Fallout New Vegas

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blueboar

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blueboar

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  1. blueboar
    blueboar
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    If you have enjoyed Psyker, you might also enjoy one of my Retro Character mods designed for role-playing character types and styles of play based on "retro" films, television, and books. Here's a list of the whole Retro series:
    A KNIGHT WITHOUT ARMOR
         https://www.nexusmods.com/newvegas/mods/67491
    TRUE DETECTIVE
         https://www.nexusmods.com/newvegas/mods/67615
    GANGBUSTERS
         https://www.nexusmods.com/newvegas/mods/67663
    WRANGLER
         https://www.nexusmods.com/newvegas/mods/67789
    OLD WORLD SCIENCE
         https://www.nexusmods.com/newvegas/mods/67905
    SECRET AGENT RETRO
         https://www.nexusmods.com/newvegas/mods/68014
    GUYS AND DOLLS
         https://www.nexusmods.com/newvegas/mods/68204
    THE INVISIBLE MAN
         https://www.nexusmods.com/newvegas/mods/68450
    ARCHAEOLOGIST
         https://www.nexusmods.com/newvegas/mods/68790
    JEDI AWAKENING
         https://www.nexusmods.com/newvegas/mods/68613
    RETRO SUPERHERO
         https://www.nexusmods.com/newvegas/mods/68938
  2. NSFJCDenton
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    Man, this mod is awesome, I just wish there was a general "Telekinesis" power that let you actually pick people up and toss em around, like a few mods for Oblivion and Skyrim.
    1. STMsystem801
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      try the gravity gun mod, or telekinesis which adds it as a ring for controlling objects.
    2. NSFJCDenton
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      Could you give me some links?
    3. STMsystem801
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      Gravity gun
      https://www.nexusmods.com/newvegas/mods/64268
      Telekinesis from skyrim
      https://www.nexusmods.com/newvegas/mods/47733
      are either of those good?
  3. vk1970
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    Melee seems an odd skill choice for keying the weapon progression... perhaps unarmed may be more logical? I'm testing it to study this anyway and I'll let you know. Psionics in general are an under-utilized theme/mechanic in RPG's AFAIK currently, but they fit into the Gamma World aesthetic that partly inspired Fallout and is the grand daddy of all post apocalyptic RPG gameplay. If Unarmed is a better skill tree fit, I know my way around the GECK and can tinker with it even though I'm playing on Linux.
  4. psalmist
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    I Enjoyed this mod a lot, and did a complete play through with it. I came up with a build that might get others started:

    Psyker Build
    Tags: Melee, Sneak, plus your choice
    S9P5 E8 C1 I4 A4 L9
    Melee to 100
    Sneak to 80+
    Survival to 30+
    Perception Implant or Intense training
    Implants for strength and luck if you can

    Rationale: Psyker skills are Melee, you'll want it up to
    100. Melee skill is based on Strength and Luck so get
    them to 10 eventually, if possible. Sneak is needed for
    Ninja, and is also quite usefull for this build. Hunter
    needs 30 in survival. Substitute any none psyker perks
    for your favorites. Karma perk is your choice.
    You could also get better criticals ASAP with implant or
    intense training in perception.

    2 ESP
    4 Educated
    6 Telekinesis
    8 Psionic Fire
    10 Psionic Lightning
    12 Stonewall
    14 Tougness
    16 Finesse
    18 Psionic Rad Control
    20 Psionic Shields
    22 Ninja
    24 Mental Influence
    26 Purifier
    28 Psionic Mind Control
    30 Psionic Mastery
    32 Unstoppable Force
    34 Toughness
    36 Hunter
    38 Bloody Mess
    40 Confirmed Bachelor
    42 Lady Killer
    44 Admantium Skeleton
    46 Better Criticals
    48 Life Giver
    50 Karma perk from Lonesome road
    1. blueboar
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      This is a very useful report. Thank you!

      blueboar
    2. vk1970
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      This could be extremely useful, thanks! I've started a new rather misanthropic character just to play-test this for myself.
  5. Hey sorry if this is a dumb question, but that glowing in your hand while you use the psyker powers has never been there for me. Was wondering if it was a separate mod or something.
  6. PeytonFalcon1
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    Yo, I'm looking to add some kind of cooldown to the early game infinite stun ability. Any idea how I could do that?
    1. blueboar
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      I'm sorta stalled on further adaptations.  Part of the problem is, on the one hand a character based on this mod can become ridiculously overpowered for game balance.  On the other hand, the basic premise is that your character can eventually equal or surpass the Master, so restoring game balance doesn't seem right either.  I don't see any plausible way to reconcile these two concerns, so for the moment I'm leaving the mod "as is."

      You certainly have my encouragement to modify it for your own use.  Offhand I haven't got any great ideas on how to implement a cooldown.  However, if you find one, could you post it?  Other players might also appreciate the balance.

      Regarding the stun ability in particular; as with the basic "balance" question, I'm of two or three minds on this one too.  The stun power is very potent.  But, on the other hand, if you can do psionics at all, this seems to me rather basic.  Perhaps psykers are just too dangerous to have around...

      blueboar
    2. skyway920
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      two years late but the powers costing a certain present of AP to use based on how powerful the power is, that goes down as the player gains psyker perks could make it so that their not OP when they get their first offensive power and still eventually equal or surpass the Master.

      P.S The ammo script for the recharger weapons are also a option
  7. kyleblack2000
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    hey can the powers drop or taken like the casinos
  8. AltermateAmdy
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    A system of preparation wherein the player has to 'prepare' the power before casting it may be a better system of balance.

    player has perk that allows them to use a power --> player has none of that power --> player can 'meditate' to get a certain amount from a throwable power --> meditate power removed --> player used all the throwables of the power --> player can now meditate again to gain another power/gain this same power again.
    1. trollmon123
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      Don't get me wrong the original mod is super fun and fantastic, but as you stated for balancing reasons, i did exactly what you said and the balancing was 10000000000x much better, It was either i get to heal, or i can have a lot of destructive power. I would love to share but i dont know if the owner of the mod would like that. Plus do you even play with this mod anymore? lol.
    2. NSFJCDenton
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      Ay, if you ever see this, can you shoot me your version through DMs? Would love to give it a spin, don't know how to do it myself.
  9. Gunrunner66
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    I had no idea you did FNV modding as well; I have several of your mods in my Skyrim order, and was pleasently surprised to find some here too.

    I have not gotten very far onto the mod, having just unlocked Flame Strike, but the projectile from said attack is a small red !.  This usually indicates a missing mesh.  Curiously enough, it only turns up in VATS, hipfiring or aiming just sets things alight with no projectile.

    If I come across any other wierdness, I'll be sure to post.
  10. STMsystem801
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    This is fun and works well with New California as well as a ton of perk trait and other overhaul mods.
  11. serso
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    has anyone tried this with "tale of two wastelands"?
    1. trollmon123
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      Don't know if your still playing with this mod, but it works very well with TTW, no problems at all.