Fallout New Vegas

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TheRoboman2000

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TheRoboman2000

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About this mod

A Hardcore Realism Mod that brings death really fast to everything, espacially the player.
All Damage has been Adjusted to fit with Ammo type and barrel lengh.
ALL weight has been reworked, as realistic as possible.
And much more

Requirements
Permissions and credits
After spending what has to be days worth of hours on rebalancing Tales of Two Wastelands, i thought I'd share the progress I've made thus far

Contents:
Weight and Economy
Weapons and Damage
Perks
Armor
Health
Ingestibles
Changelog
Optional files


Weight & Economy

Merchants charge you more than usual

The Weighting system is now adjusted to KG instead of LBS
You also don't have the ability to haul a grocery Store across the Wasteland, let alone a Weapons-stash

However, I also adjusted the Weight of almost every Item in the Game-
meaning that empty tin cans don't weight as much as your Litre soda bottle
be warned though that also Includes Bottlecaps. (they're really light though)
(WIP 95%)

Weapons and damage

Weapons now do roughly the damage they should do IRL
(taking caliber into account, mostly.)
I did this by adjusting every gun in the game and setting a damage multiplyer (1.4x)
also i tried to match as many of them with the IRL weight as possible
(Meele weapons are still in treatment, so it's a 95% WIP.)

With Update 1.1 Skill won't affect Rifle damage anymore
why would 308 suddenly do the damage a .50 would have done in the early game?
doesn't make sense. All rifle damage is static now. the only thing affected by skill is accuracy.
I bypassed this with meele weapons through more strengh scaling.

With Update 1.4 limbs take more damage, similar to RWD
whilest i still highly endorse RWD, it's not needed with this file

Energy Weapons now actually have benefits compared to normal guns
So the damage for lasers generally is on par with intermediate or pistol cartridge Rifles, and Plasma... Plasma just does it's thing...
Ammo is the biggest bonus factor though
Taking Criteria for Service Rifle replacement into account, one might discover that many nations, espacially in the late stages of the cold war, aimed to have as little load on their soldiers as possible, thus, energy weapons now have really light ammo, to justify their usage by sophisticated factions like the BOS or Enclave

I modified accuracy in a similar manner as slapahotribe23's mod NPCs CAN MISS does. However, my version isn't as extreme as his.

Perks

Rebalanced a couple of Perks
Generally I reduced the Damage modifying Perks, they mostly still change your damage output, but not as drastically as before anymore.
Carryweight bonuses are also reduced, same goes with health bonuses. I left the rest untouched.
(WIP 75%)

Armor
Power Armor now actually is Power Armor
That means that you're actually able to tank a few hits with the armor instead of your health pool
it also means, that the armor now weighs around 100 Kilos, but given that it is an mechanical exoskeleton, it carrys itself and your heavy weapon. just as the lore intended
Oh and NPCs aswell as yourself are bigger when wearing it...
(when given to Companions, this effect might dissapear occationaly. To bypass that simply let them re-Equip it.)
the Rest of the Armor is weight and Protection adusted, rendering a lot pretty useless against many calibers, and enhancing the stopping power of armor which is intended to stop cartridges.

Health

Player Health is not affected by level anymore, but instead, only by Endurance.
You will die. A lot.
The courier might have survived a 9mm to the face, but a .308 will paint the wall red, no matter how high your level.
you won't be able to tank anything, if you don't sport the protective gear for it.
As I have said, health is only affected by endurance, and by a couple of Perks. Thats it.

As for NPCs:
Some Creatures and Humanoids had their Health adjusted to prevent death by being sneezed at and some have been nerfed in order to prevent ridiculus and illogical Bullet sponges like the Albino Rad Scorpion or the Ghoul Reaver... (also, looking at you there, point Lookout)
Don't worry, they still pose a threat and can tank a bullet or two. but you won't have to spend an squad worth of ammo to take them down
(Behemoths are excluded from any change)

My goal is to have every human roughly at +/-100 health. Naturally  I will have some exceptations to this.

(this is really hard work btw. a shitton of characters use Templates for their statistics, and finding every goddamn entry is exhausting. I pretty much have to go through almost every single AI in the game to get a sort of standard going, and you all know how many NPCs there are in this game
So don't expect this to be finished soon. At least not in the TTW version.
NV on the other hand looks promising my guess is, 60% TTW, 90% NV)

Ingestibles

They all have weight. (Even stimpaks, allthough very light) Food for the most part lost it's healing property, or had it reduced significantly.

Changelog TTW

Update 1.2
Continued to rebalance health, weight and so on
Misc items are finished now, if i still forgot something though, tell me and I'll fix it
Added a little custom suit, which is a Vault suit in german splinter camo (see the mod background picture for reference)
It can be crafted at a Workbench with 5 gecko hides

Update 1.3
Updated work on the WIP sections. Adjusted the game difficulty settings to have lower impact on damage
Started reworking Food and Chems.

Update 1.4
Tweaked the Body part damage in a similar fashion as RWD
thus RWD is no longer needed alongside this file
Worked on the WIP sections
Armor is finished for the NV version

Update 1.5

Continued the work in WIP sections
(mainly NPC health)
Finished Ingestibles
added demonstration video

Update 1.6

Minor Fixes (including prototype medic armor)
Slightly nerfed enemy accuracy
Buffed Deathclaws
Slightly nerfed explosives
Added Backpack "The Hauler" Craftable at workbench

Update 1.7
added meele damage boost to super mutants
removed enclave faction for remnants (remnant faction still remains)
added recipe for hauler
nerfed power armor helmets
buffed combat armor helmets slightly
adjusted followers carryweight
reduced cost of certain weapons

Update 1.8
increased armor degradation
fixed perk living anatomy
enhanced laser rifle durability
nerfed power armor durability
buffed damage neglection through DT
buffed rilfe AP DT reduction
worked on WIP sections
minor fixes
Added the Stealth boy cloak effect when crouching with stealth suits. Thought that was cool...

Changelog NV

Update X.Y
Generally everything the latest TTW version does but only for NV
(NV version 1.0=TTW version 1.3)

If you have wishes, feel free to write me. I will try to look into it
I mean it. If there are only certain things you want me to do, like split of certain mechanics into a standalone mod, write it in the posts section or in the youtube comment section-
...here
(video slightly outdated)


Optional Files

Recently I have added a version that should work with the "vanilla" Fallout NV ultimate edition. I haven't tested it yet, so im reliant on feedback regarding the effectiveness of the changes.

I also added the ESPs that i tend to use, which are adjusted and can be simpy dropped into the Data folder