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 various Brotherhoods, FotA, and Enclave outfits so it wont be as irrelevant in your game, or only sharing one specific bonus with other sets.

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

Requirements
Permissions and credits
Changelogs
Description

This one came up as a result of me realizing that the Bright Followers got no stats on their robes, no wonder they keep dropping like flies all across the Mojave!

Well worry not my mortally-vulnerable ghoulish friends, for I've devised suitable boons for you all!

What's that? It only increases your END by 1 and gives +2 Energy Weapons? Pfft, it's Uniquely Balanced for a reason! Matter of the fact is, your robes just aren't that valuable and are far too easily obtained for your own good. So enjoy some stats over no stats!

But I'll go over the full reasons in the informative Table of Contents further below.


In any case, I soon found out the Brotherhood Scribes didn't have any stats either, and the Recon set provides ZERO PER!!! "Even my Powder Ganger Guard has 1 PER!"

And while I was doing that, I felt especially inspired to also look at the other Minor Factions left in the mod that I'm reasonably familiar with, the Followers of the Apocalypse and Enclave.

In my original Uniquely Balanced I have technically touched on 3 other Minor Factions, but I did only those 3 at the time because either I didn't think the others needed any tweaking, or that I simply forgot about them(sorry Enclave!).

Now I'll reasonably finish most of the other remaining Minor Factions(outside of like dlcs) in this Minor Faction-filled mod!

Check out my other Uniquely Balanced Variants:



Requirement

This time this will require both YUP and Dead Money dlc.
  • It requires YUP because I automatically patch my stuff for YUP and it turns out it needs YUP original content for both Brotherhoods and Enclave.
  • Dead Money because of Father Elijah. I considered maybe not having him, but I figured might as well since it fits the theme.


Installation

You can just install this with your mod manager or manually place it in your Data file in your game's root directory. Like my other UBV mod, 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. 
  • If you load it above YUP or any other mods that alter these specific armor, expect it to not have any changes.

There is a main file which consists of the 3 major edits.

There is also an alternative FNV Vanilla Hat Fix patch if you prefer.

And if one of the four don't strike you fancy none, you can simply download one of the optionals.



Table of Contents:

Brotherhood of Steel
Spoiler:  
Show
*Recon Helmet now gives +1 PER as the founding fathers intended.
*But seeing as how weird the recon helmet looks without the rest of the Armor, this buff only triggers when it is worn with a full set.
*You can chalk it up to the helmet requiring the suit to properly power it.

*Recon Armor has gotten some DT changes to put a "scout" and """light""" armor to be on par with Combat Armor.
*Somehow this recon suit has more DT than god damn Combat Armor???
*Recon Armor received +1 PER to make it even more effective as a scouting apparel.

*Scribe Robes follow a simple principle, it increases your Science and Energy Weapons.
*The two Elder variants, one worn by Elder McNamara and the other Elijah have +1 CHA.
*Since the Elder Robes are typically worn by leaders, I feel like something should reflect that.
*While Elijah was a certified madlad, I dont really see anything special in his robes, I attribute most of his feats to his own personal skill more than anything.
*That said, it gives +2 more Energy Weapons than both Scribe and Elder.


Recon Helmet:
  • WGH: 3 > 2
  • EFF: +Set Bonus:[PER +1]
Recon Armor:
  • DT: 17 > 15
  • EFF: [Sneak +5] > [PER +1, Sneak +5]

Scribe Robe:
  • VAL: 6 > 50
  • EFF: +[Science +2, Energy Weap +2]
Elder's Robe:
  • DT: 1 > 2
  • VAL: 8 > 80
  • EFF: +[CHA +1, Science +5, Energy Weap +2]
Elijah's Robes:
  • VAL: 6 > 90
  • EFF: +[CHA +1, Science +5, Energy Weap +5]



Bright Brotherhood
Spoiler:  
Show
*Initially I had planned to give the Bright Brotherhood some form of RAD resistance, but then I realised- they're all ghouls!
*So, instead of what would be useless RAD resistance to them, they now have +1 END instead.
*I find END to be a good compromise as it does increase RAD resistance, as well as other benefits to make them hardier. It fits thematically too!
*Giving RAD resistance also wouldn't make sense given how little this robe would reasonably protect you from it.

*They get a measly +2 Energy Weapons because of the item's position as a 2 DT somewhat common wasteland clothing.
*It also fits with the Scribes and balances well with other similar tiered sets like Raider or Merc.

*Space Suit set is included since you can only get it at the Repconn test site, and how closely it relates to the Bright Brotherhood and their quest.
*Originally I wanted to give the space suit -1 AGL considering how undexterous astronauts are, but that's in the 60s, this takes place in 2070s.
*And given how  these suits look nothing like the suits we have, and how much more skintight it is, I have ample reasons to believe it doesn't hamper
 movement nearly as much as one might think. It's also considered "Light" so there's that.

*Space Suits now have a focus on increasing END, as space suits are required to operate and withstand the harsh climate and conditions of space.
*After consideration of context from concept art, in lore portrayals, as well as its relation to aliens, I have given the suit +2 Energy Weapons.

*Space Suit Helm now increases PER by +1, as one of the main advantages of space helmets is to protect the wearer's eyes from the sun, it'd be pretty
 stupid if a suit that is more advanced than ours doesn't have a feature like that.
*Space Suit Helm also has a set bonus feature, where if worn together gives +5 Rad Resist like Power Armor helmets do.


Bright Brotherhood Robe:
  • VAL: 3 > 30
  • EFF: +[END +1, Energy Weap +2]

Space Suit Helmet:
  • HP: 10 > 15
  • WGH: 0 > 1
  • EFF: +[PER +1, END +1] + Set Bonus:[RAD Resist +5%]
Space Suit:
  • EFF: [RAD Resist +40%] > [END +1, Energy Weap +2, RAD Resist +40%]



Followers of the Apocalypse
Spoiler:  
Show
*At first I didn't think they needed a makeover, but then I found the "Doctor" Coat gives zero Medicine. So that's been fixed.
*It still gives minor Science benefits, but Medicine is the Doctor Coat's main attribute.
*It's sorely needed especially with how many npcs wearing this who are doctors themselves.

*Lab Coat just had some minor changes, like full 100 item hp, or increased VAL to reflect its unique value.

*All-Purpose Science Suit is now, well, all- purpose!
*It now gives bonuses to both Science and Medicine, as well as RAD resist.
*It still places more emphasis on Science than Medicine, so Lab Coat is still better in that regard.


Doctor Coat:
  • VAL: 8 > 60
  • EFF: [Science +5] > [Medicine +5, Science +2]
Lab Coat:
  • HP: 95 > 100
  • VAL: 16 > 100
All-Purpose Science Suit:
  • EFF: [Science +5] > [Science +10, Medicine +5, RAD Resist +30]



Enclave
Spoiler:  
Show
*These outfits are technically unobtainable in a regular game. So if you want them, either download a mod that adds them in organically, or use console commands and add them in that way. Presumably when the time is right, like after the quest For Auld Lang Syne.

*An officer is typically someone who is required to give orders and take charge, and so I've decided to reflect that with a focus on Speech.
*While they now focus on Speech, they do make up for the lack of +5 Energy Weap with +1 PER and +6 total DT.
*With +1 PER they technically only lose 3 Energy Weapons now.
*The hat without the uniform just doesn't hit the same, so to get the full +5 speech benefit, remember to wear the full set.

*Most of the changes done on the Enclave Scientist Suit is to match the All-Purpose Science Suit.
*Their DT and VAL is now the same, and they even share the Radiation Suit's RAD Resist.
*But Enclave Scientist trades off +5 Science for +5 Energy Weapons instead, compared to the two, Enclave is more suited for combat.


Officer Hat:
  • HP: 15 > 40
  • DT: 0 > 1
  • VAL: 6 > 50
  • EFF: [Energy Weap +5] > [PER +1, Speech +2] + Set Bonus:[Speech +3]
Enclave Officer:
  • DT: 1 > 6
  • VAL: 9 > 70
  • EFF: [Energy Weap +5] > [Speech +5, Energy Weap +5]

Enclave Scientist:
  • DT: 3 > 13
  • VAL: 8 > 1400
  • EFF: [Science +5] > [Science +5, Medicine +5, Energy Weap +5, RAD Resist +30]




*I was planning on doing the Power Armor too, but there's already a lot of mods that do that, and if I do do it I want it to be its own separate thing.*