Fallout New Vegas
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About this mod

This mod overhauls the Gameplay of Tale of Two Wastelands, by de-leveling both the Mojave and The Capital Wasteland, as well as tweaking most aspects of Combat to create a harder, but fairer experience.

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Rebirth - TTW Gameplay Overhaul


Overview

This mod overhauls the Gameplay of Tale of Two Wastelands, by de-leveling all NPCs in both the Mojave and The Capital Wasteland, as well as tweaking most aspects of Combat to create a harder, but fairer experience. A brief summary of the features is below.
  • The Mojave and The Capital Wasteland no longer level with you, they are the same difficulty for a level one character as a level 50. This means the world feels more immersive, and you gain a stronger sense of accomplishment as you get more powerful.
  • SPECIAL stats have been overhauled, so there are no more useless stats, and no overpowered ones.
  • Perks have been overhauled, with the strongest perks nerfed, the weakest buffed, and some removed or added.
  • Most enemies have been rebalanced, so there are no more bullet sponges.
  • The difficulty has been increased to compensate, by reducing player health, accuracy and skill points.
  • Game difficulty now only effects damage the player takes, not enemies.

The main purpose of the mod is not just to make TTW harder, but also fairer. At the start of the game you will lack the ability to defeat hard foes, especially Super Mutants, forcing you to find alternate solutions to your problems. Once you gain the ability, by finding stronger weapons or gaining new abilities, the enemies that were previously impossible to defeat can be taken down, and once you are capable of doing so, they don't just get stronger in response. The mod is designed to be played on Survival Mode, on normal difficultly.

Required Mods


This requires several other mods to function, and several more are recommended, but not required. The below mods are hard requirements.
  • Tale of Two Wastelands, which ports Fallout 3 into Fallout New Vegas.
  • SawyerBatty TTW, the directors cut of FNV written by its Director, Josh Sawyer, and updated for TTW by its creator Roy Batterian.
  • lStewieAl's Tweaks and Engine Fixes, a mod which does everything from fixing engine bugs with FNV, to adding new gameplay features. Responsible for most of the gameplay tweaks and enhancements available in Rebirth.

The below mods are not hard requirements, but create the desired gameplay experience, and work flawlessly together and with Rebirth.

Player, Leveling and Perks


The player is a lot weaker at the start of the game, and it is harder to level up. Even at the end of the game, they are far weaker than their vanilla counterpart.

Leveling
  • The PC gains a flat 10 skill points per level. Intelligence no longer effects skill points. This removes meta-gaming from character creation, allowing you to roleplay without ruining a character.
  • XP gain has been halved while in Vegas, as it has far more exp to gain from quests than the Capital, and it is much easier.

Player Character
  • PC health starts at 50, increasing by 5 for each level of endurance. There is no health gain on level up. Only perks or chems let you gain more maximum health.
  • The PC has 50 action points, increasing at 5 per level of agility.
  • Carry weight starts at 100, increasing by 10 per level of strength.
  • Intelligence now effects VATS costs, not skill points.
  • Perception now effects Weapon accuracy, in and out of VATS.
  • The maximum skill points you can have in a skill now varies, depending on its relevant SPECIAL attribute. You can only raise a skill to 20 plus 10 times the attribute, so if you drop Charisma down to 1, your speech skill now can only be raised to 30 maximum, 40 with an implant. 

Perks

  • You can now take unlimited traits, not two. Skilled has been removed, as it was far too powerful, and made the game less fun.
  • Here and Now, Swift Learner, Educated, No Weakness and Almost Perfect have been removed as well, as they were too meta-gamey.
  • Gunslinger, Commando and Sniper are now perception perks, with higher requirements.
  • Silent Running, Jury Rigging and And Stay Back now require 100 in their respective skill.
  • Better Criticals, Entomologist, Strong Back, Finesse, Laser Commander and Burden to Dear have been nerfed.
  • Black Widow, Lady Killer, Cherchez La Femme and Confirmed Bachelor are now Traits, that decrease damage by 5%.
  • Comprehension is given from the start, so skill books always give two skill points.
  • Living Anatomy is given from the start, so you can see enemy resistances in VATS.
  • Good Natured now lowers your weapon skills by 10, not 5.
  • Retention is now a trait, and lets you make skill books from magazines, but makes magazines worthless on their own.
  • Vigilant Recycler allows you to create Enhanced ammo at skill level 80.
  • Friend of the Night has been updated to improve the visuals.
  • Action Boy/Girl, Life Giver and Toughness are now available at level 1.

Gameplay


Quest Changes

Some quest and item location changes have been made, mainly just to fix annoying issues.
  • The Strength bobblehead was moved to GNR, and Repair moved to Smith Casey's Garage. This is to prevent the player from needing to burgle houses to get the items.
  • You now let Lucas Sims that your Dad is wearing a Vault Suit.
  • Rewards for tasks in the Capital Wasteland have been reduced, to make the Wasteland feel harsher.
  • The quest markers to Galaxy News Radio and Vault 112 have been removed, to allow skips in the main quest for Fallout 3 as your character needs time to locate them.
  •  The Megaton Bomb now requires 50 Science skill to disarm, or 30 to arm. To prevent the player getting a house on their first day in the Wasteland. The required skill is now Science, not Explosives, as far more characters will invest in Science.
  • The Megaton robobutler has been removed.
  • RL-3 will accept Good and Evil characters, but not Very Good or Very Evil.
  • You can start I fought the law by just speaking to the NCR in Primm, and asking the join the fight.
  • You need 5000 caps to get into the Strip, not 2000.
  • Karma has been rebalanced. No more Karma for killing evil NPCs. Karma penalties for murder greatly increased.
  • Skill checks no longer show you the requirements, so conversations feel more natural.


Survival
Rebirth is built around Survival mode, at least in the Capital Wasteland. It is now much more difficult to meet your needs, especially water.
  • Most sources of pure water have been removed, or changed to dirty water.
  • Moira and Chet sell guaranteed Bedrolls, so you can sleep anywhere.
  • You can sleep on any furniture by waiting.
  • Radiation gain has been doubled from all sources.
  • If you use RAD, then your health bar, already tiny, is reduced every time you drink water, forcing you to make difficult decisions to survive in the Wasteland.
  • This elevates F03's main story. It isn't just the Capital Wasteland that needs the purifier, you do as well. You feel their pain, and then get to help them, and yourself, by starting the Purifier.
  • Food and water no longer heals your health.
  • Wild Food that can be picked in NV no longer restores your thirst, making surviving in the desert more challenging.  

Combat
  • Gun skill no longer effects weapon damage, only accuracy (to an increased amount). A bullet is a bullet, and if it hits it always does the same damage.
  • Weapon condition now effects weapon damage even more.
  • Most weapons that ignore DT/DR have had that feature removed, allowing them the be much more common.
  • It is harder to target the head in VATS. Head shots now only do 1.5 times damage.
  • Only headshots can sneak attack.
  • Shots to arms and legs do only 0.5 times damage, but cripple easier.
  • Energy ammo recipes have been overhauled, requiring drained cells to charge new ones.
  • Most of the strongest weapons have been nerfed, and weaker ones buffed.
  • Laser Rifles can now be suppressed, and there scopes are longer range, giving energy weapons a sniper option.
  • All power armor gives +10 Strength and -10 Agility, making wearing it much more impactful.

Enemies
  • Most CW enemies are randomized in the following manner, for every ten enemies will you have four Tier 1 (basic Super Mutants), three Tier 2 (Brutes), two Tier 3 (Masters) and one Tier 4 (Overlord). The difference in health between Tier 1 to 4 enemies is about double. The higher the Tier, the better the Weapons and Armor they carry. 
  • Most variants of Enemies have been renamed. Super Mutants are just Super Mutants, not Brutes etc.
  • Raiders are always low level enemies, but have a much greater arsenal.
  • Feral Ghouls are now faster.
  • Super Mutants are always strong, armored and dangerous, with a variety of weapons.
  • The Enclave are endgame enemies.
  • The Legion are much stronger, there is no such thing as a Legion Recruit in the Mojave.
  • All weapons carried by enemies have a chance to have weapon mods attached.
  • Robots have more armor.

DLC
  • Honest Hearts and Point Lookout are ok for low level characters, with Tribals in particular nerfed. 
  • Dead Money, Operation Anchorage and The Pitt are good for mid level characters. 
  • Old World Blues, Lonesome Road, Mothership Zeta and Broken Steel for high level characters.

Misc
  • Pickpocketing now uses a new formula, taking more factors into account, and has a maximum chance of 100%.
  • It is now harder to get addicted.
  • New recipe's have been added into the game, to change Talon Company armor into normal Combat armor.
  • All chems and medicine has 0.1 carry weight.
  • Some Workbenches have been added where needed.
  • All Alien Loot has been removed from F03. Aliens will only appear in the game if you go to Mothership Zeta.
  • Magazines can no longer be found in Letterboxes.
  • The pipboy light is brighter.
  • Ammo casings have weight.
  • Repair used the FO3 system, where your repair skill caps the condition.
  • Merc armor has the same DR as Raider.
  • A new weapon, the Stun Gun has been added.


lStewieAl's Tweaks Settings


This mod allows the user to easily make changes to nearly every part of FNV. Engine fixes, gameplay changes, fixes to the UI. A small list of the hundred or so changes I have made using this mod are below.
  • Agility scales movement speed, jump height etc.
  • Barter effects repair costs.
  • Skills are capped by their SPECIAL points.
  • Character respec when you leave the Vault/Goodsprings is disabled.
  • The 2 hotkey is restored. Double tab reload to change ammo types.
  • Encumbrance includes grabbed items. Stealing this way is a crime.
  • You can run using AP when over-encumbered.
  • Forcing a lock now breaks the lockpick, not the lock, so you can spam it if you don't like the minigame.
  • Enemies are hidden on the compass.
  • The hacking minigame has been overhauled.
  • Jumping costs AP.
  • Luck doesn't effect gambling.
  • Guns don't reload themselves. You have to reload manually.
  • Running backwards and sideways is slower than forwards.
  • XP and Karma popups are disabled.
  • Pickpocketing is overhauled.
  • A save game manager has been added, creating 23 rolling autosaves, one every 200 seconds.
  • Shift holds your breath when using a scoped weapon.
  • You can sleep in chairs.
  • Repairing requires you to be looking at a workbench.
  • You can sneak attack while standing up.
  • You can sleep on furniture by waiting.

Credits

Rebirth comes with two other mods.
  • Supplemental Ammo Crafting by audixas
  • Rechargeable Stealth Boys by CouncilOfDave

Thank you to Josh Sawyer, Roy Batterian and lStewieAl. Without your mods, Rebirth would not be possible. The design of Rebirth is inspired by Requiem for Skyrim. Thank you to the Requiem Dungeon Masters for inspiring not just Rebirth, but me to be a modder in the first place.