Fallout New Vegas

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Manan6619

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Manan6619

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About this mod

A patch for Ruadhan2300's Mad Science mod, fixing some oversights and enhancing compatibility.

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Permissions and credits
Changelogs
Ruadhan2300's Mad Science mod is a favorite of mine. It's wacky, creative, and does a lot of those things that originally left you wondering, "If they had x and y technologies, why didn't they just do z...?" However, a number of things it does stick out from the rest of the game for me, so I got to work in FNVedit. On top of that, I was generously given permission to release a patch :)

Overview
This mod aims to make Mad Science a more immersive and convenient experience, starting with proofreading all of its (rather interesting) notes and lopping off the "Mad Science! -" prefixes constantly reminding you, "Hey, you're playing with this mod!" Many more robots can drop Mad Science components now, including formerly overlooked robots from DLCs, and even other mods assuming they use the appropriate vanilla Death Item lists. Speaking of Mad Science components, those have received adjustments have more reasonable cap value (some raised, others lowered), as well as some variation in models and Pip-Boy icons instead of all being Tesla Coil clones. Lots of recipes have been revised, with changes such as moving many ammo recipes to the Reloading Bench, reducing component yielded by breakdown recipes slightly so you can't use them to cheese repairs, fixing a Psychic Catapult recipe erroneously yielding Tau Rifles, and many other changes. Nerfed the Tesla Rifle so it's no longer a craftable developer weapon.

All five main DLCs (in other words, everything but Courier's Stash) are now required to use this file. If for some reason you don't have all of them but you do have GRA, version 1.0 from the old files will work but obviously be missing many features.

Exact Changes

You can find a rather painstaking and dry list of my changes in the Logs section of this mod page. Maybe even more dry than this description!

Possible Future Plans and Ideas
Short-term Goals:
  • Add appropriate weapons to Casino holdout formlists. Figure out how people do this via script so I don't have to change the record as it's often already changed by other things that would need patching.
Long-term Goals:
  • Rebalance the whole lineup of equipment as most of it is hilariously overpowered like the Tesla Rifle was.
"Reach" Goals:
  • Finish notes such as the one for the Holorifle, which is only half-made. Unfortunately, I don't know if I've got the creativity to do that.
  • Consider rewriting some notes to match up with the story of TTW, and make a more comprehensive TTW patch. My character will pick stuff up in the Capital Wasteland and start talking about the Mojave, a place they've never been! Haha.

Special thanks to Ruadhan2300 for making the Mad Science mod, and for granting my request to release a patch for it!