Fallout New Vegas

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Anewacc

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anewacc

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About this mod

Sign in for head-hunting bounties and get tickets for your faction kills! Then cash in your tickets and bribe factions into not hating you! Courtesy of a new mysterious and influential group.

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I decided to make a bribery mod because my main character (O.o MK 666) got a bit of infamy while playing some quest mods, then I also added bounty hunting because getting paid for your kills is always fun. The rival mercs were added because neutral mercenaries started hating "O.o" and I wanted revenge.

V 1.2

Separated the 4 travelling Mercenary groups from the HVTs, so you can enable/disable one but keep the other.

V 1.1

Fixed a typo
Tweaked the ticket conditions so you only gain tickets from human members, and mutant tickets from super mutants or feral ghouls in whichever faction they might be
You now need to have any amount of existing reputation with a faction to bribe them

HTR Version

In this version, you gain half the cap reward per ticket and 2 XP instead of 5. HVT Items are unchanged. Replace the normal ESP with this one.

HTR Hardcore Version

Significantly nerfed most rewards. 125 caps and 10 XP per HVT item, greatly nerfed the supplies rewards, challenges now give much less supplies and half as much XP, and Ultimate perks have been nerfed to 50 HP, 2% increased Damage and 2 extra DT.

How to begin

First, you need to find the Peculiar Shack that an influential group has provided for any mercenaries looking to earn/spend caps.
The shack is just west of 188 Trading Post. Outside there is a campfire, inside you can immediately use the reloading and workbenches, or access trade and repair services of the mercenary Commissary terminal. Head upstairs and you find a bed that gives the well rested bonus, a safe storage duffle bag next to it and the Terminal which has the bribery and bounty hunting options.

Bribery

You can only bribe the vanilla factions that have a Reputation system. These factions are:

The Boomers:
Fame: 300 caps per increment, needs 10 increments to go from Neutral to Idolized so a total of 3000 caps.
Infamy: 600 caps per decrement, needs 10 decrements to go from Vilified to Neutral so a total of 6000 caps.
Hostility: 6000 caps to make player and boomer factions neutral to each other if they are set to hostile to each other. (Note: Shooting at some of them so the rest fire at you usually doesnt count as faction hostility, things like killing Caesar or Moore do count however)

The Brotherhood of Steel:
Fame: 1000 caps per increment, needs 4 increments to go from Neutral to Idolized so a total of 4000 caps.
Infamy: 2000 caps per decrement, needs 4 decrements to go from Vilified to Neutral so a total of 8000 caps.
Hostility: 16000 caps to make player and brotherhood factions neutral to each other if they are set to hostile to each other. (Killing vanilla members, even if stealth killed set hostility between the factions)

Caesar's Legion:
Fame: 200 caps per increment, needs 20 increments to go from Neutral to Idolized so a total of 4000 caps.
Infamy: 400 caps per decrement, needs 20 decrements to go from Vilified to Neutral so a total of 8000 caps.
Hostility: 15000 caps to make player and Legion factions neutral to each other if they are set to hostile to each other. (Killing certain people in the Fort cause hostility, this option also becomes available if you are set to hostile with Nelson or Techatticup Mine factions by their related quests)

Followers of the Apocalypse:
Fame: 200 caps per increment, needs 10 increments to go from Neutral to Idolized so a total of 2000 caps.
Infamy: 400 caps per decrement, needs 10 decrements to go from Vilified to Neutral so a total of 4000 caps.
Hostility: 5000 caps to make player and Followers factions neutral to each other if they are set to hostile to each other. (I cannot remember this happening, but if it does you can bribe them to neutral)

Freeside:
Fame: 100 caps per increment, needs 14 increments to go from Neutral to Idolized so a total of 1400 caps.
Infamy: 200 caps per decrement, needs 14 decrements to go from Vilified to Neutral so a total of 2800 caps.
Hostility: 2000 caps to make player and Freeside Locals/Kings/Garrets factions neutral to each other if they are set to hostile to each other. (I cannot remember this happening, but if it does you can bribe them to neutral)

Goodsprings:
Fame: 100 caps per increment, needs 3 increments to go from Neutral to Idolized so a total of 300 caps.
Infamy: 200 caps per decrement, needs 3 decrements to go from Vilified to Neutral so a total of 600 caps.
Hostility: 1000 caps to make player and Goodsprings factions neutral to each other if they are set to hostile to each other. (Including the main faction, the militia faction and Ringo Allies faction)

Great Khans:
Fame: 400 caps per increment, needs 6 increments to go from Neutral to Idolized so a total of 2400 caps.
Infamy: 800 caps per decrement, needs 6 decrements to go from Vilified to Neutral so a total of 4800 caps.
Hostility: 8000 caps to make player and Great Khan factions neutral to each other if they are set to hostile to each other. (Including the main faction and the Boulder City faction)

NCR:
Fame: 200 caps per increment, needs 16 increments to go from Neutral to Idolized so a total of 3200 caps.
Infamy: 400 caps per decrement, needs 16 decrements to go from Vilified to Neutral so a total of 6400 caps.
Hostility: 15000 caps to make player and NCR factions neutral to each other if they are set to hostile to each other. (Including the main faction, Forlorn Hope faction and the NCRCF raid faction. Note that because the NCRCF NCR faction would be set as hostile if you dont betray Eddie, this option wont be available if no other NCR faction is hostile, however if it becomes available the raid faction is set to neutral too)

Novac:
Fame: 500 caps per increment, needs 4 increments to go from Neutral to Idolized so a total of 2000 caps.
Infamy: 1000 caps per decrement, needs 4 decrements to go from Vilified to Neutral so a total of 4000 caps.
Hostility: 2000 caps to make player and Novac Townie factions neutral to each other if they are set to hostile to each other.

Powder Gangers:
Fame: 200 caps per increment, needs 6 increments to go from Neutral to Idolized so a total of 1200 caps.
Infamy: 400 caps per decrement, needs 6 decrements to go from Vilified to Neutral so a total of 2400 caps.
Hostility: 2500 caps to make player and Powder Ganger factions neutral to each other if they are set to hostile to each other. (Including the main faction, NCRCF faction and the Goodsprings ganger faction. Note that this option wont be available if only the Goodsprings faction is hostile to you)

The Strip:
Fame: 400 caps per increment, needs 8 increments to go from Neutral to Idolized so a total of 3200 caps.
Infamy: 800 caps per decrement, needs 8 decrements to go from Vilified to Neutral so a total of 6400 caps.
Hostility: 7000 caps to make player and some Strip factions neutral to each other if they are set to hostile to each other. (Including the NCR citizens faction, the military Police faction, securitron faction, Vault 21 faction and Gommorah and Tops factions)

White Glove Society:
Fame: 1500 caps per increment, needs 2 increments to go from Neutral to Idolized so a total of 3000 caps.
Infamy: 3000 caps per decrement, needs 2 decrements to go from Vilified to Neutral so a total of 6000 caps.
Hostility: 7500 caps to make player and White Glove factions neutral to each other if they are set to hostile to each other.

Bounties

In the terminal, you also have the option to sign in as an active bounty hunter, which gives you a perk allowing you to find Bounty tickets in the corpses of faction members you kill. This also enables faction HVTs (High Value Targets) and rival mercenaries going for some of them in the world. (The rival mercs wont be hostile until you reach level 10). All of these NPCs respawn. Here is a list of their locations and details:

Stationary HVTs:

NCR:

Civilian HVT at the Strip Embassy (No additional guards)
Engineer HVT at Hoover Dam powerplant 02 (2 Trooper guards)
Heavy Trooper HVT at McCarran courtyard, in the tent troopers go to eat (2 Trooper guards)
Civilian Ranger HVT in Forlorn Hope command tent (No additional guards)
Patrol Ranger HVT infront of Camp Golf main tent (3 Trooper guards)
Ranger Vet HVT in Mojave Outpost barracks (No additional guards)
Trooper HVT in Strip monorail station (2 Trooper guards)

Legion:

Praetorian HVT next to Caesar's throne
Prime Decanus HVT in Dead Sea's barracks at Nelson
Veteran Decanus HVT close to Fort weather station
Vexillarius HVT in Cottonwood Cove HQ (under Aurelius' office) with 2 Legionnares
Explorer HVT in Legion Raid Camp. This HVT has a group of 4 mercenaries nearby that will try to assault the camp and get the HVT item.

Brotherhood of Steel: (Stealth killing them will NOT cause hostility if hidden)

Paladin HVT in Ramos' office
Scribe HVT in the lab/research section at second Level

Boomer:

Boomer HVT going about his business in Nellis. I seem to have difficulty finding him as he goes around the base doing different stuff everyday.

Moving HVTs: They move between two points and all have mercenaries waiting to ambush them. Note that the HVT guards will guard the corpse of the HVT and will warn you to stay away and will turn hostile if you loot it. Using NCR disguise prevents this.

NCR Patrol Ranger with 2 troopers: Moving between McCarran and Gun runners HQ. A mercenary with an Assault Carbine ambushes them just south of the GR HQ.
NCR Civilian Ranger with 2 troopers: Moving between HELIOS and El Dorado Substation. A mercenary using stealthboys will ambush them and usually snipe the HVT with no problem.
NCR Trooper with 2 additional troopers: Moving between Primm and Mojave Outpost. A mercenary group of 4 will ambush them closer to the Outpost.
NCR Engineer with 2 troopers: Moving between Hoover Dam and 188 Trading Post. A mercenary group of 4 ambushes them just outside Boulder City train station.

Travelling: These NPCs travel around Vegas, using a route from Novac to outside Freeside, passing through 188. The NCR guards again guard the HVT corpse should they die.

NCR:

Trooper HVT with 2 guards, starting from Novac
Civilian HVT with 2 guards, starting from 188
Trooper HVT with 1 guard, starting from Grub and Gulp
Civilian Ranger HVT with 1 guard, starting from Freeside North gate
Patrol Ranger HVT with 2 guards, starting from Aerotech
Ranger Vet HVT, starting north of Novac, where the faction hit squads would ambush you if you had infamy

Legion: All travelling Legion HVTs are disguised and only rival mercenaries or NCR rangers and dogs can detect their identity. And ofcourse you, too.

HVT starting from El Dorado Gas Station
HVT starting from the abandoned gas station close to Repconn HQ
HVT starting from East Pump Station
HVT starting from Novac

Mercenaries: Divided into 2 factions (Hostile to each other):

Faction A: Group of 4 mercs starting from between Aerotech and Vault 34
Faction A: Group of 4 mercs starting from the Mole Rat Ranch
Faction B: Group of 4 mercs starting close to the Peculiar Shack
Faction B: Group of 4 mercs starting behind the Warehouse used in "Birds of a Feather"

Bounty Tickets

You can turn in your tickets to the terminal and your reward will be dispensed to the Rewards Safe next to the desk. Bonus rewards of ammo and small amounts of other currencies are added the more tickets of the same kind you turn in at once. (Maximum 500 tickets for maximum bonus rewards). Here is a list of which factions give tickets and their rewards:

BoS: 80 caps and 5XP per ticket
Enclave: 100 caps and 5XP per ticket
Khans: 40 caps and 5XP per ticket
NCR: 40 caps and 5XP per ticket
Raider: 20 caps and 5XP per ticket (Fiends, Raiders, Vipers, Jackals and Scorpions all give Raider tickets)
Mutant: 30 caps and 5XP per ticket (Super mutants, Nightkin and Feral Ghouls)
Legion: 50 caps and 5XP per ticket
Powder Gangers: 20 caps and 5XP per ticket
You can also trade in NCR and BoS dogtags and Legion ears for their respective tickets.

HVT Items

All HVTs (And sometimes the mercenary leaders too) will have HVT items you can turn in for 500 caps and 50XP. No additional rewards.

After you turn in a few items and tickets, you will have a bounty placed on your head too. You can either leave it be and kill the occasional mercenary coming for you or pay off your bounty and buy permanent immunity for that bounty tier which will get rid of the mercenaries coming after you. There are 4 tiers of bounty that can be on your head:

Tier 1 activated when you turn in 25 tickets and 1 item. 2 independant mercs will start travelling to you, one from the area south of Cottonwood Cove and one from California Sunset Drive in. 500 caps for your head, and cost of buying it off and immunity is 2500 caps.

Tier 2 activated when you turn in 75 tickets and 5 items. 2 groups of 2 mercs will start travelling to you (hostile to each other), one close to Legion Safehouse and one from Spring Mount Ranch. 1000 caps for your head, and cost of buying it off and immunity is 5000 caps.

Tier 3 activated when you turn in 200 tickets and 20 items. 2 groups of mercs will start travelling to you (hostile to each other), first group (3 mercs) from Boulder Beach Campground and second group (4 mercs) from the area west of Westside. 5000 caps for your head, and cost of buying it off and immunity is 10000 caps.

Tier 4 activated when you turn in 500 tickets and 50 items. 2 groups of mercs will start travelling to you (hostile to each other), first group (6 mercs) from the mutant camp next to "The One" and second group (4 mercs) from the area west of Tumbleweed Ranch. 10000 caps for your head, and cost of buying it off and immunity is 20000 caps.

There is also threshold challenges for finding tickets, HVT items, and killing rival mercs. Reaching the Ultimate rank in each of these 3 challenges gives significant permanent perks such as 250 extra health, 5 extra DT, and more damage dealt, along with extra items and good chunks of experience.

I really enjoyed making this mod, hope you'll enjoy playing!

Special thanks to Fallout2AM as always for advices and testing.