Fallout New Vegas

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ashjay101 and Members of the FNV Modding Community

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ashjay101

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About this mod

New quests, new paths for existing quests, 40+ New Weapons, 20+ New Apparel Items, 25+ New Perks, Many New Items & 11 New Creatures

Created from my own skill with the GECK, combined with assets from Modder's Resources and the permitted use of many great mods from across the community, all Lore-Friendly and seamlessly integrated for a

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This is AEW - An Expanded Wasteland!



A Tale of Two Wastelands-Based Content Enhancement mod, featuring new weapons, armor, enemies and perks, all seamlessly integreated into the game world, as well as a plethora of gameplay tweaks and changes, for the optimal gameplay experience! This mod requires TTW & JIP LN NVSE

Everything introduced aims to be wholly Lore-Friendly, with a specific emphasis on including content from games both before and after 3/New Vegas into this game. I was particularly inspired by the perks and traits of the classic Fallouts, and intend to find ways to bring even more classic perks/traits into this mod in future updates. 

The following is a list of everything this mod does (so far!). A large number of the assets used for the new items and creatures are taken from modders resources or mods with open permissions. I reached out to the appropriate mod authors to gain appropriate permissions for those that come from mods that are not resources or open use. The links will be provided with each item - full credit for the assets naturally goes to the original creators - thank you for contributing to this mod! If any creators of the resources used are unhappy with their resources inclusion in this mod for any reason, I urge you to get in contact with me and I shall remove your items from the mod as soon as I can.

Many weapons and armors featured have brand new icons created by me, all non-unique weapons and armors are scattered around the Wasteland using Leveled List Integration in a non-intrusive way, minimizing mod conflicts. The new icons I created were created using resources from Consistent Pip-Boy Icons, and thus that mod is a soft requirement if you want the icons to display correctly. 

The armors in this mod use Breeze's Male Bodies as a base (some patches for Breeze's in this mod were made by me and are admittedly a little shoddy) - however if this is not to your taste, there is an optional file for Vanilla bodies instead.


New Weapons


Perpetua - A Recharger Gatling Laser. This weapon is extremely powerful and thus rather difficult to obtain, you must destroy the Brotherhood during the final quest of Broken Steel, and it can be found in the weapons vault that is made available once the citadel has been destroyed.

HK L30 Gating Laser is a Gatling Laser variant based on the Gatling Laser from Fallout 1. One can be found in the BoS Safehouse, and many more can be found being sold by the Brotherhood Quartermasters or being wielded by Brotherhood or Enclave soldiers.

Fallout 1 Alien Blaster, or Red Alien Blaster as it is known in game, is a unique alien weapon found being used by an alien aboard the Bridge during the end of Mothership Zeta. It uses it's own unique Red Alien Power Cells, which can be obtained periodically from Sally, looted from the same corpse on which you found the Red Blaster, and reloaded from old Red Alien Power Cells.

Pipe Rifle - Pipe Rifles, one of the most common weapons in Fallout 4, are now in the Mojave and DC too! They can be found being wielded by various NPCs. As well as this, a Schematic can be found in the Super Duper Mart, and Violet the fiend has a unique Pipe Rifle in her possession!

The Fallout 4 Laser Pistol - Or UP77 Laser Pistol as it is known in game, is another weapon that can be found wielded by various NPCs throughout both wastelands. There is also a unique, rapid-fire version called Acceptable Overkill that can be found on Col. Autumn's desk in Raven Rock

Atom's Judgement uses the weapon model from the Neutron Gun and is a gun that will now be wielded by every member of the Children of Atom in Fallout 3's Capital Wasteland. It deals damage and irradiates the target, making it a powerful weapon. It does not use any ammunition, either, however in order to be able to fire it you must currently be suffering from Critical radiation poisoning or higher. Damage dealt is calculated using the opponent's Radiation Resistance, so will be ineffective against Ghouls, Super Mutants and the like.

The BeatCo Power Fist is a variation of Power Fist that hits lighter, but much faster, than the standard Power Fist, and can sometimes be found wieleded by enemies that would otherwise use a Power Fist, or sold by some merchants.

The Laser Diffuser is a cross between a Laser Pistol and a shotgun, a laser weapon that fires multiple beams at once, with 3 mods available scattered around the world. Like the UP77 Pistol, the Laser Diffuser can be found or purchased anywhere you may find Laser Pistols.

Grognak's Axe is a unique axe that can be found in a crate near Johnny Wes in Hubris Comics. This axe hits much slower than your usual axe, but will deal massive damage and has a chance to knock over enemies with every hit. 

The Railway Minigun is an extremely potent weapon, adding parts of a minigun onto the Railway Rifle. They can be found being wielded by High-Level Raiders and Fiends, or can be crafted if you have the schematic. The schematic can be found in New Vegas Steel.

Pipe Wrenches are a common melee weapon, found most often wielded by low-level raiders or settlers. The weapon's stats are a slight improvement on that of the Lead Pipe.

The Sunset Champion Boxing Gloves are a pair of boxing gloves with a small chance to knockdown on hit, on top of doing the fatigue damage of the standard boxing gloves. Two pairs can be found in the lobby of the Sunset Sarsaparilla Factory.

The Vindicator Minigun, based on the Fallout 2 item of the same name, is a variation of the minigun that fires slightly slower, but deals more damage. They can be found wielded by various NPCs throughout the wastes.

Acoustic Guitars are no longer a misc. item, but are now instead a melee weapon, and can be wielded as such. Replaces both variations, the one owned by the Lonesome Drifter and the one in the Sierra Madre.

Heavy Sledgehammers are a variation of sledgehammers that hit much harder, despite weighing slightly more and hitting slightly slower. A unique version, the crippler, deals bonus limb damage and can be found wielded by Keene.

The P-61 Pistol is a heavy pistol that uses 10mm ammo, that fires slower but packs a heavier punch than many other pistols. They can be found scattered around the wasteland, used by pistol users.

The Cosmic Knife Gauntlet is a craftable weapon turning Dead Money's Cosmic Knives into a a weapon similar to the bladed gauntlet. The schematic can be found in the Sierra Madre's Police Station.

Baseballs from the base game are no longer misc. items, but instead are now throwable weapons. While their damage is minimal, they can provide a good distraction for enemies who are searching for you.

The Baseball fun does not end there! Baseball Grenades are now also scattered around the wastes, or can be crafted from the schematics, found either in NCRCF or Springvale School.

Reflectron Hammers are weapons made from salvaged Reflectrons and can sometimes be found wielded by Fiends, Raiders or some other Wastelanders. One can also be found in Pinkerton's home in Rivet City, and another in the Old Mormon Fort.

Laser Muskets are here from Fallout 4, with some changes by me from the original mod, making the Muskets able to be used by players and NPCs alike! Pressing the 'R' Key will charge the Musket, the more you charge before you fire, the more damage the weapon will do!

.45 Auto Pistols can now be used as melee weapons! Pressing the M key with a .45 Auto Pistol equipped will convert that pistol into a Pistol Whippin', a melee version of the pistol. Based on my mod Pistol Whippin' with improved and optimized scripts. 

The Colt AK-112 Assault Rifle is an Assault Rifle variation that can be found throught the Wasteland. This weapon does slightly less damage than the standard Assault Rifle, but each round fired during combat increases it's critical hit chance by 3%. The multiplier is reset when combat ends.

The Colt 6520 10mm Pistol is a variation of the 10mm Pistol. It is slightly more powerful and fires slightly faster than the 10mm Pistol and can be found throughout the Wasteland.

The Winchester Widowmaker is a variation of the Double-Barrel Shotgun. Similar in stats to the Double-Barrel Shotgun, this weapon will fire both barrels at once if fired when crouched.

The Cut-Down Hunting Rifle is a new variation of Hunting Rifle, based on Fallout 4's Hunting Rifle. This version deals less damage than the Hunting Rifle, but is lighter and has a faster fire rate.

The Colt Rangemaster Hunting Rifle is another new variation of Hunting Rifle, this time based on Fallout 1 & 2's Hunting Rifle. A unique version, Farsight, can be found in the Irradiated Metro.

The Sacrificial Blade is a unique knife found wielded by Jaime in the Dunwich Building. This knife has a chance to inflict Bleeding damage, causing the target to lose HP over a short period of time.

Souvenir Rocket Grenades are a craftable grenade type, available after completing Come Fly With Me. They require 1 Souvenir Rocket and 10 Microfusion Cells to create.

The 12.7mm Heavy Revolver is a slow-firing, heavy-hitting revolver with a clip size of 5. Found scattered around the Wasteland, often used by NCR Rangers

The Auto Assault Shotgun is an incredibly powerful shotgun with automatic firing. It can be found scattered throughout the Wasteland. It uses 12 Gauge Ammo and packs a serious punch.

The Psychic Pistol requires Wild Wasteland to obtain. If you have Wild Wasteland, at Level 26 with 90 Science or more you will be able to take the Finger Blaster perk. This perk adds the Psychic Pistol, a weapon using lasers projected from your mind, directly into your inventory for your enjoyment.

The Stun Gun is a gun that requires no ammo, and deals no damage, but instead knocks enemies unconscious for a brief period of time after being shot. Creatures are not guaranteed to be knocked out, but humans are. Robots will be frenzied when hit with the Stun Gun, Frenzied robots hit will be killed. This item can be looted from various locations. One can also be found in one of the rooms next to the Vault 101 Atrium during Escape!, and another can be found in the Followers Safehouse.

A Vertibird Blade can be found by the Crashed Vertibird; a powerful, slow-hitting weapon that will knock down opponents with a critical hit.

Cane Swords are a craftable weapon with stats very similar to the Chinese Officer's Sword, but with 10x more suave. After obtaining the schematic, they can be crafted at a Workbench by combining a Dress Cane and a Chinese Officer's Sword. One can also be found wielded by the White Glove guard in the Ultra-Luxe Kitchen. There are two schematics available, one is found in Mister Burke's house in Megaton, the other in the Ultra-Luxe Members Only Section.

Cane Guns meanwhile are another craftable weapon, using the same schematic as the Cane Swords. They are silenced, quick-firing weapons using .22LR ammo. You won't pack much punch, but you'll look damn good doing it. A must-have for every assassin wanting to blend in at the Ultra-Luxe, Tenpenny Tower, or similar environments. 

The Handmade Flamer is a rifle-shaped Flamer, with a weaker burn effect and that burns through Flamer Fuel faster, but altogether has a higher DPS than the standard Flamer. It is a favourite of Raiders throught DC & The Mojave. It can also be crafted at a Workbench after finding the Schematics in Vault 3.

The Flambe 450 Flamer is another Flamer variation. This version is based on Fallout 1 & 2's Flamer. This version of the Flamer has the lowest DPS, but fuel at a much slower rate than any other Flamer.

The Syringer Pistol is a player-only weapon that fires Syringes with various effects. There are seven syringes that can be found in certain locations, each syringe has a different effect, such as making the victim flee, making them stop combat, frenzying them or crippling all their limbs. Syringer Pistols can be found randomly throughout the Wasteland, there is also one in the Followers Safehouse.

The Kinetic Super Sledge, based on the Super Sledge from Classic Fallout, is a Super Sledge variation. The Kinetic Super Sledge deals less damage than a Super Sledge, but critical hits will knock the target over.

The Glock 86 Plasma Pistol is a slow-firing, high-damage, scoped Plasma Pistol variation. It could be found on any energy weapon users, and an Extended Mag mod is available for purchase at certain weapon mod vendors.

The DKS-501 Sniper Rifle is a Sniper Rifle varaition you may find on your travels. This Sniper fires quicker than an ordinary Sniper, has a higher clip size and is more likely to deal a critical hit, but it deals less damage overall. It's weight can be decreased by modifying it with Sniper Rifle Carbon Fibre Parts.

The Winchester City-Killer Shotgun is a rapid-fire shotgun variation, based on it's Fallout 1 & 2 counterpart. This weapon can pack a serious punch - just make sure you've got a lot of ammo ready!

The H&K MP9 10mm SMG is a 10mm Submachine Gun variation. As well as being a formidable weapon in and of itself, there are two mods for it that can be purchased from various vendors, to increase it's ammo capacity and decrease it's spread.

The P94 Plasma Rifle & Turbo Plasma Rifle are two Plasma Rifle/Plasma Caster variations based on Fallout 1 & 2's Plasma Rifles. The P94 Turbo Plasma Rifle is a rarer, rapid-fire version of the P94 Plasma Rifle. Both have heavy skill and strength requirements, but will make their user a force to be reckoned with. Popular with energy weapon users throughout the Wasteland.

Shady Sands Plasma Grenades & Shady Sands Pulse Grenades are variations of Plasma and Pulse grenades, which can be found anywhere you could also find Plasma or Pulse grenades. These variations are based on Classic Fallout's Plasma & Pulse Grenades. These variations deal less damage than the originals, but have a much larger blast radius.

Desert Eagles are a slow-firing, heavy-hitting pistol that uses 50MG Ammo and can be found throughout the wastes. They are rare, they are valuable, but you'll love it when you get it. 
The Tactical Desert Eagle is a non-unique Desert Eagle variation that will begin spawning when you reach Level 8. The Tactical Desert Eagle does less damage, but has all manner of other improvements including: Less spread, higher range, higher clip size, lower AP Cost, easier to smuggle into casinos, and it can even be modified with a Silencer.
The Desert Eagle has two unique variations:
 - Sinclair's Sidearm deals more damage than a standard Desert Eagle and can be found next to Sinclair's Skeleton in the Sierra Madre Vault
 - The Queen of Hearts deals similar damage to the standard Desert Eagle, but has double Critical Hit Chance. This weapon is wielded by Big Sal.

The Red Ryder LE BB Gun is a limited edition BB Gun based on Classic Fallout's BB Gun. This is a unique weapon, dealing much more damage than the standard BB Gun. The weapon can be found in Springvale School's Lower Level.

The Combat Rifle, based on Fallout 4's Combat Rifle, is a slow-firing but powerful rifle that can be found wielded by many denizens of the Wasteland, but is most popular with Raiders and the NCR. 

New Apparel


The Brotherhood of Steel now have not one, not two, but three new apparel items! Those being:
The Brotherhood of Steel Battlecoat (Maxson's Battlecoat)
Lancer Uniform
Metal BoS Armor
All 3 can be found in the Brotherhood of Steel Safehouse, or purchased from the Quartermasters of The Citadel or Hidden Valley. The Lancer Uniforms and Metal Armors can also be found on various Knights or Initiates across both wastelands, and there is a spare Battlecoat in Elder Lyons' room, too!

Grognak's Outfit (Male, Female) can be found in the same crate as Grognak's Axe, this armor increases your strength by 3 when worn.

MacCready's Duster & Cap, known in game as the Mercenary Duster & Mercenary Cap, can be found on various NPCs throughout the wastes.

Legion Combat Armor can be found in the Caesar's Legion safehouse, giving new customization options to Legion players!

Children of Atom Armor uses assets from Fallout 4 Stealth Suits and is also found on every Child of Atom. It provides heavy Radiation Resistance and makes the Children a force to be reckoned with!

Leather Jackets can be found on a variety of wastelanders, anywhere you could otherwise find Leather Armor.

Wasteland Vagrant Armor is another item commonly worn by mercenaries and slavers.

The Silver Shroud Costume provides strong bonuses when worn at night. The Shroud's costume, as well as a new unique .45 Auto SMG, based on a unique Fallout 4 weapon, can be found on a ghoul in the basement of Hubris Comics. Be warned, he's no pushover, and he's none too friendly.

Scrap Metal Armor, based on Classic Fallout's Metal Armor, can be found on any NPCs who may also wear Metal Armor. This armor is less protective than Metal Armor, but is much lighter to compensate.

Metal Tesla Armor, based on Classic Fallout's Tesla Armor can also be found on any NPCs who may also wear Metal Armor or Reinforced Metal Armor. This armor is heavier and more protective than Metal Armor, and also grants an incredible resistance to energy weapons.

This mod also places items from the 4 Pre-Order Packs into the Wasteland. Items from the Classic Pack can be found on the back of the Wrecked Highwayman, items from the other 3 packs have been dispersed throughout the wastes. The female model for the Tribal Armor has been replaced with Fallout 2 Tribal Outfit

Combat Leather Jackets, based on the Fallout 2 item of the same name, is a Leather Armor variation that can, like the other Leather variations, be found in a great number of locations throughout the Wasteland.

Combat Armor, Mk I, based on the Fallout 2 Combat Armor, is a Combat Armor variation found throughout the Wasteland. The armor comes with a Backpack, increasing the user's carryweight, and the helmet's targeting systems increase perception by 2.

Leather Armor, Mk I & Leather Armor, Mk 2, based on the Fallout 2 Leather Armor, are two more variations of leather armor. They are both heavier than, but provide more defense than, the standard Leather Armor. Mk I increases Endurance by 1, Mk 2 increases Endurance by 2, but decreases agility by 1.

The Rocket Pack can be found in the Point Lookout Reward Vault, this rocket-propelled backpack uses 1 Flamer Fuel for every jump, and dramatically increases your jump height.

Other New Items

Addictol is a rare and valuable chem that can occasionally be found in various areas of the wastes, or purchased from Chem dealers or Doctors. Much like it's Fallout 4 counterpart, it permanently cures all addictions. This mod also fixes the bug that caused Fixer's "Temporary" addiction removals to become permanent.

You will no longer receive Power Armor training *immediately* after exiting Operation Anchorage. Instead, a T-51b Service Manual has been placed in the reward vault, and will grant you Power Armor training upon picking it up, if you did not already have the perk.

This mod also adds a Metal Detector item to the first corpse you see in The Pitt's Steel Mill. Having this item in your inventory will emit a beeping when you get near any Steel Ingots, with the beeping become more frequent the closer you get, to make searching for all 100 that little bit less tedious!

Nuka-Cola DarkNuka-Cola Wild, Nuka-Cherry, Nuka-Grape, Nuka-Orange & Nuka-Cola Clear are all variations of Nuka-Cola based on their counterparts from Fallout 4: Nuka World. With the exception of Nuka-Cola Clear, they can be found scattered throught the Wasteland, purchased from stores or being drunk by civilians. Nuka-Cola Clear can be crafted at a workbench after obtaining the Nuka-Cola Clear Formula. Several Nuka-Cola Dark Fridges have also now been added into various locations.

Irradiated Blood Packs have been added to the game. They are slightly less potent than regular Blood Packs at most times, however, their potency increases for every level of radiation poisioning you have.

New Quests/Major Quest Tweaks

Quests are marked as spoilers purely for anyone who wants to go in blind or with minimal info. I will still keep "spoilers" and overly long descriptions to a minimum, but how to start the quests and a vague description for each quest or mini-adventure will be listed below

Out of Water
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A few days after completing Trouble on The Homefront, either by siding with Amata or The Overseer, you will find that one of the houses in Springvale has been restored and is now being lived in by Vault 101's Stanley. Stanley, despite his reservations about leaving the Vault, has ventured outside to secure a replacement part for the Vault's failing water system. Stanley can sometimes be found wandering around Megaton.

If you choose to help Stanley on his quest, you will be tasked with helping him find a small Water Purifier. The quest has speech checks for better rewards, multiple endings, and is affected by the way you completed Trouble on The Homefront.

If Stanley gets the part he needs, he will return to Vault 101. If you opened the Vault, he will go back to living in his house after fixing the Water Chip, if you sealed the Vault, he will never return to the Wastes. If Stanley doesn't get the part he needs, the Vault will be doomed, and Stanley will remain in the Wasteland regardless of the outcome of Trouble on The Homefront.

Stabhappy, the unique combat knife, is no longer available through the normal means, and can instead be obtained during a portion of this quest.


Autumn's Redemption
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Upon completion of Take it Back!, No-Longer-A-Colonel Augustus Autumn can be found far from home, drowning his sorrows in the Big Horn Saloon in Boulder City (If he survived, that is). You can talk to Autumn, he has many fully-voiced lines of dialogue and will even play Caravan with you. If you have re-assembled the Remnants and have a high enough Speech skill, you can persuade Autumn to join up with the Remnants. 


He will travel to the Remnants Bunker and will have some new dialogue. He will also take part in the battle of Hoover Dam for whichever side you decided the Remnants should fight for. After the battle, if he survives, he will return to the Remnants Bunker. With this mod, you will still have access to the Remnants after completing For Auld Lang Syne, unlike in the base game where you would be locked out of their meeting room.


Dead Money - Hologram Ending
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If you get the ending where you die in the Sierra Madre vault after reading Sinclair's Personal Accounts, you are told that, even though the Courier died, a Hologram bearing their likeness mysteriously appeared in the Villa. With this mod, no longer does the game end there, but instead you can go forth and continue the game as that hologram. Not only will you look like a hologram, but gameplay is also different; your hardcore needs will be non-existant, and you will have full immunity to radiation, drowning and poison. However, energy and EMP weapons will do significantly more damage. 
There is a small bug where, even though you look like a hologram, in first person, if you have your weapon drawn, the weapon and your hands/arms will NOT look hologram-y. This is because the Hologram effect was not coded with 1st person in mind and thus there is little I can do about it. 


Tim Gentry - Pitt Ammunitions Expert
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You will find a new slave by the name of Tim Gentry in The Pitt, hanging out by the Ammo Press. During The Pitt, he won't have much time to talk to you, but upon completion of The Pitt by siding with Ashur or Wernher, he will have a lot more to say.

Tim operates the Ammo Press at The Pitt, and has been instructed by either Ashur or Wernher to set aside some spare ammo for you on a regular basis. That's not all, he's even able to have this ammo regularly delivered to any Mojave or Pony Express Dropbox of your choice! 

Tim will also give you a radio to communicate with him, if ever you wish to tell him to change the delivery location or the type of ammo he is creating for you. 


Tenpenny Tower - Underworld Ending
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There is now a 5th solution to the Tenpenny Tower quest.


After speaking with Roy Phillips, you can then go and speak to Winthrop to ask if Roy & friends would be allowed to reside in Underworld. He will tell you they will, after which you can then go and attempt to persuade Roy, using speech, to take up residence in Underworld.

If you succeed, Roy will not be too happy with the way things panned out, but Bessie & Michael will be very happy with you and will offer you services as they would at Tenpenny Tower. 

This mod also fixes the bug that removes many dialogue options from Tenpenny residents post-quest. They will all be of the belief that you killed the ghouls, and will treat you as such. This ending allows everyone involved to survive, despite Roy's less-than-happy attitude.



New Perks

The "Gifted" trait will raise all your SPECIAL stats by 1, but decrease experience gained by 20% for the rest of the game

The "Bruiser" Trait will increase your strength, height and melee/unarmed weapon damage, but decrease your melee/unarmed attack speed and movement speed

"Chem Resistant" has now been turned into a trait, as it was in Fallout 1/2, and will half addiction chances but also half chem duration

"Chem Reliant" on the other hand, will double chem duration, but will also double addiction chance

The "One-Handed" Trait will boost your damage with one-handed weapons, while decreasing your damage done with two-handed weapons

The "Jinxed" Trait will decrease your critical hit chance, but also decrease your chance of sustaining a critical hit

The "Idiot Savant" Perk will boost your experience depending on how low your intelligence is - the lower your intelligence, the higher the experience gained!

The "Silent Death" Perk will make your Sneak Attack Criticals with One-Handed melee weapons or with Unarmed weapons deal triple damage.

The "Homebody" Perk will fully heal you, as well as grant you various buffs for the next ten minutes whenever you enter one of the 4 player homes (Megaton House, Tenpenny Tower Suite, Novac Motel Room, Lucky 38 Presidential Suite)

The "Bodyguards" Perk will grant you +3 to DT for every Companion currently traveling with you, up to a maximum of +15 DT 

The "Mutate!" Perk will allow you to re-select your traits.

The "Travelling Pharmacy" Perk will, in hardcore mode, reduce the weights of all medical items such as Stimpaks & Doctor's Bags to 0.

The "Martial Artist" Perk has 3 ranks, each rank will increase your melee weapon attack speed by 15%

The "Bonsai" Perk will occasionally add 1-3 fresh fruit items into your inventory

The "Born Survivor" Perk will automatically use a Stimpak or Super Stimpak from your inventory if your health falls below a certain threshold, 20% for rank 1, 30% for rank 2, or 40% for rank 3

The "All Night Long" Perk will make you no longer suffer from any negative effects, excluding death, from hunger, dehydration or sleep deprivation at night.

The "Ghost" Perk increases your movement speed and attack damage whilst sneaking at night.

The "Pain Train" Perk gives any melee or unarmed attacks with unarmed or melee weapons whilst wearing Power Armor a chance to knockdown your opponent.

The "Mysterious Savior" Perk will occasionally send the Mysterious Savior to your aid during combat if your health is below 20%. He will approach you, restore your health and all your limbs to full, and then... vanish. The higher your luck, the higher his chance of appearing.

The "Bloodthirsty" Perk requires the Hematophage perk, and allows you to drain Blood Packs from dead NPCs. Draining blood grants between 1 and 3 blood packs, and a small karma loss, although not as much of a karma loss as you would gain for eating the corpse.

If you complete your GOAT exam, you will receive the "G.O.A.T. Whisperer" Perk, granting you one extra skill point whenever you level up.

Quantum Chemist has been intergated into the Nuka-Chemist perk.

Drinking all 10 variations of Nuka-Cola at least once (Nuka-Cola, Quantum, Quartz, Victory, Cherry, Grape, Orange, Wild, Dark & Clear (Rum & Nuka NOT required)) will complete the Nuka-Cola Enthusiast challenge and grant the player a perk of the same name. The perk will grant you a temporary +3 DT & +3 DR whenever you drink any Nuka-Cola.

The "Project Impurity" Perk is granted upon inserting the ZAX Vial into Project Purity during Take it Back!, this perk serves as a reward for fulfiling Eden's will, and will make you deal 2.5x damage to all Ghouls, Super Mutants and other mutated creatures. 

Heavily inspired by Acquired Immunity, if you have the Cannibal perk you will be able to eat baby Marie when you go to kidnap her during The Pitt, granting you 100% immunity to radiation... and turning everyone in The Pitt hostile to you.

Heavily inspired by TTW - Conflagrater Perk, burning Harold will grant you the Arsonist perk, increasing the damage you deal with fire-based weapons, as well as increasing the blast radius of any explosive weapons you use.


New Creatures

Bloodbugs can be found in various locations throughout the Capital Wasteland, Mojave Wasteland and Point Lookout. They're pretty tough, so be careful!

4 living Failed FEV Subjects:
Failed FEV Subject 6
Failed FEV Subject 17
Failed FEV Subject 54
Failed FEV Subject 66

Can be found locked up in Vault 87's FEV Chambers. They can't hurt you in there... unless you trip the fire alarm or let them out!

There are now also 6 New Variations of Centaur:

Junk Mob Centaur
Classic Centaur
Female Centaur
Skull Centaur
Conjoined Twin Centaur
Salamander Centaur

All 6 variations of Centaur can be found in any location where Centaurs can be found in the base game, and in most instances will replace standard Centaurs. Standard Centaurs will certainly still exist, but will now be one of 7 potential types you can stumble across! Each Centaur variation moves and attacks differently, so each will require a different strategy to defeat.

Based on their Fallout 4 counterparts, Super Mutant Suiciders will blow themselves up next to you at any chance they get! They work the exact same way they do in Fallout 4, shoot their Nuke to destroy them, before they get you!

Other Gameplay, Quest & World Effects & Changes

You can now find the corpses of Elder Lyons, Scribe Rothchild & Paladin Gunny in the destroyed Citadel. Just to remind you of what you did. You monster.

You can also find the corpse of Paul Hannon during Escape!

Mesmetron Ammo Crafting is now available

You can now play Fallout 3 & New Vegas' main radio stations anywhere, rather than just in their own Wastelands

Completing The Pitt in any way, including by eating Marie, will allow you to put an extra point into any one of your SPECIAL stats, providing they are not all currently at 10, as I felt that DLC lacked good rewards compared to some of the others.

You can now use the Vault 87 main door to access Vault 87 during Picking Up The Trail (The door will be inacessible before this point, in order to prvent quests breaking), and start Finding The Garden of Eden without having to fight through a whole vault of Super Mutants.

If you have a killable children mod, you can now kill Mayor MacCready or Stacey to open the gate to Little Lamplight, or kill Princess to open the gate to Murder Pass (if you are at the appropriate part of the quest). Just in case you have an unspeakable urge to murder some children, without hindering your progress in saving the wasteland. 

Instead of the Courier Duster you receive at the end of Lonesome Road being based on prior faction allegiances, it now is decided by which ending you choose for Lonesome Road:

-If you nuke the NCR, you get the Legion Duster
-If you nuke the Legion, you get the NCR Duster
-If you nuke both the NCR & Legion OR stop the missiles, you will receive the Independence Duster

During The Pitt, if you kidnap Marie, rather than disappearing into thin air, she will appear on your back! She will automatically be removed from your back as soon as you give her up

All Special Nuka-Cola's, whether added by this mod or not, now have a small chance of appearing in Nuka-Cola vending machines.

Voice Credits

Tim Gentry - Joseph Bozlinski
Hangnail - Leonid Lawrence

Get Involved With The Project

Mod Authors - If there are any of you reading this who can help make some weapons or armor for the mod - drop me a message, I have a small handful of items I'd like your help making

Voice Actors - Visit AEW's Casting Call Club Page to see what roles are available and audition for any that interest you!

Known Bugs/Errors

The new creatures added, the Bloodbugs, Centaurs & FEV Rejects, do not have proper VATS targeting data, their entire bodies are registered as their torso. I have no idea how to fix this, despite attempting to research, so if anyone does have a clue, I would be most grateful if you could let me know.

I sincerely hope you enjoy this mod, I plan to update it further so stay tuned! If you have any suggestions don't hesitate to comment.

All credit for the resources used goes to the applicable mod authors. If there is a particular weapon/armor item you love, DO NOT give the love to me, those guys earned it all. Make sure to send them all your love - I am thankful to them all; the ones who made their mods open-resource so as to allow people like me with little-to-no asset creation skills to create something like this, or the ones I spoke to privately, all of whom were extremely kind and pleasant. Thank you all. 

Also by me:

NEW VEGAS:
Main Story Alterations
Vault-Tec Armorer
Pip-Boy or Readius Selector
Outcome-Based Courier Dusters
The Someguy Series Revamped
CFEE - Companion Overhaul
DLC Companions - All-In-One
Pistol Whippin' - .45 Auto Pistol Melee
Simple Smoking

TALE OF TWO WASTELANDS:
AEW - A TTW Content Enhancement Mod
Ties That Bind Revised
Project Nevada Equipment - TTW Compatibility Patch
TTW - Unbreakable Anchorage Rewards
TTW Radios Unbound
TTW - Melee Hotkey Patch

SKYRIM:
College Of Winterhold Followers (Plus Rikke, Angi & Malborn) (SE Port)
Daedric Artifacts Plus
Festus Krex Spell Improved
Adoptable Babette (SE Port)

Fallout 4:
Institute X-01 Paint Earlier Unlock
A New Dawn - Minutemen BoS Sentinel Cut Content Restored
Nate & Nora Companions - Compatability Edition
If you wish to contact me, or just chat about Fallout or any other topic, the easiest and best way to reach me is my Twitter, @AshTheHolyOne