Fallout New Vegas
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S6S

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Sweet6Shooter

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About this mod

This is a patch to alter or overwrite aspects of Just Enough Realism in ways that I prefer.

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Overview:
This is a patch to alter or overwrite aspects of Just Enough Realism to abide my preferences. I love a great deal of JER's changes and can't go without it, but there's also a lot of facets of it that I don't care for, or want tweaked. There's also a number of changes that it makes that would overwrite some of my other mods which can't be placed lower than JER.

To be honest, the list of changes below is a mess - there's a lot of overlap, I probably missed a couple changes, and lots of em don't have explicitly specified reasoning for them.
Due to Nexus page saving shenanigans, I've had to rewrite the list of changes three or four times now, and I don't really want to bother to be perfectly succinct, detailed, or organize the list of changes in a clear way.

The bottom line is that this file hides new items introduced by JER that I don't think are interesting, reverts changes that I don't care for, tweaks changes that I think could use tuning, and it adds overwrites from my other mods to ensure overwriting of JER changes that I want my alterations to take precedence over.

If you use my stuff and want to use Just Enough Realism, you should just use this patch. Feel free to dive in there and read the change list though.

Ensure that you follow the load order linked below the installation instructions below very specifically!

Changes:
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Reverted chem perk and chemist conditions on chems to abide the JIP entry point fix on those perks.
Reverted rad-x duration change, as there are plenty of them to find.
Reverted beer addiction chance change.
Removed addiction addiction to ice cold nuka cola, cause it didn't really make sense to me.
Altered yao guai ribs and recipe to match my Ingestibles stats.

Extended MFC destruction + explosion to MFC types that didn't have it, changed the explosion to a much smaller one.

Altered stats on generic version of Paulson's hat to match STARS stats better, extended it's integration to chanced cowboy hat lists.

Nerfed ghoul radiation damage.
Nerfed "Wounded Animal" Strength buff from 10 to 3.
Altered stats of various creatures to match my changes elsewhere.
Removed Sentry Bot destructibility addition, as it affects health and damage in fights with them in ways that I don't care for.

Removed "initially disabled" flag on various object and actor effects for the sake of prudence, because I'm pretty sure it doesn't do anything when set on base forms.

Removed all knockdown flags from explosions, as they don't abide the Stonewall perk, and all added knockdown object effects as well. I found that these effects triggered too easily and often, and their lack of perception of things like high Strength/Endurance or wearing power armor was frustrating.

Removed all vault suit and other armor additions to the leather armor repair list, save for the Rawhide Cowboy Hat. I don't see how a vault suit could repair leather armor.
Reverted addition of scrap metal and wonderglue to raider armor repair lists.
Removed power armor perk bonuses.

Changed carry weight base to 100 instead of 50, as that value gets very tedious very quickly.
Changed luck skill bonus to 0 cause I think it's stupid to have luck do that.
Changed damage to armor percentage to 0 to match Mig's Armor Damage Overhaul, as that system is dramatically better than the vanilla one.
Quartered the leg fall damage mult, as it was wildly intense.
Mediated the change to the minimum fall distance for leg damage between JER and vanilla, as JER's value was routinely frustrating to deal with.
Reverted the percentage of health damage required for the player to perform on an enemy to get XP for their kill to vanilla.

Reverted value increase on baseball bat nails, cause they're just bent nails.

Reverted chinese pistol clip count reduction, since 9mm is quite uncommon in DC.
Added an overwrite to reduce loot nail amounts, to avoid providing an enormous amount of them in places like toolboxes with nailguns.
Removed stealth boy from ECP loot that was held over from vanilla, cause it's dumb.
Overwrote healing loot changes with EDGE changes and reverted them to vanilla in some cases.
Reverted junk additions to loot, as I feel that they didn't add much, and they often inhibit providence of mod-integrated items to junk lists.
Changed chanced frag grenade removal to just being a reduction in chances.
Forwarded edge change to the mailbox outside vault 101 that removed the grenades and chems in favor of household junk.
Re-added some nails to LR containers where they were removed.
Reverted many healing/mine/grenade leveled list contents, chances, or amounts. Places where mines or grenades were abjectly removed from leveled lists that had a lot of them simply had their amounts or chances reduced instead.
Diminished reduction of .45 Auto ammo in loot.

Fixed condition issue on the psycho and yao guai meat effect changes that was resulting in the damage bonus not applying.
Altered the name of the psycho effect to convey that it applies to melee as well, rather than just unarmed.

Changed absurd and unrealistic weight of body parts to something more reasonable.

Changed lockpick bonus while still, not turning, and crouched to also require that one's weapon is put away, and changed the alcohol exclusion from one base effect to checking for the alcohol list directly.
Disabled seated sleep rate change, for compatibility with mods which change that rate via perks and such.
Removed global change to player spread and gun wobble mult.
Disabled agility speed boost in favor of the Stewie tweak.
Disabled mine explode chance, perception vats bonus, and throwing range bonus changes in favor of other mods' methods of handling that.

Disabled regular -> long fuse dynamite recipe cause there's basically no reason you'd ever want to do that.
Increased req. of paperweight to whetstone recipe, on the premise that you'd have to know a bit about repair to know that you could even use one for sharpening.
Disabled clothing washing, spork, "eat your heart out", fake cannibal iguana bits, bottle label removal, clipboard conversion, cigarette packing, drink dumping, book burning, power armor decal removal, food discarding, dirtying water recipes to de-clutter the crafting menu of practically useless chaff.
Changed the tunneler hide belt recipe to require having one in the inventory, rather than checking for the completion of an HH quest for some reason.
Disabled the doctor's bag recipe in favor of the one including the splint in aid addon.
Disabled the lead pipe, 9mm +p breakdown recipes that I had inside or merged into SPARE.
Disabled the bitter drink, desert salad, body parts -> strange meat, and super stimpak recipes in favor of the ones I merged into Consumables.
Disabled the bottlecap breakdown, long fuse dynamite -> dynamite, and machete recipes in favor of the ones I merged into SWEEP.
Disabled the scrap metal to lead breakdown recipe, as I don't think it's a great fit, there's already one in the base game, and I think that having scrap metal be it's own valuable resource is good.
Made the cig carton unpacking recipe only visible when holding one, to declutter the menu.
Changed iron breakdown recipe to provide scrap metal, reduced it's req., disabled hot plate, tin can, and toaster breakdown recipes.
Reduced req. for war club casings recipe, changed it to repair.
Disabled extended mag crafting recipes.
Reduced req. for yao guai ribs.
Disabled roasted mirelurk recipes.
Disabled healing poultice recipe cause there already was one.
Reduced baseball bat nails recipe req and changed it to repair.
Disabled ground deathclaw horn, sniffing glue and turpentine, ash cake, diner cookie, and trap baseball recipes as I feel that their item additions aren't interesting.

Reverted stat penalties for withdrawal.


Included EDGE overwrite for rad poison damaging hardcore needs.
Included EDGE overwrite for rad limb healing increasing with higher rads.
Nerfed strength bonus for wounded animals.

TTW
Reverted anchorage combat style range changes.
Carried over EDGE nullification of PL bonus damage.
Altered some creature faction relation changes.



Requirements:
JIP LN, xNVSE, Johnny, the usual stuff.
Just Enough Realism

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

Use of Creatures Aren't Evil is highly recommended - there were dozens of creature changes made by JER that altered karma and/or other stats that I'd just be changing the karma on, and I didn't want to bother doing all of that manually.

Load Order:
Sweet LO
Any of my files not listed here don't have any load order considerations in relation to my other mods.
The listed mods which aren't by me are ones I always have active and need specific LO considerations; if you don't have them, that's fine.

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.

Questions:

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.