Fallout New Vegas
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hexef

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Spartacus2211

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About this mod

This is an edited version of hexefs Limitless Stats mod. Damage bonuses from skills above 100 are now percentual instead of absolute.

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Permissions and credits

v1.0 initial release

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As for every mod out there: Check the comment section. Things may not be, like one expects ... .

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I strongly advice you to read the description page of the original mod by hexef and also check the comment section there.

The original version of the mod is not needed to use my edited version. My file replaces the original file from hexef.
That way it was easier for me to edit his mod.

This edited version includes no bugfixes. Only the below mentioned changes were done.

If one wants to edit this mod in a similar way and wants to know how to do so:
I posted a detailed description with some pics of how I edited this mod in the comments of the original mod, before I got permission to upload this version here.



This mod is v1.21 of the Limitless Stats mod by hexef with the following changes:

- Changed names of all perks to 'LS Strength', 'LS Guns', ... to make them easier to find in the pip boy menu and changed perk descriptions corresponding to the changes I made.

- Changed Damage Bonuses from Skills above 100:
Instead of +1 damage per 10 skillpoints above 100, the perk owner receives +2% damage per 10 skillpoints above 100.
Works on Melee, Unarmed, Energy Weapons, Guns, Sneak, Explosives, Survival and Science.
(Exception: As in the original mod the damage bonus for Explosives and Survival applies every 5 skill levels above 100.)

- For each 10 points in Barter above 100 the player receives +1XP per 100 bartered caps instead of 25.

- Each point in Strength above 10 increases now melee and unarmed by +7 instead of +5 and carry weight by +5 instead of +3.

- Each point in Endurance above 10 increases now Max.HP by +3, instead of giving +1 DT. Other bonuses from Endurance left unchanged.


IMPORTANT NOTE if you want to increase your SPECIAL stats beyond 10:
Due to a vanilla engine limitation it is necessary to leave at least one SPECIAL stat below 10.
E.g.: You don't increase Charisma beyond 9, you will be able to increase all other SPECIAL stats beyond 10.
If all SPECIAL stats reach a permanent value of 10, you won't be able to increase any SPECIAL stat any further.
So leave the one stat you care least at 9, so you can raise the others beyond 10.

UPDATE: This problem may be solved by editing the .xml files of your game. So you will be able to raise all stats beyond 10.
Go to Data/menus/chargen and open char_gen_menu.xml with Notepad++.
Search '_MaxValue', replace the 10 beside with 100 and save.
Do the same with the file levelup_menu.xml under Data/menus. (This one might already be at 100.)
Maybe an UI-mod is necessary for one of these files to appear. (I don't know which one. Just look yourself, which files you have. I guess char_gen_menu.xml is enough.)


I recommend to use it together with mods like this, which let you level up your SPECIAL stats for lots of caps.



xNVSE (old version from NVSE 5.14 or newer should also work, but better get the latest xNVSE for your game)
JIP LN NVSE Plugin version 53.60 or higher
Note from hexef: Mod won't work with old versions of VUI+.



Drop the .esp in the Data folder of your New Vegas folder. Check the .esp in your Mod Manager / Game Launcher before starting the game.
Can be installed mid-game, no new game necessary.



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Delete the .esp from your data-folder.
It is not recommended to uninstall any mod mid game. There are ways to do so, but search the internet for it. An easy way is to replace the desired .esp in your data folder by an empty .esp with the same name. But I am not sure, how New Vegas will react to this. Especially if you already took the perks ingame.



Notes from hexef from original mod page:
No vanilla entries have been modified in this mod.
Mod won't work with old versions of VUI+.

Here are some possible incompatibilities: Delay Level Up(not tested).
Incompatibilities confirmed by others: Practice Makes Perfect(by Abbus).


On my end: No problems known so far. Please report them in the comments.
I strongly guess this interferes with mods, which do similar things (removing skill and stat caps).
I most probably won't fix bugs, since lack of skill. I am able to edit some values, but I'm no scripter.

I never checked if any problems occur from this mod. On my end it's working fine. I had crashes before I installed this mod and I still have them. Most probably because I am using mods with deleted navmeshes. By now I never found the motivation to fix them manually, or do this. But this has nothing to do with Limitless Stats. Just wanted to point out, I didn't find Limitless Stats to be the cause of any problems on my end.

People complained about lag in the comments of the original mod. I started using this mod after I started using DXVK, so for vanilla engine users stutters may still occur, I don't know. I don't see them on my end, thanks to modern modifications from skilled and nice modders, who share their stuff with us on the internet.



hexef for the original mod Limitless Stats and his permission to upload this edited version here
The GECK wiki and all the modders out there, who are working in their free time on expanding this game in so many ways.
The GECK extender and its developers
xEdit and its developers
xNVSE and its developers
JIP LN NVSE Plugin and its developers


edit 31.07.2023:

Only for modders. The following has nothing to do with this mod.

Alternative to this mod (not been made by now)

I just wanted to mention a method to use vanilla game functions to give bonuses for skills/stats above 100/10 without any further scripting.
Create perks which add the desired effects and use vanilla perk function "Add Actor Value Mult". This of course also calculates for the first 100 skill points in that skill, which is, what we want to avoid. But we cannot create formulas like "Add Actor Value Mult (AV-100)". But we can do a workaround: We create a second perk, which does the same, but it adds a negative value for the first 100 skillpoints only. (In Skyrim one perk entry point can be used multiple times by the same perk*, in New Vegas this doesn't work. So we need a second perk to achieve this.)
*I am not sure, if this works for every kind of perk entry point. For additions to the summon limit it seems to work. But I am unsure about armor and damage-modifications, since bugs occur on my end. needs more work.

E.g.: 0.2% more damage per skillpoint above 100 would be:

2 perks being added on gamestart.

Perk 1: Calculate Weapon Damage | Add Actor Value Mult | Actor Value: (weapon skill) | float value: 0.002
             conditions:  - on weapon: IsWeaponSkillType (weaponskill)
                                  - on owner:    GetBaseActorValue (weapon skill) >= 100

-> Perk 1 adds 0.2% damage to the chosen weapon type starting at 100 skill, which implies a straight boost of 20% upon reaching skilllevel 100
so we need a second perk which just removes this plain 20% boost:

Perk 2: Calculate Weapon Damage | Multiply Value | float value -0.20
             conditions:  - on weapon: IsWeaponSkillType (weapon skill)
                                  - on owner:    GetBaseActorValue (weapon skill) >= 100

-> Perk 2 substracts 20% of the perk owners damage with the chosen weapon type.

Haven't tried this in New Vegas, but in Skyrim it works* (with only 1 perk for each skill, because Entry Points can be used multiple times im Skyrim and still work. In New Vegas they would overwrite each other, if one perk uses the same entry point multiple times. So a second perk for the substraction part is necessary.)
*At least it works partially, but I also see some bugs and I believe they come from this (never released) skyrim-mod. Needs more work on this.

edit 01.08.2023:

I only tried this in Skyrim as mentioned above, but there seems to be a problem. I strongly guess this comes from this (never released) skyrim-mod. So I am not sure, if everything I wrote above will actually work as hoped.