About this mod

A comprehensive overhaul rebalancing every single aspect of gameplay - Enemy Health, Ammo Effects, Loot Rarity, Starting Gear, Weapons, Armor, Perks, Crafting, Economy, and Stat Formulas.

Requirements
Permissions and credits
Changelogs
In The Shadow Of The Valley is my attempt at an All-In-One gameplay Overhaul for Fallout New Vegas, inspired by the mods I have played with over the past year. I have used many open permission mods as well, and were inspired by others. As such, this will NOT be opted in for DP as I feel that is unethical. 

Discord for Feedback!

THIS IS AN OVERHAUL AND AS SUCH IS MEANT TO BE AT THE BOTTOM OF YOUR LOAD ORDER! 

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I will list incompatible/compatible mods here as time goes on. 

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As of right now, this is a very early Alpha test meant so that I can play it at my girlfriend's family's house, but I am opening it to the public. 

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I should probably go over what each aspect of the mod is, and what the future plans are:

-Enemy Health: Enemies have much less HP now, and should die in 2-3 headshots in using proper Ammunition. There are new custom classes for Enemy combatants, and a scaling resistance and skill system: Brotherhood paladins resist more damage innately and have better skills than a powder Ganger, for example. For a full list of the NPC and Creature difficulty tiers, check this document

-Ammo Effects: Every ammo type has a damage Multiplier, DR Multiplier, DR subtracted, DT Multiplier and DT Subtracted, along with spread and condition adjustments. In general, Ballistic Ammo is good against DR, and energy Ammo is good against DT. Explosive ammo has a DT multiplier penalty. There are also brand new ammo types, such as Taser, Soporific, Pre-War and Rubber. For a list of all ammo effects, check out this document.

-Loot Rarity: Loot is more uncommon. The chance for Loot to spawn has been decreased across the board but is never zero. You might find some extra rare items during your journey, such as ultra stimpaks. Just about every leveled list has been tweaked in some way, and more tweaks will come each update. The player also starts out with a complex set of items based on their Tagged skills, their SPECIAL stats, and their Traits. For more details of what you get based on your stats, check out this document.

-Weapons: Damage is increased across the board. Skill requirements have been increased, and so has strength to make perks like weapon handling more useful. No gun is 100% accurate at 100 skill now, but many are very close. Non-GRA versions of guns can have GRA weapon mods attached now. Energy weapons consume more ammo to make up for their increased penetration. Shotguns have reduced pellets to make it harder to abuse And Stay Back!. All projectiles have been Overhauled, including adding visual tracer effects. Big Guns have returned, and follow the Design Doc for TTW. Further plans include making it so that bladed weapons cause bleed and Blunt Weapons knock out. For further details on what weapons is affected by what perk, look at this document.

-Armor: Armor weighs much less, and also has a DR value in place. Each armor and headpiece is spread out across 10 tiers, with each tier increasing Poison Resist, Energy Resist and Fire Resist. All armor pieces now have at least one positive effect (usually three) and a negative effect. The effects are thematic to the armor type or the character who uses it: for example, Ambassador Crocker's outfit gives bonuses to Speech and Barter but a Penalty to Luck to show that he's been unsuccessful in his negotiations. For a full list of all effects, check out this document

-Perks: ALL perks are unleveled now, except for the three Karma Perks. Instead of a level requirement, there are now steep skill and SPECIAL requirements. There are no "free" perks now. Many perks have been Overhauled to have additional or new effects, either made by me or lifted from perk mods with open permissions. There are several new traits based on Classic Fallout traits, and lots of new perks that create "Classes" of weapons. For more details, check out this document

-Crafting: Every single Ammo type can be crafted and broken down now, all using vanilla components. Cases and Primers can be made with scrap metal. Many pieces of junk can be broken down for scrap metal and scrap electronics. Food recipes have had decreased requirements to account for the slower leveling rate. All food and water no longer heals unless you have perks. All chems and some foods have negative effects now. Certain recipes are available only to Cannibals. There a lots of new food and recipes now, including the ability to purify irradiated food, combining irradiated food into rad-resisting meals, cooking meat into charred meat for low survival characters, basic broths which are for low survival characters and powerful soups with major effects for high survival characters.

-Economy: Everything is worth much less. Merchants have less caps. Caps are harder to find. Merchants have a much wider variety of potential goods. The Barter multipliers are heavily skewed against the player. Pre-War super ammo can be purchased from merchants, but is extremely rare. Broken versions of junk, that can't be used in crafting, can also rarely be found.

-Stat formulas: Quite a bit of them have been changed. NPCs and the player have a lower starting health and have different HP formulas. Carry weight has a different formula. Skills start at 0 and tagging only gives you a tiny bonus, and in later updates, a perk. Luck has less of an impact on crit chance now. Agility is worth more AP. Leveling is roughly 233% longer, so that leveling up and getting a perk is *really* rewarding

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Credits
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Ideas used from these mods: 
S6S for Sweet Consumables, and also for giving me mucho advico. 
Superior Firepower 
FNV Gameplay Tweaks
Super Mutant Overhaulord
Platinum Perks
On-Fire Damage Reworked
Infamous's Combined Tweaks and Changes at Fallout New Vegas
AmmoCraft - Explosives
Classic Chem Effects and Chem Crafting Recipes
skinned mesh improvement mod - redone redux remake retry revengeance retopology refridgerator
Gameplay Revised
Drop Spore Plant Pods
Ovens In Flames Ovens have flamer fuel inside them
Nuka-Cola Victory - Quartz - Quantum - Vending Machines
Realistic Combat Overhaul
Toaster Repair
Scavenger Pro
Make and Break Cases
Master of Metal
Nuka Chemist Plus
ECKO Energy Cell Killer Overhaul
Mantis Gauntlet - Crafting - Schematics - Restoration
More Scraps 4ME
Detonator Overhaul
Make bombs
Explosives Recipes
Grenade Launcher Ammo Crafti
Jury Rig Mininukes
Nade Out
Breakdown and Craft Mininuke Mininukes and Fat Man Ammo
Vicious Wastes
Mini Nuke Schematic
VMods Suite
Lore Accurate Legion
Remains of Champions
To Serve Man - A CDDA Inspired Cannibalism Overhaul
BallistX - Internal and External Ballistics
Supplemental Ammo Crafting
Harder Caravan Players
Monocyte Breeder with Dynamic Limb Regen
'Lessons Learned' Improved
Patchy's Pitiful Pittance - Minor Logic Tweaks
moon boots - chem to increase carry weight
Modular Mods Additions and Tweaks09 Beta
Bare Grills Survival Overhaul Beta
SPARE - Sweet Part and Ammo Rebalance and Expansion
Skill Books Redesigned
Skill Books Redesigned - Fixed
Isuls Tribal Crafting
Sweet Perk Overhaul
Common Caravan Deck
DMT - Dead Money Tweaks - Complete Overhaul
5mm That Gun
RWO - Realistic Weight Overhaul
Bennys Lucky Lighter
Cut Notes Restoration
Weapon Mesh Improvement Mod
Fire Axes in Fire Hose Boxes - and other tools
Brandons_Super_Mod
EnhancedGamePlay
Johnson Nash Ammo Fix
Retaming the Wasteland
Expanded Omerta Arsenal
Struggle for Survival
Passing Out
Complex traits
Pack Rat Rework
Follower Tweaks
Reading Fatigues
Reasonably Weighted Food Items TTW
Classic Fallout inspired Jackals rework
NCR Paper Currency
Post War Lunches - More Caravan Lunch Recipes
Philippes Recipes - Unlock Recipes
Immersive Four Eyes Visuals
PerkSawyer - A JSawyer Addon
Mojave Raiders
c6dev I Kneel
AVeryUncreativeUsername I Kneel
Sic Semper Tyrannis
Ryan's Awesome Gameplay Enhancements or - How I Learned to Stop Worrying about the Plugin Limit and Love the Atom Bomb
Puce Moose Tweak and Balance Center
CC19's Misc. Tweaks
Less Assertive Raul Speech Check
Reduced Vendor Discounts
Lonesome Road Flare Ammo
Briefcase and Stash Toolbox Loot Improved
More NCR money
Ghost People Use Toxic Cloud Poisons - Dead Money
Perks and Traits Balanced
Intense Training 1 rank
Better Scribe Assistant Perk
OWB Uncut Perks
Mooilo Remix
Subtle Gameplay Tweaks
Courier Duster Better Stats
Bubblegum With Purpose
Karma Adjusted Actors 1.1
Salient Green is People
Unique Clothing Stat Improvements
Ashtray processing
Modular Sierra Madre Crafting Additions
Expanded DLC Utility - More Vending Codes and Salient Green Recipes
OWB Cherry Bombs and Lunchboxes
Dead Money Vending Machine Microfusion Cells
Madre Chip Mines -- Bottlecap Mines in Dead Money
Chaotic Big MT Infighting - Old World Blues
Lobotomite Tweaks
Old World Blues Nerfed BETA-ish
OWB More Cloned Plants
Biological research station upgrad
OldWorldBlues DeSpawned ENG


And special thanks to my brother for writing some flavor text, giving ideas and play testing.
ToxicWhiteout for the advice, support and for being an all around cool guy, and also for saving the ESP from GECK corruption
Big thanks to AsianInvasionofAlaska2077 for proofreading my perk grammar
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