Fallout New Vegas
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Yamatohime

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Yamatohime

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About this mod

This is all-in-one mod of my three mods with some minor integration between them: Additional Utility for Vanila Weapons, Armor Paddings and Weapon Maintenance. It is based on Ultimate Edition of "Fallout: New Vegas".

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Permissions and credits
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This mod is merged version of my "Wasteland Scavenger" mods with minor tweaks. I tried to make this mod with vanila assets so it is not the best quality one in terms of being "eye candy". Still, I hope you will enjoy it.

TRAITS

This mod adds one trait that is required for additional utility function.
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WASTELAND SURVIVOR
Requires: -NONE- (I consider to not allow choosing this trait with level above 10).
Effect: Additional Utility system unlock, gunpowder, food and tin grenade recipes. You gain 1 less skill point per level up and 1 less skill point per skill book.


PERKS

There are 7 perks which partially depended to each other.
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CQC MAINTENANCE
Requires: Level 2, Melee Weapons 25, Unarmed 25.
Effect: Allows you to get spare parts for your melee and unarmed weapons, as a bonus you will get additional 10% damage increase with your melee and unarmed weapons.

ENERGY MAINTENANCE
Requires: Level 2, Energy Weapons 25, Repair 25.
Effect: Allows you to get spare parts from futuristic weapons and explosives, as a bonus you will get more depleted ammunition to renew them.

GUN MAINTENANCE
Requires: Level 2, Guns 25, Repair 25.
Effect: Allows you to get spare parts from gunpowder era weapons and explosives, as a bonus you will get more cases to make ammunition.

FUTURISTIC SMITH
Requires: Level 4, Energy Maintenance, Guns 75, Repair 25.
Effect: Allows you to create weapon modifications for weapons affected by Energy Maintenance, as a bonus all your affected weapons will ignore 5 DT points.

GUN SMITH
Requires: Level 4, Gun Maintenance, Energy Weapons 75, Repair 25.
Effect: Allows you to create weapon modifications for weapons affected by Gun Maintenance, as a bonus all your affected weapons will ignore 5 DT points.

TRADITIONAL SMITH
Requires: Level 4, CQC Maintenance, Melee Weapons 50, Unarmed 50.
Effect: Allows you to create weapon modifications for weapons affected by CQC Maintenance, as a bonus all your affected weapons will ignore 5 DT points.

WASTELAND SCAVENGER
Requires: Level 6, Wasteland Survivor.
Effect: Increase damage of Hatchet, Laser Pistol, Satchel Charge, Shovel, Tin Grenade, Throwing Knife and Varmint Rifle. Uniques included.


ADDITIONAL UTILITY

You can push "B" key to perform additional action with the weapon in hand. As long as you can meet conditions to perform those actions.
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RIFLE GRENADE
Weapons: Hunting Rifle, This Machine, Battle Rifle (GRA) and Paciencia (GRA).
Requires: Iron Sight, Frag Grenade.
Result: Allows you to "throw" grenade at distance 2.5 further than normal.

OVERDRIVE
Weapons: Recharger Rifle, Recharger Pistol, MF Hyperbreeder Alpha, Proton Axe, Protonic Inversal Axe.
Require: Iron Sight and Fission Battery (Range Weapons), Scrap Electronics (Melee Weapons).
Result: Powerful EMP blast efficient against robots and power armor. Side effects can affect your own character.

OVERCHARGE
Weapons: Laser Rifle, AER14 Prototype.
Require: Iron Sight, Full charge.
Result: Laser beam that deals several times more damage than normal one. Side effects can affect your own character.

DISCHARGE
Weapons: Cattle Prod.
Require: Conductor (as catalyst).
Result: Allows you to deal powerful electrical discharge that can stun enemy.

CREMATION
Weapons: Flamer, Cleansing Flame.
Require: Iron Sight, 30 (20 for Cleansing Flame) Fuel-type Ammunition.
Result: Sends massive firewave towards your enemies that deals serious damage over time. Efficient against groups of weak enemies.

FIREBLAST
Weapons: Shishkebab, Gehenna.
Require: 10 Fuel-type Ammunition.
Result: Sends short range firewave towards your enemies.

ILLUMINATING FLARES
Weapons: Flare Gun.
Require: 10 Fuel-type Ammunition.
Result: Shoots illuminating flare instead of signal one.

POISON DARTS
Weapons: Varmint Rifle, Ratslayer.
Require: Iron Sight, Poison Dart (can be crafted).
Result: Shoots poison darts that deals poison damage over time, greatly increasing efficiency of Varmint Rifle and Ratslayer.

BUTCHERING
Weapons: Bowie Knife, Cleaver, Combat Knife and their unique variants.
Require: Crouching.
Result: Allows you to cleave some meat bits as food items.
Perk Effects: Hunter (meat and hides), Enthomologist (meat, poison glands and nectar), Purifier (meat and hides) from respective groups of animals.

DISASSEMBLING
Weapons: Laser Pistol, Laser Pistol (GRA), Pew Pew.
Require: Crouching, Ammunition for Laser Pistol.
Result: Allows you to disassemble robots for spare parts (scrap electronics, scrap metal and sensor modules).
Perk Effects: Wasteland Scavenger (allows you to disassemble broken cars, trailers and trucks).

EXPLOSIVE ENTRY
Weapons: Satchel Charge.
Require: You need to be at activation distance from the door/container and aim at it (Iron Sight).
Result: Allows you to unlock "transfer" door/containers and break down locked doors in interiors.

SHOVELING
Weapons: Shovel.
Require: Soft ground (I hope), some LUCK. Only in 3POV.
Result: Allows you to dig through dirt in order to get some random caps and sulfur crystals.
Perk Effects: Wasteland Scavenger (more sulfur).

WOOD CHOPPING
Weapons: Hatchet.
Require: -NONE-
Result: Allows you to chop some wood from trees.

BARBER SHOP
Weapons: Straight Razor, Figaro, Switchblade.
Require: Not in combat.
Result: Allows you to make your hair.

MASTER THROW
Weapons: Throwing Knife.
Require: At least 5 throwing knives.
Result: Allows you to throw 5 knives at once.

PULSE HACK
Weapons: Pulse Grenade.
Require: You need to be at activation distance from the terminal and aim at it (Iron Sight).
Result: If your explosive skill is high enough, pulse grenade can hack terminal.


ARMOR PADDING

You can made paddings and plates from simple materials that would increase your protection till their complete detioration. Plates are less flexible and provide negative bonus to your Agility value for slighlty better protection. Duraframe alloys are availabe after "that quest" regardless of your decision.
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PAPER PADDING
Requires: 20 Paper.
DT/DR: 2/2.
Effect: -1 AGI, -25% Fire Resistance.

LAMINATED PAPER PADDING
Requires: 20 Paper, 2 Wonder Glue.
DT/DR: 4/2.
Effect: -1 AGI, -10% Fire Resistance.

WOOD PLATE
Requires: 5 Wood, 1 Wonder Glue.
DT/DR: 3/3.
Effect: -1 AGI.

REINFORCED WOOD PLATE
Requires: 8 Wood, 1 Wonder Glue.
DT/DR: 5/3.
Effect: -1 AGI.

LEATHER PADDING
Requires: 5 Processed Leather.
DT/DR: 3/3.
Effect: -NONE-.

LAMINATED LEATHER PADDING
Requires: 5 Processed Leather, 2 Wonder Glue.
DT/DR: 5/3.
Effect: -NONE-.

CHITIN PADDING
Requires: 5 Chitin, 1 Processed Leather.
DT/DR: 5/5.
Effect: +10% Fire Resistance.

LAMINATED CHITIN PADDING
Requires: 10 Chitin, 5 Processed Leather.
DT/DR: 8/5.
Effect: +15% Fire Resistance.

METAL PLATE
Requires: 5 Processed Metal, 1 Processed Leather.
DT/DR: 6/2.
Effect: -1 AGI, +15% Fire Resistance.

REINFORCED METAL PLATE
Requires: 8 Processed Metal, 5 Processed Leather.
DT/DR: 10/2.
Effect: -1 AGI, +25% Fire Resistance.

DURAFRAME PLATE
Requires: 5 Duraframe Alloy, 1 Processed Leather.
DT/DR: 8/5.
Effect: -1 AGI, +15% Fire Resistance, + 15% Rad Resistance.

REINFORCED DURAFRAME PLATE
Requires: 8 Duraframe Alloy, 5 Processed Leather.
DT/DR: 12/5.
Effect: -1 AGI, +25% Fire Resistance, + 25% Rad Resistance.

LIGHT COMPOSITE PADDING
Requires: 10 Chitin, 10 Processed Leather, 2 Glue.
DT/DR: 10/8.
Effect: +15% Fire Resistance.

DURAFRAME COMPOSITE PLATE
Requires: 8 Duraframe Alloy, 10 Processed Leather, 2 Glue.
DT/DR: 13/8.
Effect: -1 AGI, +25% Fire Resistance, + 25% Rad Resistance.

HEAVY COMPOSITE PLATE
Requires: 8 Duraframe Alloy, 10 Chitin, 10 Processed Leather.
DT/DR: 16/10.
Effect: -1 AGI, +40% Fire Resistance, + 25% Rad Resistance.


INCOMPATIBILITIES

Because armor paddings and plates use the Nosering slot, it would make this part of the mod automatically incompatible with all mods that use it.