Fallout New Vegas
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S6S

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Sweet6Shooter

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About this mod

This is a relatively lightweight overhaul to make Point Lookout more appropriate for early game play, and a small expansion of the experience.

Requirements
Permissions and credits
Changelogs
Overview:
The entire Point Lookout DLC has been rebalanced for an early/mid-DC experience, more similar to Honest Hearts than, say, Lonesome Road. This includes it's weapons.

Everything here is included in EDGE - I've long since planned to split this off to have a standalone version, though a commission moved that timetable up dramatically.

Features:
  • Mirelurk kings lose the ability to fire their head beam if their head is crippled.
  • All NPC bonus damage has been completely removed.
  • Creatures' health and damage values have been hugely nerfed - reavers are still spicy characters though.
  • Energy weapons have been removed from PL bandits, but robots have been added to the encounter list in PL to replenish your EW ammo stock.
  • The double barreled shotgun has had it's projectile count fixed, and it's been tweaked to be a more legitimate competitor to the sawed off shotgun.
  • The Gray Matters perk has been fixed to only provide -25% head damage, instead of -75%.
  • Bandits have a much greater variety of weaponry, and their highly powered weapons have been switched to higher levels specifically.
  • The XP reward for completion of A Meeting of the Minds has been increased from 300 XP to 500/750 XP. (+250 xp for killing both characters)
  • A new perk is granted for siding with Calvert, Cranial Contusion, which grants +5% crit. chance when targeting the head in VATS.
  • Panada has been made a much better merchant, with guaranteed access to the PL weapon mods, and a workbench and reloading bench have been added to her shop.
  • Panada has also been made much more capable of defending herself, given a weapon, and her robot has been buffed, implying that she improved it herself to serve as a better bodyguard.
  • A new autopsy opportunity has been provided, which allows Medicine 30 players to use a set of most of the surgical supplies to gain a perk granting bonus damage dealt to the head of swampfolk, and reduced limb damage when fighting them, along with some XP.
  • A new Super Mutant Invasion has been added! Instead of the task of putting the lightbulb in the lighthouse doing nothing, it will now trigger an event sequence in which more mirelurks begin roaming the coast of Point Lookout, and after three days, a Super Mutant raiding party will land on the coastline. As increments of three days pass, a new raiding party will arrive at different locations around the landscape. After 24 days pass, you'll receive a message from Panada warning you about the invasion. Once you receive the message, you'll have three days to show up in Point Lookout to save Panada! Once you defeat all of the super mutant parties around the island, you'll be rewarded with a nice xp bonus.
  • You'll likely want to do this task at one of two times: when you first arrive, so that you can trigger the invasion to help clear out areas of wildlife and swampfolk, or you may want to do this last, return to DC and spend about a month on other tasks, then return with more powerful weaponry to handle the super mutant threat.
  • Spooky portraits have been added to Blackhall Manor. One is exclusive to Wild Wasteland.
  • Point Lookout - Cellar Home TTW has been included. The key is purchased from Panada.
  • Lakelurks have been added to spawns for variety. 
  • Swamplurk Queen fatigue has been set much higher, to prevent them from getting knocked out by ghouls if creature fatigue damage is enabled.
Customization:
None.

Requirements:
JIP LN, xNVSE, Johnny, the usual stuff.
TTW, obviously. 3.3+, earlier versions are not supported.

Installation:
Regular installation.
Please endorse and vote if you appreciate the mod.

Should be fine to install mid-save, but I can't guarantee perfect behavior in that case.
Like practically all mods with plugins, this cannot safely be removed mid-save.

Patches:

Compatibility:
Most changes have been done by hard edit. Checking for conflicts and manually patching in Edit is highly recommended.

Obviously incompatible with EDGE, as everything here is already included there.

Bugs:
Please post bugs in the bugs tab, not the posts. I get a notification when bugs are posted, but I have too many mods to keep up on the posts on all of them routinely.

Under The Hood:
There's a lot of stuff that still has EDGE as a prefix in here - I don't care to bother going around changing all the IDs.

Questions:
Any more content planned in the future?
Not at the moment.

Credits:
An icon from Project FNVIcons was used here via the CPI v4 Modders' Resources.

Permissions:
Do whatever.

Support:
If you'd like to support my modding work or say thanks, feel free to donate via the Nexus or here at Ko-Fi.