An all-in-one gameplay overhaul, bug fix compilation, and cut content restoration project. It's been years of hard work in the making, and I hope you enjoy it!
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
Changelogs
Version 0.25
All ammo scripts have been moved to an event handler, increasing performance in places where lots of ammo is present.
Agility now affects the player's run speed. (3% increments for every point over or under 5 Agility.)
The Tunnel Runner Perk now gives +15% run speed while sneaking, down from +25%.
NPCs now turn hostile at the sight of friendly NPCs knocked unconscious by the player.
When an NPC spots a friendly corpse, they now start searching for the player from their current location, not the corpse's.
Weapons that can be used for Butchering are now tagged as Butchering Tools.
Machetes are now Butchering Tools.
Paying a doctor to cure Radiation Sickness now gives you 3 doses of Rad-Away, instead of instantly removing all RADs.
Paying a doctor to cure Radiation Sickness now costs 60 caps, down from 100.
Paying a doctor to temporarily cure addictions now costs 10 caps, down from 50.
Fixer is now valued at 10 caps, down from 20.
Morphine addiction chance is now 5%, down from 10%.
Rad-Away addiction chance is now 5%, down from 10%.
Gave Victor new AI. A particular event involving him near Goodsprings should now trigger more consistently.
Altered one of Victor's dialogue tree structures.
Reduced the number of lights in Prospector Saloon to increase performance.
If Goodsprings isn't wiped out, dead Goodsprings settlers and Powder Gangers will be buried 24 hours after they die.
The player can now betray Ringo or Joe Cobb before the gunfight at Goodsprings and switch sides.
Joe Cobb's gang will now protect the player if they get in a fight with the town before Run Goodsprings Run is completed.
The reward for fixing Trudy's radio is now 25 caps, down from 50.
Trudy's safe now contains up to 135 caps, down from 335.
Nightstalkers are no longer in the Animal Friend faction, due to them being Abominations.
Binoculars now have 75% less aim wobble.
Coffee now restores +1 AP for 10 seconds.
"Placed water," like the kind found in bathtubs and troughs, can now be bottled.
Fixed a bug that caused dead NPCs to quickly despawn during Ghost Town Gunfight / Run Goodsprings Run.
Fixed a bug where paying a doctor to cure poison would not remove the poison's screen blur effect.
Fixed a bug where RadAway would increase the player's Dehydration outside of Hardcore mode.
Fixed a bug that let the player ask Barton Thorn about his girlfriend before he mentions her.
Version 0.24
NPCs now turn hostile at the sight of friendly corpses left behind by the player.
Tag skills now increase at double the rate of untagged skills.
Tagging a skill now gives a +5 bonus to that skill, down from +10.
The Perk Tag! now requires a minimum Level of 10, up from 2.
The Trait Logan's Loophole now reduces the player's maximum level to 21, down from 30.
Weapon Condition no longer negatively affects damage. (It still affects weapon jam odds.)
Certain melee weapons can now breach locks.
Certain energy weapons can now breach locks.
Finished implementing Butchering for Insects and Scorpions.
Finished implementing explosives disarming.
If the player is within 10 points of the skill needed to disarm a bomb, they may "Attempt to Disarm". (50% chance of failure.)
If the player tries to disarm a bomb and they're more than 10 points away from the skill needed, the action is cancelled.
Barter prices are now affected by your reputation with the vendor's associated faction.
Doctor bags temporarily stop restoring limb condition if the user is attacked. (Currently set to 10 seconds.)
Morphine now gives the "Ignore Crippled Limbs" effect.
A crippled leg reduces jump height by 33%, two crippled legs reduces it by 66%.
Nuka-cola and Sunset Sarsaparilla now restore +1 AP for 10 seconds.
Nights now have roughly 40% more ambient light. (They're still fairly dark, though.)
Various dark interiors have had their ambient light increased.
Venom glands are now valued at 0 caps.
Chet's store now has a reloading bench.
Victor's shack now has a workbench.
If Victor dies or leaves Goodsprings, his shack loses ownership.
Fixed a bug allowing the player to create infinite MFC Cluster mines by disarming them.
Fixed a bug where multiple butchering prompts would appear when activating an Insect.
Fixed a bug that caused the drawback of the Skilled Trait to reset upon closing and reopening the game.
Fixed a bug that caused Deputy Beagle to continue following the player after leaving Bison Steve.
Fixed an oversight with Reinforced Leather Armor's DT value. It's now 20, up from 15.
Version 0.23
Leveling up now gives you +1 Max HP, down from +2.
Positive effects from food no longer scale with your Survival skill.
Standardized the price of all food and alcohol.
Standardized the radiation damage received from "irradiated" versions of food.
Super mutants no longer become panicked when set on fire.
Misc. holotapes are now valued at 1 cap, up from 0.
Balanced environment loot in Nipton Town Hall.
Changed Nipton Town Hall's interior lighting.
Changed Prospector Den's interior lighting.
Altered the AI of the NPCs at Nevada Highway Patrol Station.
Altered Ranger Ghost's dialogue tree structure.
Altered Lacey's dialogue tree structure.
Altered Trudy's dialogue tree structure.
The quest Cold, Cold Heart is now hidden from your Pipboy, and does not grant XP. (It still functions, though.)
Added 6 new Hispanic male raider face presets.
Added 3 new African American male raider face presets.
Fixed a bug where Lily's HP would multiply based on her level.
Fixed a bug where the Powder Ganger disguise message is shown after putting on Legion armor.
Fixed a bug where stimpaks would increase the player's Starvation outside of Hardcore mode.
Fixed a bug where alcoholic drinks would increase the player's Dehydration outside of Hardcore mode.
Fixed a typo that made alcoholic drinks seem like they reduce Dehydration, when they actually increase it.
Version 0.22
All food in Non-Hardcore mode now increases Heal Rate, rather than directly healing the player.
Using a Stealth Boy mid-fight no longer forces your enemies to end combat.
Guns with suppressor mods attached now make the correct amount of sound.
Suppressor mods are now universal, and only need to match the weapon's general type. (Pistol, Rifle, Rimfire, Large Bore)
Scope mods are now universal, and only need to match the weapon's general type. (Pistol, Rifle, Energy)
The 30-Round Magazine mod is now compatible with all assault rifles. (Assault Carbine, Marksman Carbine, Service Rifle)
Increased Damage mods among laser weapons have been converted into a single universal mod: High Performace Optics.
Energy recycler mods are now universal, and only need to match the weapon's ammo type. (SEC, ECP, MFC)
The Laser Pistol weapon mod, Combat Sights, now increases Aim Zoom by +20%. (Originally, it did nothing.)
Restored the cut weapon mod, Night Sights, for the .45 Auto Pistol.
Restored the cut weapon mod, 30-Round Magazine, for the Marksman Carbine.
Restored the cut weapon mod, Forged Receiver, for the Trail Carbine.
Restored the cut weapon mod, Laminate Stock, for the Trail Carbine.
Adjusted the velocity of all gun projectiles using the ballistics calculator at gundata.org.
Increased the speed of all plasma projectiles.
Standardized aim zoom for all handguns, SMGs, rifles, heavy weapons, and energy weapons.
Increased aim zoom for all scoped weapons, and scope mods.
Chet now sells weapon mods again! (Restricted to Tier 1 mods.)
The caravan vendor at Mojave Outpost now sells weapon mods. (Restricted to Tier 1 and Tier 2 mods.)
The exterior of Nipton has been optimized.
Changed Nipton's exterior lighting.
Fortified Nipton's exterior walls so they could hypothetically serve their intended purpose.
Fixed a lag spike caused by all of Primm's residents leaving the casino as the town's new deputies arrive.
Fixed a bug in Primm where the sheriff's office doesn't get cleaned after the town is saved.
Fixed a bug in the Vikki & Vance that caused the intruders to despawn at the wrong time.
Fixed a bug in the Vikki & Vance where Primm Slim turned hostile if you fired a gun while fighting the intruders.
Fixed a bug in the quest Run Goodsprings Run that made the Medical Supplies unobtainable.
Fixed a bug that caused the poison heartbeat sound effect to continue playing after using antivenom.
Fixed a bug with the modded Weathered 10mm Pistol that made it appear unmodded.
Version 0.21
Shooting guns near Mojave Outpost barracks and HQ is considered a hostile action.
If unique NPCs at Mojave Outpost are killed, they'll be replaced by generic NCR forces of similar rank.
Automatically lethal headshots are now exclusive to Hardcore Mode.
Headshots are no longer automatically lethal to legendary creatures.
Vendors that sell weapons are now more likely to carry ammo relevant to their stock.
Players can now ship items to Westside, Mojave Outpost, and Hoover Dam via Mojave Express dropboxes.
All feral ghoul variants have had their stats, inventory, actor effects, and abilities standardized.
All gecko variants have had their stats, inventory, actor effects, and abilities standardized.
Altered Ranger Jackson's dialogue tree structure.
Players who skip the tutorial will learn the Healing Powder recipe when their Medicine skill is high enough.
All 8 starting equipment packs now give 3 Bobby Pins to players who tag Lockpicking.
Version 0.20
Aggressively optimized Mojave Outpost Barracks, removing the kitchen and sleeping quarters.
Altered Lacey's merchant inventory.
Merchants who play Caravan no longer bet with the money in their merchant inventory.
The 5 game limit on merchants who play Caravan has been removed.
Caravan cards in your inventory become marked, so you know which ones you already own.
Altered the amount of money availible to each Caravan player.
Caravan winnings are restricted to caps, due to a bug in Caravan that values all denominations of faction currency as 1.
Corrected the face texture of the Tops King of Clubs. (It originally looked like a King of Diamonds.)
Removed all Queens and Jokers from NPC Caravan decks, due to the AI never using them.
Little Buster, Jake Erwin, Cliff Briscoe, Isaac, Jed, Carl Mayes, Jules, Dale Barton, and Keith now have better Caravan decks.
If Keith's Caravan money gets low enough, he'll switch to his better deck, "Lady Luck."
Version 0.19
Fixed a softlock caused by Doc Mitchell's door running its code at random times. (Finally!)
Replaced the 4 starting equipment packs with 8 new ones that focus on balance and roleplay potential.
The contents of the 8 new equipment packs are listed in the "Articles" section.
Mojave Outpost's exterior and HQ building is now occupied by more soldiers and stranded caravaneers.
Balanced environment loot in Mojave Outpost HQ.
Balanced environment loot in Mesquite Mountains Camp Site.
Optimized the exterior and HQ building of Mojave Outpost.
Moved many incorrectly placed rocks, trees, and shrubs between Primm and Mojave Outpost.
Version 0.18
VATS Range now depends on your Perception, your weapon's effective range, and whether your weapon has a scope.
VATS Hit Chance now depends on your Perception, your relevant weapon skill, and your weapon's effective range.
Altered VATS attack AP costs to reflect weapon damage. Multiple attacks may now require a high AP character build.
Reduced AP recovery rate by 33%.
Reloading your weapon in VATS now costs 50 AP, up from 10.
Altered every Perk and Trait that changes Hit Chance to account for the new changes to VATS.
Minimum height to take fall damage is now 10 feet, down from 30 feet.
The chance to take leg damage in addition to fall damage is now 90%, up from 50%.
Leg damage from falling is now 165% of fall damage, up from 50%.
Recreated the cut General Custer challenge. ("Lead all companions to their death.")
Having a Shunned reputation with Goodsprings no longer locks you out of the quest Ghost Town Gunfight.
Altered the dialogue tree structures of Chet and Easy Pete.
Chet and Johnson Nash now sell energy cells. Energy Weapon users, rejoice.
Chet now occasionally sells Bedroll Kits.
Optimized Roughin' It! Bedroll Kits so they don't constantly run code.
Primm no longer gets cleaned up over time if the town is wiped out.
Powder Gangers at highway outposts have have had their AI update cycles reduced to increase performance.
The exterior of NCR Correctional Facility has been further optimized.
Version 0.17
In Hardcore Mode, Dehydration now drains at a rate of roughly 325 a day, up from 240.
Drinking water now restores more hydration.
Goodsprings NPCs have had their AI update cycles reduced to increase performance in the area.
The interior of the Prospector Saloon has been optimized.
The interior of the Vikki & Vance Casino has been aggressively optimized.
2 days after Primm is saved, the townspeople will clean the Vikki & Vance.
After dealing with an encounter inside the Vikki & Vance, the casino will open for business.
The Vikki & Vance now has a bartender, and four gamblers.
Gamblers carry poker chips, which can be pickpocketed.
Casino anti-cheat measures, which prevent you from gambling after loading your save, now last for 5 minutes, up from 1 minute.
Restored the trees outside of Bison Steve that were seen in FNV's pre-release promotional videos.
The Vikki & Vance now uses Gomorrah's radio station, instead of The Tops'. I think it fits better with the casino's gangster theme.
Removed the caps in Trudy's merchant container. Going forward, many merchants won't have caps for buying your unwanted items.
Caps you spend on repair services no longer go into the repairing NPC's inventory.
ED-E no longer sets off floor traps.
Fixed a quest softlock in Run Goodsprings Run that involved killing the town's militia before the fight.
Fixed a bug where Sgt. McGee would slowly walk to Lt. Hayes during his sheriff acceptance speech.
Fixed a bug where Johnson Nash couldn't get to his chair in the Mojave Express.
Began rewriting the in-game Help guide to make it more accurate to FNVGO's features. (Only a few pages done.)
Caravan players now have more aggressive AI.
Ringo, Johnson Nash, Lacey, No-Bark Noonan, Dennis Crocker, and Poindexter now have more competitive Caravan decks.
Version 0.16
Changed the base value of more weapons, almost every weapon mod, and several sets of armor.
You can now gain positive reputation in Primm. To become Idolized, you must rescue Beagle and participate in clearing the Bison Steve.
Threatening Deputy Beagle or Johnson Nash will damage your reputation in Primm.
Your reputation with Primm is now displayed when hovering over the town in the Region Map.
Primm's residents will begin wandering the town the day after a new sheriff is installed.
24 hours after Primm is saved, the bodies outside the casino will be buried and the streets will be cleaned.
Primm's new graveyard is located under the nearby water tower, close to the abandoned park.
If you forgot to take Beagle's journal off his corpse before he got buried, you can always dig him back up. :-))
Changed the outdoor lighting of Mojave Outpost and the Gun Runners kiosk. (Just a first pass.)
Fixed several improperly placed trees, rocks, and mismatched ground textures around Primm and Jean Sky Diving.
Version 0.15
Changed the base value of most conventional weapons. (Still planning out the new values for energy weapons.)
Removed hundreds of occlusion planes from Primm, Goodsprings, and NCRCF. Turns out, they were harming more than helping.
Fixed some instances of melee kills would not granting XP. The proplem still persists, but is way less common.
Fixed an issue where aviator sunglasses were giving +3 Perception instead of +1.
Increased the volume of the previously inaudible sound bushes make when you walk through them.
Version 0.14
Perception now affects max VATS range. New Max Range = (Perception x 750), up from 5,000.
Thrown explosives have had their damage and blast radius values rebalanced. In general, they'll be more effective.
Thrown explosives travel +50% faster, are -50% less bouncy, have zero base spread, and reliably alert enemies.
Thrown explosives now use the correct explosions when destroyed by gunfire.
Powder Gangers now occasionally carry Molotov Cocktails.
Once McGee is sheriff of Primm, the nearby NCR camp gets 3 additional soldiers that patrol the highway.
Unused Primm Resident corpses have been placed outside the Vikki & Vance.
If the sheriff or their deputies run out of ammo, they can resupply once every 24 hours.
The day after Meyers is elected sheriff, he'll be given a badge to wear.
ED-E's companion perk now reveals enemies on your compass without altering compass detection range.
Disabled many small objects around Primm in hopes of reversing some of the town's framerate issues by 0.001%.
Removed hundreds of dirty edits.
Added the Monument Chunk cheat item, which gives the player telekenises. (Additem code: xx205305)
Version 0.13
Gave Sgt. McGee and his deputies new AI. Once elected sheriff, he and his soldiers will clear the Bison Steve and begin patroling Primm.
Restored the sequence where Hayes talks to McGee before taking on his new role.
If Primm's sheriff dies, their Deputies will retreat and eventually disappear.
Primm's sheriff can clear the Bison Steve even if the player decides not to go in with them.
Meyers and McGee join the Primm Residents faction after they become sheriff.
Restored the ability to get free repairs through Major Knight via the Confirmed Bachelor perk.
Major Knight's free repairs now treat the player as though they have 100 Repair skill.
NCR soldiers stationed near Primm will now spawn with pistols instead of standard issue NCR guns.
Balanced environment loot on the 2nd floor of the Bison Steve.
Altered the dialogue tree structures of Lieutenant Hayes, Major Knight, and Sergeant McGee.
Fixed incorrect conditions in Johnson Nash's dialogue tree.
Fixed the Explorer perk so it no longer unintentionally reveals the entire map.
Version 0.12
Gave Meyers and his deputies new AI. Once elected sheriff, Meyers and his men will clear the convicts from the Bison Steve and begin patroling Primm.
Restored the sequence where Meyers gives a speech to his deputies before taking on his new role.
Balanced environment loot on the 1st floor of the Bison Steve, gave Primm residents ownership of most objects inside.
The Bison Steve elevator repair check has been moved to the elevator's corresponding breaker panel.
Fixed a dead end in Deputy Beagle's dialogue tree.
Version 0.11
Gave Primm Slim new AI. If chosen to be sheriff, he'll sweep the Bison Steve for any remaining convicts, then begin patrolling Primm.
Gave Dawes new AI. The NCRCF main gate is now locked, and the player must approach the gate and get his attention to unlock it.
Altered the dialogue tree structures of Johnson Nash, Deputy Beagle, Primm Slim, and Meyers.
Fixed an AI softlock that involved knocking out Trudy or Joe Cobb before they're done arguing.
The goal of this mod is to enhance Fallout: New Vegas in as many ways as I can. Not terribly specific, I know. But if you skim the Features section, I'm sure you'll get an idea of what I'm going for.
The original concept for this project was a sort of "headshot mod to end all headshot mods". Once I had everything working, I realized two things: it was a whole lot of fun, and extremely, comically imbalanced. Turns out being able to kill anyone with one well-placed shot dramatically altered the game. Go figure.
So the project expanded into a stat rebalance and total combat overhaul, where I treated the game as though it were a team deathmatch shooter. And again, the results were a whole lot of fun! The combat felt great, but all the changes I made had inadvertently shifted the importance and accessibility of many weapons, items, quest rewards, etc., which led to even more necessary changes. But despite that, I think you'll be surprised just how vanilla the mod feels.
I started this project sometime around Thanksgiving 2017 with very little modding experience and no idea how to code. It's been a bumpy couple of years. At one point, I even had to delete a whole year's worth of work! But I stuck it out, kept at it, and I'm finally at a point where I feel like I can release a sort of "demo" to the public. (Check out the Estimated Progress section!)
FEATURES
NOTE: This a very general feature list. As of writing, this mod includes over 35,000 edits.
Headshots • Without proper protection, a gunshot to the head is lethal to NPCs, as well as the player. • Bullets and helmets have been assigned a toughness value between 1 and 3. A helmet can only stop an incoming bullet if it matches or exceeds the toughness level of the bullet, otherwise, the headshot is still lethal. A helmet's DT reflects its toughness level. • Some helmets have the Exposed Face effect. Regardless of toughness level, these helmets will not protect against headshots when the wearer is facing their attacker within 90 degrees.
Hit Location and Damage • Attack damage is greatly affected by where the hit lands. The more vital the body part, the more damage is dealt. While it's different for every creature body type, the formula generally goes as follows: the head receives x2.0 damage, the torso x1.0, legs x0.6, and arms x0.4. • Having crippled limbs reduces a victim's ability to heal past a certain percentage of their maximum HP. The head is worth 20%, the torso is worth 25%, and each limb is worth 10%. (This means that, hypothetically, if all six of the player's limbs were crippled, they could only heal up to 15% of their maximum HP before seeing a doctor.) • Some sets of armor don't cover the entire body and will leave some limbs exposed. Exposed body parts take full damage, as though the defender were wearing no armor at all. Exposed limbs are listed in the armor's Effects tab. Note that effects like "Exposed Arms" may refer to one arm, and not the other. You should be able to guess which limbs are exposed by simply looking at the outfit as it's being worn. • Doctor's Bags now heal limbs very slowly over time, and cannot be used during combat. • Melee weapons are broken up into two major categories: blunt and bladed. Bladed weapons deal higher damage, and have a x1.25 Critical Chance multiplier. Blunt weapons deal less physical damage than their bladed counterparts, but they deal decent fatigue damage and have a x1.25 Limb Damage multiplier. Blunt weapons will -usually- knock someone out before killing them.
NPC Awareness and Behavior • Nearly every game setting associated with NPC awareness has been recalibrated. I tried to strike a balance between fun and realism. Generally speaking, if someone's facing you, they either know you're there, or they're coming over to investigate. Players with a high Sneak skill will still need to stay quiet and out of sight to stay hidden. • Shooting a gun will now give away your position to your enemies. Being shot at can also give you away, but it's not guaranteed. Banging melee weapons against walls and world objects will also make noise, and can be used to lure enemies into an ambush. • Certain zones within public spaces are now considered off-limits by their owners. People who invite you into their home may not want you barging into their bedroom, shop owners will tell you to leave if you wander behind the counter, and guards will shoot on sight when they catch you poking around in restricted areas. Common sense and normal trespassing rules apply here. • Pointing certain weapons at NPCs is considered a hostile action. If the NPC doesn't see you doing it, but someone in their faction does, the witness will react instead. • NPCs will no longer frustratingly run away from you when you're technically in combat with someone or something else. • NPCs no longer have infinite ammo.
Stats and Progression • Nearly every Perk in the game has been rebalanced to account for the large-scale gameplay and statistics changes in this mod. Level requirements have been restructured to allow more freedom to make the character you want. Perk descriptions now tell you exactly what they do. A complete list of FNVGO's perk descriptions and requirements can be found here. • The total number of stat points that can be distributed at the Vigor Tester has been lowered to 35, which is exactly enough to have a score of 5 in each stat. Having strengths in one area now requires taking on weaknesses in another. • New calculations for important stats: Health & Fatigue = (75 + (Endurance x 5) + (Character Level x 2)). Action Points = (50 + (Agility x 5)). Skill Points Per Level = (Intelligence + 5). Carry Weight = (75 + (Strength x 5)). • All human NPCs now use the same health and fatigue calculations as the player, excluding bosses. • The level cap has been lowered to 30. The amount of XP needed to level up has been raised to (Character Level x 500). The XP reward for picking locks and hacking terminals has been raised to (Difficulty Level x 20). The XP reward for discovering a new location has been raised to 25. The XP reward for killing NPCs and creatures has been lowered to (Difficulty Level x 5), excluding bosses. • Challenges have been expanded to keep track of and reward many non-combat activities, and represent a wider variety of playstyles. An incomplete list of FNVGO's challenges can be found here. • The Karma reward for killing Evil and Very Evil NPCs / creatures has been removed. The Karma penalty for killing Good and Very Good NPCs / creatures has been changed to -250 and -500 respectively. Choosing to <Lie> in conversation comes with a -5 Karma penalty.
Companions • Your "Party Limit", or maximum amount of companions you can recruit at once, increases by 1 for every 3 points of Charisma you have. This means players with 1 Charisma can have only one companion, while players with 10 can have four. • Your party can have any number of critters or humanoids. • Setting your companion to Aggressive now forces them to draw their weapon. (Originally, it didn't do anything.) • Companions who are simultaneously in Passive and Wait mode will interact with their surroundings, sit down, and lean against walls. • Companions left in Wait mode for longer than 6 in-game hours are considered abandoned, and will automatically leave the party. • Companion weapons no longer use magical companion ammo. • Rex will now attack all giant rats and mole rats on sight, excluding Snuffles. However, Rex and Snuffles are not friends.
Interactivity • Empty bottles can be used to collect water. The water you collect will retain the purity level of the source you collected it from, and the amount of thirst restored is based on the size of the container. • Knives can be used to skin and butcher animal carcasses. This is now the only way to receive pelts and meat from animals. The process takes 1 hour. The amount of meat harvested is based on your Survival skill. The pelt you take from the carcass will vary in quality, based on your Survival skill and how damaged the carcass was at the time of skinning. If a carcass sustains too much damage it can't be butchered at all, so clean kills are ideal. Certain perks will let you butcher mutants, bugs, and even other humans. • Wrenches can be used to dismantle "dead" robots. The process is nearly identical to animal skinning. The amount of scrap metal and scrap electronics harvested is based on your Repair and Science skills respectively, with a maximum of 4 each per robot. There's also a slim chance you'll recover more expensive parts, like conductors and sensor modules. • Taking multiple doses of medicine, recreational drugs, and alcohol back-to-back will increase their effectiveness and duration. However, depending on how harsh the substance is and how many doses you took, you may experience a comedown / hangover. In most cases, the comedown will last as long as the high, so try not to binge unless you also plan on giving your character time to rest afterward. In a future update, I plan on adding consequences to mixing certain drugs together, up to and including death. • Disarming explosives now requires an Explosives skill check. If you don't meet the skill requirement, you can still give it a shot and hope you don't blow yourself up. Your Luck affects the odds. • Guns can be used to breach locked doors and containers. The damage of the weapon vs. the difficulty level of the lock determines your odds of success. Make sure you're close enough to highlight the locked object before shooting. Opening locks this way can be a drain on bullets and does not grant XP. • Shovels can be used to bury corpses. The process takes 6 hours and will accelerate your exhaustion, but can be reduced by 2 hours for each humanoid companion in your party also carrying a shovel. Minimum dig time is 2 hours. One of three random grave markers will be placed at the gravesite. The corpse must be outdoors. Make sure the corpse is where you want it to be before digging. Graves made by you can't be dug back up. • Chemistry sets, ovens, coffee makers, and distilleries are now considered "workbenches", each with their own list of workbench-specific recipes. Food and medicine recipes have been heavily changed and expanded, with future changes coming to other recipe categories. • Vending machines are now locked and can be given pre-war money in exchange for soda. There is a small chance the machine will eat your money. Your Luck affects the odds. (In a future update, machines that are currently in use will be converted to accept NCR money, while machines that have been out of use since before the Great War will still require old-world dollars.)
User Interface • Dialogue skill checks no longer display the required value, or how much you need to raise your skill to pass the check. (For example, "[Science 44/80] Robot! Let me pass!" now simply reads "[Science] Robot! Let me pass!") • Crouching no longer tells you when you're [HIDDEN], [DETECTED], etc., replacing them instead with a generic [SNEAKING]. • Highlighting a container no longer tells you if it's [EMPTY]. • A large number of text pop-ups have been converted into corner messages. All corner messages have had their duration set to 3 seconds, and their contents shortened to fit within three lines whenever possible. • Crafting recipes are learned gradually as you raise your skills, and only become visible once your character is within 10 points of the required minimum. Recipes that are given to you will always appear in your crafting menu, regardless of skill. • The world map and local map can now be zoomed out further. • Notes that contain images and audio are now tagged with the [IMG] and [SND] prefix respectively.
Miscellaneous • One in-game hour now lasts five real-world minutes, up from two minutes. • Armor and helmets lose 50% of their weight while they're being worn. (Currently trying to get it to work with weapons as well.) • Helmets, hats, glasses, and all other indestructible wearables now take durability damage when hit. • Female players can no longer disguise themselves as members of a male-only faction, such as the Legion or Powder Gangers. Anyone who sees you wearing male-only faction armor will still assume you're affiliated with the faction, and their enemies will still attack on-sight. • Paid healing from doctors now comes with one dose of morphine. Doctors can no longer cure addictions, but you can pay them for a dose of Fixer, which lasts 24 in-game hours. • The weight of just about every item has been changed to be more consistent and realistic. I worked under the assumption that "weight units" represented pounds. Most weight information was found through Wikipedia and Amazon. • The game's economy has been restructured to be more consistent, hopefully more realistic, and to prevent the player from getting too rich too quickly. For context, one bottle cap = $2 USD, an NCR $5 bill = $4 USD, and one Legion Denarius = $8 USD. To determine the price of an item, I look up the average price of similar items online. • Radio New Vegas remembers the last 15 songs played and won't repeat them, Black Mountain Radio remembers 13 songs, and Mojave Music Radio remembers 12 songs. Mr. New Vegas also remembers his most recent intros, outros, and news stories. • NPCs now change facial expression more often in dialogue. Securitron screens glow red during combat. • The amount of food harvested from pickable plants has been increased to match the appearance of the plant. (For example, you'll get three peppers from a jalapeño plant, instead of one.) Pickable plants now take two in-game weeks to respawn, up from three days. • Countless rocks, shrubs, and trees have been moved and resized. NPCs walking over rocks should get snagged less often. Floating scenery is now a rare sight.
-2. In the FNV launcher, go into Options and enable HDR. Without this, the lighting will look strange. -1. If you haven't already, install NVSE, JIP LN NVSE, NVAC, and a mod manager. 0. Download this mod, and unpack it. 1. Open your New Vegas install folder, then find and open the Data folder. Drag the contents of the rar file into the Data folder. 2. Make sure FNVGO.esp is at the bottom of your mod manager's load order.
• Ian Patterson, Stephen Abel, Paul Connelly, and Hugues LE PORS, the creators of New Vegas Script Extender • jazzisparis, the creator of JIP LN NVSE • OlivierBoorenbos, creator of the highly educational Skyrim mod Realistic AI Detection SE • Ding2Ding, for all the playtesting and great suggestions they've given me • TriangleCity, for featuring my mod on their YouTube channel • dubiousintent, Mktavish, madmongo, WarMachineDD7, Radioactivelad, and everyone else on the Nexus forums who helped me learn to use the GECK, answered my questions, and gave helpful feedback • my nefarious common law wife, without whom this mod could not exist
HOW YOU CAN HELP
• Give the mod a try, and tell me what you think in the comments! • Suggest features or balance changes you'd like to see in a future update. • Report any glitches or exploits you find. • If you enjoyed the mod, please consider leaving a small donation in my tip jar.