Fallout New Vegas
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ePath

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ePath

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About this mod

Modifies or completely removes much of the loot scattered around the Villa, for lovers of this awesome DLC (unless you didn't have what it takes).

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Permissions and credits
Changelogs
Getting comfortable in the villa is too easy.
You need to start recruiting. First, you look around the fountain: Some water, food, a knife, good.
Then you decide to recruit Dog first, so you go west and start looking around...
2 Shotguns, 1-2 Pistols, 1 Sierra Madre Armor, tens of 12 Gauge shells, some 12 Gauge Magnum shells, one Knife Spear, and more. All that before meeting your very first enemy.
And after that one, you even find a whole 20 rounds box of .357 Magnum HP ammo.
And that's it, you can just go to the Police Station without problems and once there

you're all set 
for the rest of the DLC.
Even more so if you get the "Ghost Hunter" perk.

What am I saying? of course you can and will ALWAYS get it!


Here's a little something to ease just a bit that over-supplying problem that surely bothers you as much as it bothers me. As of v3.0.0, this mod is fully scripted, more efficient, with a broader reach, and a harsher result. The old, manually done and not-as-harsh v2 is still available.

This mod may remove or modify the loot scattered around: Weapons, ammo, armor, food, chems, etc., (not those inside containers). Some very specific items (like the Automatic Rifle in the Police Station, or the Caravan Shotgun in Puesta del Sol South, for example) are spared and just get their health reduced, and the Lover's Mark Supplies get special treatment too, but the vast majority of items have at the very least a good chance of being removed.
It all starts from the very moment you wake up in front of the fountain, and the magic keeps happening until you get inside the Sierra Madre Lobby. The entirety of the Sierra Madre is not affected at all by this mod. Before that, every single cell, be it interior or exterior is affected, however, the Police Station and the Clinic are treated slightly differently.

  • Items Spared Everywhere:
• All Magazines
• Cosmic Age Knives
• Knife Spears
• Throwing Spears
• Construction Hats
• Binoculars
• Laser Pistols

  • Lover's Mark Supply Crates
Since this mod will, almost certainly, remove the supplies in those spots, this mod places Supply Crates in those places (9 in total, the other 4 are containers themselves). These crates may contain ammo, food, or water, just like the original stashes.

  • Police Station:
Automatic Rifle is spared, gets its health decreased.
Sierra Madre Armor and Helmet are both spared and get their health decreased.
Brass Knuckles is spared.
All Ammunition has only a ~50% chance of being removed. If it's not, its amount is reduced to a half or a third.
All Ingestibles have a ~70% chance of being removed.
Police Chief's Desk gets an Average lock.
Police C4 Locker gets a Very Hard lock.
Frag Grenade Container gets a Hard lock.
Repair Kit Code is removed (the one in the terminal remains).
.308 and .357 Magnum Ammo Codes are both relocated to Puesta del Sol North.

  • Clinic:
Assassin Suit is spared, gets its health decreased.
All Ingestibles have only a ~30% chance of being removed
Chief Doctor's door gets an Average Lock

  • Anywhere Else - **Beside the exceptions listed above**:
• All Weapons are removed.
All pieces of Armor are removed. Construction Hats are spared, however.
All Guns Ammo is removed.
All Energy Ammo has a ~50% chance of being removed, if it's not, its amount is reduced to a half or a third.
• Alcoholic Drinks have a ~70% chance of being removed.
• Food, Water, and Chems have a ~80% chance of being removed.

Once the Lobby inside the Sierra Madre is reached, this mod stops completely. Now this mod has 0 ITMs and is perfectly compatible with other mods that add loot. For example, if you use JSawyer Ultimate, Expired Stimpaks may be removed or spared just like any other Stimpak. Any mod that adds weapons or guns ammo, however, would be totally counteracted since those are removed almost entirely. That's it, Have fun!.

Requirements
JIP LN NVSE Plugin
JohnnyGuitar NVSE Plugin

Compatibility
INCOMPATIBLE with JIP Minimap
REDUNDANT if you're using Unfound Loot


I made this because I love a good survival feeling in a game, and I love Dead Money because of that. Sadly, such a feeling lasts very little as I get ready for war within minutes... This was my solution. Well, kind of, but it does enough I think. So, If you're up to it in my Mod Stash I have a survival mod, Its ini is preconfigured with quick H2O and FOD drain, lower thresholds (200 is the first level), and food items DO NOT scale with the Survival skill. I also used Fallout 4 Survival Damage, which makes you need fewer bullets, but man THOSE SPEARS, and then those Gas Bombs...