Fallout New Vegas
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JamesiaInc or Patchier

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JamesiaInc

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About this mod

A further expansion, and slight tweaking, of the "A Roleplayer's History" series of mods, adding a few of my own in the process.

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After coming across A Roleplayers History and A Roleplayers History - More History while putting together a modlist for New Vegas, I tried them out and almost instantly fell in love. However, two things sprang to mind upon trying these mods for the first time: I could tweak these a little, and I could expand on them with a few ideas of my own. So...that's exactly what I did, and thus, this mod was born. 

This mod requires the above two mods, due to the tweaks I made being bundled with my own additions. Despite my desire for you to discover these glorious changes and new requirements on your own, New Vegas seems to be unwilling to actually show the requirements when selecting traits, I will be posting a list of all of the new traits added by this trio of mods, in addition to their requirements, bonuses, and downsides. 

BEGGAR
  • Requires: Luck <= 4
  • Bonuses: +1 Endurance, +10 Barter, +10 Speech
  • Downside: -2 Luck

NCR MEDIC
  • Requires: Intelligence >= 7
  • Bonuses: +1 Intelligence, +10 Medicine, +5 Guns, +5 Speech (when speaking with NCR members)
  • Downside: -2 Strength

FRUMENTARII
  • Requires: Sneak >= 25 OR Charisma >= 6
  • Bonuses: +1 Charisma, +1 Perception, +5 Sneak, +5 Speech (when speaking with Legion members)
  • Downside: -1 Intelligence, -2 Agility

GAMBLER
  • Requires: Luck >= 7
  • Bonuses: +2 Luck, +5 Speech, +5 Unarmed Damage
  • Downside: -2 Intelligence, -1 Perception

GHOULIFIED
  • Requires: Charisma >= 4
  • Bonuses: Glowing effect, +5 DT & DR (When Rads >= 200), Health Regen (When Rads >= 200) / Plans to make Feral Ghouls neutral at some point
  • Downside: -3 Charisma

GAME HUNTER
  • Requires: Guns >= 15 OR Survival >= 15
  • Bonuses: 25% less gun spread, +1 Agility, +10 Guns, +10 Survival
  • Downside: -1 Intelligence, -1 Charisma

GLADIATOR
  • Requires: Strength >= 6, Unarmed >= 15 OR Melee Weapons >=15
  • Bonuses: +1 Strength, +5 Unarmed, +5 Melee Weapons
  • Downside: -1 Endurance, -5 Speech (when speaking to Legion members)

MERCENARY
  • Requires: Charisma >= 6, Guns >= 20
  • Bonuses: +1 Charisma, +1 Agility, +5 Barter, +5 Guns
  • -1 Endurance, -1 Intelligence

SCAVENGER
  • Requires: Perception >= 6, Barter >= 20
  • Bonuses: +1 Luck, +5 Barter, +5 Survival
  • Downside: -2 Endurance

VAULT CHILD
  • Requires: No special requirements (see what I did there?)
  • Bonuses: +1 Intelligence, +5 Repair, +10 Science
  • Downside: -10 Radiation Resistance, -2 Strength

ARSONIST
  • Requires: Perception >= 6, Explosives >= 15 OR Energy Weapons >= 15
  • Bonuses: +1 Perception, +10 Energy Weapons, +10 Fire Resistance
  • Downside: -2 Charisma

NCR RECON
  • Requires: Sneak >= 20, Survival >= 20, Perception >= 6
  • Bonuses: +1 Perception, +1 Agility, +5 Sneak, +5 Survival, +5 Speech (when talking with NCR members)
  • Downside: -2 Strength

NCR QUARTERMASTER
  • Requires: Intelligence >= 6, Repair >= 20
  • Bonuses: +1 Intelligence, +5 Barter, +10 Repair, +5 Speech (when talking with NCR members)
  • Downside: -2 Agility

MERCHANT
  • Requires: Charisma >= 5, Barter >= 25
  • Bonuses: +25 Carry Weight, +10 Barter, +5 Speech
  • Downside: -1 Luck

EX-FIEND
  • Requires: Endurance <= 7, Charisma <= 5, Intelligence <= 5
  • Bonuses: +3 Endurance, +5 Melee Damage, +5 Unarmed Damage, +50% weapon equip speed when addicted
  • Downside: -2 Charisma, -1 Intelligence, +50% gun spread, 2x likelihood of addiction

FOLLOWER OF ATOM
  • Requires: Strength >= 3, Endurance >= 3
  • Bonuses: +20 Radiation Resistance, +5 Energy Weapons, +2 Charisma, +1 Intelligence
  • Downside: -2 Strength, -2 Endurance

SURVIVALIST
  • Requires: Barter <= 20, Medicine <= 20
  • Bonuses: +10 Repair, +10 Survival, +10 Poison Resistance
  • Downside: -10 Barter, -10 Medicine, -10 AP

RANGER TRAINEE
  • Requires: Agility >= 7 OR Perception >= 7, Guns >= 25
  • Bonuses: +10 DR, +2 Perception, +10 Guns, +5 Speech (when talking with NCR members)
  • Downside: -2 Charisma, -30 Carry Weight

CQC EXPERT
  • Requires: Endurance >= 7 OR Unarmed >= 25
  • Bonuses: Immediate access to all special Unarmed techniques (Khan Trick, Scribe Counter, Ranger Takedown, Legion Assault)
  • Downside: AP Cost +50%, AP Regeneration -25%