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Added an "Odd Terminal" to Doc Mitchell's house that canbe used to run the OXMOD updater quest. Located in the Patient Quarters next to the chemistry set.
Super Special 1-time opportunity challenges (Talk About Owned, Historical Propriety, etc) are now hidden in the Pipboy unless they are completed.
Added +10% Movement Speed to Fiend special ability.
Changed the model of Raul's 44 Revolver to the HD Frame Modded version.
Changed the model of Veronica's 10mm pistol to the Laser Sight Modded version.
REVISION: Reimplemented Companion Inspiration in a way that generically affects any Teammate. Must use Updater if updating from an old version.
REVISION: Claustrophobia now reduces all skills by 10 while indoors, and increases them by 5 while outdoors.
REVISION: Benefits and detriments of Bloody Mess (Trait) removed. Now purely an aesthetic choice.
Version 14
Hot Blooded attribute penalties removed, now directly increases Firearm spread when activated.
Claustrophobia penalty now reduces Perception, Intelligence, and Charisma by 3. Benefit changed to Health Regen. Wrote a more flavorful description.
Revision: Rewrote the Here & Now (Ain't The First Time) description, as the first rewrite sucked.
Good Natured now reduces XP gained through Combat by 50%. Weapon Skills penalty removed. "Good" Skill bonuses increased to 10.
Bloody Mess is now a trait: Increases damage dealt by 15%, enemies have x2 higher chance to inflict critical damage.
Skilled renamed to "Natural Talent" and given a more flavored description that better represents the trait's effects. XP penalty increased to 25%.
Mod Bug Fix: Remade the cueball hairstyle using a transparant texture as the blank mesh was causing crashes.
Added a Mojave Express Dropbox to Westside, near the co-op.
Lil Devil and 12.7mm pistol gibbing set to Explode only.
Changed the Life Giver, Swift Learner, Toughness, and Lead Belly loading screens to reflect oxmod changes.
Changed the Here and Now perk loading screen to be about Jury-Rigging, since the former is now a trait
Changed the Explorer perk loading screen to be about Vigilant Recycler and Handloader since Explorer is now a trait
Revision: Changed the "Middle-aged and Geriatric" race suffixes to "Aged and Elder", for better menu formatting.
Simplified the African-American race name to "African" for better menu formatting.
Added Kill Impulse to various melee weapons so that enemies don't just fall downward like a sack of potatos when killed by them. (Heavier and Blunt weapons have a higher impulse than lighter and bladed ones.)
Increased Kill impulse on numerous weapons. (RAGDOLL PHYSICCCCSSSSSS)
Simplified the name of the Claustrophobia negative effect (Claustrophobia Penalty) to just "Claustrophobia."
Version 13
Mojave ED-E's crafting services are no longer available until you've met Lonesome Road ED-E.
Overhauled Mojave ED-E's dialogue cause it was a fucking mess of Top-Level topics.
* Workbench and Reloading Bench crafting now accessed through "Crafting Tools::Access" topic.
** Audio logs replayed through the "Audio Databank::Access" topic.
*** Freebies and repairs are now accessed through the "Hey ED-E I need a favor-" topic.
When ED-E is repaired, they now appear next to the countertop instead of on top of it, which caused the dialogue menu to focus on ED-E at an extreme angle.
Flagged "Info Refusal" on companion management topics that either change a companion's follower behavior or access inventory/crafting so that they are always highlighted.
Mod Revision: Reworked Veronica's Scribe Assistant Rework. Instead of giving the player a science Bonus, the Crafting menu accessed via Scribe Assistant now uses Veronica's own skills and inventory. Player Dialogue and Perk Text have been modified to reflect this.
MOD BUG FIX: Corrected conditions for the Powder Charge crafting recipe. (Thanks Ding2Ding)
Reworked the Mojave Express Dropboxes in to a universal storage system (Resident Evil magic boxes). Using the box requires a service fee of 100 caps. The box holds up to 50 lbs of items which can be upgraded twice to a maximum of 150lbs.
"Moved" the Novac and Primm Mojave Express dropboxes outside the Motel and Mojave Express offices. (New boxes added, originals flagged as disabled. Minor navmesh edits included.)
Added a terminal to the Mojave Express (Nash Residence) and an entry in the Lucky 38 Suite terminal that can be used to upgrade your Dropbox storage capacity.
REVISION: Changed the way the new Lucky 38 suite upgrades are made available for purchase. "Updating" your suite terminal in new games on this version of Oxmod is no longer necessary.
REVISION: The Lucky 38's "Update Software" option can now be used to apply OXMOD changes that otherwise would not appear on existing savegames (Including the new Suite upgrades).
* This is handled behind the scenes with a quest, so it's safe to click if you aren't sure whether you need to use it or not. Or if you just like the feeling of updating things regardless of whether you're actually doing so.
Added a Mojave Express Dropbox to the list of Lucky 38 Suite upgrades.
Added additional-conditional Carry weight bonuses to Power Armor with STR bonuses so they're still "weightless" with Power Armor Training when the STR bonus would bump into the attribute cap.
Increased benefits of Raw Meat, to make them more attractive as a Health/FOD source.
Removed STR penalties from Raw Meats.
Consuming Raw Meat has a chance, Based on your endurance to make you "feel queasy", impacting your melee/unarmed attack speed and ranged weapon accuracy.
Added "Raw" to various item names to indicate they can afflict you with food poisoning
Lead Belly now removes ALL Rads from food & drink and removes the chance of sickness from Raw Meat
Lead Belly Rebranded as "Strong Stomach"
Increased Item Weight of Steady to 1.
Increased the DT piercing of .50 AP Rounds from 15 to 25. (.50 AP was outclassed by .50 Match as the latter can provide more than 15 additional points of damage. Now AP is always the optimal choice against heavily-armored targets.)
Increased the point-by-point Spread Penalty of being below a weapon's strength requirement to something you'll actually notice.
Version 12
Nightstalker Squeezins enhanced effects no longer require the Mile In Their Shoes perk.
Added Square Brackets [] to "Ability item" names, so they stand out and are sorted with each other. ([ Natural Stealth Field ] [ Implant GRX ])
Implant GRX Endurance Requirement removed; now checks if "your body can handle another implant" like the New Vegas Medical Clinic implants. (It does not count towards the Implant Limit itself.)
Mile In Their Shoes Rework: Original zero-appeal functionality replaced with a Natural Stealth Field power. Charge is replenished after 12 in-game hours.
Mile In Their Shoes requirements increased to Level 30, 60 survival, and you must have returned the Chewed Stealthboy during the 'Guess Who I Saw Today' quest.
Removed the unnecessary "[Activate From Pip-Boy]" from Implant GRX's perk description.
Changed the Mile In Their Shoes description to reflect OXMOD changes.
Created a custom Icon for the Natural Stealth Field "item." Based on JesusHChrist's HidingInPlainCactus artwork.
Added conditional to the Ghost Sight recipe so it is filtered until the player has been taken to the Sierra Madre.
Added conditionals for Thick Red Paste and Black Blood Sausage recipes so they are hidden without the Thems Good Eatin perk.
Version 11
MOD BUG FIX: Corrected some Recipe name issues. (Thanks Asorly)
MOD REVISION: Implemented existing and new OXMOD companion abilities via Quest Script for better compatability.
MOD REVISION: Reduced Automatic Rifle Health to 175 (From 300. Vanilla is 100)
12 Gauge Dragon's Breath Rounds: Damage penalty removed, Is now a single projectile, and has reduced range.
Automatic Rifle magazine size increased to 25.
Removed all effects of the Companion Suite perk so its effects are not applied under any circumstances. (It doesn't play nice with OXMOD changes and sucks in general.)
Added a Charisma-based Carry Weight Modifier Ability for all Companions. For every point of charisma you have above 5, Companions gain a carry weight bonus (Maximum of +30), and for every point below 5, a carry weight penalty. (Maximum of -30)
Modified the description of the Charisma Attribute and the "Companion Nerve" loading screen to inform the player of the new OXMOD Charisma mechanics.
Version 10.5
Removed the custom texture for the wasteland scavenger outfit.
ncreased weight of Auto-Inject Super Stimpaks. (Slightly heavier than regular Super Stimpaks).
Raised the Auto-Inject Super Stimpak activation threshold to 30% health.
Added a repair list for 556mm Pistols.
MOD BUG FIX: Added lots of missing Repairs for the Jury-Rigging Rework.
MOD BUG FIX: Fixed Challenges still giving updates.
Version 10.0
Further Increased the Sleep Deprivation Alleviation of Black Coffee to 75 (From 50)
Increased the weight of Black Coffee to 1.25 (In spite of all known understandings of physics, it originally weighed 0.02)
Reduced the chance of your Black Coffee Cup breaking to 25%
Added DT to V34 Security Ghouls appropriate to the security armor they're wearing.
After discussions with his cosmetologist, Caesar's hair has been reverted to its vanilla "shaved" state.
Modified Michael Angelo's Vantablack hair for a more natural black.
Added a hyphen to "Jury Rigging". (Thought the lack of one seemed off, and Merriam-Webster agrees.)
Leather Armors can now be repaired with tanned gecko hides.
Lowered the weight of the NCR Trooper Fatigues from an absurd 27 lbs to 4.
Changed the Recycling recipes to use a Colon instead of a comma. (naming consistency.)
Added recipe for "Refined Metal" (x3 Scrap Metal, Repair 100). Recipe Unlocked by the Jury-Rigging Perk and used for repairing high-end armor.
Reduced the Sawed-Off Shotgun's Minimum Spread from 4 to 3. Increased damage to 126. (9x14)
Buffed Big Boomer in tune with the Sawed-Off buffs.
Increased the weight of Satchel Charges to 1.5 (From 0.75)
Increased item health of Incinerators and Missile Launchers considerably. (Seemed to be balanced for Fallout 3 damage levels and so were easy to destroy with a single shot or two from an average NV weapon.)
Shoulder-Mounted Machine Gun weight reduced to 15 (from 17.)
Player's Endurance Hitpoint Multiplier reduced to 10 (From 20).
Reduced the maximum effectiveness of Player Repairs. (fRepairMax lowered from 2 to 1.)
Reduced the cost of Repair Services.
Revised Sleep Deprivation Levels from a starting point of 200. (200, 350, 500, 650. From Zero Need, it will take appx 30 Game hours to reach the first stage. Note that the Death Stage is still 1000.)
Life Giver health bonus increased to 50 (From 30). Endurance requirement lowered to 5 (From 6).
Jury-Rigging Rework: The original JR functionality has been replaced with the ability to repair equipment with misc items like Duct Tape, Leather Belts and Scrap Metal.
Jury-Rigging now requires 6 Luck. (In tune with its offensive counterpart, Junk Rounds.)
Lowered the requirements of the Roughin' It perk to Level 10, 50 Survival.
Minor edits to Swift Learner's description.
MOD BUG FIX: Corrected some typos and naming schema inconsistencies.
MOD BUG FIX: Fixed the Armored Ghoul abilities not working.
Version 10..0
Added DT and DR to the unique Vault 34 Overseer Ghoul.
Version 9.0
Mod Bug Fix: Fixed an issue with the texture on the female version of the wasteland Scavenger outfit.
Reduced the attack animation speed multiplier of Brass/Spiked Knuckles and Love & Hate to x1. (From 1.3, 1.5, and 1.6)
Increased the attack animation speed multiplier of Boxing Tape to x1. (From 0.8)
Implemented and rebalanced the unused Junk Rounds. Junk Rounds Increase Weapon Spread by x1.3, increase Weapon Degradation by x1.5, and have no damage penalty. Can only be obtained through crafting via the Junk Ammo Perk.
Set the value of all Junk Ammo to 1.
Created .45 Auto Junk Rounds.
Junk Ammo Recipes now produce Junk ammo instead of Standard ammo.
Junk Ammo Recipes no longer require casings or hulls.
Added recipe for .45 Auto Junk Rounds.
Crafting Satchel Charges now requires the Demolition Expert perk, 75 Explosives skill, and calls for 50 Pistol Powder.
Standard/Efficient Powder Charge Recipes now calls for 50/30 pistol powder instead of Dynamite.
Powder Charges no longer require the Powder Ganger Schematic to craft.
The Efficient Powder Charge Recipe now requires the Mad Bomber Perk.
Added an Efficient Tin Grenade recipe, unlocked with Mad Bomber.
Added a recipe to convert Long-Fuse Dynamite to standard fuse. (Surgical Scissors + Long-Fuse Dynamite. Scissors are returned. Only visible if you have Long-Fuse Dynamite in your inventory.)
The Armored Vault 21 Vault Suit Recipe is now hidden if the player does not have a Worn Vault 21 Vault Suit in their inventory.
Learned to spell Efficient correctly.
Unstoppable Force now only applies to Melee Weapons.
Unarmed Requirement removed from Unstoppable Force.
Piercing Strike now only applies to Unarmed and Throwing Weapons.
Modified the description of Piercing Strike to reflect OXMOD changes.
Rapid Reload now only applies to Guns skill weapons.
Modified the description of Rapid Reload to reflect OXMOD changes.
The Grunt Perk now applies to the Battle Rifle and This Machine.
The Cowboy Perk now applies to High-Yield Time Bombs.
Flirt Perks (La Femme, Confirmed Bachelor, etc.) now require 4+ charisma.
Intelligence Requirement for Educated removed. (I feel this perk is largely redundant when you have decent intelligence and I like it as an option for low-intelligence characters to compensate for their SPECIAL allocation.)
Added a +1 Skill Point Bonus to each rank of Swift Learner.
Modified the description of Swift Learner to reflect Oxmod changes.
Here and Now is now a Trait.
Rewrote the name and description of Here and Now to reflect it's new role as a trait.
Added a new image Perk Image for Here And Now from JesusHChrist's Consistent Pip-Boy Icon Resource.
Disabled the "Schematic - Powder Charge" note due to OXMOD changes and replaced its presence with the materials to craft 2 Powder Charges and 2 Tin Grenades.
Mod Bug Fix: More Goddamn Perk Condition Fixes for Mother-Fucking Slayer. (And a few others.)
Version 8.0
Mod Bug Fix: Fixed the agility conditions on the Slayer perk.
Concentrated Fire now requires Energy Weapons OR Guns skill, instead of both.
Junk Round recipes now output several rounds instead of only 1.
All Challenges no longer give progress updates.
Increased the thresholds for Crafty and Crafty Vet challenges.
Increased the thresholds for Exploration challenges.
Bighorners have had their health increased by 2.5x and gained 25% damage resistance.
Yao Guai given 25% damage resistance.
Version 7.0
Challenge Perk Reward messages are now corner messages.
Machete Gladius damage increased to 30 (from 28), increased weight to 3, and increased Weapon skill requirement to 50.
Missile Launcher weight reduced to 15
Automatic Rifle weight reduced to 14
Automatic Rifle health reduced to 300
Grenade Launcher weight reduced to 10
Flamer weight reduced to 12
Cleansing Flame weight reduced to 15
Halved the VATS hit chance of Ghost People.
Combat Helmet weight reduced to 2.5 lbs.
Riot Gear Helmets weight reduced to 3.5 lbs. (From 6)
Swapped the weight value of the Reinforced Combat Helmet MK 1 and 2 so the former is lighter than the latter. (2.5 and 3 lbs respectively.)
Gecko Backed Metal Armor enchantment updated for consistency with other metal armors. (Sneak Penalty instead of Agility penalty.)
Added Radiation Resistance to the All-Purpose Science Suit.
Rebalanced Healing of Them's Good Eatin consumables to be comparable with other mid/high level Survival items.
Rebalanced Trail Mix and Caravan lunch Healing. (Similar total over a longer duration.)
Large Wasteland Tequila renamed to "Wasteland Tequila, Large", so it is sorted alongside the standard Wasteland Tequila.
Added the Broad Machete to various low-mid tier melee weapon and Vendor leveled lists.
Modified various leveled lists so that guaranteed Stimpak drops are now chances.
Replaced Legion Veteran, Vexillarius, and Assassin Lawnmower machetes with the Broad Machete.
Added Machete Gladii to Legion Centurion Melee lists.
Aliens now have 50% Damage Resistance and 6 DT. (Call it advanced alien nano-armor.)
Alien Faction is now an enemy of the Player Faction.
Modified the brand makeup of several NPC caravan decks to reduce the overrepresentation of Tops cards (many decks used them exclusively). The most common card type in use are now Bicycle cards, and other brands are more broadly represented.
The Player's default caravan deck is now a Bicycle deck instead of a Tops Deck. (This change is not retroactive and will only work on new games.)
Enabled the "Has Backpack" flag on Riot Gear armors for their bulkiness and for consistency with other Ranger-style armors.
Expanded the abbreviations of ammo type names and added hyphens and naming scheme consistency changes where needed. (GUN LOREEEE).
Removed the "Hand load" designation from Ammo recipes and expanded their abbreviated designation. (GUUUNNNNN LORRRRREEEEEEE).
Gun Ammo recipes categorized as "Heavy Ammo" or "Light Ammo" based on Primer type.
Explosive throwables and Ammo categorized as Explosives.
Energy Ammo recycling and conversion recipes categorized as Energy Ammo.
Food Recipes that produced drinks are categorized as Drink.
Chem recipes that produced non-addictive substances categorized as Aid.
Chem recipes that produced alchoholic drinks categorized as Drink.
Poisons categorized as Poison.
Recipes that produced materials (Corn Flour, Gecko Hide Belt, meals-to-metal, etc.) categorized as Materials.
Effecient versions of recipes are no longer initially visible and will replace their ineffecient counterparts once their conditions are met, and vice-versa.
Cloud Kiss Recipes are now hidden until the player has been taken to the Sierra Madre. (Completed "Sierra Madre Grand Re-Opening!")
Cosmic Knife Recipes are now hidden unless the player has a relevant cosmic knife in their inventory.
The K9000 FIDO Upgrade recipe is now hidden unless the player has a K9000 cyberdog gun and the FIDO schematic in their inventory.
The Fist of Rawr/Fist of the North Rawr recipe is now hidden unless the player has Rawr's claw in their inventory.
Rocket Ammo is now managed at the Workbench.
Renamed Rocket Ammo recipes for better organization. (Breaking from my own naming conventions, but whatever it's the cleanest way to do things.)
Gecko-Backed Armor is now made at the Workbench.
Datura Hide is now made at the campfire.
Large Wasteland Tequila recipe renamed to "Wasteland Tequila, Large" so it is sorted alongside the regular Wasteland Tequila recipe.
Ineffecient Recipes are no longer hidden if you have their related perk or schematic, as they require less skill to craft.
Naming convention of Effecient Energy Ammo recipes changed to "Recycling: X, Effecient" to keep things from getting disorganized when you have the skill for some Effecient recipes but not others.
Naming convention of Conversion recipes changed to "Conversion: X" for parity with the Effecient Recycling naming convention change. Ditto for ineffecient Recycling and Reloading Bench Breakdown recipes.
Added Purified Water (1) as an ingredient for the Washo! - Nuka-Cola Bottle recipe.
Added a recipe to craft the Machete. (Lawnmower Blade + Whetstone. The Whet Stone is returned.)
Whet Stone is now an ingredient in the recipes for Throwing Hatchets, Knives, and Spears. (The Whet Stone is returned.)
Explorer is now a Trait.
Wild Wasteland is no longer a selectable trait, but an Opt-In. The prompt appears after the Hardcore Mode prompt.
Them's Good Eatin' no longer adds items to Humans unless you also have the Cannibal perk.
Them's Good Eatin' no longer adds items to Super Mutants and Ghouls unless you also have the Ghastly Scavenger perk.
Them's Good Eatin' no longer adds items to Insects unless you also have the Tribal Wisdom perk.
Modified Vigilant Recycler's description to reflect OXMOD mechanics.
Modified Thems Good Eatin' description to reflect OXMOD mechanics.
Gave each humanoid New Vegas Companion an ability that increases their level in their non-tagged skills to give them more versatility, particularly with JIP CC&C functions. (And some which are just for Lore.) (This is not retroactive and will only apply on new games.)
Mod Bug Fix: Fixed the Female version of the Wasteland Scavenger(Roving Trader) Outfit not using the new texture.
Added a -1 Agility Penalty to the Wasteland Scavenger (Roving Trader) Outfit.
Middle-Aged and Geriatric Races are now playable.
Increased the damage of the Bozar from 19 to 21.
Reduced the spread and increased base VATS hit chance of This Machine and the Battle Rifle.
Increased Health of the Battle Rifle.
Mod Bug Fix: Fixed a bizarre bug that caused the MF Hyperbreeder Alpha to not work for the player. (Even though Regen Rate shows as 0 in the geck, it's actually 0.3 for this weapon, so I had no way of knowing this was the problem in the geck itself.)
Mod Bug Fix(?): Fixed the Big Mountain Transportalponder not having a drop model texture.
Increased Weight of the Laser Detonator to slightly less than that of the Laser Pistol.
Removed the Quest Item flag and added weight to the R9000 Camera. (Used in the Classic Inspiration Quest.)
Version 6.0
DLC Intro quests no longer bombard you outside Doc Mitchell's house or clutter your pipboy. This was done by simply preventing the initial objective from being given. The quests themselves are still fully operational.
DLC Start locations are no longer displayed on the map by default.
The Sierra Madre broadcast now has a limited range so you can find your way to the bunker's general location "immersively". Youll pick up a very weak signal just outside Novac.
Listening to the Happy Trails Expedition Broadcast in full will reveal the Northern Passage on the map.
Reoccuring Challenges like Shoot Em' Up Again no longer give progress updates.
"Kill Enemy Type" Challenges no longer give progress updates.
Ghost Killing challenges are no longer recurring.
Removed the "Show Zero Progress" flag on various DLC-specific challenges so they are filtered in the challenge list until relevant. (OWB was really bad about this.)
Added the "Show Zero Progress" flag to the Kiss of Death challenge since it's a basic gameplay challenge.
Removed (GRA) and Difficulty (***) tags from GRA Challenges.
Rebreather weight increased to 2 (from 0).
.44 Magnum gibbing set to explode only.
5.56 Pistols gibbing set to explode only.
Service Rifle can no longer Gib.
Assault Carbine gibbing set to Dismember only.
Skill requirements for Vigilant Recycler, Mad Bomber, and Handloader now equal the lowest level recipe they unlock. (Vigilant Recycler: 40 Science, Handloader: 50 Repair, Mad Bomber: 50 Explosives. (Repair Requirement unchanged.)
Vipers and Jackals can now be encountered wielding 5.56 Pistols.
Version 5.5
Generic NCR Troopers can now spawn with Battle Rifles, 9mm Smgs, and Caravan Shotguns with 3/0 Buckshot, but are favored to have Service Rifles.
Certain NCR Troopers can no longer spawn with Single Shotguns or 10mm weapons.
NCR Troopers that can spawn with 9mm Pistols have a chance of using P+ Rounds
Feral Ghoul Reavers given 8 DT. (They're wearing bits of Metal Armor.)
Feral Ghoul Troopers and variants given 10 DT and 5 DR to match the Trooper armor they're wearing.
[Bug Fix] Worn Vault 21 Jumpsuit now has the appropriate drop model texture.
Changed the OXMOD Throwing Spear Recipe to use Pool Cues instead of Crutches.
Changed the OXMOD Throwing Hatchet Recipe to use a Pool Cue instead of a crutch.
Version 5.0
Changed the Character Check to recruit the Goodsprings populace in the fight against the Powder Gangers in 'Ghost Town Gunfight' from Speech 25 to Charisma 6 as I feel it's more appropriate given the dialogue. (Also you nerds who powergame and use CHR as a "dump stat" lose out on that path)
Reduced the Condition penalty of .45 Super to x1.75 (From x2.5)
Headgear "Sun Guard" perception bonus is no longer active while indoors.
Power Armor strength boosts now require Power Armor Training to utilize.
Added Rat Steak and a campfire recipe for making it out of Giant Rat Meat.
Version 4.5
Gave various bludeoning weapons and their unique variants Bonus Limb Damage.
Added Crafting recipe for Flour using four samples of Maize.
Fixed the new crafting lockers having an invalid model path.
Fixed the Wastenald Scavenger Outfit (ROving Trader Outfit) not using its new texture.
Version 4.0
Increased the Damage of the Weathered 10mm Pistol to 25. (+1)
Increased the Damage of the Caravan Shotgun to 50 (+5)
Increased the Damage of the Sturdy Caravan Shotgun to 55 (+5)
Increased the Damage of throwing knives to 18 (+3)
Added Throwing Knives to Mr. Holdout's selection of goods.
Reduced the caps value of Throwing knives.
Lightweight Leather Armor given matched sts with Leather Armor at lower weight.
Lightweight Metal Armor given matched stats with Metal Armor at lower weight.
Added an "Arroyo Outcast" carrying the Classic Pack Items and set him loose in the wasteland.
Added Oscar Williams, a "hunter" carrying the Mercenary Pack items and set him loose in the wasteland.
Added an unfortunate Caravaneer in possession of the Caravan Pack items.
Removed the ability to attach mods to Courier's stash weapons for consistency with other Unique weapons.
Added a function to start and stop the Vault Canteen Control Quest when dropping or picking up the Vault 13 Canteen so it's not needlessly running if you don't actually have the Canteen in your inventory.
Reduced the "Veronica's Influence" science bonus to 30.
Reduced the projectile count of Cass's Shotgun, consolidating her damage in to fewer pellets, making her more effective against light armor. (Equivelent to using 3/0 Buckshot)
Reimplented a "Sad Vaultboy" message icon.
Marksman Carbine/All-American gibbing set to Explode only.
9mm Pistol/Maria gibbing disabled.
9mm Smg/Vance's Smg gibbing to Dismemberment only.
10mm Pistols gibbing set to Explode only.
Spiked Knuckles/L&H gibbing set to explode only.
Throwing Knife gibbing disabled.
Added Workbench recipes for crafting Throwing Knives, Throwing Hatchets, and Throwing Spears
Version 3.6
Bug Fixes for Oxmod Armor meshes, courtesy of AusAllerWelt
Version 3.5
Revised the Lakelurk Meat droptable so it's now a guaranteed 1 piece and a 25% chance for an additional piece. (Was Originally a 90% chance of nothing and a 10% chance of exactly 3 pieces.)
Added the Roving Trader Outfit to various "Wastelander" clothing leveled lists so it can appear where other Wasteland clothing can.
Added Zion Spore Creature Loot to Mojave and Big MT. Spore Creatures.
Changed the enchantment of the Roving Trader Outfit from a +5 Barter bonus to a +10 Carry Weight bonus.
Increased the Barter Bonus on the Business Suit enchantment to 10.
Edited the model and texture for the Roving Trader Outfit, removing the junk and goggles and changing the pants color.
Ticked the 'Has Backpack' flag on the Roving Trader Outfit due to its bulky appearance.
Changed the name of the Roving Trader outfit to Wasteland Scavenger Outfit.
Gave Standard Grenade/Mine pickup sounds to MFC Grenades and Clusters.
Improved the fitting of the leather armor on the Male Armored Vault 21 Jumpsuit. (Less obvious clipping and see-through parts.)
Added Fried Lakelurk food item.
Added Fried Lakelurk Campfire Recipe.
Reduced the base healing of the Wasteland Omelet from 4 to 2.
Version 3.0
Fiends and their Bosses given an ability granting them 25% Damage Resistance and a 25% Damage Bonus.
Headgear perception bonus changed to only activate between Sunrise and Sunset.
Changed the "Head Gear" Perception bonus Effect Name to "Sun Guard" to represent its new conditions.
Armored Vault 21 Jumpsuit DT set to 12 and weight to 7.5
Added new model for the Armored Vault 21 Jumpsuit, based on the short-sleeved "Worn" version. Also Gloves
Added recipe to craft the Armored Vault 21 Jumpsuit. Recipe automatically becomes available at Level 21.
Changed the lighting in the Nash Residence (Mojave Express Building).
Enabled the 'Has Backpack' flag on the Mk. 2 Reinforced Combat Armor.
Restored the 'Has Backpack' flag that was accidentally disabled on power armors.
Version 2.5
Super Mutants given 10% Damage Resistance.
Adult Deathclaws given 10% Damage Resistance.
Boss Deathclaws given 15% Damage Resistance.
Casual Ranger outfits given 2 points of DT and 1.5 weight.
Various Wasteland Clothings given 2 points of DT and 1.5 weight.
Merc Armor weight reduced to 4.
Chinese Stealth Armor weight reduced to 7.5.
Chinese Stealth Armor DT reduced to 8.
Chinese Stealth Armor sneak bonus increased to 20.
Roving Trader Hat enchanment changed from Barter bonus to standard headgear Perception bonus.
Wasteland Wander Outfit Enchantment changed to a Sneak Bonus.
Wasteland Settler Outfit Enchantment changed to a Survival Bonus.
Breathing Mask radiation resistance increased to 15.
Breathing Mask and Rebreather can now be worn with eyewear.
Toughness now grants Damage Resistance instead of Damage Threshold. 10% at rank 1 and 15% at Rank 2.
Added the Fire Bomb crafting recipe that was supposed to be in v1.0. Whoops!
De-bananified Sammy Wins' hair.
Changed Sammy Wins' race to african-american.
Changed Major Polatli's hair color so that it is no longer a Vantablack abyss.
Lightly adjusted Major Polatli's facial features mostly making his head look less enormous.
Removed Gloves from Casual Ranger Outfits.
Wasteland Doctor Fatigues name changed to "Wasteland Doctor Outfit" for naming consistency.
Wasteland Doctor and Surgeon Outfits given a new Medicine boosting Enchantment so they're no longer referred to as "Lab Coats" in the effects menu.
Roving Trader Hat renamed to "Rugged Ballcap" to match its new general enchantment.
Desert Salad base Healing reduced to 2pts for 50s.
Blood Sauasage Healing dropped from 5 to 1.
Black Blood Sausage Healing dropped from 10 to 2.
Thin Red Paste Healing dropped to 1 from 2.
Thick Red Paste Healing dropped from 4 to 2.
Monetary value of Pastes and Sausages greatly reduced.
Pastes and Sausages now restore hunger.
Pastes and Sausages are now Food items, scaling effectiveness based on Survival skill.
Version 2.0
Power Armor Training description updated to reflect Oxmod changes.
Horder description updated to reflect Oxmod chages.
Removed Power Armor flag from Power Armor helmets, which was an oversight.
Added Carry weight bonus to Power Helmets when worn with both Power Armor training and a Suit of Power Armor.
Added Electric Hotplate with Campfire Functionality to the Novac Motel Room.
Added Ranges with Campfire functionality to the Lucky 38 Suite Kitchen.
Added drinking functionality to the Sink in the Lucky 38 Suite kitchen. (Bathroom sink already functioned as a water source.)
Added a Reloading Bench and Mk. 2 Auto-Doc as Lucky 38 suite upgrades.
Changed the Lucky 38 Crafting storage containers to Lockers models instead of Trunks and changed the Locker's names to specify Workbench and Reloading Bench storage.
Rearranged the Lucky 38 Suite Crafting Area a bit.
Replaced two "broken" radios in the Lucky 38 Suite with functioning versions.
Added Weight to Steady chem.
Added "Washo! - Nuka-Cola Bottles" Recipe to batch convert Nuka-Cola Bottles in to more useful Soda Bottles. (10 Nuka-Cola Bottles and 1 Box of Detergent.)
Increased the DT Piercing power of .223 Rounds to 6, from 3.
De-Bananified Apprentice Watkin's hair in favor of a more natural looking Blonde and fixed her face being bloated and oddly hued due to a facegen bug.
Lightly modified Apprentice Watkin's appearence so she doesn't just have the Default Caucasian Woman Face.
Generated textures for edited NPCs so their skin and body colors match.
Changed the visual effect of Fixer and removed the "Poison Stinger" sound.
Version 1.5
Gave unique appearences to the Brotherhood Scouts.
Reduced the DT of Merc outfits and gave them SPECIAL attribute bonuses.
Added "Cueball" hairstyle.
Version 1.2
Added Gloves to Reinforced Combat Armors.
Veronica and Gannon now gain the carry weight bonus from Power Armor.
The premise of Oxmod is not to change New Vegas in to something entirely new, but to make the game work how someone who's been playing New Vegas for years feels it should. All the little quirks, oddities, inconsistencies and underused mechanics that, while fairly innocuous on their own, add up.This mod is my attempt to address them.
A lot of nitty-gritty number changes (carry weight) are lifted from Sawyer mod, but only because I liked them. If you liked Sawyer Mod but would like something a little different, you may like this mod.
- QUEST CHANGES -
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Ghost Town Gunfight: Changed the Character Check to recruit the Goodsprings populace in the fight against the Powder Gangers from Speech to Charisma.
- CHALLENGE CHANGES -
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Challenges no longer give Corner Message progress updates.
Ghost Killing challenges are no longer recurring.
Removed the "Show Zero Progress" flag on various DLC-specific challenges so they are filtered in the challenge list until relevant.
Removed (GRA) and Difficulty (***) tags from GRA Challenges.
Challenge Perk Reward messages are now Corner Messages instead of hard pop-ups.
Increased the target amount for Crafting and Exploration challenges.
- CHARACTER/GAMEPLAY CHANGES -
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Player base Health reduced from 100 to 50.
Player's Endurance Hitpoint Multiplier reduced to 10 (From 20).
Base Carryweight decreased from 150 to 50. (5 STR = 100 Carry Weight.)
Hunger, Sleep, and Thirst increase faster.
Hunger, Thirst, and Radiation penalty thresholds adjusted: First penalty sets in at 400, further penalties set in at 150 unit intervals after that. Sleep still sets in at 200 (appx 30 hours) and increases every 150 units.
Added a true Bald "hairstyle."
Middle-Aged and Geriatric Races are now playable.
Reduced the maximum effectiveness of Player Repairs.
Reduced the cost of Repair Services.
- COMBAT CHANGES -
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Super Mutants given 10% damage resistance, like their Blue-Hued siblings.
Adult Deathclaws give 10% damage resistance.
Boss Deathclaws given 15% damage resistance.
Fiends and their Bosses given an ability granting them 25% Damage Resistance (Med-X) and a 25% Damage Bonus (Psycho)
Generic NCR Troopers can now spawn with Battle Rifles, 9mm Smgs, and Caravan Shotguns with 3/0 Buckshot, but are still favored to have Service Rifles.
Certain NCR Troopers that spawn with 9mm Pistols have a chance of using P+ Rounds
Feral Ghouls wearing armor (Including Reavers) have an appropriate amount of DT and DR based on the armor they're wearing.
Vipers and Jackals can now be encountered wielding 5.56 Pistols.
Replaced Legion Veteran, Vexillarius, and Assassin Lawnmower machetes with Broad Machetes.
Added Machete Gladii to Legion Centurion Melee lists.
Aliens now have 50% Damage Resistance and 6 DT. (Call it advanced alien nano-armor.)
Halved the VATS hit chance of Ghost People.
Adult Bighorners now have 250 HP and 25% damage resistance.
Yao Guai given 25% damage resistance.
- PLAYER HOME CHANGES -
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Added an Electric Hotplate with Campfire Functionality to the Novac Motel Room.
Added Ranges with Campfire functionality to the Lucky 38 Suite Kitchen.
Added drinking functionality to the Sink in the Lucky 38 Suite kitchen.
Added a Reloading Bench to the list of purchasable Lucky 38 Suite Upgrades.
Added a Mk. 2 Auto-Doc to the list of purchasable Lucky 38 Suite Upgrades. (Restores Health and gives a 12-hour dose of Fixer.)
Changed the Lucky 38 Crafting Locker models to be Lockers instead of Trunks and changed the Locker's names to specify Workbench and Reloading Bench storage.
Rearranged the Lucky 38 Suite crafting area a bit.
Replaced two "broken" Radios In the Lucky 38 Suite with functioning ones.
- PERK CHANGES -
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Strong Back Carry Weight bonus reduced to 25lbs, Strength prerequisite removed.
Super Slam, Slayer, and Concentrated Fire now have OR conditionals for their Weapon Skill requirements.
Hoarder penalty threshold reduced to 75 Pounds.
Cowboy Perk now affects the Police Pistol and High-Yield Time Bomb.
Grunt Perk now affects the Battle Rifle and This Machine.
Toughness now grants Damage Resistance instead of Damage Threshold.
Skill requirements for Vigilant Recycler, Mad Bomber, and Handloader now equal the lowest level recipe they unlock.
Explorer is now a Trait.
Them's Good Eatin' no longer adds items to Humans unless you also have the Cannibal perk.
Them's Good Eatin' no longer adds items to Super Mutants and Ghouls unless you also have the Ghastly Scavenger perk.
Them's Good Eatin' no longer adds items to Insects unless you also have the Tribal Wisdom perk.
Wild Wasteland is no longer a selectable trait, but an Opt-In. The prompt appears after the Hardcore Mode prompt.
Unstoppable Force now only applies to Melee Weapons. (Unarmed Requirement Removed.)
Piercing Strike now only applies to Unarmed and Throwing weapons. ( Melee Weapons requirement removed, Now requires 8 Perception.)
Rapid Reload now only applies to Guns.
Flirt Perks now require 4+ Charisma.
Intelligence requirement for Educated removed. (Your Teacher did what they could.)
Added a Skill Point bonus to each rank of Swift Learner.
Here and Now is now a Trait, rewritten as "Ain't The First TIme."
Life Giver health bonus increased to 50 (From 30). Endurance requirement lowered to 5 (From 6).
Jury-Rigging Rework: The original JR functionality has been replaced with the ability to repair equipment with misc items like Duct Tape, Leather Belts and Scrap Metal.
Jury-Rigging now requires 6 Luck.
Lowered the requirements of the Roughin' It perk to Level 10, 50 Survival.
Implant GRX Endurance Requirement removed; now checks if "your body can handle another implant" like the New Vegas Medical Clinic implants.
Mile In Their Shoes Rework: Grants a re-usable Stealth Field power. Requirements increased and added.
Hot Blooded attribute penalties removed, now directly increases Firearm spread when activated.
Claustrophobia penalty now reduces Perception, Intelligence, and Charisma by 3. Benefit changed to Health Regen.
Good Natured now reduces XP gained through Combat by 50%. Weapon Skills penalty removed. "Good" Skill bonuses increased to 10.
Bloody Mess is now a trait: Increases damage dealt by 15%, enemies have x2 higher chance to inflict critical damage.
Skilled renamed to "Natural Talent" and given a more flavored description that better represents the trait's effects. XP penalty increased to 25%.
- WEAPON CHANGES -
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GRA Weapons and mods unified and properly integrated in to the base game.
Fire Bombs detonate on impact, deal increased Damage-Over-Time and have improved visuals.
Automatic Rifle spread and Item Health improved.
Increased the Item Health of various Energy weapons by 50-100%.
Reduced the weight of various Energy Weapon munitions by 40-50%
Increased the damage of Laser Pistols to 16.
Recharger Pistol weight reduced by about 40% percent.
.223 Rounds now pierce through 2 points of DT.
Increased the damage of Caravan Shotguns by 5 points.
Increased the damage of the Weathered 10mm pistol to 25.
Increased the damage of Throwing Knives to 18.
Various bludgeoning weapons (Pipes, Hammers, Clubs, etc) given Bonus Limb damage.
Reduced the Condition penalty of .45 Super Ammo to x1.75 (From x2.5)
Increased the damage of the Bozar from 19 to 21.
Reduced the spread and increased base VATS hit chance of This Machine and the Battle Rifle.
Increased Health of the Battle Rifle.
Machete Gladius damage increased to 30 (from 28), increased weight to 3, and increased Weapon skill requirement to 50.
Missile Launcher weight reduced to 15.
Automatic Rifle weight reduced to 14.
Grenade Launcher weight reduced to 10.
Flamer weight reduced to 12
Cleansing Flame weight reduced to 15
Reduced the attack animation speed multiplier of Brass/Spiked Knuckles and Love & Hate to x1.
Increased the attack animation speed multiplier of Boxing Tape to x1.
Implemented and re-balanced Junk Rounds, obtainable the Junk Ammo perk.
Reduced the Sawed-Off Shotgun's Minimum Spread from 4 to 3. Increased damage to 126.
Buffed Big Boomer in tune with the Sawed-Off buffs.
Increased the weight of Satchel Charges to 1.5 (From 0.75)
Increased item health of Incinerators and Missile Launchers.
Shoulder-Mounted Machine Gun weight reduced to 15.
Rebalanced Dragons Breath rounds to make them more effective as a short range Anti-Armor option.
- ARMOR CHANGES -
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Medium and Heavy Armors now have Damage Resistance in addition to Damage Threshold.
Leather, Merc, and Medium/Heavy Armors, (excluding Power Armor) weight reduced by 40-to-50%.
Reduced movement speed penalties of Medium and Heavy armors.
Power Armor no longer requires the Power Armor Training Perk to equip.
Power Armor Training enables a Carry Weight and Strength Bonus on Power Armor to offset its weight.
Power Armor Helmets gain the same bonus when worn with Training and a suit of Power Armor.
Metal Armor now decreases Sneak instead of Agility.
Merc Armors are each given a bonus to a SPECIAL attribute.
Various basic clothing outfits that originally had no armoring now have 2 DT.
Wasteland Wanderer Outfit now gives a small boost to Sneak skill instead of Aglity and Endurance.
Wasteland Settler Outfit now gives a small boost to Survival skill instead of Agility and Endurance.
Chinese Stealth Armor has its weight reduced to 7.5lbs, it's DT reduced to 8, and its sneak bonus increased to 20.
Roving Trader hat now gives the standard headgear Perception buff instead of a Barter bonus.
Breathing Mask Radiation Resistance increased to 15.
Breathing Mask and Rebreather can now be worn with Eyewear.
Headgear Perception bonus changed to only activate between Sunrise and Sunset and when outdoors. (The enchantment ID refers to the bonus as "SunGuard.")
Armored Vault 21 Jumpsuit DT set to 12 and weight to 7.5
Changed the enchantment of the Roving Trader Outfit from a +5 Barter bonus to a +10 Carry Weight Bonus and -1 Agility Penalty.
Increased the Barter Bonus of the Business Suit enchantment to 10.
Rebreather weight increased to 2.
Combat Helmet weight reduced to 2.5.
Riot Gear Helmets weight reduced to 3.5.
Swapped the weight value of the Reinforced Combat Helmet MK 1 and 2 so the former is lighter than the latter.
Added Radiation Resistance to the All-Purpose Science Suit.
Leather Armors can now be repaired with Tanned Gecko Hides.
- LOOT CHANGES -
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Revised the Lakelurk Meat droptable so it's now a guaranteed 1 piece and a 25% chance for an additional piece.
Added Zion Spore Creature Loot to Mojave and Big MT. Spore Creatures.
Added the Roving Trader Outfit to various "Wastelander" clothing leveled lists so they can appear where other Wasteland clothing can.
Added Throwing Knives to Mr. Holdout's selection of goods.
Added the Broad Machete to various low-mid tier melee weapon and Vendor leveled lists.
Modified various leveled lists so that guaranteed Stimpak drops are now chances.
Disabled the "Schematic - Powder Charge" note replaced its presence with the materials to craft 2 Powder Charges and 2 Tin Grenades.
- CONSUMABLE CHANGES -
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All Chems, Stimpaks, and Magazines now have a small amount of weight.
Black Coffee's base Sleep restoration increased to 75, and increased its weight to 1.25.
Reduced the chance of Black Coffee cups breaking to 25% (From 51).
Roughin' It! Bedroll kit weight reduced.
Bubblegum now restores 1 unit of Hunger for 1 minute.
Changed the visual effect of Fixer and removed the "Poison Stinger" sound effect.
Desert Salad healing reduced to 2pts and duration increased to 50s. (Similar total healing, but no longer steps on the toes of Stimpaks.)
Rebalanced Trail Mix and Caravan lunch Healing. (Same reasoning as Desert salad.)
'Them's Good Eatin' items restore starvation and scale their effects with the Survival skill.
Monetary value of 'Them's Good Eatin' items significantly reduced.
Added Fried Lakelurk food item.
Reduced the base healing of the Wasteland Omelet from 4 to 2.
Added Rat Steak.
Large Wasteland Tequila renamed to "Wasteland Tequila, Large", so it is sorted alongside the standard Wasteland Tequila.
Nightstalker Squeezins enhanced effects no longer require the Mile In Their Shoes perk.
- CRAFTING CHANGES -
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Added a Workbench recipe for crafting Firebombs.
Added a Workbench recipe to turn Bent Tin Cans in to Tin Cans.
Tin Grenades no longer require Mad Bomber to craft.
Added Campfire Salient Green Cloning recipes for Carrots, Pears, Potatoes, and Apples.
Healing Powder given a token 5 Survival requirement for menu consistency.
Added a Campfire recipe to convert batches of Nuka-Cola bottles in to more useful Soda Bottles.
Added a Workbench recipe to craft the Armored Vault 21 Jumpsuit. Recipe automatically becomes available at Level 21.
Added Fried Lakelurk Campfire Recipe.
Added Workbench recipes for crafting Throwing Knives, Hatchets, and Spears.
Added Campfire recipe for creating Flour using Maize.
Added Campfire recipe for cooking Rat Meat in to Rat Steak.
Rocket Ammo is now managed at the Workbench.
Renamed Rocket Ammo recipes for better organization.
Gecko-Backed Armor is now made at the Workbench.
Datura Hide is now made at the campfire.
Large Wasteland Tequila recipe renamed to "Wasteland Tequila, Large" so it is sorted alongside the regular Wasteland Tequila recipe.
Inefficient Recipes are no longer hidden if you have their efficiency related perk or schematic.
Naming convention of Efficient Energy Ammo recipes changed to "Recycling: X, Efficient" to keep things from getting disorganized when you have the skill for some Efficient recipes but not others.
Added a recipe to craft the Machete. (Lawnmower Blade + Whetstone. The Whet Stone is returned.)
Sweeping overhaul for Crafting Recipe categorization.
Gun Ammo recipes categorized as "Heavy Ammo", "Light Ammo" or "Shotshell" based on Primer type.
Explosive throwables and Ammo categorized as Explosives.
Energy Ammo recycling and conversion recipes categorized as Energy Ammo.
Food Recipes that produced drinks are categorized as Drink.
Chem recipes that produced non-addictive substances categorized as Aid.
Chem recipes that produced alcoholic drinks categorized as Drink.
Poisons categorized as Poison.
Recipes that produced materials (Corn Flour, Gecko Hide Belt, meals-to-metal, etc.) categorized as Materials.
Multiple Conditional changes for recipes to reduce the amount of irrelevant recipes cluttering the lists.
Efficient recipes are no longer initially visible and will replace their inefficient counterparts once their conditions are met, and vice-versa.
Cloud Kiss Recipes are now hidden until the player has been taken to the Sierra Madre. (Completed "Sierra Madre Grand Re-Opening!")
Cosmic Knife Recipes are now hidden unless the player has a relevant cosmic knife in their inventory.
The K9000 FIDO Upgrade recipe is now hidden unless the player has a K9000 cyberdog gun and the FIDO schematic in their inventory.
Salient Green recipes are now hidden at the campfire unless the player has Salient Green in their inventory.
The Fist of Rawr/Fist of the North Rawr recipe is now hidden unless the player has Rawr's claw in their inventory.
Junk Round recipes now output a number of rounds instead of a single round.
Junk Ammo Recipes now produce Junk ammo instead of Standard ammo and no longer require Casings or Hulls.
Added recipe for .45 Auto Junk Rounds.
Crafting Satchel Charges now requires the Demolition Expert perk, 75 Explosives skill, and calls for 50 Pistol Powder.
Standard/Efficient Powder Charge Recipes now calls for 50/30 pistol powder instead of Dynamite.
Powder Charges no longer require the Powder Ganger Schematic to craft.
Added an Efficient Tin Grenade recipe, unlocked with Mad Bomber.
Added a recipe to convert Long-Fuse Dynamite to standard fuse. (Surgical Scissors + Long-Fuse Dynamite. Scissors are returned. Only visible if you have Long-Fuse Dynamite in your inventory.)
Added recipe for "Refined Metal" (x3 Scrap Metal, Repair 100). Recipe Unlocked by the Jury-Rigging Perk and used for repairing some high-end items.
- COMPANION CHANGES -
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Raul now has Lockpicking as a Tag Skill, replacing Science. (Gives him unique utility with JIP CC&C.)
Companions now draw their weapon when told to be Aggressive.
Crafting with Veronica's assistance through dialogue now grants the player a +30 Science buff to help them craft more advanced items.
Veronica and Arcade gain the Oxmod benefits of Power Armor Training.
Reduced the projectile count of Cass's shotgun, making her weapon more effective against light armor. (Equivalent to if she was using 3/0 Buckshot.)
Gave each humanoid New Vegas Companion an ability that increases their level in their non-tagged skills to give them more versatility, particularly with JIP CC&C functions. (And some which are just for Lore.)
Boone's Lawnmower machete is now a Broad Machete.
Your Charisma now modifies your Companion's total Carrying Weight.
- DLC CHANGES -
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DLC Pop-ups are all disabled.
DLC Intro quests no longer bombard you outside Doc Mitchell's house or clutter your pipboy.
DLC Start locations are no longer displayed on the map by default.
The Sierra Madre broadcast now has a limited range so you can find your way to the bunker's general location "immersively".
Listening to the Happy Trails Expedition Broadcast in full will add the Northern Passage as a known location.
Disabled the Courier's Stash items from being given to the player at the start of the game.
Removed the ability to mod Courier's Stash weapons for consistency with other unique weapons.
Added Oscar Williams, a "hunter" in possession of the Mercenary Pack items.
Added an "Arroyo Outcast", a shifty tribal in possession of the Classic Pack items.
Added an unfortunate Caravaneer and his Pack Brahmin who can be found with the Caravan Pack items.
- AESTHETIC CHANGES -
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Recon Armors now have gloves.
Reinforced Combat Armors now have gloves.
The generic Vault 21 jumpsuit the player receives from Doc Mitchell is replaced with a unique rolled-sleeved variant. (Has no special effects or Armoring.)
De-bananified Apprentice Watkins hair in favor of a more natural Blonde.
De-bananified Sammy Wins hair for a dark blonde.
Changed Sammy Wins' race to African-American since his voice actor is of-color and there's plenty of white people in Vegas already.
Changed Major Polatli's hair from a Vantablack abyss to a more natural black; also modified his facial features slightly.
The Brotherhood Scouts, originally identical triplets with no eyebrows, now have distinct appearances.
Adjusted Apprentice Watkins' appearance so she doesn't just have the default Caucasian Woman face.
Roving Trader Hat renamed to "Rugged Ballcap" to match it's new general enchantment.
Removed Gloves from the various "Casual" Ranger Outfits.
Changed the "Head Gear" Perception bonus Effect Name to "Sun Guard" to represent its new conditions.
Enabled the 'Has Backpack' flag on the infamously chunky Mk. 2 Reinforced Combat Armor so the player carries themself better while wearing it.
Added new model for the Armored Vault 21 Jumpsuit, based on the rolled-sleeved "Worn" version. Also Gloves.
Changed the lighting in the Nash Residence (Mojave Express Building) which used an extreme and ugly global directional light. Now it aligns with other Primm homes.
Edited the model for the Roving Trader Outfit, removing the junk and goggles.
Ticked the 'Has Backpack' flag on the Roving Trader Outfit due to its bulky appearance.
Changed the name of the Roving Trader outfit to Wasteland Scavenger Outfit.
Gave Standard Grenade/Mine pickup sounds to MFC Grenades and Clusters.
Modified the Gibbing capabilities of various weapons.
The First Recon squad now wear First Recon armor. (Unplayable for now.)
Modified the brand makeup of several NPC caravan decks to reduce the over-representation of Tops cards (many decks used them exclusively). The most common card type in use are now Bicycle cards, and other brands are more broadly represented.
The Player's default caravan deck is now a Bicycle deck instead of a Tops Deck.
Enabled the "Has Backpack" flag on Riot Gear armors for their bulkiness and for consistency with other Ranger-style armors.
Expanded the abbreviations of ammo type names, added hyphens, and naming scheme consistency changes where needed. (GUN LOREEEE)
Removed the "Hand load" designation from Ammo recipes and expanded their abbreviated designation. (GUUUNNNNN LORRRRREEEEEEE)
Modified Michael Angelo's Vantablack hair for a more natural black.
Added a hyphen to "Jury Rigging". (Thought the lack of one seemed off, and Merriam-Webster agrees.)
Simplified the name of the Claustrophobia negative effect (Claustrophobia Penalty) to just "Claustrophobia."
Increased Kill impulse on numerous weapons. (RAGDOLL PHYSICCCCSSSSSS)
Added Kill Impulse to various melee weapons so that enemies don't just fall downward like a sack of potatos when killed by them.
- IMMERSION CHANGES -
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Quest Item flags removed from the R9000 Camera, Big MT Transportalponder, Laser Detonator, and Rebreather. (If you lose these items while you still need them, it's your own fault.)
Perk and DLC tags removed from all item and recipe names. ( (GRA), (Vigilante Recycler), etc.)
Messages about Followers leaving/joining the party and granting you their follower perks are now corner messages instead of pop-ups.
Particle effects from bullet impacts (dust, sparks, etc) appear at much greater distances from the player.
Wasteland Doctor and Surgeon Outfits given a new Medicine boosting Enchantment so they're no longer referred to as "Lab Coats" in the effects menu.