Fallout New Vegas

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PSYKER README
version 2.0

Maybe it was the radiation, or the bullet to your head, but you feel like you're noticing things that others can't see. Perhaps you're going crazy. Or perhaps ... you're becoming a Psyker.

The immediate benefits of being a Psyker are small. A little more perception, a better awareness of your enemies, that's about it. But as you advance in level, if you take the Psyker perks you can gain powerful Psionic weapons and aids.

You should take the Psyker trait in character generation to make use of this mod. As you advance, new perks will become available; you'll need the ESP perk at level 2 to begin. Each perk will open up new abilities, and make later perks available. The "Psionic Mastery" perk is available at level eighteen; you will need all the other Psyker perks to get it. (Because this mod calls for choosing lots of psionic perks, I don't recommend adding it to an existing character. However, if you want to try that, there's a book in the shelter up-ridge behind Wolfhorn Farm that will give you the Psyker trait.)

Version 2.0 is a significant upgrade; I've found an animation which allows me to set the Psyker weapons as Quest items, so that you will now be able to take them into places like Dead Money. To ensure compatibility, I've made no other changes; if you are playing with an existing Psyker character, simply copy the new Psyker.esp and Psyker.bsa files into your data folder. (As usual, take the precaution of saving your game first.)

A few notes: the Psionic weapons are keyed to Melee skill. You'll create these weapons using the "Psionic Research" aid item. (New items won't show up immediately. I've made the Psionic Research "workbench" portable; but as a consequence newly created psionic items aren't visible in your inventory till you've closed and reopened the Pipboy.) Most Psionic items are created using stimpaks. You'll have the option to create multiple copies, but there's no need for that. All of the items are persistent; one copy is enough. As of version 2.0, all of the weapons are Holdout weapons and Quest items; they cannot be taken from you. I've also added some clothing and armor; they are not necessary, but would give a Psyker character a distinctive appearance. You can make them at any ordinary workbench (using leather armor, combat armor, or ranger combat armor to craft the armor).

To maintain game balance in a character path which has some very powerful abilities, I've tried to make it costly. You'll need to spend ten Perk points altogether to reach Psionic Mastery, and you'll use up lots of stimpaks mastering psionic skills. You'll also find that most of the more powerful psionic weapons have a large blast radius. If you're close to the target you can easily blow yourself up; or your companions, or the neighbors.

The psionic Stun and Knockout weapons do little physical damage, but render the target unconscious. You can search unconscious victims for weapons or loot: use the "E" activate command, and choose "search." You'll find these weapons very helpful if you want to play without killing people.

INSTALLATION:
Copy the Psyker.esp and Psyker.bsa files into your data folder, and activate them.
If you are upgrading to a later version, simply overwrite the earlier files.

UNINSTALLATION:
Save your game, deactivate the Psyker files, and delete them. Nothing in the basic game is overwritten.

COMPATIBILITY:
I don't expect any conflicts with other mods.

GAME SOURCE:
https://fallout.fandom.com/wiki/Psyker

GAME BALANCE:
The biggest imbalancing effects seem unavoidable. These are mental powers: they have no weight, and use up no ammunition. You will find that the most powerful weapons are not much good at close range. Some need a greater distance, and others will blow you up.
By the time you achieve Psionic Mastery, you will be extravagantly deadly. But by that point in the game, I hope you'll find that enjoyable. After all, you will have become a power to rival the Master.

HOW IT WORKS:
You will begin the game with the Psionic Research "workbench" in the Aids section of your inventory. You can use it to build psionic weapons and abilities once you have the perks.
Psionic abilities, such as shields and mental influence, are classified in your inventory as Aids. They are based on ingestibles such as food or chems. However, you will not use them up. When an ability is activated, a copy will also be restored to your inventory.
Psionic abilities and weapons are also marked as quest items. They cannot be taken from you, even in areas or DLCs such as Dead Money which remove your inventory.
Psionic weapons have no weight and use no ammunition. They are marked as both Holdout and Advanced Holdout weapons, cannot be dropped, and with version 2.0 are marked as quest items.

If you find the weapons and aids confusing, try the accompanying "Using Psyker Abilities" text file which gives more detailed information.

VERSION 1.2:
Adds "Lethal Telepathy" at the Psionic Mastery level.
Optional folder included: Glowing Ball Replacer
VERSION 1.3:
Adds armor, robes, and hoods.
VERSION 1.4:
Addresses problems with the robes.
Adds "Telepathic Assault" at level 8.
Adds new weapons to holdout script.
VERSION 1.5:
Adds Spontaneous Combustion and Flame Strike to the Pyromaniac Perk list.
Increases effectiveness of Telekinetic Push.
VERSION 2.0:
Uses a new animation which allows me to make all psionic weapons Quest Items.

ABOUT STIMPAKS:
For the sake of game balance, I wanted psionic powers to depend on something useful and hard to get. For the sake of a coherent narrative, I have made the assumption that gaining psionic abilities involves re-routing the circuits of the brain and that this is likely to do great damage unless treated. Hence the stimpaks.

KNOWN ISSUES:
There's slight clipping on the hoods with most hair styles.

CREDITS:
This mod incorporates Yukichigai's "Unconscious Looting" search function
(https://www.nexusmods.com/newvegas/mods/38204),
which is used by general permission and with my thanks.
(use the "E" activate command on unconscious enemies, then choose "search")
The psionic resources in this mod are mine, but I learned how to build them by examining "Project X7 - Psionics - Not magic" (https://www.nexusmods.com/newvegas/mods/54952) by sorrynameused

PERMISSIONS:
You may adapt or use the psionic materials in this mod; please credit me. You may not use these materials in any mod offered for sale.