

All Sawyer's original changes have been implemented, along with any bug fixes from YUP.
Many items that were clearly overlooked by Sawyer have been edited to be consistent with changes to similar edited items, e.g. consistency across all Leather Armor variants. Furthermore, a large number of items had had their DT, DR, health, and/or value adjusted to be more consistent with Sawyer's changes to other armour items and to remove inconsitencies between vanilla items in general. Any decision regarding an item's stats is made by comparing similar items, with careful consideration given to the intent behind Sawyer's changes.
Sawyer's mod added unique effects to Merc and Raider armours to allow players to select outfits that complimented their character's skills. This concept has been widely expanded to add many new and balanced effects to more items, including almost all factions in the game. This should greatly expand your roleplaying options when it comes to armour choice.
Sawyer added the "Has Backpack" flag to several non-power armours that had minor clipping issues with the default idle animation. The flag makes the armour use a different idle, normally used for power armours, in which the character stands with their arms further from their sides to prevent clipping. This change can now be disabled in JSawyer Ultimate's INI file if wanted.
NOTE 1: JSawyer Ultimate modifies many unplayable versions of armour to be consistent with Sawyer's changes to their playable counterparts. These changes are not recorded below, unless the unplayable item is unique (e.g. Boone's armours).
NOTE 2: Furthermore, some items are listed below that are not present in New Vegas at all, and are leftover in the game files from Fallout 3. These items have still been modified to be consistent with Sawyer's changes for users that use TTW or other mods which add them into the New Vegas gameworld.
NOTE 3: Sawyer's makes it so that power armour does not require the Power Armor Training perk to be worn, but instead the perk grants a carryweight bonus of half the worn armour's weight. This change remains, but has been altered slightly so that the implementation method is more universal, and applies to any mod-added power armour. As a side effect of this, a compromise has been made with the carryweight bonus: it is now a flat +20 for all power armour, and not half the armour's weight as previously. In practice, the difference is negligible, as almost every power armour in Fallout New Vegas and Fallout 3 (if TTW is used) weighs either 40 or 45, meaning the difference in the bonus from Sawyer's mod is at most 2 lbs. The entire power armour feature can also be disabled in favour of the vanilla system using JSawyer Ultimate's customisation options.

* 1st Recon Assault/Survival Armor (non-playable, Boone): set to medium armor; added 8 DR.
* Advanced Riot Gear: decreased weight from 25 to 17; added 13 DR; (optional) added "Has Backpack" flag.
* All-Purpose Science Suit: increased weight from 2 to 6.
* Apocolypse Gladiator Armor: increased value from 460 to 4000; decreased weight from 30 to 22; added 17 DR; changed audio template from medium to heavy; changed effect (-1 AGL to -10 Sneak).
* Apololypse Gladiator Helmet: increased value from 70 to 700.
* Armor of the 87th Tribe: decreased weight from 35 to 25; added 18 DR.
* Armored Vault 13 Jumpsuit: increased value from 70 to 300; increased health from 100 to 250; decreased weight from 15 to 8; changed repair list from Combat Armor to Vault Suit.
* Armored Vault 21 Jumpsuit: increased value from 180 to 2000; increased health from 100 to 200; decreased weight from 15 to 8; increased DT from 8 to 12; added effect (+1 LCK).
* Assassin Suit: decreased weight from 20 to 9.
* Boogeyman's Hood; increased value from 110 to 250; added effect (+15 Rad Res).
* Brotherhood T-45d Power Armor: added 25 DR; changed audio template from heavy to power; (optional) added "Has Backpack" flag; carried forward YUP fixes.
* Brotherhood T-51b Power Armor: added 30 DR; changed audio template from heavy to power; (optional) added "Has Backpack" flag.
* Chinese Stealth Armor: decreased weight from 20 to 7; added effect (+ 25 Sneak); carried forward YUP fixes.
* Christine's COS Recon Armor: increased weight from 20 to 18; added 12 DR; effect changed (+5 Sneak to +20 Sneak).
* Combat Armor: decreased weight from 25 to 12; added 8 DR; changed audio template from heavy to medium.
* Combat Armor, Black: decreased weight from 25 to 12; added 8 DR; carried forward YUP fixes.
* Combat Armor, Reinforced: decreased weight from 25 to 14; added 11 DR.
* Combat Armor, Reinforced Mark 2: decreased weight from 25 to 14; added 12 DR; carried forward YUP fixes.
* Commando Armor (new): added this item—a variant of Reinforced Metal Armor with better sneak capabilities (+20 Sneak).
* Composite Recon Armor: increased value from 180 to 9000; decreased health from 600 to 350; decreased weight from 20 to 11; added 11 DR; increased DT from 17 to 18; changed audio template from medium to plastic.
* Composite Recon Helmet: increased value from 40 to 650; decreased health from 70 to 30; decreased weight from 3 to 1.5; decreased DT from 4 to 2; removed sun guard effect.
* Desert Ranger Combat Armor: decreased weight from 30 to 19; added 13 DR; (optional) added "Has Backpack" flag.
* Elite Riot Gear: decreased weight from 23 to 16; added 14 DR; (optional) added "Has Backpack" flag.
* Followers Lab Coat, Reinforced: added "Reinforced" to item name; increased value from 16 to 1000; increased DT from 0 to 8.
* Gannon Family Tesla Armor: added 25 DR; changed audio template from heavy to power; carried forward YUP fixes
* Gecko-Backed Leather Armor: decreased weight from 15 to 9; changed audio template from light to medium; carried forward YUP fixes.
* Gecko-Backed Leather Armor, Reinforced: decreased weight from 18 to 9.5; carried forward YUP fixes.
* Gecko-Backed Metal Armor: decreased weight from 33 to 23; added 13 DR; effect changed (-1 AGL to -10 Sneak); carried forward YUP fixes.
* Gecko-Backed Metal Armor: decreased weight from 35 to 23; added 15 DR; effect changed (-1 AGL to -10 Sneak); carried forward YUP fixes.
* Hand-Me-Down Raider Armor: increased value from 180 to 1200; decreased health from 100 to 75; decreased weight from 15 to 7.5; decreased DT from 10 to 8; added effect (+15 HP, +10 Melee).
* Hazmat Suit: decreased weight from 18 to 8; carried forward YUP fixes.
* Highway Scar Armor: increased value from 180 to 1200; decreased health from 100 to 75; decreased weight from 15 to 7.5; decreased DT from 10 to 8; added effect (+20 Fire Res, +10 Explosives).
* Leather Armor: decreased weight from 15 to 9; changed audio template from light to medium; carried forward YUP fixes.
* Leather Armor, Reinforced: decreased weight from 15 to 9.
* Legion Centurion Armor: decreased weight from 35 to 17.
* Legion Explorer Armor: decreased weight from 10 to 7.
* Legion Praetorian Armor: decreased weight from 12 to 9.
* Legion Prime Armor: decreased weight from 15 to 9.
* Legion Recruit Armor: decreased weight from 12 to 8.
* Legion Veteran Armor: decreased weight from 16 to 10.
* Legion Vexillarius Armor: decreased weight from 26 to 12; added 7 DR.
* Lightweight Leather Armor: increased value from 160 to 200; decreased weight from 10 to 5; decreased DT from 8 to 6; changed audio template from light to medium; added effect (+10 Sneak).
* Lightweight Metal Armor: increased value from 460 to 1500; decreased health from 500 to 200; decreased weight from 20 to 15; added 10 DR.
* Lobotomite Jumpsuit: decreased weight from 10 to 5; carried forward YUP fixes.
* Lucky Battle Armor: increased value from 430 to 12000; decreased health from 1100 to 400; decreased weight from 27 to 12; decreased DT from 20 to 18; added 12 DR.
* Marked Patrol Armor: decreased weight from 22 to 12; added 5 DR.
* Marked Scout Armor: decreased weight from 15 to 7.
* Marked Tribal Armor: decreased weight from 26 to 12; added 4 DR.
* Marked Trooper Armor: decreased weight from 20 to 12; added 3 DR.
* Merc Adventurer Outfit: increased DT from 1 to 4; added effect (+5 Science, +10 Energy Weapons).
* Merc Adventurer Outfit, Reinforced: increased value from 50 to 1200; increased DT from 3 to 8; added effect (+5 Science, +10 Energy Weapons).
* Merc Charmer Outfit: increased DT from 1 to 4; added effect (+5 Speech, +5 Barter, +5 Medicine).
* Merc Charmer Outfit, Reinforced: increased value from 50 to 1200; increased DT from 3 to 8; added effect (+5 Speech, +5 Barter, +5 Medicine).
* Merc Cruiser Outfit: increased DT from 1 to 4; added effect (+5 Sneak, +10 Melee).
* Merc Cruiser Outfit, Reinforced: increased value from 50 to 1200; increased DT from 3 to 8; added effect (+5 Sneak, +10 Melee).
* Merc Grunt Outfit: increased DT from 1 to 4; added effect (+5 Repair, +10 Guns).
* Merc Grunt Outfit, Reinforced: increased value from 50 to 1200; increased DT from 3 to 8; added effect (+5 Repair, +10 Guns).
* Merc Troublemaker Outfit: increased DT from 1 to 4; added effect (+5 Lockpick, +10 Explosives).
* Merc Troublemaker Outfit, Reinforced: increased value from 50 to 1200; increased DT from 3 to 8; added effect (+5 Lockpick, +10 Explosives).
* Merc Veteran Outfit: increased DT from 1 to 4; added effect (+5 Survival, +10 Unarmed).
* Merc Veteran Outfit, Reinforced: increased value from 50 to 1200; increased DT from 3 to 8; added effect (+5 Survival, +10 Unarmed).
* Metal Armor: increased health from 100 to 200; decreased weight from 30 to 20; added 10 DR; replaced effect (-1 AGL changed to -10 Sneak).
* Metal Armor, Reinforced: decreased weight from 30 to 20; added 12 DR; replaced effect (-1 AGL changed to -10 Sneak).
* NCR Bandoleer Armor: decreased weight from 26 to 17; added 5 DR.
* NCR Face Wrap Armor: decreased weight from 26 to 17; added 5 DR.
* NCR Mantle Armor: decreased weight from 26 to 17; added 5 DR.
* NCR Military Police Armor: decreased weight from 26 to 17; added 5 DR.
* NCR Ranger Combat Armor: decreased weight from 30 to 19; added 12 DR; (optional) added "Has Backpack" flag; carried forward YUP fixes.
* NCR Ranger Patrol Armor: decreased weight from 25 to 12; added 8 DR; (optional) added "Has Backpack" flag.
* NCR Salvaged Power Armor: decreased weight from 40 to 20; added 20 DR; changed effect (-2 AGL to -10 Sneak).
* NCR Trooper Armor: decreased weight from 26 to 17; added 5 DR.
* Pyro Helmet: increased value from 20 to 250; increased health from 15 to 100; added effect (+10 Explosives).
* Raider Arclight Helmet: increased health from 15 to 50; added effect (+10 Fire Res).
* Raider Badlands Armor: decreased health from 100 to 75; decreased weight from 15 to 7.5; added effect (+10 AP).
* Raider Blastmaster Armor: decreased health from 100 to 75; decreased weight from 15 to 7.5; added effect (+20 Fire Res).
* Raider Blastmaster Helmet: increased health from 15 to 50; added effect (+10 Explosives).
* Raider Painspike Armor: decreased health from 100 to 75; decreased weight from 15 to 7.5; added effect (+3 Crit Chance).
* Raider Psycho-Tic Helmet: increased health from 15 to 50; added effect (+5 AP); carried forward YUP fixes.
* Raider Sadist Armor: decreased health from 100 to 75; decreased weight from 15 to 7.5; added effect (+15 HP).
* Raider Wasteland Helmet: increased health from 15 to 50; added effect (+10 Rad Res).
* Recon Armor: decreased weight from 20 to 18; added 10 DR; changed effecr (+5 Sneak to +15 Sneak).
* Recon Armor Helmet: increased value from 40 to 400; increased health from 40 to 50.
* Remnants Power Armor: added 35 DR; carried forward YUP fixes.
* Remnants Tesla Armor: added 35 DR; carried forward YUP fixes
* Riot Gear: decreased weight from 30 to 19.5; added 12 DR; (optional) added "Has Backpack" flag.
* Road Rascal Leather Armor: increased value from 160 to 2500; increased health from 150 to 300; decreased weight from 15 to 9; decreased DT from 14 to 10.
* Scorched Sierra Power Armor: added 20 DR; changed audio template from heavy to power.
* Sharp-Dressed Raider Armor: increased value from 180 to 1200; decreased health from 100 to 75; decreased weight from 15 to 7.5; added effect (+3 Crit Chance, +10 Guns).
* Shellshocked Combat Armor: increased value from 390 to 8000; decreased weight from 25 to 12; added 12 DR; decreased DT from 22 to 18.
* Shellshocked Combat Helmet: increased health from 50 to 1000.
* Sierra Madre Armor: decreased weight from 15 to 8.
* Sierra Madre Armor, Reinforced: decreased weight from 17 to 9.5; carried forward YUP fixes.
* Stealth Suit Mark II: decreased weight from 25 to 17; added 9 DR.
* T-45d Power Armor: added 25 DR; changed audio template from heavy to power.
* T-51b Power Armor: added 30 DR.
* The Devil's Pigtails: increased value from 20 to 250; increased health from 15 to 100; added effect (+8 AP).
* Tribal Raiding Armor: increased value from 180 to 275; increased health from 100 to 150; decreased weight from 15 to 8; increased DT from 4 to 6; added effect (+20 Poison Res, +5 Survival).
* US Army Combat Armor: decreased weight from 25 to 16; added 15 DR.
* Van Graff Combat Armor: decreased weight from 25 to 12; added 8 DR; carried forward YUP fixes.
* Vault 34 Security Armor: decreased weight from 15 to 9.5.
* Wanderer's Leather Armor: increased value from 160 to 1900; increased health from 150 to 250; decreased weight from 15 to 8.5; decreased DT from 12 to 9;l changed effect (+10 Guns to +5 Guns, +10 Survival).

(*) Omitted Sawyer's fixes to Riot Gear (normal, Advanced, and Elite) helmets as these (and some additional fixes) are now included in YUP.
(*) Omitted the removal of Reilly's Rangers decals from Lucky Battle Armor. (This changed the colour of the chest plate to that of normal Combat Armor, which didn't match the rest of the armour's colour. Also, it is plausible that an original suit of Reilly's Ranger armour could have made it to the Mojave by a trade caravan or previous squad member, etc.)
(*) Omitted the addition of the "Has Backpack" flag to Lucky Battle Armor. (It was the only suit of combat armour that was given this flag, and this was probably a result of it being misidentified because of the previous name being "Ranger Battle Armor".)
(*) Omitted the addition of missing vault suits to the vault suit repair list as this is now included in YUP.

[*] 1st Recon Beret: decreased weight from 1 to 0.1. (Matches other Beret items. This fix is also part of YUP.)
[*] Ambassador Crocker's Suit: added effect (+10 Speech); carried forward YUP fixes.
[*] Armored Vault 13 Jumpsuit: added effect (+1 END).
[*] Armored Vault 101 Jumpsuit: increased health from 100 to 200; decreased weight from 15 to 8; decreased DT from 12 to 8; changed repair list from armored vault suit to vault suit. (Matches changes to other armoured vault suits.)
[*] Authority Glasses: increased value from 6 to 12; increased health from 100 to 150; carried forward YUP fixes. (To match other glasses.)
[*] Beret: added effect (+1 CHR); carried forward YUP fixes.
[*] Boogeyman's Hood: added repair list.
[*] Boomer Flightsuit: added effect (+5 Explosives, +2 Guns); changed repair list from none to RepairVaultSuit.
[*] Boomer Jumpsuit: added effect (+5 Explosives, +2 Guns); changed repair list from none to RepairVaultSuit.
[*] Boone's Beret: added effect (+5 Crit Chance, +1 Perception). (Same effect as 1st Recon Beret.)
[*] Bounty Hunter Duster: increased weight from 3 to 8.
[*] Bright Brotherhood Robe: added effect (+5 Rad Res, +2 Energy Weapons).
[*] Brotherhood Elder's Robe: added effect (+10 Speech, +5 Energy Weapons); carried forward YUP fixes.
[*] Brotherhood Scribe Robe: added effect (+5 Science, +5 Energy Weapons).
[*] Caravaneer Outfit: added effect (+ 2 Survival, +2 Barter).
[*] Chained Prostitute Outfit: decreased value from 390 to 50; decreased health from 400 to 75; carried forward YUP fixes.
[*] Combat Armor, Black: changed name from "Combat Armor" to "Combat Armor, Black". (Allows easy identification in inventory lists.)
[*] Dapper Gambler Suit: added effect (+1 LCK, +2 Barter).
[*] Dean's Tuxedo: changed effect name from "Business Suit" to "Formal Wear" (the effect is otherwise unchanged); carried forward YUP fixes.
[*] Defender Armor: changed armour type from heavy to medium; decreased weight from 15 to 9; added 8 DR. (To match other leather armours.)
[*] Desert Ranger Combat Armor: increased weight from 0 to 3. (The same as a Combat Ranger Helmet.)
[*] Exposed Prostitute Outfit: decreased value from 390 to 50; decreased health from 400 to 75; carried forward YUP fixes.
[*] Fancy Gambler Suit: added effect (+1 LCK, +2 Barter).
[*] Father Elijah's Robes: added effect (+10 Energy Weapons, +10 Science, +5 Repair).
[*] Field Hand Outfit: added effect (+ 2 Survival, +2 Barter).
[*] Fire Helmet: added effect (+1 PER, +5 Fire Res).
[*] Formal Wear: added effect (+5 Speech).
[*] Gladiator Armor: decreased weight from 15 to 9; carried forward YUP fixes. (To match other leather armours.)
[*] Great Khan Armored Leather: added effect (+5 Survival).
[*] Great Khan Simple Armor: added effect (+5 Survival).
[*] Great Khan Soldier Armor: added effect (+5 Survival).
[*] Great Khan Suit Armor: added effect (+5 Survival).
[*] Jailhouse Rocker: added effect (+1 CHR).
[*] Janet's Boomer Outfit: added effect (changed effect +5 Repair to +5 Explosives, +2 Guns); changed repair list from RepairClothingRedRacer to RepairVaultSuit.
[*] Kings Gang Outfit: added effect (+1 CHR).
[*] Legate's Armor: added effect (+1 END, +10 Melee, +10 Unarmed); decreased weight from 45 to 25. (Matches weight change to Armor of the 87th Tribe.)
[*] Legion Centurion Armor: added effect (+1 END, +5 Melee, +10 Unarmed).
[*] Legion Explorer Armor: added effect (+10 Sneak, +5 Melee).
[*] Legion Praetorian Armor: added effect (+1 AGL, +5 Melee, +10 Unarmed).
[*] Legion Prime Armor: added effect (+1 AGL, +5 Melee).
[*] Legion Recruit Armor: added effect (+1 AGL, +5 Melee).
[*] Legion Veteran Armor: added effect (+1 AGL, +10 Melee).
[*] Legion Vexillarius Armor: added 7 DR; added effect (+1 AGL, +10 Melee).
[*] Linden's Power Armor: replaced -1 AGL effect with -10 Sneak; replaced +5 Big Guns with +5 Guns.
[*] Lucky Battle Armor: changed effect name from "Lucky Battlearmor" to "Lucky Battle Armor".
[*] Lucky Shades: decreased weight from 1 to 0; carried forward YUP fixes. (To match other glasses.)
[*] Marked Patrol Armor: (optional) added "Has Backpack" flag. (The flag is added by JSawyer Ultimate for consistency with the standard Ranger Patrol Armor.)
[*] Memphis Kid Outfit: added effect (+1 CHR); carried forward YUP fixes.
[*] Merc Adventurer Outfit, Reinforced: changed name to match other reinforced armours.
[*] Merc Charmer Outfit, Reinforced: changed name to match other reinforced armours.
[*] Merc Cruiser Outfit, Reinforced: changed name to match other reinforced armours.
[*] Merc Grunt Outfit, Reinforced: changed name to match other reinforced armours.
[*] Merc Troublemaker Outfit, Reinforced: changed name to match other reinforced armours.
[*] Merc Veteran Outfit, Reinforced: changed name to match other reinforced armours.
[*] NCR Bandoleer Armor: added effect (+5 Guns; +5 Explosives; +5 Carry Weight).
[*] NCR Face Wrap Armor: added effect (+5 Guns; +5 Explosives; +5 Carry Weight).
[*] NCR Mantle Armor: added effect (+5 Guns; +5 Explosives; +5 Carry Weight).
[*] NCR Military Police Armor: added effect (+5 Melee; +5 Speech; +5 Carry Weight).
[*] NCR Ranger Combat Armor: added effect (+10 Guns, +3 Crit Chance).
[*] NCR Ranger Patrol Armor: added effect (+10 Guns, +3 Crit Chance).
[*] NCR Trooper Fatigues: decreased weight from 26 to 8. (Previously, the armour shared the same weight as Trooper armours, despite it being light rather than medium.)
[*] NCR Trooper Armor: added effect (+5 Guns; +5 Explosives; +5 Carry Weight).
[*] Powder Gang Guard Armor: added effect (+5 Explosives, +5 Melee).
[*] Powder Gang Plain Outfit: added effect (+5 Explosives, +5 Melee).
[*] Powder Gang Simple Outfit: added effect (+5 Explosives, +5 Melee).
[*] Powder Gang Soldier Outfit: added effect (+5 Explosives, +5 Melee).
[*] President Kimball's Suit: changed effect (+5 Speech to +10 Speech).
[*] Prospector Outfit: added effect (+ 2 Survival, +2 Barter).
[*] Prostitute Outfit: decreased value from 390 to 50; decreased health from 400 to 75.
[*] Prototype Medic Armor: increased value from 1000 to 5500; added 25 DR; decreased DT from 25 to 22; chanegd effect (-1 AGL changed to -10 Sneak, +5 Big Guns changed to +1 Guns).
[*] Ranger Casual Outfit: increased value from 6 to 50; increased weight from 1 to 4; added 2 DT; added effect (+10 Guns, +3 Crit Chance, +1 CHR).
[*] Ranger Hat: increased value from 0 to 30; increased weight from 0 to 1; added 1 DT; carried forward YUP fixes.
[*] Ranger Red Scarf Outfit: increased value from 6 to 50; increased weight from 1 to 4; added 2 DT; added effect (+10 Guns, +3 Crit Chance, +1 CHR).
[*] Ranger Vest Outfit: increased value from 6 to 50; increased weight from 1 to 4; added 2 DT; added effect (+10 Guns, +3 Crit Chance, +1 CHR).
[*] Regulator Armor: increased weight from 3 to 8; increased DT from 0 to 6.
[*] Scorched Sierra Power Helmet (new): added to complete the set, using an unused model contained in the Lonesome Road DLC.
[*] Settler Outfit: added effect (+ 2 Survival, +2 Barter).
[*] Shabby Gambler Suit: added effect (+1 LCK, +2 Barter); carried forward YUP fixes.
[*] Sheriff's Duster: increased weight from 3 to 8; increased DT from 0 to 6.
[*] Space Suit Helmet: increased weight from 0 to 2; carried forward YUP fixes.
[*] T-45d Power Armor: changed effect (-2 AGL to -20 Sneak). (To match other power armour effect changes made by Sawyer.)
[*] Van Graff Combat Armor: added effect (+5 Energy Weapons).
[*] Viva Las Vegas: added effect (+1 CHR, +1 LCK).
[*] Well-Heeled Gambler Suit: added effect (+1 LCK, +2 Barter).
[*] White Glove Society Attire: added effect (+5 Speech).
[*] White Glove Society Mask: added effect (+1 CHR); carried forward YUP fixes.
[*] White Mask: added effect (+1 CHR); carried forward YUP fixes.
____________________________________________________________________________________________________

[==========[WEAPONS]==========]

Very little has been added or changed for weapons, but many fixes from YUP have been included for weapons modified by Sawyer.
NOTE: Gun Runners' Arsenal weapon mods have not been integrated into the vanilla weapons like in the original mod. This is better implemented by Mojave Arsenal (https://www.nexusmods.com/newvegas/mods/62941), which also provides other quality-of-life improvements related to ammo and weapons.

* Increased Plasma Caster projectile speed from 20,000 to 25,000.
* Increased generic Plasma weaopon projectile speed from 7,500 to 15,000.
* Increased Q-35 Matter Modulator projectile speed from 17,000 to 32,000.
* .357 Magnum Revolver: decreased sight FOV from 65 to 55.
* 10mm Pistol: decreased sight FOV from 65 to 60; carried forward YUP fixes.
* 9mm Pistol: increased damage from 16 to 18; decreased sight FOV from 65 to 60.
* AER14 Prototype: increased health from 100 to 200; added dummy critical chance effect.
* Automatic Rifle: decreased spread and from 6 to 1.6; decreased min spread from 2.5 to 1.6; changed VATS attack to long bursts; carried forward YUP fixes.
* Broad Machete: increased value from 75 to 100; carried forward YUP fixes.
* Caravan Shotgun: decreased min spread from 2.2 to 1.7.
* Cass's Caravan Shotgun: increased damage from 54 to 80; min spread decreased from 2.2 to 1.7; carried forward YUP fixes.
* Elijah's Advanced LAER: increased health from 50 to 90; carried forward YUP fixes.
* Elijah's Jury-Rigged Tesla Cannon: increased health from 30 to 100; carried forward YUP fixes.
* K9000 Cyberdog Gun: changed ejected cartidge model to .357 magnum; decreased Mentat Chow rate-of-fire increase from 0.4 to 0.2.
* LAER: increased health from 75 to 125; carried forward YUP changes.
* Laser Pistol (and GRA variant): increased damage from 12 to 16; decreased sight FOV from 65 to 55; added dummy critical chance effect.
* Laser RCW: decreased sight FOV from 65 to 50; carried forward YUP fixes.
* Laser Rifle: increased health from 125 to 300; decreased Beam Splitter extra beams from 2 to 1; added summy critical chance effect; carried forward YUP fixes.
* Lucky: decreased sight FOV from 55 to 45; carried forward YUP fixes.
* Maria: increased damage from 20 to 23; decreased sight FOV from 55 to 50; carried forward YUP fixes.
* Mercenary's Grenade Rifle: increased value from 300 to 325; increased health from 100 to 120; decreased weight from 5.5 to 5.
* Multiplas Rifle: increased health from 50 to 150.
* Plasma Caster: increased health from 80 to 125; carried forward YUP fixes.
* Recharger Pistol: decreased weight from 7 to 4.5; increased critical chance rate from 1.2 to 1.5; added dummy critical chance effect; carried forward YUP fixes.
* Recharger Rifle: decreased weight from 15 to 7.5; added dummy critical chance effect.
* Silenced .22LR Pistol: increased health from 100 to 350; increased damage from 9 to 12; decreased sight FOV from 65 to 55; increased critical damage from 18 to 30.
* Silenced .22 SMG: increased damage from 10 to 11; decreased sight FOV from 60 to 45; increased critical damage from 20 to 26; carried forward YUP fixes.
* Sprtel-Wood 9700: increased health from 1000 to 2000; carried forward YUP fixes.
* Sturdy Caravan Shotgun: decreased value from 875 to 750; decreased min spread from 2.2 to 1.8; decreased action points from 20 to 19; carried forward YUP fixes.
* Tesla Cannon: increased health from 80 to 160; carried forward YUP fixes.
* Tesla-Beaton Prototype: increased health from 40 to 120; carried forward YUP fixes.
* Weathered 10mm Pistol (and YUP's fixed version): decreased value from 1200 to 875; decreased sights FOV from 65 to 60.

(*) Fire Bomb: changed to explode on impact if NVSE is installed; otherwise, the reverted to the vanilla behaviour, but increased the explosion timer from 1.5 to 2 seconds and decreased the 'bounciness' by 50%. (Sawyer changed this weapon to explode on impact, but this broke the reverse pickpocketing mechanic, as the game cannot handle reverse pickpocketing explosives that have no timer because they never explode. This can be fixed with NVSE, but otherwise, the explosion timer has been increased to prevent some premature explosions in the air, and the bounciness of the weapon has been reduced to stop it regularly bouncing away from the target before it detonates.)
(*) Omitted Sawyer's fixes to Ballistic Fist, Displacer Glove, Paladin Toaster and Zap Glove as these are now included in YUP.
(*) Caravan Shotgun: removed Sawyer's incorrect damage change (54 to 80), as his changelog suggests he only intended to edit Cass's Caravan Shotgun.
(*) Weathered 10mm Pistol (and YUP's fixed version): did not remove mods from this weapon as the original JSawyer mod did. (Sawyer removed mods from this weapon as they were broken and would not display on the weapon model. YUP fixes this by replcaing the pistol with a new one, and JSawyer Ultimate will swap the vanilla pistol with the fixed one automatically, along with any attached weapon mods.)

[*] .45 Auto Submachinegun: decreased weight from 11 to 6. (This change makes the weapon's weight similar to other SMGs, and more viable considering the lower carryweight.)
[*] Binoculars: decreased sight FOV from 35 to 16. (This change makes binoculars much more useful for scouting ahead.)
[*] Fire Bomb: decreased explosion radius from 600 to 450; decreased burning damage over time from 9(15s) to 6(15s); decreased value from 200 to 35; fixed an engine bug which prevented on-impact explosives from working when reverse pickpocketed. (The damage stats have been swapped to be slightly less than the Incendiary Grenade, as the Incendiary Grenade should probably be more powerful than a homemade Molotov.)
[*] Incendiary Grenade: increased explosion damage from 50 to 75. (See above.)
[*] Katana: decreased value from 2500 to 1000; carried forward YUP fixes. (The value 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.)
[*] Mantis Gaunlet: added DT/DR ignore effect; carried forward YUP fixes. (This change makes the weapon akin to a low-power Deathclaw Gaunlet. A recipe has also be found in the wasteland.)
[*] Ratslayer: changed ammo type from 5.56mm to .22LR as the developers originally intended (optional); carried forward YUP fixes.
[*] This Machine: added repair list, so that the weapon can be repaired with Battle Rifles.
[*] Varmint Rifle: changed ammo type from 5.56mm to .22LR as the developers originally intended (optional); carried forward YUP fixes.
____________________________________________________________________________________________________

[==========[AMMO]==========]

* Added .45 Auto (Junk) round.
* Changed the effect of junk rounds from 0.75x DAM and 1.5x COND to 0.95x DAM and 1.2x COND.
* Decreased the value of all junk rounds to 0.
* Electron Charge Pack: decreased weight from 0.025 to 0.02.
* Electron Charge Pack, Bulk: decreased weight from 0.025 to 0.02; carried forward YUP fixes.
* Electron Charge Pack, Max Charge: decreased weight from 0.025 to 0.02; carried forward YUP fixes.
* Electron Charge Pack, Optimized: decreased weight from 0.0165 to 0.013; carried forward YUP fixes.
* Electron Charge Pack, Over Charge: decreased weight from 0.025 to 0.02; carried forward YUP fixes.
* Energy Cell: decreased weight from 0.078 to 0.03.
* Energy Cell, Bulk: decreased weight from 0.078 to 0.03.
* Energy Cell, Max Charge: decreased weight from 0.078 to 0.03.
* Energy Cell, Optimized: decreased weight from 0.0514 to 0.02.
* Energy Cell, Over Charge: decreased weight from 0.078 to 0.03.
* Flamer Fuel: decreased weight from 0.02 to 0.01.
* Flamer Fuel, Homemade: decreased weight from 0.025 to 0.0125.
* Flamer Fuel, Optimized: decreased weight from 0.0132 to 0.0066.
* Microfusion Cell: decreased weight from 0.1 to 0.05.
* Microfusion Cell, Bulk: decreased weight from 0.1 to 0.05.
* Microfusion Cell, Max Charge: decreased weight from 0.1 to 0.05.
* Microfusion Cell, Optimized: decreased weight from 0.066 to 0.033.
* Microfusion Cell, Over Charge: decreased weight from 0.1 to 0.05.

(*) Omitted Sawyer's weight change to an unplayable robot Energy and Microfusion Cells (AmmoSmallEnergyCellRobot, AmmoMicroFusionCellRobot).
(*) Omitted Sawyer's fix for 12.7mm Round (Junk) and 12.7mm, JHP (Hand Load) weight as these are now included in YUP.
____________________________________________________________________________________________________

[==========[MISC ITEMS]==========]

* Bent Tin Can: decreased weight from 1 to 0.1.
* Gold Bar: decreased value from 10547 to 3500.
* Pre-War Money: decreased value from 10 to 2; included YUP name fix.
* Tin Can: decreased weight from 1 to 0.1.
* Vault 13 Canteen: increased value from 2 to 100; increased effect interval from 300 to 450 seconds.

[*] Big Spoon: decreased weight from 1 to 0.2.
[*] Butter Knife (both variants): decreased weight from 1 to 0.1.
[*] Forceps: decreased weight from 1 to 0.1.
[*] Fork: decreased weight from 1 to 0.1.
[*] Jar of Cloud Residue: added pickup and drop sounds.
[*] Metal Spoon: decreased weight from 1 to 0.1.
[*] Scalpel: decreased weight from 1 to 0.1.
[*] Scissors: decreased weight from 1 to 0.1.
[*] Spatula: decreased weight from 1 to 0.2.
[*] Spork: decreased weight from 1 to 0.1.
[*] Surgical Tubing: decreased weight from 1 to 0.1.
[*] Tweezers: decreased weight from 1 to 0.1.
____________________________________________________________________________________________________

[==========[CRAFTING]==========]

* Added Microfusion Cell recipe for the Sierra Madre Vending Machine, which produces 6. The holotape is hidden somewhere in the villa district.
* Added recipe for converting a Bent Tin Can to a Tin Can at the Workbench.
* Changed Junk Rounds recipes to produce multiple rounds instead of just one, and added recipes for 12.7mm, .22LR, and .45 Auto rounds.
* Stimpak: now produces a homemade stimpak variant.
* Tin Grenade: removed Mad Bomber requirement.

(*) Added Fire Bomb recipe. Requires 1 Empty Sunset Sarsaparilla Bottle and 35 Flamer Fuel. (Flamer Fuel requirement decreased from 175 to 35.)

[*] Added Armor Repair Kit recipe to the workbench. Requirements are: 2 Scrap Metal, 1 Leather Belt, 1 Hammer, 1 Wonderglue, and 1 Duct Tape. (Optional)
[*] Added breakdown recipes for Armor and Weapon Repair Kits at the Workbench.
[*] Added a recipe for Nuka Cola Quantum with the Nuka Chemist perk.
[*] Added "Thaw" recipes to convert Ice Cold Nuka Cola and Sunset Sarsaparilla to their normal variants.
[*] Added the cut Sierra Madre vending machine recipe for Rebound somewhere in Puesta del Sol South.
[*] Condensed Cloning Recipes down to one recipe entry when you are not carrying Salient Green to cut down on the list clutter.
[*] Disabed Ice Cold Nuka Cola recipe, as the item can now be made with the vending machine in the Lucky 38 (optional).
[*] Nuka Cola Quartz: changed ingredients from 3 Nuka Cola to 2 Nuka Cola, 1 Cave Fungus, and 1 Wonderglue.
[*] Nuka Cola Victory: changed ingredients from 3 Nuka Cola to 2 Nuka Cola, 1 Broc Flower, and 1 Buffout.
[*] All Nuka-Cola recipes will now conserve bottlecaps, meaning if a recipe requries two Nuka-Cola but only produces one Nuka-Cola item, you will get one bottlecap back.
____________________________________________________________________________________________________

[==========[LOOT]==========]

* Added Armored Vault 21 Jumpsuit to Vault 21 Gift Shop inventory.
* Added 5.56mm Pistol to Fiend, Jackal, Viper, NCR veteran, and Legion veteran weapon lists.
* Added Battle Rifle to NCR Heavy Trooper, NCR veteran, Legion veteran, and Legion Vexillarius weapon lists.
* Decreased the occurence of Purified Water in town and wasteland water leveled lists.
* Distributed expired stimpaks to leveled lists in place of some normal stimpaks. (Sawyer states a 4:1 ratio in his changelog, but the actual ratio is less.)
* Increased .44 magnum ammo in certain Old World Blues containers, and added .308 and .357 rounds.
* Increased occurence of Sensor Modules in tool boxes (leveled list entries increased from 1 to 3).
* Incerased occurence of Cherry Bombs and Sensor Modules in merchant inventories (leveled list entries increased from 1 to 3 each).
* Replaced Centurion melee weapons with Sledgehammer, Fire Axe, Super Sledge, and Thermic Lance in order of increasing level. (Previously they had a 2:1 chance of a Super Sledge or Thermic Lance regardless of level.)
* Distributed pre-order pack items to certain locations around the Mojave Wasteland.
* Disabled the picture of Dad from Fallout 3 that was placed in Vault 21.
* Replaced the Complementary Voucher reward in Dead Money with 25 Sierra Madre Chips.
* Changed Chemistry Sets to give Homemade Stimpaks.

(*) Replaced some instances of Super Stimpaks with normal Stimpaks. (This expands Sawyer's changes to extra leveled lists and containers.)

[*] The vending machine in the Lucky 38 Presidential Suite can be used to create Ice Cold Nuka Cola and Sunset Sarsaparilla, just like in Fallout 3 (optional).
[*] Added a Grenade Launcher to the WithAmmoNVGrenadeLauncher leveled list, so it will actually spawn a weapon.
[*] Added 25mm Grenade APW to Boomer weapon lists.
[*] Added 5.56mm Pistol to wasteland adventurer, Merc, and Prospector weapon lists.
[*] Added 9mm Submachinegun to Prospector weapon lists. (The lists previously had 9mm and 10mm Pistols, but only the 10mm Submachinegun.)
[*] Added Empty Jet Inhaler to town chem lists.
[*] Added Incendiary Grenades to generic grenade lists starting at level 8.
[*] Added Jake Juice and Rum & Nuka to generic alcohol lists.
[*] Added Katana to Fiend, Jackal, Viper, Legion Recruit, Legion Veteran, and White Leg weapon lists.
[*] Added Plasma and Pulse Grenades to Brotherhood grenade lists.
[*] Added Silenced .22LR Pistol to low level town weapon lists. (Prospectors can carry them, so it seems odd it was missing from townies.)
[*] Added a chance that stimpaks placed in the world can randomly be replaced with the expired variant.
[*] Changed Lakelurk leveled lists to drop meat and eggs at the same rate as all other animals in the game. In vanilla, Lakelurks dropped meat only 10% of the time, and eggs could only be found in rare clusters.
[*] Changed the LootChems(NV)Healing(Clean)75 leveled lists so that their contents matched the '100' variants, and Purified Water is only present in the clean lists as intended.
[*] Changed Old World Blues Chemistry Sets to also give Homemade Stimpaks. (To match Sawyer's changes to the vanilla Chemistry Sets.)
[*] Decreased the drop rate of meat from Bighorners (it is still higher than other creatures).
[*] Decreased the drop rate of Roboscorpion loot from 100% to 75% (the same as other robots) and decreased the maximum number of Small Energy Cells that could be dropped.
[*] Decreased the number of Stimpaks and Bobby Pins in Dean's stashes.
[*] Decreased the level requirement of the highest tier Lobotomite weapons from 40 to 35 so that they can actually appear with Sawyer's new level cap.
[*] Decreased the level requirement of the highest tier Marked Men weapons from 40 to 35. (Same as above.)
[*] Distributed expired stimpaks to some other leveled lists that seem to have been missed in the original. Also replaced some of the normal stimpaks in a handful of containers which held a lot of guarenteed supplies.
[*] Increased the number rounds in .22LR ammo loot to match other similar ammo types.
[*] Replaced Recharger Pistol and Rifle leveled list entries for Bright Follower weapon lists with ones that have a MF Breeder Cell already, so that NPCs who spawn with the weapons will actually equip them.
[*] Replaced some static pre-war food loot in containers with randomised food. This affects the MS18FootlockerFood from Fallout 3, VMetalBoxFood, and VBSFootlockerFoodRespawning and VBSMetalBoxFoodRespawning used in Bitter Springs. These containers always contained exactly 2 of the same three pre-war snacks and 2 Iguana on a Stick.
____________________________________________________________________________________________________

[==========[STATS]==========]

* Added Never Axed for This challenge and perk.
* Decreased base carry weight to 50 (fAVDCarryWeightsBase).
* Decreased END health multiplier from 20 to 10 (fAVDHealthEnduranceMult).
* Increased dehydration rate (fHCDehydrationRate interval decreased from 10 to 5).
* Increased sleep deprevation rate (fHCSleepDeprivationRate interval decreased from 50 to 18).
* Increased starvation rate (fHCStarvationRate interval decreased from 25 to 12.5).
* Decreased karma mod for killing an evil actor from 100 to 5 (fKarmaModKillingEvilActor).
* Increased karma mod for killing a very evil actor from 2 to 30 (fKarmaModKillingVeryEvilActor).
* Decreased movement penalty for two-handed weapons from 10% to 5% (fMove2HBigPenalty, fMove2HRPenalty)
* Decreased movement penalty for heavy armour from 15% to 10% (fMoveHeavyArmorPenalty)
* Decreased movement penalty for heavy armour from 7.5% to 5% (fMoveMediumArmorPenalty)
* Decreased maximum level from 50 to 35 (iMaxCharacterLevel).
* Increased experience required to level up by approximately one-third (iXPBase, iXPBumpBase).
* Changed the stages of hardcore needs and radiation effects from 200/400/600/800/1000 to 400/550/700/850/1000.

(*) Decreased base health to 50 (fAVDHealthEnduranceOffset). (This change was not implemented properly in Sawyer's original mod, meaning base health was still 100, despite him stating in the changelog that it was 50.)
(*) Restored a second broken rank of the new Never Axed for This perk. (Sawyer intended for the first rank to add +2% critical chance and the second rank to add +4%, but the script for the challenge never added the second rank.)
(*) Omitted the addition of A Light Shining in Darkness to the "The Same Could be Said..." challenge, as this is now done by YUP.
(*) Omitted Sawyer's fixes to the Deathclaw Pro Hunter challenge list, as these are now included in YUP and UPNVSEP.

[*] Decreased the carry weight restriction in the first quest of Honest Hearts to match Sawyer's lower carryweight.
[*] Decreased the chance of dismemberment in general, and increased the chance of dismembered limbs not exploding (iCombatDismemberPartChance, iMessIntactLimbDismemberChance). (Dismemberment occurs frequently in the vanilla game, and this decreased the impact of it overall. Dismembered limbs would also almost always explode, rather than remaining intact.)
[*] Adjusted the level bounds used to determine XP rewards for creature and NPC kills to decrease the number of enemies considered "Very Hard" by the game. (The level bounds in vanilla New Vegas are leftover from vanilla Fallout 3, which had a level cap of only 20. This means that the level bounds are quite low. Vanilla New Vegas was intended to scale to level 30 rather than 20, and with DLCs this is increased to 50. The result of this is that after a certain point, almost all enemies would reward the highest possible XP. JSawyer Ultimate changes these bounds so that only the toughest enemies are considered "Very Hard".)
____________________________________________________________________________________________________

[==========[NPCS and CREATURES]==========]

* Added a pack of hostile Deranged Bright Followers near Wolfhorn Ranch.
* Adjusted the SPECIAL stats on the Wasteland Adventurer NPC class, used by a large number of NPCs. END and LCK are increased, and PER and AGL are decreased.
* Alice McBride: changed karma from neutral to good.
* Alice McLafferty: changed karma from neutral to evil.
* Barton Thorn: changed class to newly created Tech Salvager; replaced 9mm Pistol and ammo with Plasma Pistol and ammo.
* Col. James Hsu: changed karma from neutral to good.
* Colonel Cassandra Moore: changed karma from neutral to -500.
* Dixon: changed karma from neutral to very evil.
* Doctor Usanagi: changed karma from neutral to very good.
* Gloria Van Graff: changed karma from neutral to very evil.
* Gomorrah Prostitutes: changed karma from neutral to good.
* Jean-Baptiste Cutting: changed karma from neutral to very evil.
* Johnny (and his stand-in): added Recharger Rifle.
* Junkies: changed karma from neutral to good.
* Legion Assassins: decreased loot.
* Legion Centurions: changed karma from evil to neutral.
* Michelle: changed karma from neutral to good.
* Samuel: changed karma from neutral to good.
* Sgt. Daniel Contreras: changed karma from neutral to evil.
* Squatters: changed karma from neutral to good.
* Westside Citizens: changed karma from neutral to good.
* Westside Militia: changed karma from neutral to good.

(*) One of the Deranged Bright Followers now uses the LootBrightFollowersEnergy leveled list rather than LL2Tier2EnergyGuns. (This gives greater variety in weapons, reflects the same weapon pool as the dead followers, and prevents the NPC occasionally carrying an Incinerator.)
(*) Omitted Sawyer's removal of food and drink from Powder Gangers, as this seems overkill given the increased rarity of these items.
(*) Omitted Sawyer's fix for the Soldier NPC class (changed Big Guns to Energy Weapons), as this is now included in YUP.
(*) Omitted marking Powder Ganger factions as evil, as this is now included in YUP.
(*) Omitted Sawyer's karma changes to feral ghouls (evil to neutral), as these are now included in YUP.
(*) Omitted Sawyer's fixes for Emily Ortal's dialogue, as YUP does this better.

[*] Added the respawn flag to Ravens.
[*] Expanded Sawyer's karma changes to some additional NPCs of the same type that were missed, e.g. some extra Legion centurions, junkies, squatters, prostitutes, etc.
[*] Removed the "Track Crime" flag from the Feral Ghoul faction, so that killing ghouls no longer awards good karma. (This fix is also now included in YUP.)
[*] Bright Followers: changed to use Sawyer's new Tech Salvager class (the same as the Deranged Bright Followers); changed outfit condition to be random; swapped weapon to use the same leveled list as the dead followers instead of always being a Laser Pistol.
[*] Colonel Royez: will drop the uncut Scorched Sierra Power Helmet upon death.
[*] Rex's bonus damage from Rey's brain will now be affected by the Companion Suit damage multiplier (requires UPNVSEP).
____________________________________________________________________________________________________

[==========[PERKS AND TRAITS]==========]

* Ain't Like That Now: decreased level requirement from 50 to 34; carried forward YUP fixes.
* Broad Daylight: decreased level requirement from 36 to 24.
* Certified Tech: decreased level requirement from 40 to 24; added Science requirement of 90; carried forward YUP fixes.
* Cherchez La Femme: increased damage bonus from 10% to 15%; carried forward YUP fixes.
* Companion Suite: decreased weapon damage to 25%; decreased damage resistance bonus from +50 to +33; added power armour carry weight bonus (+20) for Arcade and Veronica; carried forward YUP fixes.
* Cowboy: decreased damage bonus from 25% to 20%.
* Demolition Expert: decreased number of ranks from 3 to 2; changed effect per rank from +20% damage to +10% damage and explosion radius.
* Elijah's Last Words: replaced attack speed bonus with +25% damage bonus and extended the effect to unarmed weapons; carried forward YUP fixes.
* Elijah's Ramblings: decreased critical hit damage bonus from 50% to 25%.
* Grunt: decreased damage bonus from 25% to 20%; removed Marksman Carbine and All American; added Automatic Rifle, Light Machine Gun, 25mm Grenade APW, Red Victory, Great Bear, and Mercenary's Grenade Rifles to the weapons list ; carried forward YUP fixes.
* Hoarder: decreased carry weight bonus to from +25 to +15; decreased threshold from 160 to 75; carried forward YUP fixes.
* Implant GRX: decreased the number of uses from 5/10 to 2/3 for rank 1 and 2, repsectively.
* In Shining Armor: removed Composite Recon Armor; added Commando Armor.
* Just Lucky I'm Alive: decreased level requirement from 50 to 34; carried forward YUP fixes.
* Lady Killer: increased damage bonus from 10% to 15%.
* Logan's Loophole: decreased level cap from 30 to 21; carried forward YUP fixes.
* Meltdown: changed description to refer to plasma weapons rather than energy weapons, as the perk only affects the former.
* Ninja: changed requirement to Unarmed or Melee Weapons; carried forward YUP fixes.
* Piercing Strike: changed requirement to Unarmed or Melee Weapons; carried forward YUP fixes.
* Plasma Spaz: added attack speed bonus (+20%).
* Rad Absorption: increased RAD removal from 0.05 to 0.5 per second.
* Slayer: changed requirement to Unarmed or Melee Weapons.
* Splash Damage: added check so that only weapons using the Explosives skill are affected. (This change was undocumented.)
* Stonewall: increased DT bonus from +5 to +10; carried forward YUP fixes.
* Strong Back: decreased carry weight bonus from +50 to +25.
* Super Slam: changed requirement to Unarmed or Melee Weapons; carried forward YUP fixes.
* Them's Good Eatin': decreased item chance from 50% to 15%; carried forward YUP fixes.
* Thought You Died: decreased level requirement from 50 to 34; carried forward YUP fixes.
* Unstoppable Force: changed requirement to Unarmed or Melee Weapons; carried forward YUP fixes.

(*) Companion Suite: decreased carry weight penalty from -75 to -25; added +33% poison resistance; added waterbreathing; added Light Step bonus. (Reduces babysitting in hardcore mode.)
(*) Cowboy: omitted the addition of Police Pistol to the weapons list as this is now done by YUP. (YUP's change is scripted, unlike some of its other formlist edits.)
(*) In Shining Armor: omitted Sawyer's fixes to the perk entries, as they are now superseded by YUP's improved fixes; omitted Sawyer's changes to the 'eyewear' list, as they created to many logical inconsistancies regarding the items affected by the perk.
(*) Lead Belly: now also ignores all negative effects on raw and stale food. (The original mod covered -1 STR effects, but JSawyer Ultimate expands it to cover -1 END on Pre-War Steaks too.)
(*) Shotgun Surgeon: omitted the addition of the Sturdy Caravan Shotgun to perk list as this is now included in YUP.
(*) The Professional: omitted the addition of That Gun to the weapons list, as this is done by YUP and UPNVSEP.

[*] Burden to Bear: decreased carry weight bonus from +50 to +25. (To match Strong Back.)
[*] Grunt: added Bowie Knife and Blood-Nap to weapons list.
[*] In Shining Armor: added Scorched Sierra Helmet.
[*] Sierra Madre Martini: changed description to reflect Sawyer's change to the item's effect.
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[==========[CARAVAN]==========]

* Adjusted Dale Barton's, Lacey's, and Little Buster's Caravan decks. (Little Buster was given an Ultra-Luxe Joker 1 and a Lucky 38 Joker 2, Lacey was given a basic Joker 1, and Dale Barton's deck was restructured to not feature so many Tops cards.) (Copied from Sawyer's changelog.)
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[==========[GAME TEXT]==========]

[*] Changed loading screen text to reflect changes to Demolition Expert, Cowboy, Plasma Spaz, Lead Belly, Meltdown, and Strong Back. (They still mentioned the vanilla effects in the original mod.)
[*] Changed all DLC loaded messages to corner messages.
[*] Updated the "Apparel" help message to also describe the effect of DR.
[*] Updated the "Healing Limbs" help message to mention different variants of Stimpaks.
[*] Updated the "Radiation" help message to reflect changes made to radiation stages.
[*] Updated the Power Armor Training message to reflect changes made to power armour.
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