Fallout New Vegas

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Giro

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girogang

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About this mod

A mod for Simply Uncut that replaces the leg damage of the Dart Gun with a more balanced temporary slowdown effect. Includes many bugfixes (including a Joshua Graham Dialogue fix) and EMP fixes/changes.

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This mod changes the DartGun from Simply Uncut to be more balanced by having a new temporary slowdown effect, removes poison immunity from variants of (Type A) creatures that would normally be vulnerable to poison, fixes several creatures by putting them in the appropriate factions, fixes the DNAgent to apply to all Night Stalkers, fixes & changes EMP damage differently from YUP patch, has a bugfix for Joshua Graham Dialogue, makes Gabe (from Old World Blues) DT & Health increase as you level, expands the Super Mutant Weapons list, as well as flag the NCRCF Powder Gangers & Giant Radscorpion Factions as evil.



Simply Uncut's Dart Gun Changes
The DartGun has had it's effect changed from Simply Uncut.
It now has a reduced movement speed effect that last 22 seconds on targets hit.
Slow Down Effect and Script created by Roy Batterian.

The following creatures are immune to the SlowDown effect: Robots, all Giant (including Queen) Radscorpions, Cyberdogs, Spore Plants & Carriers, the Legendary Cazador, 3 particular Night Stalkers (Den Mother, Legendary, & Shadis), the Legendary Bloatfly, and anything in the NVDLC03RobotFaction (examples include Think Tank and Dr. Mobius).

I also added a form list that modders can use to add creatures & NPCs they don't want to be affected by the slowdown.

The DartGun no longer automatically cripples legs. Instead it only cripples flying limbs with the exception of the Legendary Cazador & Bloatfly whom receive less wing damage and flying creatures with Poison Immunity whom are not affected at all.

The Dartgun has also been given Bonus Limb Damage; it now has a 2x Limb Damage Multiplier.



EMP Damage and EMP Stun Changes

Uses some of Yukichigai's EMP Weapon Fixes, but works a little differently which is important for modders.
YUP Patch made Rex (and anything in the Robot Faction that is also not in the NVDLC03RobotFaction) receive full EMP damage. Something to note is that even in Fallout 2 Cyberdogs had at least 50 EMP resist, so I couldn't let that happen.

Important Note for Modders: NVDLC03RobotFaction has absolutely no relations with any factions, and no factions have any relations with NVDLC03RobotFaction. The faction was created by the developers only for 50% EMP damage (and EMP stun effects).

As of the 1.2 update I have added a new (unused) EMP Immune Faction (for modders) that works somewhat like the NVDLC03RobotFaction. Anything placed in this EMP Immune Faction will be immmune to EMP stun.
This faction blocks all forms of EMP damage with one notable exception: the 50% EMP damage from the NVDLC03RobotFaction

All EMP effects work on all weapons (and factions) properly (there were some things Yukichigai missed like Power Armor Damage and Stun) as a result of conditions I have added/changed.

Rex and Gabe (from Old World Blues) will never receive more than 40% EMP damage.
Additionally, Y-17 trauma override harnesses will now take the same EMP damage as Power Armor users!

Since the 1.2 update the Protonic Inversal Throwing Axe and the Proton Throwing Axe have had their EMP damage increased (and now properly display the bonus limb damage in menus).

The regular Protonic Inversal Axe and Proton Axe had their object effects changed to be the same as the X-2 Antenna (literally 0 difference in menus and gameplay), however doing so required manual editing of the 2 weapons (you might need to use FNVedit or WryeBash to create compatibility for mods that edit the Protonic Inversal Axe or the Proton Axe).

DNAgent Perk Bugfix

The DNAgent Perk is suppose to give a +10% Damage Increase to all Night Stalkers. However, it just gives +10% Damage to anything in the Night Stalker faction. There is a problem with this, not all Night Stalkers are in the Night Stalker faction (a couple of Night Stalker spawns don't even have the "Use Factions" flag enabled), and some Dogs & Cyberdogs are in the Night Stalker faction for AI/Ally purposes.

As of version 1.1 I created a fix for DNAgent that has much greater mod compatibility.



DNAvenger & Implant C-13  Perk(s) Bugfix

Like the above perk, they are faction based, and not all Cazadors are in the faction. Thankfully, no other creatures use the faction, so several Cazadors were changed to be in the faction and a condition check was made for the Thorn arena variant (and spawn).



Creature Bugfixes & Changes
Several already mentioned above. Uses some of the creature data from YUP patch created by Miguick, Sandbox6, and Yukichigai.

Several creatures were edited to use appropriate factions (for 1 or 2 Cazadors, templates were added).

Also, there were several "type A" creatures that had Poison Immunity, despite every other variant of the creature being vulnerable to poison, so I removed the poison immunity from them.

Added all Simply Uncut Cyberdogs to the NVDLC03RobotFaction. All CyberDogs are now either in the DogsFaction or a newly created DogEatDogFactionFaction (has no relations to allow them to attacks other dogs and be used as a condition check for DNAgent).




Faction Changes

Changed the Giant Radscorpion Faction to have the "Evil" flag.
Scorpions are known to practice cannibalism, adults are known to prey on the young, and it is canon for Radscorpions to prey on other radscorpions.
Even according to game files some Giant Radscorpions are not in the Radscorpion Faction at all but a separate Giant Radscorpion faction which does not have the regular Radscorpion Faction set as "Ally."
Note that not all Giant Radscorpions are in the Giant Radscorpion Faction. 

Made the NCRCFPowderGangerFaction have the "Evil" flag (mostly because YUP & Jsawyer mod did too but Simply Uncut has its own different changes).

Created a new Gabe Faction.

Since version 1.1, I added a brand new faction called "Robot Ally Faction" as an alternative faction for modders to add NPCs/Creatures to if they want to them to work as an "Ally" to those in the Robot Faction without any of the downsides (ex: receiving full EMP damage and stun) of being in the Robot Faction.

The regular RobotFaction was edited to have this Robot Ally Faction set as "Ally."



Gabe (Old World Blues) Changes

Gabe is suppose to be on the same drugs as the Legendary Bloatfly, but his Damage Threshold was lower than Rex's.
I changed Gabe's default damage threshold (now 10), and if player leveled spawns work correctly, once the player reaches level 20 he will have 5 more DT and 125 HP added every 10 levels.
Gabe is also now finally able to receive EMP damage!
He has his own faction which has RoboScorpions set as "Enemy."



Blade of the East and Salt Upon Wound's power fist Changes

Changed Blade of East's object effect to no longer do poison damage and do "bleed" damage instead (which isn't affected by Endurance like poison is).
Added condition checks for the bleed status; it won't work on Robots, Spore Plants & Carriers, Old World Blues Think Tank & Doctor Mobius Factions, Y-17 trauma harnesses, as well as anything placed in the new "ImmuneToBleed" form list created for modders.
The player version of Blade of the East does 1 more damage for 10 seconds.

Changed the player version of Salt Upon Wound's power fist to have conditions based on a "Piercing Salt" status, different from bleed.
Piercing Salt does not damage Robots, Old World Blues Think Tank & Doctor Mobius Factions, (for modders) Mirelurk Faction, Lakelurk Faction, as well as anything placed in the new "ImmuneToSalt" form list created for modders.
It also does 1 more damage for 10 seconds.



Joshua Graham Dialogue Topic Fix

Older versions of Simply Uncut had a bug where Joshua Graham's dialogue topic record flags were accidentally deleted, this mod restores the flags (and dialogue) from Honest Hearts.




More Super Mutant Weapons

Since version 1.2 your companions Lily and (Dead Money) Dog/God can now use more weapons.

Added weapons (these were all tested) include:

Baseball Bat, Pulse Grenade, Silenced .22 SMG, Laser RCW, Dynamite, Long Fuse Dynamite, Fire Axe, Shovel, Blade of the East, Incendiary Grenade, Stun Grenade, Holy Frag Grenade, Knock Knock, Knife Spear, Knife Spear Clean, Protonic Inversal Axe, X02 Antenna, K9000 Cyberdog Gun, FIDO, Proton Axe, Flash Bang, Old Glory, Blade of the West, Tin Grenade (Mad Bomber) (GRA), Nuka-Grenade (Mad Bomber) (GRA), MFC Grenade (Mad Bomber) (GRA), Eagle Standard (Simply Uncut), Infiltrator (Simply Uncut), Axe (Simply Uncut), Venom's Solid Bite (Simply Uncut) and G.P. Machine Gun (Simply Uncut)



I have included a readme for the modders out there interested in what weapons Super Mutants can use as well as info for the various EMP effects (and related Factions).



Recommended ESP Load Order
Recommended ESP Load order with mods installed:
1.) YUP - NPC Fixes (Base Game + All DLC).esp
2.) Simply Uncut - New Vegas.esp
3.) Simply Uncut addons (ex: WSFITS Enabler)
4.) A Cyber Affair / Jsawyer mods
5.) SU-NVDartGunCreaturEMPChanges.esp
6.) (vanilla direct editting) Creature Mods / (vanilla direct editting) Weapon Mods
7.) Any Compatibility Patches (especially AWOP, MoMod, and Simply Uncut ones)