Fallout New Vegas

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Verskon

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Verskon

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About this mod

This mod serves to diversify and improve the stats and worth of the Raiders, Mercs, Kings, Great Khans and Powder Gangers' sets so it wont be as irrelevant in your game.

But only to a degree so as not be overpowered or balance breaking.

Requirements
Permissions and credits
Changelogs
Description

Most of this started because I was curious as to why the Merc Charmer was named so despite not improving any Charisma related stats.

And then I started paying more attention to the details of certain armors' designs, and started noticing things... things that should be taken into account when designing the stats and attributes of an armor, instead of labelling them all the same type and calling it a day.

This eventually led me down a rabbit hole where I used FNVEdit to obsessively tweak and alter numerous pieces of armor so that it stands out from one another more and better represent the armor it is based off, and hopefully while doing so, I don't completely break the game's balance(because I still want to play it).

Part of me still thinks I should go even further with the tweaks and buffs to match some of the mid to lategame armor, but everytime I have to remind myself, "Most of these are acquired easily early on don't go too sicko."

But-
Did you know that most Wasteland outfits have 1 DT more than Merc?
Yeah, let that sink in, some even have +1 END and +1 AGL on top of that.

With injustices like that, I feel wholly justified in going a step further on some of these.



Ultimately, if you ever took a look at the Merc or Raider outfits, and imagine, "What's even the point of them?" then this mod should be for you.

Bonuses for 3 Minor Faction armor sets too, as well as Fiends because they're essentially raiders.
"You're telling me none of the Powder Ganger outfits improve EXPLOSIVES ??? NOT EVEN THE ONE WITH DYNAMITE STRAPPED TO THEIR CHEST???????"

Check out my other Uniquely Balanced Variants:



Requirement

This mod requires the Courier's Stash dlc for the Tribal Raiding Armor edits. Otherwise you're fine.



Installation

You can just install this with your mod manager or manually place it in your Data file in your game's root directory. It's a very basic .esp file.

Note:
  • As this mod only affects Vanilla armor stats, it should be compatible with just about anything so long as it doesn't manipulate the specified armor. 
  • It was also made with YUP in mind, so you should definitely load this underneath YUP as it is already technically patched for it.
  • If you load it above YUP or any other mods that alter these specific armor, expect it to not have any changes.

00 - Uniquely Balanced Variants is the Main File, it combined all the esps into one single esp for ease of use, and not take up too many plugins.

There is also an alternative FNV Vanilla Hat Fix patch version, if you want some of the hats to clip through your hair, get that instead.

If you like one of these changes but not the others, you have the option to pick and choose which part to download as there are optional downloads that target only parts of the mod or specific sets.


Table of Contents

Merc Outfits
Spoiler:  
Show
*Most of the Merc set have a focus on Guns with the exception of Cruiser and Grunt.

*Grunt lacks the DT of others, but makes up for it with +5 Unarmed, +1 END, and 2 WGH.
*Charmer actually charms people now.

*Adventurer is the most versatile of them all in terms of skill bonuses.
*Troublemaker places more emphasis on quick bursts of damage in a short period of time.
*Veteran places more emphasis on calculated high single damage.

*Now includes Unique variants like the Explorer's Gear.
*Explorer's Gear, now true to its name, will help you explore better!


Merc Grunt:
  • WGH: 8 > 2
  • EFF: [Melee Weap +2, Guns +2] > [END +1, Unarmed +5]

Merc Cruiser:
  • DT: 1 > 2
  • VAL: 50 > 70
  • WGH: 8 > 6
  • EFF: [Melee Weap +2, Guns +2] > [AGL +1, Melee Weap +2]
Merc Charmer:
  • DT: 1 > 2
  • VAL: 50 > 70
  • WGH: 8 > 6
  • EFF: [Melee Weap +2, Guns +2] > [CHA +1, Guns +2]
Merc Adventurer:
  • DT: 1 > 2
  • VAL: 50 70
  • WGH: 8 > 6
  • EFF: [Melee Weap +2, Guns +2] > [PER +1, Guns +2]

Merc Troublemaker:
  • DT: 1 > 4
  • VAL: 50 > 100
  • EFF: [Melee Weap +2, Guns +2] > [AP +10, Guns +5]
Merc Veteran:
  • DT: 1 > 4
  • VAL: 50 140
  • EFF: [Melee Weap +2, Guns +2] > [AGL +1, Guns +5]

Explorer's Gear:
  • VAL: 50 > 160
  • WGH: 3 > 5
  • EFF: [Melee Weap +2, Guns +2] > [PER +1, AGL +1]



Raider Outfits
Spoiler:  
Show
*Most of the Raider set is Melee oriented, with the exception of Badlands.
*Raider set specific Helmets are also included and have unique stats(mostly).
*Most Raider armor now gives -1 Charisma with the exception of Badlands.
*My justification is that Raider armor are generally ugly, inappropriate, mismatch, or have severed hand trophies that might put people off.
*Badlands gets a pass because it isn't too different from most wastelander outfits.

*Sadist deals the most damage out of them, while Painspike is the middleground between damage and defense.
*Both Blastmaster and Tribal have the highest DT but only +2 bonuses.

*Wastehound now gets +2 Survival because of its association with the harsh conditions of the Wastelands.
*Arclight is just a welding helmet, so while it'll hamper your perception a bit, it's useful for repairs and maybe even some pyrotechnics.
*Arclight also has the added benefit of being a face shield made out of metal, so it's useful for melee.
*Psycho-Tic now received a bonus +10 AP to help represent Raiders during a psychotic episode and have a more unique identity.

*Blastmaster Helmet gets the change from Guns to Energy Weapons so you can use your flamethrower with it.
*It also received boosts to keep it in a similar tier as the Fire Helmet.(since it has one)
*It will also receive +5% Fire Resist due to its appearance.
*Originally I wanted to give it +15%, but some quick research showed that not a lot of items gave fire resistance, and the only helmet that did gave 5%.
*And it's not too unrealistic, given it only protects the user's head. But some protection is better than none right?

*The Hockey Mask technically isn't a part of the Raider Set, however certain unscrupulous people (such as escaped convicts) can wear this.
*As a result, I've decided to include it and add in +5 bonus to Melee Weapons given the Hockey tradition of whacking a puck around.
*It also has the added benefit of being associated with Jason and similar masked killers.
*And due to this association, along with how it visually looks, it gives -1 CHA as well.


Raider Badlands Armor:
  • DT: 4 > 2
  • VAL: 180 > 70
  • WGH: 15 > 6
  • EFF: +[Guns +5, Lockpick +2]
Raider Sadist Armor:
  • VAL: 180 140
  • WGH: 15 > 8
  • EFF: +[CHA -1, STR +1, AGL +1, Melee Weap +5]
Raider Painspike Armor:
  • DT: 4 > 5
  • VAL: 180 > 160
  • WGH: 15 > 12
  • EFF: +[CHA -1, END +1, AGL +1, Melee Weap +5]
Raider Blastmaster Armor:
  • DT: 4 > 7
  • EFF: +[CHA -1, STR +1, END +1, Explosives +2]

Tribal Raiding Armor:
  • DT: 4 > 7
  • VAL: 180 > 190
  • EFF: +[CHA -1, STR +1, END +1, Melee Weap +2]

Wastehound Helmet:
  • VAL: 20 > 10
  • WGH: 3 > 1
  • EFF: +[CHA -1, PER +1, Survival +2]
Arclight Helmet:
  • DT: 1 > 3
  • VAL: 20 > 32
  • EFF: +[PER -1, Repair +5, Energy Weap +2, Melee Weap +2]
Psycho-Tic Helmet:
  • DT: 1 > 2
  • WGH: 3 > 1
  • EFF: +[PER +1, AP +10]
Blastmaster Helmet:
  • DT: 1 > 2
  • VAL: 20 > 40
  • WGH: 3 > 2
  • EFF: [Guns +5, Explosives +5] > [Energy Weap +5, Explosives +5, Fire Resist +5%]

Hockey Mask:
  • VAL: 10 > 20
  • EFF: [Unarmed +5] > [CHA -1, Melee Weap +5, Unarmed +5]

*Fiends have been added due to their association with Raiders and frequent use of Raider attire.
*I was struggling for a while to devise a way to represent the Fiend's identity and I came up with two attributes.
*Fiend helmets give -1 CHA due to their infamy and how easily recognizable their helmets are.
*As well as +10 AP to better represent their crazed chem fueled rush during combat.
*All Fiend helmets now sit at a modest 2 DT.

*Both Fiend Warrior and Battle have distinct differences so one gets +2 Melee and the other +2 Guns.
*Fiend Helmet just gets +2 Survival because of wasteland and chem living reasons.
*Motor-Runner's Helmet have been updated to YUP standards and given the same attributes as other Fiend helmets.


Fiend Helmet:
  • DT: 1 > 2
  • VAL: 6 > 18
  • EFF: [PER +1] > [CHA -1, PER +1, AP +10, Survival +2]
Fiend Warrior Helmet:
  • DT: 1 > 2
  • VAL: 6 > 20
  • EFF: [PER +1] > [CHA -1, PER +1, AP +10, Melee Weap +2]
Fiend Battle Helmet:
  • DT: 1 > 2
  • VAL: 6 > 20
  • EFF: [PER +1] > [CHA -1, PER +1, AP +10, Guns +2]
Motor-Runner's Helmet:
  • VAL: 8 > 30
  • WGH: 0 > 1
  • EFF: [PER +1, Melee Weap +5] > [CHA -1, PER +1, AP +15, Melee Weap +5]



Great Khan Outfits
Spoiler:  
Show
*Apparently Great Khans are tough as nail and don't go down easy, but I don't know if that justified giving them more overall DT, so I kind of compromised.
*All Great Khan armor will now grant you +1 END or a general bonus to Survival.

*Both Simple and Suit aren't as combat focused, and as a result received less WGH to put it more in line with other similar armor and clothing.

*Soldier is more combat focused so it gets +1 DT and AGL.
*Initially I gave them +2 Guns, but I changed it to +5 Survival as the +1 AGL already gives them what they need.
*Survival is an important part of the Khan's identity, and can also be helpful in combat.

*Because Armored Leather is worn only by Papa Khan, it's a suit only fit for the leader of the Great Khans.
*As such, it receives +1 CHA to symbolize the Khan's authority.
*And to embody the Khan's indomitable spirit of perseverance, it gets +2 to DT and END, as well as +15% Poison Resist.
*And to symbolize the Khan's wisdom, it gets +5 Survival like the others. Culminating in a total of +9 Survival.

*Spike Helmet now have similar HP and DT as other combat helmets.

*Papa Khan Helmet now have stats similar to the Spike Helmet despite being cut content.
*This is more so for mods that add his helmet back into him, or if you just want to have it.
*Also because of how cool it looks what with the red tinted shades, it gives an additional +1 CHA.


Great Khan Simple:
  • WGH: 7 > 5
  • EFF: +[END +1, Survival +5]
Great Khan Suit:
  • WGH: 7 > 5
  • EFF: +[END +1, Survival +5]
Great Khan Soldier:
  • DT: 5 > 6
  • VAL: 100 140
  • EFF: +[END +1, AGL +1, Survival +5]

Great Khan Armored Leather:
  • DT: 8 > 10
  • VAL: 100 > 280
  • EFF: +[END +2, CHA +1, Survival +5, Poison Resist +15%]

Great Khan Spike Helmet:
  • HP: 15 > 50
  • DT: 2 > 3
  • VAL: 8 > 32
  • WGH: 1 2
  • EFF: +[END +1]
Papa Khan Helmet:
  • DT: 0 > 3
  • VAL: 0 > 40
  • WGH: 0 > 2
  • EFF: +[END +1, CHA +1, Foureyes]



Powder Ganger Outfits
Spoiler:  
Show
*Honestly what were they thinking? Now all Powder Gang outfits grant some boost to Explosives in some way. (Have fun being blown up)
*With the exception of Guard Armor, they also received less WGH to put them more in line with other clothing.
*Simple has 1 WGH only because you're essentially shirtless.

*The Powder Gangers used to be penal labor for the NCR, therefore I figured one of these should reflect that, that being the Plain variant.
*Simple has nothing but a strap of Dynamite on so they get to go wild.

*Guard received a boost to PER so they can keep vigilant, PER also boosts Explosion so it's a win-win.


Powder Gang Plain Outfit:
  • VAL: 15 > 10
  • WGH: 3 > 2
  • EFF: +[Explosives +2, Repair +2]
Powder Gang Simple Outfit:
  • VAL: 15 > 25
  • WGH: 3 > 1
  • EFF: +[AP +10, Explosives +5]
Powder Gang Soldier Outfit:
  • WGH:  3 > 2
  • EFF: +[AGL +1, Explosives +2]
Powder Gang Guard Armor:
  • EFF: +[PER +1, Guns +2]



Kings Outfits
Spoiler:  
Show
*I always liked the Kings' outfits, and was shocked to learn it barely offered anything except for a few DTs.
*Now true to the Kings' cool and fashionable style, most Kings outfit will give you +1 CHA or some bonus to Speech.(Except for Memphis because that's just a tanktop)
*And to help portray the act of grooving and being smooth, all Kings outfit gives you +1 AGL as well.
*To keep them more in line with other clothing, their WGH have been increased to 2.

*Both Memphis Kid and Jailhouse Rocker received boosts to AP to help represent their identities as dancing outfits.
*Jailhouse Rocker was designed in a way to be the step up to the Kings Outfit, so it will have +1 DT compared to it.

*Viva Las Vegas felt like it was very poorly represented as the spirit of Las Vegas.
*In addition to the boosts to CHA, it will also now have +1 LUK similar to the Gambling Sets.


Memphis Kid:
  • VAL: 6 > 12
  • WGH: 1 > 2
  • EFF: +[AGL +1, AP +10]
Kings Outfit:
  • DT: 1 > 2
  • VAL: 6 > 65
  • WGH: 1 > 2
  • EFF: +[CHA +1, AGL +1, Speech +2]
Jailhouse Rocker:
  • DT: 3
  • VAL: 50 > 130
  • WGH: 1 > 2
  • EFF: +[CHA +1, AGL +1, Speech +2, AP +10]
Viva Las Vegas:
  • VAL: > 390
  • EFF: +[CHA +2, AGL +1, LUK +1, Speech +5]




*Enjoy the mod!*