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 Leather, Metal, and Combat armor sets to be more unique and stand out on its own more or be less irrelevant.

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

Requirements
Permissions and credits
Description

Honestly this is likely one of the smallest group of edits I've made, but I figured that even the basic Leather or Metal armor deserves some uniqueness aside from being the de facto Light/Heavy couple. Also it bugged the hell out of me that Lightweight armor isn't even Lightweight and that's probably the biggest reason why I even bothered to do this.

So the general idea is that Leather and Metal will serve as mirrors to one another, all the while Combat armor sits comfortably in between, the easiest way to represent this is with the AGL bonus/penalty.

Metal will penalize you with WGH and -AGL, but reward you with DT.

Whereas Leather will give you +1 AGL, but have far less DT.

And while that's going on, Combat will neither penalize or boost your AGL, but will have both the DT of Metal and less WGH, however this comes with having a higher cost and being far harder to obtain.

Anyway that's the idea, you can check the specifics of it in the Table of Contents down below.

Check out my other Uniquely Balanced Variants:




Requirement

This mod requires the Courier's Stash dlc for both the Lightweight sets edits, as well as the Honest Hearts dlc for the Gecko-Backed armor.



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.

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

Leather Armor
Spoiler:  
Show
*All Leather Armor now have a focus on increasing your AGL.
*As both a mirror to Metal Armor, and being made of presumably comfortable and easy to move leather, it only makes sense to give it +1 AGL.

*Leather Armor in general with the exception of Reinforced, have their WGH reduced.
*Lightweight Leather Armor in particular have their WGH massively reduced alongside Leather, but this comes at the cost to DT as it is now equivalent to
 Leather armor. It didn't make sense to me how reducing the armor on a piece suddenly makes it more protective???

*Compared to both Metal and Combat, it'll take Reinforced Leather Armor + Gecko Backed to even reach the first stage of either sets.
*But +1 AGL and having far less WGH is Leather Armor's strength.


Lightweight Leather Armor:
  • DT: 8 > 6
  • VAL: 160 > 320
  • WGH: 10 > 5
  • EFF: +[AGL +1]
Leather Armor:
  • WGH: 15 > 10
  • EFF: +[AGL +1]
Reinforced Leather Armor:
  • EFF: +[AGL +1]

Gecko-Backed Leather Armor:
  • WGH: 15 > 12
  • EFF: [Fire/PSN/RAD Resist +15%] > [AGL +1, Fire/PSN/RAD Resist +15%]
Reinforced Gecko-Backed Leather Armor:
  • WGH: 18 > 17
  • EFF: [Fire/PSN/RAD Resist +15%] > [AGL +1, Fire/PSN/RAD Resist +15%]



Metal Armor
Spoiler:  
Show
*In general, all Metal Armor have received a boost in DT to keep it either on par with, or ahead of Combat Armor.
*I've always found it a shame that despite being "Heavy Armor", the regular Combat Armor has the Metal Armor beat in DT and WGH.
*Now the Metal Armor can match Combat Armor, albeit with some flaws such as increased WGH, and -1 to AGL.
*The -1 AGL is kept due to the fact that unlike most other armor, Metal Armor is heavy, clunky, and likely built with whatever parts could be scavenged.

*The only exception to this is Lightweight, because unlike others, Lightweight has significantly less clunk and metal for it to be restricting.
*Fittingly it will keep its 12 DT making it the weakest of both Metal or Combat sets, but it has by far the least WGH of both and does not penalize your AGL.

*Metal Helmets have received a +1 increase to DT as it looks far more protective than Combat Helmets.
*With Reinforced and MK II being on par in DT, but MK II costing less WGH.

*The Metal Armor overall is like a poorman's Combat Armor, it is heavier per DT provided, but is far easier and cheaper to obtain and maintain.
*However Metal Armor can eventually outshine Combat Armor in DT, only that it'll take Reinforced Metal Armor + Gecko Backed to do so.


Metal Helmet:
  • DT: 3 > 4
  • WGH: 3 > 4
Reinforced Metal Helmet:
  • DT: 4 > 5
  • WGH: 3 > 5

Lightweight Metal Armor:
  • EFF: -[AGL -1]
Metal Armor:
  • DT: 12 > 15
Reinforced Metal Armor:
  • DT: 16 > 18
  • WGH: 30 > 35

Gecko-Backed Metal Armor:
  • DT: 17 > 18
Gecko-Backed Reinforced Armor:
  • DT: 20 > 22
  • WGH: 35 > 38



Combat Armor
Spoiler:  
Show
*Combat Armor in general mostly received changes to WGH or some minor DT improvements.
*MKII Combat Helmet in particular is interesting, since the Helm makes it a point to have 0.5 less WGH than the previous version.
*So to keep in spirit with this, while regular Reinforced gives you +1 WGH, MKII only gives +0.5 WGH.

*The Reinforced Combat Helmets gain +1 PER due to its protective black visors, as well as a bonus to Crit Chance.
*The bonus Crit Chance comes from the laser sights mounted on the side of the Combat helmets, I initially wanted to make them give some kind of bonus
  to accuracy, but decided against it due to how difficult it was to implement.
*So I compromised, and to pay homage to the initial concept, if VATS is active you should also get additional bonuses to your Crit.

*Van Graff gets bonuses to Energy Weapon because, well, branding.
*I also wanted it to be similar to the US Combat Armor, which is already pretty fine on its own.

*In general, Combat Armor don't offer much benefits or negatives in terms of effects, its primary goal is to offer competent DT with manageable WGH.
*However this comes with it being harder to obtain and being far more expensive than either of the two other sets.


Combat Helmet:
  • WGH: 3 > 2
Reinforced Combat Helmet:
  • EFF: +[PER +1, Crit Chance +2%] + VATS Bonus:[Crit Chance +1%]
Reinforced MK II Helmet:
  • EFF: +[PER +1, Crit Chance +3%] + VATS Bonus:[Crit Chance +2%]

Reinforced Combat Armor:
  • DT: 17 > 18
  • WGH: 25 > 26
Reinforced MK II Armor:
  • WGH: 25 > 25.5

Van Graff Armor:
  • EFF: +[Energy Weap +5]




*It ain't much but it does change the dynamic of the game.*