Fallout New Vegas
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About this mod

This is a complete, top to bottom rework of the entire armor suite.
Armor values have been reworked and often increased, DR has been added, power armor stats and effects are completely reworked, dynamic PA scaling is active, and a huge amount of the excellent armor mods from around the nexus are required and integrated into one cohesive plugin

Requirements
Permissions and credits
Translations
  • Spanish
Changelogs
Overview:
This is a complete, top to bottom rework of the entire armor suite.
DT and DR values have been reworked and often increased, DR has been added to most armors, power armor stats and effects are completely reworked, and a huge amount of the excellent armor mods from around the nexus are required and integrated.
This rebalance is partially intended to make armor values more consequential with mods like New Blood, BLEEDLESS, and BLEED.

Features:
  • All armors and outfits have had their stats changed, and new resistance amounts added, for things like fire, energy, rad, and electric resistance.
    Most items have some degree of each resistance.
  • Metallic armors now almost always provide a rad resist debuff, and often an electric resistance debuff.
    This has been done for realism, and to dethrone the metallic armors as being the best non-power armor choice for nearly all build types.
  • Unique versions of armors have often been tweaked to have more unique appeal; they aren't all linear improvements on their base versions. 
    Some are, but many have higher stats and lower health, or other such changes, to make them a more interesting armor choice, instead of a raw improvement.
  • Vanilla armor tiers and timing have been overhauled and lengthened, and greater variety of apparel has been granted to raiders, factions, and vendors. It will take longer to get higher quality armors than in vanilla. Radiation suits in particular will be much rarer.
  • Enclave members almost always have facial rad protection, such as gas masks, rebreathers, etc.
  • Faction disguises have been removed.
    They have always been buggy, problematic, and caused more issues than they're worth, even when fixed as best as they can be.
  • Book of Steel is required, and it serves to improve the visuals for many non-power armors.
  • Power Armor Visual Enhancement is required, and it dramatically improves the aesthetic of all power armors in the game.
    It overwrites Book of Steel in all relevant cases.
  • Leather and Metal armors can be repaired using leather items, like leather belts, baseball gloves and such, and scrap metal, respectively.
    This has been done to allow for those armors to be easier to maintain, providing them more appeal when compared to combat armor.
  • Pre-order armors have been distributed to leveled lists.
  • Many vendors have been given guaranteed/semi-guaranteed supplies of certain items which fit their wares.
  • Many NPCs have been given handpicked apparel changes. These often also adjust their weapon loadout to something more respectable for characters who have underpowered or uninteresting weapons.
  • Vendors have a greater variety of armors, they stock much more headgear, and they often have more armors and clothing. Raider specific vendors often have a very respectable supply of raider apparel.
  • Protective headgear has had it's health increased pretty much across the board, by a large amount, for usage with Armor Damage Overhaul.
  • Factions which were previously almost exclusively decked out in power armor have had their tiers reworked with combat, recon, and other fitting armors in the early stages. This will make combat with them less generic, and not nearly as gated to specific thresholds of damage/armor penetration.
  • Some vendors will have more faction money and less caps. Some vendors will just have less caps, generally those who don't have a lot of direct trade with outsiders.
  • Many vanilla armors which were missing flags which allowed for overlap of apparel which didn't make sense have been fixed. Radiation suits + breathing masks, stuff like that.
Power Armor:
  • Power armor has (optional) dynamic scaling. This effect will abide non-standard scale values, like when using the Height Randomizer. The degree of scaling can be configured.
  • Power armor effects have been overhauled. The need for power armor training has been accentuated further. (In vanilla, it's far too easy to find power armor very, very early into your playthrough and never have any reason to engage with the early and mid game armors.)
  • Power armor now generally provides a carry weight bonus equal to its weight, along with a Strength bonus to provide the bonus carry weight. This has been done to debuff the change to economy flow provided by having a huge bonus carry weight in power armor.
  • Power armor now taxes your Agility and Strength substantially if you don't have PA training, and it won't carry itself. All power armor also substantially reduces your stealth stat.
  • Companions who do not have the Power Armor Training perk, and aren't considered internally to have it regardless of the actual presence of the perk (Arcade, Star Paladin Cross, Christine, Veronica) will automatically unequip power armor if it is presented to them.
  • Naming conventions have been normalized. Mk ll Power Armor has been changed to be called Advanced instead.
  • Radiation resistance has been removed from the vast majority of power armors, notably excepting a small amount on the T-51 armors. This has been done to make things like radiation suits and gas masks more important, especially throughout the later parts of the game.
  • The Pink Power Armor Of Love has been reworked as T45 Hazard Power Armor, with orange textures and a new decal.
  • T-45 and basic Enclave Power Armors are now classified as medium armor (though still also classified as power armor) to provide a small difference in appeal between them and the heavier power armors. Mostly just a small change in how much they affect run speed.
  • Tesla Power Armors now use their own repair list and are no longer in non-Tesla power armor repair lists. Hellfire Power Armor cannot be used to repair basic Enclave Power Armor. Similarly, T-45 can only repair with itself, and the same goes for T-51.
  • PAVE's version of the Enclave MK l/MK ll armors have had their models reversed. I think the "MK l" looks much cooler, and I wanted it to be the upgrade over the lamer looking MK ll.
  • Power armor now has additional bonuses and maluses, to make them more of a tradeoff, and not an automatic improvement. These factors will be explained in the message that pops up when power armor training is granted for the first time.
    It grants +10% Unarmed and Melee Weapon damage and -50% spread penalty for moving while aiming, but, it also reduces Unarmed and Melee Weapon attack speed by 15%, reload speed with non-heavy weapons by 10% (harder to exert fine dexterity with smaller weapons), equip speed by 20%, movement speed by 5% on top of armor class run speed maluses, and running while sneaking will always incur a detection penalty, even with Silent Running. All of these apply to NPCs as well. Optional.

Perks:
  • Four armor type perks have been added.
  • Avant Apocalypse grants +2 Endurance, +1 Strength, +25 AP, and -15% Melee and Unarmed AP cost while wearing raider armors. The stat bonuses are rather strong, because raider armors are rather weak in their own right.
  • Clothes Make The Courier grants +10% XP, -50% limb damage., and +7 Barter, Speech, and Sneak while wearing clothing.
  • Happy Medium grants +40 HP and AP, -25% enemy crit. chance, and -20% AP cost with ranged weapons while wearing medium armor. This does apply to medium power armors, to provide a potential for extra appeal in sticking with lower tier power armors instead of upgrading.
  • Steel Jacket grants +1 Endurance, +25% carry weight, +10% combat movement speed, and +15% Unarmed and Melee damage while wearing non-power heavy armors.
  • Avant Apocalypse and Clothes Make The Courier can display their affected items to you while in-game. If in the level-up perk menu, press right click/left trigger, or your "grab" key, or if in the perk tab in the Pip-Boy, press right click or left click, or "grab" to be shown a prompt asking if you'd like to see the affected items. For controller users, right click/left click, which coordinate to RT/LT, will change tabs, so you'll need to use whatever your "grab" control is bound to. It is bound to clicking RS by default.
Visual Replacements:New Content:
  • A very large amount of armor and clothing mods from around the nexus are required, and their plugins have been superseded by this plugin to provide a cohesive, balanced, and consistent balancing, integration, and expansion of the game's armors and clothing.
  • These files have had their contents trimmed and modified heavily to provide lore-friendly, good looking, bug free, and generally clipping free armor and clothing selections. The majority of the new items have been renamed, and had their effects and stats reworked completely.
  • Many of the new armors are unique and have custom placements. Some mods have been used as replacers for existing armors which didn't have unique assets.
  • Required mods which originally required a Type body have had a vanilla bodies patch included in this file.
  • Required mods which were originally in 4k have had their textures reduced to 2k.
  • NickHeggo's port of the Fallout 4 Altyn Tank Helmet is included as a superheavy combat helmet. It's visor up and down versions are used, and pressing the "grab" control while it's selected in the inventory will toggle the visor between up and down.
  • An Antique Shield has been added. It's considered an unarmed weapon, but most of it's appeal is in the added DT/DR/Energy Resistance it provides when worn, and the additional amount provided when blocking.
Vision Mode Apparel:
  • Three new headgears which grant vision modes have been added, and the function of the base items which offer vision modes have been overworked to match.
  • Things like Night Vision Goggles/Headsets, the new Electronic Shades/Scanner Helmet/Scanner Mask, and the Riot Helmets use Small Energy Cells to power them. They work off a universal charge stored in the Pip-Boy. They are turned on or off by pressing the "grab" key when they are selected in the inventory and worn, or by holding the "grab" key and pressing the Pip-Boy key,
Gas Masks:
  • A suite of gas masks have been added. Light ones generally provide a small amount of rad resistance, while bulkier ones are often more durable or provide more protection, at cost of stat penalties.
  • Such radiation protection also no longer applies while underwater.
  • Armors, helmets, and masks which provide radiation protection via air filtering will be damaged as you spend time in irradiated areas.
    Optional, but very consequential in how these items have been balanced.
  • When these breathing protection items hit zero health, they will be unequipped.
    I tried just turning off their rad resistance, but unfortunately, the only way to disperse their rad resist is to unequip them.
  • Air Scrubbers for repairing breathing items have been added, and can often be found at vendors.
    Item screenshots and balancing info

Backpacks:
  • A suite of backpacks have been added. Backpacks reduce AP regen rate, but they offer increased carry weight. Bulkier ones offer more carry weight, but a higher AP regen penalty. Backpacks also often reduce Agility and Sneak, but these penalties are reduced as your Survival skill increases.
    Item screenshots and balancing info

Unique Content:
  • Dogtooth Enclave Officer has been used as a base for six new unique recolored officer outfits.
    White: On a newly named officer in Red Rock. Red: Found in the Mobile Base Crawler.Green: Found at the enclave camp near Agatha's House.Blue: Found halfway between the Corvega Factory and the Chryslus Building, under an overpass.Yellow: Found near the topside of Vault 87.Grey: Found northwest of the abandoned car fort, on the overpass highway.
  • Three (semi-) unique Canvas Backpacks can be found, in addition to two generic distributed ones.
    Sunset Sarsaparilla: On Malcolm Holmes, in the SS HQ, past the locked reward door for getting all the Star Caps, and in the safe in the office just before you drop down to get to the reward room.NCR: In a locked case in the tent next to Hayes' tent outside of Primm.Followers: Julie Farkas will sell one at a time.
  • Three versions of the Ghost Armor can be found. Their health bar feature has been retained. The green, black, and white versions are used.
    Arctic: In a chest in the Anchorage Outcast Sim Base. In the room where you meet the guy in charge, not in the reward room.Azimuth: Worn by a Talon Company Commander in the Capitol Building. She also has the Gold Ballistic Mask.Ghost: Worn by Sydney.
  • The unique Bone Harvester raider armor can be found by interacting with the Ritual Knife in Point Lookout.
    Have fun!
  • The cat version of the Classic Fallout Tesla armor helmet is found in the Old Olney Powerworks. 
  • The Lone Wanderer outfit that has replaced James' outfit is provided to you when he gives you the fuses for Project Purity.
  • The Juggernaut T-51 Power Armor is used by one of the members of the Enclave Sigma Squad in their Mobile Base Crawler.
Customization:
There are a handful config options available.
Two of them simply have the mod add a non-binary or transgender flag headwrap to the player upon the game's start.
Extra power armor effects can be toggled on and off.
The radiation condition damage on rad blocking apparel items can be turned on or off, and the timing of how often this damage occurs can be configured.
None of the required and included mods, armors, or clothings are considered optional.

Requirements/Installation:
Follow the installation guide linked below.
Installation Guide

This page details where each of my mods should load in relation to each other.
Sweet LO

Recommended Mods To Accompany STARS:
This is a part of my "Core" series, which are all designed to work in tandem and balanced for each other:
SWEEP
Sweet Consumables

SPARE
STARS
Aid Addon
New Blood
While these mods will work without each other, the use of all of them provides the intended experience.

Armor Damage Overhaul
 is highly, highly, highly recommended. All health stats of each item in the game have been adjusted assuming that this mod is in effect. In vanilla, only your body armor can be damaged, which makes the health values of every other apparel item inconsequential. Nearly every helmet in the game has had it's health increased to work better with the ADO system.

New Blood is balanced with this mod in mind, and vice versa.
This mod will improve the value of armor stats with things like BLEEDLESS and BLEED as well, but I feel that both of those mods go a bit (or a lot) overboard with their body part damage multiplier and explosion damage changes, so armor values won't be as satisfying and valuable as with New Blood. However, without a mod like this to improve armor stats, BLEED and BLEEDLESS make armors feel inconsequential in improving survivability, so STARS is still recommended for users who forgo New Blood and use those mods instead.

Vanilla SWEEP is the currently released version of the sister mod to this which covers weapon balancing. A "full enchilada" version of it will be completed eventually, which will include a ton of weapon mods on the Nexus as requirements, like this mod.

Patches:
There is a patch for Wasteland Starting Gear DC, which changes some of the armors that you find for new ones from here. This provides better balancing of starting gear than can be achieved in vanilla, and it is highly recommended for those who use that mod.

ySI Patch can be found here. Highly recommended, thanks to admiral0912 for creating it.

Compatibility:
Compatible with TTW 3.3+ only
(That means it's incompatible with TTW 3.2.2 and lower!)

Unlike the majority of my other mods, compatibility is not one of my concerns at all. This is intended as a master file which controls and handles every armor present in the game. All integrations, model changes, rebalancing of vanilla armor loot and faction disbursal, and generally all changes made, have been done with hard edits, and any other mod which performs changes with hard edits will need a manual patch.

Mods which edit NPCs, like Two Wasteland Redesigned or Brave New World, will be overwritten by STARS. To see those mods' changes, a manual patch will be needed.

It's not compatible with armor replacers which use an esp/esm, or any mod that changes armor effects. Mods that add new armors will not abide my stat changes and armor resistances, unless they're intentionally balanced like STARS. Rebalances and any other file which change armor stats, vanilla armor leveled list contents, or make hard edit changes to NPCs must be placed higher in your load order, so that my changes override theirs.

I have made substantial changes to the structure of vendor and armor lists, and scripted apparel integrations which are intentioned for vanilla TTW list structure will skew and screw up the integrations here. Using such mods are not recommended without manual patching.

Please note that this mod was ultimately made for me and my tastes specifically, and how nicely it plays with other mods isn't my concern.

Should I put ___ mod lower than STARS?
Probably not. For example, Sawyerbatty belongs above STARS, like practically everything else.

Compatible/Patched Mods:
Rebuild The Capital has a patch available.
It's load order should be as follows:
Rebuild The Capital
STARS
STARS RTC Patch

Webb has created a TOTNW patch. Please direct any support inquiries to that page, as I don't use TOTNW.

The parts of Fafnir Lite that pertain to apparel that don't overlap with STARS unique assets and that I've elected to keep have been integrated here. If you want to continue to use it for the sake of the weapons, place STARS lower than Fafnir Lite.

Specifically Incompatible Mods:
Project Nevada
Enhanced Vision/any mod that alters night vision functionality in any way
TTW Armored Wasteland without a very tedious handmade patch that does not currently exist.

Upcoming Plans:
As of now, I've integrated everything I currently want into the mod's integration. If interesting mods come out after the V2 version, I'll consider them.

I also plan to do a create a similar image album to the backpack/rad protection albums for the main non-power armor types (security/vest, leather, metal, combat, riot, raider), and detail the balancing info on each included item, at some point when I get the time and inclination.

Questions:
I would use this, but it has too many installation steps/requirements.
You're cryin' in the rain, pally.
Posts saying this will be hidden.

I'm missing armor models! NPCs show up with just their face and hands showing!
Try reinstalling all the requirements; you probably missed one.

___ mod required a Type/Robert/etc. body, but this uses vanilla bodies!
Any included mod either has a vanilla bodies patch included here, or the models used have no visual disparity with vanilla bodies in their implementation here.

Type/Robert/etc. body patch?
No.

There was Type support before, why not now?
The Type support I previously offered was incomplete and naive. Its support has been dropped permanently.

The lack of support for Type bodies in V2+ has made me lose interest in using it.
See question 1.

Version that uses a different PA mod?
No. I don't care how much you like the other one.

Can I just skip PAVE and use my other PA mod?
Absolutely not. Don't ask. Don't expect support or advice on how to do so. I don't really want the post section cluttered up with talk about this either.
I did elect to make a specific discussion topic as a generalized place for people to talk about their efforts to do so. 

Why is the mod called STARS TTW, but the plugin is STAR TTW 2?
I should have selected a slightly different name before release, to avoid overlap with another relatively infamous mod, but the overlap didn't cross my mind.

Could you put up a download that includes all the requirements?
Absolutely not. Posts saying such will be hidden.

Is this compatible with ___ mod that required the other plugins?
Absolutely not.

I liked ___ item being common and not a unique!
I'm not changing it.

I wish faction disguises weren't removed, now I can't do quests via disguises like I previously could.
Admittedly, that is a bit of a loss, but that functionality is bad and causes issues, and I think sidestepping the issues is better than leaving them be, and considering that the system sucks, I have no desire to take the time myself to bother extending the disguise system to the new faction armors that are included.

Reimplement ___ unused model from ___ required mod?
No.

Reimplement ___ model that was used in a previous version?
No.

Use ___ required mod's assets in a way that aligns with it's original implementation more?
No.

I liked the unedited version of ___ mesh/texture that you made changes to more than your version.
Doesn't matter to me.

Electric resistance doesn't matter in the game.
I plan to rectify this at some point when I get the time and inclination.

Why the "grab" system for vision modes and not a new hotkey?
I wanted something that would work natively on a controller without needing to use a secondary controller binding mod that allows for using new hotkeys.

I want to get Sydney's Ghost Riot Armor without her dying!
I may elect to allow her to sell it after she gets to Underworld, but I won't promise any ETA on that.

Support:
If you'd like to support my modding work or say thanks, feel free to donate via the Nexus or here at Ko-Fi.

Credits:
CaBaL - Book of Steel
darthbdaman - Book of Steel Compatibility Edition
Ghouls0Rules - Wasteland Soldier
brammcnasty - Wasteland Soldier Redux
YanL - Blackjack Pack
Nivea - Spice of Life
Strider - Power Armor Visual Enhancement
mc_tammer - Nif-Bashed Armor Patch
Flipdeezy - Backpack foley sounds
FantabulousTexan edited the eyepatch icon.
ItsMeJesusHChrist supplied the modder's resources used for this page's images.
The Scummiest Of Them All provided the banner and main image.
The nightvision activation and deactivation sound from TTW is included, and it was created by Matt of the TTW team.
My modified version of the TTW NVG imod has been included here.
SoupX51 - Deus Specs
Mastiff Jean - Thanks to the generous open permissions and need to restructure files, three versions of Ghost Armor have been included here.
Dogtooth/Balebandr0 - DogTooth Enclave Officer
Unique Troublemaker Outfit-Nightstalker Set - "deleted63665746" (The account was deleted.)
Molten Clouds - Classic Fallout Metal Armor, Classic Fallout 2 Metal armor Mk II, Classic Fallout 2 combat armor Mark 2 (remastered), Classic Fallout Tesla armor
WebbProductionsEntertainment - Classic Replacers for TTW, Fallout The Odyssey Mega Armor Pack, Fallout Revelation Blues Mega Armor Pack, Fallout Tactics Brotherhood Metal Armor Integration, Classic Leather Armor Replacer for Leather Armor
huntermane - Veronica Outfit Replacer
MonoAccipiter, SpeedyB & SplitSoul, Goukieny, BioClone, Captain-Ultima - Tribal Power Helmet - Definitive Edition
nickheggo HeroicPie - Ballistic Skull Mask
lautasantenni, Ultra - Hellfire Leather Armor NV and TTW Port
puddlepond - Courier Duster Replacer, Arsthetiu's Armoire - A Nif-Bashed Armour Collection
nickheggo TrulyBritsy OhDeer - GP-5 Gasmask
Ultra - NCR Commando
TheCourierModder - The Lone Wanderer - TTW and NV
QwibQwib - Waster Gear - TTW - FNV, Canvas Backpacks - FNV - TTW
Yaroslav Lavrentev - Ardent - RadioAM - Petal Gasmask
PyroJesus, Dimon99, Redline_C64, ItsMeJesusHChrist - DVA - Distributed Variety Armors - Hats Headgears Accessories
EnglishIDontKnow - Searchlight Firefighter Outfit
Thundersmacker - Mercenary Wanderer
TeslaGhoul - Classic Tesla Armor
jojonexus - Fallout Tactics Brotherhood Metal Armor
Kewin568 - KORs Pistol Harness
Geonox - Geonox Riot Armor
Geonox and Sari-December - Geonox Riot Armor - Female Version
-Zeus_II - Wasteland Seeker Armor
nickheggo zachtan1234 - Altyn Helmet - Retro Tactical Headgear
AkiraMori Asurah - AKIRAMORI Tactical Gloves
Earind - WW2 M1 Helmets
MarsPistol - Metal Armor MkI
SenterPat - Psycho Armor and Mask
Cahir Mawr Dyffryn - The Road Warrior Armor
qwerty - Wasteland Stealth Armor NV
RMT9 - Bone Harvester - Tribal Cannibal
dragbody - Modern Gunslinger Armor
Farazzak - Salvaged Armor
Ragamuffin Skullman - downscaled 2/1k textures for the classic metal and tesla armors
FafnirEtherion - A small number of custom armors were included here, thanks to generously open permissions.
NoBarkNoBiteNoonan + InTheGrave - Fixed mesh for desert wanderer mask that works with B42 Loot

Support:
If you'd like to support my modding work or say thanks, feel free to donate via the Nexus or here at Ko-Fi.