Fallout 2 mod PMOD Fallout Nevada Redux Mod

bratmanntoffel

First time out of the vault
Hello guys. I want to share my personal mod of the gorgous Fallout 2 total conversion mod Fallout: Nevada (extended) (from Nevada Band & BlackDesigner) which I edited for a complete feeling of the game.

Starting from balance changes, bugfixes and dialoge fixes it became larger and more complete in nearly every aspect. All done with scope for lore and general improvement. Also the goal was to make the main story reasonable and lore-fitting as much as possible as I noticed that the game did not feel complete, especially in the later sections. I also aimed for a better Mad-Max feeling and a believable harsh wasteland, which makes more use of the player's skills, perks, game items and environment.
It is also specifically designed to improve various playstyles like big-guns, throwing, melee, stealth, pyro, electric/energy and their combinations in making them less niche and earlier accessible, as also bringing benefits to low INT or low/high CHA choices and improving the great features of the original mod like crafting and wider skill usage.

Key elements and features:
Improved main quest dialogues and general gameflow, also lots of dialogue improvements
including more clear instructions, lore-fitting dialogues and reasonable explainations, relatable behaviours of npcs and main char reactions
balanced the final boss battle to make it less ridiculous.

New and different music in some areas
included music from Fallout Sonora and Fallout 1.5 Resurrection and changed some tracks allocation
Improved quest rewards and requirements also for better gameflow and various gamestyles
including different starting equipment based on tag choices and different quest rewards for some gamestyles
including map changes for item placement/rearrangement
including enemy weapons loadout according to gameflow and weapon distribution

Vastly improved features
greatly extended crafting options, healing in combat (with med tools), wasteland radiation and low-tech rad-management, new poison mechanic, stealth attacks, ammo variations (emp, fire), weapon effects, metal detector findings, more animations, enemies use drugs, stealing mechanic reworked, skill books give flat boni, ...
stealing is now de-randomised and requires min skill level based on npc type and stats, surroundings and targeted item type

Balanced all weapon, ammo, armors, encounters, perks, traits, stats, enemy stats and equipment
working jhp/ap ammo relation (based on vanilla formula), rebalanced critical hits, more mad-max style in general
Vastly improved amount of weapons, ammo and armors
(57 new weapons, 5 new ammo, 3 new armors) for more variation and gamestyle choices, more junk-themed weapons and armors, more upgrades, ...
including crossbows, low-tech energy, earlier access to low-tier big guns, throwing weapons, melee, unarmed and general more fun choices

Improved economy
better buy/sell ratios and skill/charisma influence (used and modified barter.ini and HS_Barterprice.int from phobos2077 great Ecco mod), shop inventars, loot distribution, car price, limited skill books, random items
Vastly improved perks and traits
2 new traits including a working Night Person trait
11 new perks to improve various gamestyles
balanced nearly every trait and perk for making them useful, expanded some with scripted features (like + x% damage or specific attack type effects or other conditions)

New healing mechanics (thanks to F2MechanicsMiniRework and fo2tweaks)
with a combination of modified F2MechanicsMiniRework and fo2tweaks scripts now healing is done with med tools (unlimited but depleting) and is possible in combat
better usage of food and drugs as also doctor and first-aid skill (also as perk requiremnents)

Better weapon mechanics
modified weapon perks like scoped weapon and ranged weapon effects, also silent, knockdown or stun effects on several weapons (f.e. flashbang grenade), recoverable ammo (spear bolts)
more animations for wider attack modes (hand flamer, pistol burst, ...)
variable ammo usage (plasma/pulse > laser, different flamer types, multi-barreled guns, high-tier > low tier)

Lots of additional changes (see Detailed Changes below)

My modded version comes with a modified combination of following mods and additional script edits. All of them are carefully tied in together and should not be modified without exactly knowing what to do:
- fo2tweaks (thanks)
- F2MechanicsMiniRework (thanks)
- Inventoryfilter (thanks)
many scripts are based on versions of phobos2077 great Ecco mod (many thanks)

Also it comes with a specificaly edited ddraw.ini, which should be used and just edited for render mode settings or personal stuff.
This is especially crucial for the damage formula (uses fallout vanilla formula).

I also included my translated versions of the "Bible of Nevada" and "Design Document 2.0" to english which were initially in russian language.


Download my PMOD Fallout Nevada Redux Mod here

Copy over an existing Fallout: Nevada installation!
(maybe re-run the Nevada_Res_Config.exe for graphic setup)


recommended sfall settings:
+ Damage Formula:
Fallout default (mandatory!)
+ NPC Try to Spend AP: 3
+ Fast Shot Trait: Aimed Shots are allowed for melee
+ Expand AP Bar: on
+ Alternate Ammo Metre: on
+ Save in Combat: Block All Saving

recommended screen pref settings in main menu>options>screen settings:
+ enable fog of war, visibility 6/10
+ ignore pc scroll limit

personal in-game recommendation:
+ use the Hints perk in-game (now IN 6) for deeper insights


The mod is based on the F2 Nevada Mod (Extended) HD [v2.0.3.3]
I just recently noticed that the new version is [v2.0.3.4] - just tested and should be safe to copy over this version

Detailed Changes:
based on F2 Nevada Mod (Extended) HD [v2.0.3.3] (just realised v2.0.3.4 is out but there's no time for an update now)
updated its sfall to 4.3.8


reported bugs: (maybe they got fixed, not checked yet)
When you need to take a Signal Jammer and install it on radar equipment, a conversation with Jay Kukish should start. If that doesn't happen, then you need to go to Area 51. This is a bug.
When you need to remember to pick up a Mysterious Device from the floor, he might say that he left it in Area 51, but instead it's right under his feet.
After that, when arriving by car to VC, sometimes a script advancing the main plot may not fire, if going directly to VC area. Better choose outside area for arriving ("Opal Mine" or "Wasteland" area)
Arriving with the car at the Ranger Outpost special encounter a second time may cause the car to disappear (forever). Best to leave the car nearby when visiting again after first time.


MY CHANGES:
balanced armor resistances
balanced weapons stats
balanced ammo stats (see PMOD F2WR AmmoArmorValues.xls for a general reference)

removed ammo AC modifiers from AP ammo (didn't make sense and made them too strong compared to jhp)
balanced many critter stats (see PMOD Fallout 2 RP Protos.xlsx for a general reference)
tweaked equipment and setup of many random encounters, enabled tarantula encounters and placed them in some areas
weapons use different ammo amount per shot (plasma/pulse > laser, flamer types, multi-barrelled guns)
some ammo now has different damage type (fire, emp)

introducing emp ammo, bring some against robots and even power armored foes!
robots made stronger (introducing robot ap rockets, floating bots have ranged weapons)
tweaked poison and radiation on hit by some critters (armor now has a chance to protect)
poison now deals damage every tick, also in combat (thanks to F2MechanicsMiniRework)

added new weapons:
new weapons:_new_(+old but changed)
unarmed: 6
(punch gun, heavy chain, fist knife, mace gauntlet, impact fist, enh. power fist)
melee: 14 (broken bottle, sickle, butterfly knife, spiked baseball bat, ripper spear, piston spear, thermal lance, enh. cattle prod, metal sledge, nuka sledge, spiked sledge, power sledge, rocket sledge, discharge hammer)
throwing: 8(+6) (boomerang, bolas, shuriken, throwing axe, ripper spear, dynamite spear, flash gren, incendiary grenade, (knife, switchblade, combat knife, wrench, cleaver, "gonzo"))
small guns: 16 (rusted 10mm pistol, rusted 10mm smg, .45 pistol, 9mm rifle, worn hunting rifle, makeshift shotgun, competition shotgun, enforcer, enforcer enh mag, spear gun, crossbow, hunter crossbow, bolt gun, hk11e, patriot revolver, fn fal)
big guns: 3(+1) (hand flamer, light flamer, lsw, (tommy gun))
energy: 10(+1) (zap gun, restored laser pistol, police laser pistol, apollo laser pistol, police laser rifle, laser sniper, tesla pistol, tesla rifle, gatling laser, colonel knight's plasma sidearm, made rez-4 accessable)
new ammo: 5 (9mm hardened, .233 ap, 12g emp, spear bolts, 40mm incendiary grenades)
new armor: 3 (junk metal jacket, scrap metal armor, metal sign armor)
new misc: 1 (metal signs)

improved some item art, added art for lots of items on ground
used environmental armor animation (from Fallout Tactics) for anti-radiation suit

some unspent AP will be carried into next turn (up to 3)
weapon reload costs 3 ap, -1 ap with quick_pockets_perk, -1 ap with weapon_fast_reload
adjusted scope, long range modifiers (better chances to hit starting from range 10+, no penalty)
sniper perk redone, now only works on aimed shots and enhances criticals with increasing distance
slayer perk redone, now works similar to old sniper (lu-based crits)
power armors strength boni reduced, gives 1 ST +25 max carry weight now
added features to some armors and other items (stat boosts/mali)
no item drop on disintegration/explosion now works (thanks to fo2tweaks)
tweaked some weapon death animations (no disintegrate w/ lower electric weapons, emp deaths do electric, some blade weapons slice,...)
knockback reduced to 1 hex (thanks to fo2tweaks)
rebalanced unarmed attacks
rebalanced critical hits

removed armor penetration, preventing jhp ammo doing ridiculous amounts of damage, increased dmg multipliers in exchange
EN more important to resist effects
shooting in groin is actually useful now


rebalanced derived stats from main stats
AG gives less AP but more AC, AP pool raised to 7+AG/3, AC=AG*2 (orig: AP=5+AG/2, AC=AG)
raised to-hit +PE (+Sharpshooter perk) for all attacks to account for higher AC
ST gives melee dmg * ST (was ST-5, min 1)
max carry weight +25 (to account for PA changes)

changed skill points progression (starting skill level, +SP with IN)
starting skill levels changed (adjusted stats-to-skills contribution)
skillpoints per level = 15 + IN (was 5 + IN*2)

changed skill books boni to flat ones (+6), added big guns bonus to guns and bullets skill book (+4)
(no need to rush finding books now or wait with skill allocation, as they can raise skills above 100)
(also comprehension perk becomes good now)
tagged skills add +50% additionally


modified barter economy (modified eccos barter.ini, eccos HS_Barterprice.int)
reduced loot on generic killed targets (weapons, ammo, drugs)
but they got more ammo and drugs with them
adjusted exp for killing enemies (a bit less so quests are more important)
changed karma gain for enemies on worldmap (no unavoidable positive karma gains anymore by killing baddies)
traveling on worldmap gives radiation based on outdoorsman, PE, IN and LU; caravan duster and gas protection suit reduce this about -33% in addition to normal rad resistance

also usage of alcohol as low-tech anti-rad treatment is recommended
changed the way first aid and healing work (thanks to fo2tweaks)
first aid heals more hp now, doctor heals only few hp but also gives xp for healing disabilities
both skills provide more healing with skill level
med tools needed for sufficient effects (thanks to F2MechanicsMiniRework)

can be used in combat (also the enemies should do)
unlimited uses per day for first aid and doctor, depending on charges left
provide no exp for healing except when healing disabilities (with doctor)
doctor 120 gives Living Anatomy perk for free

no natural healing when resting in the wilderness (food and other healing will work, also does survivalist perk)

fixed and rebalanced steal skill (thanks to F2MechanicsMiniRework)

min steal required to peek into pockets, higher with bystanders nearby based on PE (lower them with alcohol!)
( ) still amount of stack of stolen items not counted (so stack of 5 items have same difficulty as only 1, try not to expoit)

stealing now reduces karma by -1
subsequent stealing from the same person inceases their steal skill, making it harder (hs_steal.int)
steal (for sneaky attempt) or speech (for convincing) needed when using drugs on critters (more difficult with higher armored critters, shopkeepers, bystanders..)

if sneak active: sneaky attempt, if not: conversation attempt
improved sneak mechanics (thanks to F2MechanicsMiniRework)
(use darkness and alcohol on targets to lower detection)
sneaking now enhances steal success (+15% of sneak skill, max +50% of steal)
some weapons have chance for knockdown (sledges, electric close combat weapons)
several throwing weapons now have two attack moves (short and long distance (+1ap)
several melee weapons can be thrown (similar to fwr mod)
grenades and explosive weapons now ignore half of AC (thanks to fo2tweaks)
implemented silentweapons (sharp melee, throwing weapons and spearguns) and made them use eccos stealth attack script

(stealth attack = autocrit on first attack on a critter when sneaking and not detected)
base chance = sneak skill -100 for silent weapons or -150 for regular weapons
chance = 100% with silent death perk

spear bolts from spearguns and crossbows have a chance of getting recovered (the more with repair and LU)
improved some drugs (alcohol cures radiation a bit +other effects, food heals better but radiates a bit, stimpacks are better but add radiation)

food heals little instantly and raises healing rate for several hours
alcohol helps in getting rid of radiation over time

changed some drugs (psycho and nuka cola give sequence, buffout gives additional melee dmg, beers give melee dmg or carry weight, painkiller becomes useful,...)

tweaked ai (weak ones flee more frequently, guards and party npcs are more careful with bursts)
fixed and expanded animations (critter death animations, several critters also can use more weapons now)
made jinxed work also in direct critter combat control (added to party perks list)

tweaked many perks to improve less used ones and for balance, also added new ones (some as fake perks due to engine restrictions)

(stat changes on fake perks don't show instantly but are working after closing the character screen)
improved underused perks and traits:

Traits changed: changed values/effects (unchanged values/effects not listed):

Bloody Mess -changed to Tech Nerd-
Bruiser gain 2 str, loose 1 Action Point and 5 AC (was 2 AP lost)
Finesse +15% critical chance (was +10), +5 crit table modifier (1/4 better criticals, just enables instant-deaths)
Gifted -changed to Night Person-
Heavy Handed +8 max melee dmg (from +4), -30% on crit table now only when unarmed/melee (was also in ranged) (basicly now reverse better criticals x 1.5 in close combat)
Kamikaze +10 Sequence (from +5)
Skilled additionally +10 to all skills (had no skill bonus)


New traits:
Night Person -replaces Gifted, +1 IN,PE,AG during night, -1 IN,PE,AG during day
Tech Nerd -replaces Bloody Mess, +20 science, repair, energy weapons, -1PE


Perks changed: only changed values/effects (unchanged values/effects not listed):
Action Boy lvl 15, 1 rank (was lvl 12, 2 ranks)
Adrenaline Rush +1AP, +4 melee dmg, +2 all DT, +10% all dmg resist (was only +1 ST) when below half hp
Ammo Maker (nevada) lvl 6, 50 repair or science (was lvl 3, needed none)
Better Criticals pe 6, ag 6, lu 6 (was pe 6, ag 4, lu 6)
Bonus Move lvl 9, 1 rank, ag 6 (was lvl 6, 2 ranks, no ag)
Bonus HtH Attacks st 6, ag 8, named to "Bonus Close Combat Attacks" (was just ag 6)
Bonus HtH Damage +2min/+2max melee dmg, 2 ranks, named to "Bonus Close Combat Damage" (was +2 dmg only, 3 ranks)
Bonus Ranged Damage changed to "Steady Arms", lvl 9, 1 rank, st7, en4, 80 small or big guns

-created new perk Bonus Ranged Damage, see in new perks
Bonus Rate of Fire lvl 21, pe 6, ag 8 (was lvl 15, same pe, in 7, ag 7)
Cult of Personality lvl 9, ch 8 (was lvl 12, ch 10) (fixed in rp)
Demolition Expert named to "Crazy Bomber", +20 dmg with set explosives, +20% damage with explosive weapons, lvl 12, ag 6, 60 traps (was +10 dmg with set explosives, lvl 9, ag 4, 75 traps)
Dodger pe 6, ag 6 (was no pe, ag 6)
Earlier Sequence +5 sequence, pe 6, ag 6, 2 ranks (was +2 sequence, pe 6, no ag, 3 ranks)
Educated lvl 3, in 6, 30 science or doctor (was lvl 6, in 6)
Empathy lvl 3 (was lvl 6)
Explorer named to "Wanderer's Intuition", now also halfes wasteland radiation, lvl 6, lu 6 (was lvl 9, no lu)
Faster Healing -disabled
Fortune Finder
lvl 3, lu 6 (was lvl 6, lu 8)
Gain Attribute lvl 9 (was lvl 12)
Gambler +30 gambling, lvl 3, 30 gambling (was +20, lvl 6, 50 gambling)
Ghost lvl 3, 30 sneak (was lvl 6, 50 sneak)
Harmless +25 steal, more attempts, lvl 3, 30 steal, >=50 karma (was lvl 6, 50 steal, same karma)
Healer doubles healed hp, pe 6, in 5, ag 6, 50 first aid or doctor, 1 rank (was +4-10 hp, pe 7, in 5, ag 6, just 40 first aid, 2 ranks)
Heave Ho! now increases thrown weapon max range additional to str bonus! (=now basicly fast shot lite for throwing low range!) lvl 9, ag 6, 2 ranks (was lvl 6, no ag, 3 ranks)
Here and Now 3 ranks (was 1 rank)
Hints (nevada) in 6 (was en(!?) 6)
HtH Evade lvl 9, ag 8 (was lvl 12, no ag)
Karmadynamics (nevada) lvl 6 (was lvl 9)
Lifegiver +20 HP one time bonus (was +4 each new lvl)
Light Step lvl 3 (was lvl 9)
Living Anatomy lvl 9, 80 doctor (was lvl 12, 60 doctor), get also for free at 120 doctor
Master Thief
+25 lockpick and sneak, lvl 9, 40 lockpick and sneak (was +15 each, lvl 12, 50 lockpick and sneak)
Master Trader lvl 9, ch 6 (was lvl 12, ch 7)
Medic +25 first aid and doctor, lvl 9, 30 first aid or doctor (was +10 each, lvl 12, 40 first aid or doctor)
More Criticals +7% crit chance, 1 rank, lu 5 (got seperated, was +5%, 3 ranks, lu 6)
Mr. Fixit +20 repair and science, lvl 6, 30 repair or science (was +10 repair and science, lvl 12, 40 repair or science)
Negotiator +25 barter and speech, lvl 9, 40 barter and speech (was +10 each, lvl 6, 50 barter and speech)
Pack Rat lvl 3, 3 ranks, +50 lbs (was lvl 6, 1 rank, same bonus)
Pathfinder en 4, pe 6 (en 6, no pe)
Pickpocket lvl 18, 100 steal and 80 sneak (was lvl 15, no sneak)
Pyromaniac +2 armor piercing dmg, +25% damage with fire weapons, 75 big guns or 50 science (was +5 dmg, just big guns)
Quick Pockets now also -1 ap to reload (to 2 ap), lvl 9, ag 6 (was lvl 3, ag 5)
Quick Recovery lvl 3, ag 6 (was lvl 6, ag 5)
Rad Resistance +25% rad resistance, en 5, in 6 (was +15%, en 6, in 4)
Ranger +30 outdoorsman, lvl 3, 2 ranks (was +15, lvl 6, 3 ranks)
Salesman +40 barter, ch 4, 40 barter (was +20, no ch, 50 barter)
Scout pe 6 (was pe 7)
Sharpshooter lvl 6, pe 6, in 5 (was lvl 9, pe 7, in 6)
Silent Death lvl 9, 50 sneak (was lvl 18, ag 10, did nothing) now always performs sneak attack on first strike when hidden!
Silent Running
lvl 3, ag 6, 40 sneak (was lvl 6, ag 6, 50 sneak)
Slayer now on luck roll, changed into fake perk

lvl 18, st 8, ag 6, 110 unarmed or melee (was lvl 24, str 8, ag 8, 80 unarmed)
Smooth Talker in 5 (in 4)
Snakeater +30% poison resistance, en 5 (was +25%, en 3)
Sniper now while aiming +2 crit% with (distance-2), changed into fake perk

lvl 18, pe 8, lu 6, 110 small guns, big guns or energy weapons (was lvl 24, pe 8, ag 8, no in, only 80 small guns)
Speaker +30 speech, lvl 3, in 5, 30 speech (was lvl 9, no in, 50 speech)
Stonewall st 6, en 5 (was st 6, no en)
Strong Back lvl 6, 1 rank, +100 max carry weight (was lvl 3, 3 ranks, +50 max carry weight)
Survivalist +30 outdoorsman and +1 healing rate (can heal while resting in wasteland now), lvl 9, 1 rank, pe 6, in 6, en 4, 60 outdoorsman and first aid (was just +25 outdoorsman, lvl 3, 3 ranks, en 6, no pe 6, no in 6, 50 outdoorsman)
Swift Learner +20% experience, in 5 (was measly +5%, now gives ~2 levels at lvl 24, in 4)
Tag! -disabled, too strong (exploit), fix doesn't work to full satisfaction

(x) only +30 skill points, lvl 9, in 6 (was doubling spent points, lvl 12, no in)
Thief lvl 6 (was lvl 3)
Tirelessness named to "Eternal Wanderer",
Toughness +5% normal and expl dmg resistance, +1 normal dt, lvl 6, en 5, no lu, 1 rank (got seperated and changed into fake perk, was 10% only normal dmg, lvl 3, en 6, lu 6, 3 ranks)
Vault City Inoculations +15% poison, +10% rad resist (was +10%, 10%)
Weapon Handling lvl 6, ag 6 (was lvl 12, ag 5)


New Perks:
Bonus Ranged Damage +15% dmg with ranged weapons, fake perk, lvl 9, pe 6, ag 6 (was lvl 6, pe 6, lu 6, no ag)
Brutish Hulk (old Lifegiver) +4 HP each new lvl, lvl 9, st 8, en 6, in <4
Demolition Man
+30 traps, +20 throwing, +10 big guns, lvl 9, ag 6, 40 traps or 50 big guns
Divine Favor +2 lu, +5 AC, fake perk, lvl 9, ch 8
Energy Enthusiast
+20% dmg with electrical and energy weapons, fake perk, lvl 12, 75 energy weapons or 50 science
Even More Criticals +8% crit chance, fake perk, lvl 9, lu 6, more criticals perk taken
Even Tougher
+5% normal and expl dmg resistance, +2 normal dt, fake perk, lvl 9, en 6, toughness perk taken
Hide of Scars
+7% normal and expl dmg resistance, -1 ch, lvl 3, ch <4
Lockpicker
+40 lockpick, +25 traps, lvl 12, per 6, ag 6 in 4, 50 lockpick, 30 traps
Shotgun Surgeon +25% dmg with shotguns, fake perk, lvl 9, 60 doctor, 80 small guns
Trapper +25 traps, +10 outdoorsman, lvl 3
Tech Wizzard +35 Science, +15 energy weapons, lvl 9, in 6, 40 science



Scripts changed:
vc starting loadout tweaked - now also gives different items based on tagged skills (VIBnsWpn.int)
vc warehouse reward tweaked (VbCSclad)
vc harolds dialogue tweaked (VbCGrld.msg)
vc doctors dialogue tweaked (HVDOCTR.msg)
vc medical computer dialogue tweaked slightly (VSCmpDoc.msg)
vc sgt. graves now adds missing quest- and location info (HVPITER.int)
vc sgt. graves dialogue tweaked (HVPITER.msg)
gerlach hidden cache changed (OSTainik.int)
blackrock caravan sortiment tweaked (BICrvnBx.int)
blackrock caravaners wagon tweaked (BICrvBx2.int)
blackrock bartenders sortiment tweaked (BIBarBox.int)
blackrock mike now selling kubotan scematics instead of power fist (BCBoxer.int)
cheyenne raiders sortiment and dialogue tweaked (SIJcsnBx.int)
cheyenne guided entry point moved to hidden position (SCGecek.int)
poseidon oil corvega cache tweaked (ZSCorveg.int)
poseidon oil reactor door script expanded for more items (GSDoor.int)
new reno trader sortiment and dialogue tweaked (NCCrvBox.int, NCCrvBrt.msg)
new reno weapon upgrades tweaked (NCRepair.int)
new reno tucos dialogue tweaked (ZCDLZNS.msg)
new reno maxsons requirements tweaked (NCCrvMac.int)
new reno bunker computer dialogue tweaked (NSBnkCmp.msg)
new reno boxing bishops dialogue slightly tweaked (NCRgBshp.msg)
new reno mordinos dialogue fixed (NCSlvBos.msg)
new reno bertollinis script and dialogue tweaked (NCEldBos.int, NCEldBos.msg)
new reno lucianos dialogue tweaked (NCOliver.msg)
new reno strykers computer access requierements and its dialogue tweaked (NIStrCmp.int, NIStrCmp.msg)
new reno thompsons informant dialogue and prize tweaked (NCStrAgn.int, NCStrAgn.msg)
new reno strykers reward slightly tweaked (NCStrikr.int)
new reno thompsons dialogue and reward tweaked (NCTomign.int, NCTomign.msg)
new reno solomons dialogue and doctor requirements tweaked (NCDlrX.int, NCDlrX.msg)
new reno cotton club owner dialogue tweaked (NCCtnBos.msg)
uranium city earth worms adjusted (RCMutant.int)
uranium city marilyns arsenal tweaked (RIArsenl.int)
uranium city marilyns arsenal discount tweaked (RCMerlin.int, RCMerlin.msg)
uranium city birchs dialogue and water quest tweaked (RCAtmMan.int, RCAtmMan.msg)
uranium city nelsons dialogue tweaked (RCNelson.msg)
uranium city sick miner curing fixed (RCNlsPsn.int)
wind of war car prize greatly reduced and weapon upgrades tweaked (WCREPAIR.int)
wind of war med comodity sortiment tweaked (WIMedBox.int)
wind of war commodity sortiment tweaked (WITblBox.int)
wind of war tech shop tweaked (WIRprBox.int)
wind of war vault bonus tweaked (HIWpnBns.int)
wind of war changed desert eagle (WCCRVBOB.int, WCPRVTDI.int)
wind of war adjusted requirements to steal the car (ZSDRVCAR.int)
wind of war general wesker dialogue tweaked (WCWescer.msg)
bridgeport caravan sortiment tweaked (BPCrvnBx.int)
bridgeport biker dialogue tweaked (PCBaikA.msg)
bridgeport info texts tweaked (PSMagazn.msg)
bridgeport desperate guy dialogue tweaked (PCCitzB.msg)
harthorne jays dialogue tweaked (HVCHILD.msg)
battle mountain phills sortiment weaked (BIPHLBOX.int)
battle mountain phills karma on kill, dialogue, and reward tweaked, prices for rides reduced (BCPhill.int)
battle mountain computer info tweaked (BISterm.msg)
vegas tibbets shop sortiment tweaked, give xp for getting special access (VITibBox.int)
vegas tibbets extra sortiment tweaked (VCTibbet.int)
vegas weapon upgrades tweaked (VCRepair.int)
vegas cop inspector's weapon changed (VCCopKl2.int)
vegas heated caravaneer stim price changed (VCCrvMan.int)
vegas adjusted energy cells amount (VSMntLsr.int)
vegas changed cop commander loadout in raid (VCCopCmd.int)
vegas tweaked wallace guard entry and dialogue (VCHlGrdA.int)
vegas desert eagle quest changed (VHHall.int)
salt lake equipment merchant sortiment and dialogue tweaked (LIMrkTbl.int, LCMrkTbl.msg)
salt lake gun merchant sortiment and dialogue tweaked, ammo recipe cost increased (LIMrkGun.int, LCMrkGun.msg)
salt lake sheriff dialogue tweaked (LCSherif.msg)
Harrelson radiation increased (ECHarsln.int)
Harrelson prisoner dialogue tweaked (ECScaven.msg)
area 51 plane cache tweaked (TSSR71.int)
area 51 changed skill limit on punching bags (TSBoxKzm.int)
area 51 tweaked terminal texts (TSTerm1l.msg, TSTermGd.msg, TSTermLb.msg, TTInfo.msg)
stagecoach prizes reduced and dialogue fixed (ZCDLZNS.it, ZCDLZNS.msg)
hardys sortiment tweaked (EIHardBx.int)
hardys meeting fixed (ECHardy.int and worldmap entry)
caravan sortiment tweaked (ECMSTNEW.int)
random encounter loot greatly expanded (ECBox.int)
metal detector findings tweaked (ZiMtlSch.int)
trash can boni tweaked (ZIJnkBak.int)
some map chaches tweaked (ZIBonus.int)
trapper under stone equipment tweaked (ESTrpDed.int)
cannibal victim loot tweaked (ESWtrLmt.int)

made them lore-friendly and re-implemented a topic (TSTermLb.int)
robbers cave loot greatly expanded (cave01.int, cave02.int, cave03.int, cave04.int, cave05.int)
robbers cave weapons fixed and tweaked (ECRobber.int)
crafting tweaked and expanded (ZSCraftB.int)

crafted weapons now come without ammo to prevent exploit
junkpiles repair requirements tweaked (ZIJUNK.int)
some critter poison and radiation on hit chances changed (ZClScorp.int, ECTnkEnm.int, ECtaran.int, RCMutant.int)
manti loot depends on outdoorsman (ZClManti.int)
battle mountain tracker signal gives slc location (BISTERM.int)
clones loadout changed (VcCClon.int)
Overseer's dialogue tweaked (XCSmotrt.msg)
President's dialogue tweaked (XCPrsdnt.msg)
train drivers and train dialogue changed (XCFrand.msg, XCFrand2.msg, XIDrTrn.msg)
endboss regeneration changed to half max hp and tweaked dialogue (XCJoker.int, VcCJoker.int)
Colonel loadout and dialogue changed (VcCHead.int)
Super8 dialogue tweaked (ZCSuper8.msg)
some holodisks texts tweaked (PIPBOY.msg)
some computer dialogue changed (XIInfTrm.msg)

hs_afterhitroll.int - new perk/trait effects, weapon effects
hs_ammocost.int - variable ammo costs
hs_combatdamage.int - new perk effects, weapon effects
hs_deathanim2.int - expanded death animations
hs_itemdamage.int - weapon effects
hs_ondeath.int - game features
hs_steal.int - steal mechanics
gl_apcost.int - game feature
gl_g_grenades_anywhere.int - weapon features
gl_g_grenades_tohit.int - weapon features
gl_g_healing_revision.int - new healing mechanic
gl_g_molotov.int - weapon features
gl_MedToolsMod.int - new healing mechanic
gl_pm_apcarryover.int - game feature
gl_pm_changes.int - new game features
gl_pm_perkadjust.int - new perk/trait effects
gl_Stealing_mod.int - new steal mechanics
gl_use_items.int - new drug use mechanics
gl_zRegPoisMod.int - new poison mechanic


Karma edits:
Bandits 0 ECBandit.int
Clones 0 VcCClon.int
Clones 0 XCClon.int
Colonel Knight 100 VcCHead.int
Cop Ghul 0 ECCopGhl.int
Coyote Boss 0 ECCnblBs.int
Coyote Tribals 0 ECCatorg.int
Filter Bandits 0 ECFltBnd.int
General Wesker -100 WCWESCER.int
Harelson 0 ECHarsln.int
Homeless -1 ECHomles.int
Jay Kukish -50 HVCHILD.int
Kings Gang 0 ECKingBd.int
Lucianos Guards 0 NCOlvGrd.int
Marauders 0 ECMaradr.int
Neon Gangster 0 ECNeonGg.int
Punks 0 ECPunk.int
Phill -100 BCPhill.int
Raiders 0 ECRAIDER.int
Reaper of Souls 100 XCJoker.int, VcCJoker.int
Rednecks 0 ECRednec.int
Reno Racketeers 0 NCSlvRct.int
Robbers 0 ECRobber.int
Slavers 0 ECSlaver.int
Train Bandits 0 XCKiller.int
Train Driver -5 XCFrand.int
Train Driver2 0 XCFrand2.int


Maps edits:
argarden replaced police baton w/ dynamite stick
denbus1 changed symbol location, added worn minigun, added body armor
denbus2 added photon gun
depolva changed items, added armored plates, removed minigun
depolvb changed items, adjusted energy cell amount
encdet added items, especially added rez-4
encdock tweaked loadout
encfite added shelf w/ enh cattle prod, added items
encgd tweaked loadout and made bandits tougher
encpres changed minigun to avenger minigun, added shelf w/ discharge hammer, added items
geckpwpl changed some items
harelson tweaked harrelson loadout and stats, added radiation spots
ncr1 replaced/fixed some police weapons, moved peacemaker colt, placed chrome shades
ncrent changed cop inspector's weapon
newr3 added some items to locked area
newr6 replaced laser pistol w/ civil plasma revolver
newrgo placed nuka sledge
mbase12 removed rocket launcher, changed map entering further away from turrets (MBASE00.MAP)
mbasera added ammo to Jay
reject added radiation spots and some minor items
sfchina added radiation spots
sfshutl1 changed catacomb pests to tarantulas, added radiation spots
sftanker added additional robot, radiation spots, changed some loot
vgdumb changed desert eagle

new items:
.233 ap
.45pistol
9mm hardened
9mm rifle
12g emp sg rounds
40mm ic
aer5 laser pistol
apollo laser pistol
bolas
boltgun
boomerang
butterfly knife
broken bottle
colonel knight's plasma sidearm
competition shotgun
crossbow
discharge hammer
dynamite spear
enh. cattle prod
enh. power fist
enforcer pistol
enforcer pistol (exp. mag)
fist knife
flash grenade
fn fal
gattling laser
hand flamer
heavy chain
hkge11
hunter crossbow
impact fist
ic gren
junk metal jacket
light flamer
mace gauntlet
makeshift shotgun
metal sledge
patriot revolver
piston spear
police laser pistol
police laser rifle
power sledge
punch gun
restored laser pistol
ripper spear
road signs
road sign armor
rocket sledge
robo ap ammo
rusted 10mm
rusted 10mm smg
scrap metal armor
sickle
shuriken
spear bolts
speargun
spiked baseball bat
spiked sledge
tesla pistol
tesla rifle
thermal lance
throwing axe
worn hunting rifle
zapgun
(rez-4, restored)

many thanks to all the modders work!
 
Last edited:
Hello guys. I want to share my personal mod of the georgous Fallout 2 total conversion mod Fallout: Nevada (extended) (from Nevada Band & BlackDesigner) which I edited for a complete feeling of the game.

Starting from balance changes, bugfixes and dialoge fixes it became larger and more complete in nearly every aspect. All done with scope for lore and general improvement. Also the goal was to make the main story reasonable and lore-fitting as much as possible as I noticed that the game did not feel complete, especially in the later sections. I also aimed for a better mad-max feeling and a believalble harsh wasteland which makes more use of the player's skills and perks.

Key elements and features:
Improved main quest dialogues and general gameflow, also lots of dialogue improvements
including more clear instructions, lore-fitting dialogues and reasonable explainations, relatable behaviours of npcs and main char reactions
balanced the final boss battle

New and different music in some areas
included music from Fallout Sonora and Fallout 1.5 Resurrection and changed some tracks allocation
Improved quest rewards and requirements also for better gameflow and various gamestyles
including different starting equipment based on tag choices and different rewards for some gamestyles
including map changes for item placement/rearrangement
including enemy weapons loadout according to gameflow and weapon distribution

Vastly improved features
greatly extended crafting options, healing in combat (with med tools), wasteland radiation and low-tech rad-management, new poison mechanic, stealth attacks, ammo variations (emp, fire), weapon effects, metal detector findings, more animations, enemies use drugs, stealing mechanic reworked, skill books give flat boni, ...
stealing is now de-randomised and requires min skill level based on npc type and stats, surroundings and targeted item type

Balanced all weapon, ammo, armors, encounters, perks, traits, stats, enemy stats and equipment
working jhp/ap ammo relation (based on vanilla formula), rebalanced critical hits, more mad-max style in general
Vastly improved amount of weapons, ammo and armors
(57 new weapons, 5 new ammo, 3 new armors) for more variation and gamestyle choices, more junk-themed weapons and armors, more upgrades, ...
including crossbows, low-tech energy, earlier access to low-tier big guns, throwing weapons, melee, unarmed and general more fun choices

Improved economy
better buy/sell ratios and skill/charisma influence (used and modified barter.ini and HS_Barterprice.int from phobos2077 great Ecco mod), shop inventars, loot distribution, car price, limited skill books, random items
Vastly improved perks and traits
2 new traits including a working Night Person trait
11 new perks to improve various gamestyles
balanced nearly every trait and perk for making them useful, expanded some with scripted features (like + x% damage or specific attack type effects or other conditions)

New healing mechanics (thanks to F2MechanicsMiniRework and fo2tweaks)
with a combination of modified F2MechanicsMiniRework and fo2tweaks now healing is done with med tools and is possible in combat
also better usage of food and drugs as also doctor and first-aid skill

Better weapon mechanics
modified weapon perks like scoped weapon and ranged weapon effects, also silent, knockdown or stun effects on several weapons (f.e. flashbang grenade), recoverable ammo (spear bolts)
more animations for wider attack modes (hand flamer, pistol burst, ...)
variable ammo usage (plasma/pulse>laser, flamer types, multi-barreled guns, high-tier>low tier)

Lots of additional changes (see Detailed Changes below)

My modded version comes with a modified combination of following mods and additional script edits. All of them are carefully tied in together and should not be modified without exactly knowing what to do:
- fo2tweaks (thanks)
- F2MechanicsMiniRework (thanks)
- Inventoryfilter (thanks)
many scripts are based on versions of phobos2077 great Ecco mod (many thanks)

Also it comes with a specificly edited ddraw.ini, which should be used and just edited for render mode settings or personal stuff.
This is especially crucial for the damage formula (uses fallout vanilla formula).

I also included translated versions of the "Bible of Nevada" and "Design Document 2.0" to english which were initially in russian language.


Download my PMOD Fallout Nevada Redux Mod here

Copy over an existing Fallout: Nevada installation!
(maybe re-run the Nevada_Res_Config.exe for graphic setup)


The mod is based on the F2 Nevada Mod (Extended) HD [v2.0.3.3]
I just recently noticed that the new version is [v2.0.3.4] - just tested and should be safe to copy over this version

Detailed Changes:
based on F2 Nevada Mod (Extended) HD [v2.0.3.3] (just realised v2.0.3.4 is out but there's no time for an update now)
updated its sfall to 4.3.8

reported bugs: (maybe they got fixed, not checked yet)
When you need to take a Signal Jammer and install it on radar equipment, a conversation with Jay Kukish should start. If that doesn't happen, then you need to go to Area 51. This is a bug.
When you need to remember to pick up a Mysterious Device from the floor, he might say that he left it in Area 51, but instead it's right under his feet.
After that, when arriving by car to VC, sometimes a script advancing the main plot may not fire, if going directly to VC area. Better choose outside area for arriving ("Opal Mine" or "Wasteland" area)
Arriving with the car at the Ranger Outpost special encounter a second time may cause the car to disappear (forever). Best to leave the car nearby when visiting again after first time.

MY CHANGES:
balanced armor resistances
balanced weapons stats
balanced ammo stats (see PMOD F2WR AmmoArmorValues.xls for a general reference)
removed ammo AC modifiers from AP ammo (didn't make sense and made them too strong compared to jhp)
balanced many critter stats (see PMOD Fallout 2 RP Protos.xlsx for a general reference)
tweaked equipment and setup of many random encounters, enabled tarantula encounters
weapons use different ammo amount per shot (plasma/pulse > laser, flamer types, multi-barrelled guns)
some ammo now has different damage type (fire, emp)
introducing emp ammo, bring some against robots and even power armored foes!
robots made stronger (introducing robot ap rockets, floating bots have ranged weapons)
tweaked poison and radiation on hit by some critters (armor now has a chance to protect)
poison now deals damage every tick, also in combat (thanks to F2MechanicsMiniRework)

added new weapons:
new weapons: new (old but changed)
unarmed: oooooo punch gun, heavy chain, fist knife, mace gauntlet, impact fist, enh. power fist
melee: ooooooooooooooo broken bottle, sickle, butterfly knife, spiked baseball bat, ripper spear, piston spear, electro spear, thermal lance, enh. cattle prod, metal sledge, nuka sledge, spiked sledge, power sledge, rocket sledge, discharge hammer
throwing: oooooooo(oooooo) boomerang, bolas, shuriken, throwing axe, ripper spear, dynamite spear, flash gren, incendiary grenade, (knife, switchblade, combat knife, wrench, cleaver, "gonzo")
small guns: ooooooooooooooo rusted 10mm pistol, rusted 10mm smg, .45 pistol, 9mm rifle, worn hunting rifle, makeshift shotgun, competition shotgun, enforcer, spear gun, crossbow, hunter crossbow, bolt gun, hk11e, patriot revolver, fn fal
big guns: ooo(o) hand flamer, light flamer, lsw, (tommy gun)
energy: oooooooooo zap gun, restored laser pistol, police laser pistol, apollo laser pistol, police laser rifle, laser sniper, tesla pistol, tesla rifle, gattling laser, colonel knight's plasma sidearm
added new ammo: ooooo 9mm hardened, .233 ap, 12g emp, spear bolts, 40mm incendiary grenades
added new armor: ooo junk metal jacket, scrap metal armor, metal sign armor
added new misc o metal signs

improved some item art, added art for lots of items on ground

some unspend AP will be carried into next turn (up to 3)
weapon reload costs 3 ap, -1 ap with quick_pockets_perk, -1 ap with weapon_fast_reload
adjusted scope, long range modifiers (better chances to hit starting from range 10+, no penalty)
sniper perk redone, now only works on aimed shots and enhances criticals with distance
slayer perk redone, now works similar to old sniper (lu-based crits)
power armors strength boni reduced, gives 1 ST +25 max carry weight now
no item drop on disintegration/explosion now works (thanks to fo2tweaks)
tweaked some weapon death animations (no disintegrate w/ lower electric weapons, emp deaths do electric, some blade weapons slice,...)
knockback reduced to 1 hex (thanks to fo2tweaks)
rebalanced unarmed attacks
rebalanced critical hits
removed armor penetration, preventing jhp ammo doing ridiculous amounts of damage, increased dmg multipliers in exchange
EN more important to resist effects
shooting in groin is actually useful now

rebalanced derived stats from main stats
AG gives less AP but more AC, AP pool raised to 7+AG/3, AC=AG*2 (orig: AP=5+AG/2, AC=AG)
raised to-hit +PE (+Sharpshooter perk) for all attacks to account for higher AC
ST gives melee dmg * ST (was ST-5, min 1)
max carry weight +25 (to account for PA changes)
changed skill points progression (starting skill level, +SP with IN)
starting skill levels changed (adjusted stats-to-skills contribution)
skillpoints per level = 15 + IN (was 5 + IN*2)
changed skill books boni to flat ones (+6), added big guns bonus to guns and bullets skill book (+4)
(no need to rush finding books now or wait with skill allocation, as they can raise skills above 100)
(also comprehension perk becomes good now)
tagged skills add +50% additionally

modified barter economy (modified eccos barter.ini, eccos HS_Barterprice.int)
reduced loot on generic killed targets (weapons, ammo, drugs)
adjusted exp for killing enemies (a bit less so quests are more important)
changed karma gain for enemies on worldmap (no unavoidable positive karma gains anymore by killing baddies)
travelling on worldmap gives radiation based on outdoorsman, PE, IN and LU, caravan duster and gas protection suit reduce this about -33% in addition to normal rad resistance
changed the way first aid and healing work (thanks to fo2tweaks)
first aid heals more hp now, doctor heals only few hp but also gives xp for healing disabilities
both skills provide more healing with skill level
med tools needed for sufficient effects (thanks to F2MechanicsMiniRework)
can be used in combat (also the enemies should do)
unlimited uses per day for first aid and doctor, depending on charges left
provide no exp for healing except when healing disabilities (with doctor)
doctor 120 gives Living Anatomy perk for free
no natural healing when resting in the wilderness (food and other healing will work, also does survivalist perk)

fixed and rebalanced steal skill (thanks to F2MechanicsMiniRework)
min steal required to peek into pockets, higher with bystanders nearby based on PE (lower them with alcohol!)
( ) still amount of stack of stolen items not counted (so stack of 5 items have same difficulty as only 1, try not to expoit)
stealing now reduces karma by -1
subsequent stealing from the same person inceases their steal skill (hs_steal.int)
steal (for sneaky attempt) or speech (for convincing) needed when using drugs on critters (more difficult with higher armored critters, shopkeepers, bystanders..)
if sneak active: sneaky attempt, if not: conversation attempt
improved sneak mechanics (thanks to F2MechanicsMiniRework)
(use darkness and alcohol on targets to lower detection)
sneaking now enhances steal success (+15% of sneak skill, max +50% of steal)
some weapons have chance for knockdown (sledges, electric close combat weapons)
several throwing weapons now have two attack moves (short and long distance (+1ap)
several melee weapons can be thrown (similar to fwr mod)
grenades and explosive weapons now ignore half of AC (thanks to fo2tweaks)
implemented stealth weapons (sharp melee, throwing weapons and spearguns) and made them use eccos stealth attack script
(stealth attack = autocrit on first attack on a critter when sneaking and not detected)
spear bolts from spearguns and crossbows have a chance of getting recovered (the more with repair and LU)
improved some drugs (stimpacks add radiation, alcohol cures radiation a bit +other effects, food heals better radiates a bit)
changed some drugs (psycho and nuka cola give sequence, buffout give additional melee dmg, beers give melee dmg or carry weight, painkiller becomes useful,...)
food heals little instantly and raises healing rate for several hours

tweaked ai (weak ones flee more frequently, guards and party npcs are more careful with bursts)
fixed and expanded animations (critter death animations, several critters also can use more weapons now)
made jinxed work also in direct critter combat control (added to party perks list)

tweaked many perks to improve less used ones and for balance, also added new ones (some as fake perks due to engine restrictions)
(stat changes on fake perks don't show instantly but are working after closing the character screen)
improved underused perks and traits:

Traits changed: changed values/effects (unchanged not listed):
Bloody Mess -changed to Tech Nerd-
Bruiser gain 2 str, loose 1 Action Point and 5 AC (was 2 AP lost)
Finesse +15% critical chance (was +10), +5 crit table modifier (1/4 better criticals, just enables instant-deaths)
Gifted -changed to Night Person-
Heavy Handed +8 max melee dmg (from +4), -30% on crit table now only when unarmed/melee (was also in ranged) (basicly now reverse better criticals x 1.5 in close combat)
Kamikaze +10 Sequence (from +5)
Skilled +10 to all skills (had no skill bonus)

New traits:
Night Person -replaces Gifted, +1 IN,PE,AG during night, -1 IN,PE,AG during day
Tech Nerd -replaces Bloody Mess, +20 science, repair, energy weapons, -1PE

Perks changed: only changed values/effects (unchanged not listed):
Action Boy lvl 15, 1 rank (was lvl 12, 2 ranks)
Adrenaline Rush +1AP, +4 melee dmg, +2 all DT, +10% all dmg resist (was only +1 ST) when below half hp
Ammo Maker (nevada) lvl 6, 50 repair or science (was lvl 3, needed none)
Better Criticals pe 6, ag 6, lu 6 (was pe 6, ag 4, lu 6)
Bonus Move lvl 9, 1 rank, ag 6 (was lvl 6, 2 ranks, no ag)
Bonus HtH Attacks st 6, ag 8, named to "Bonus Close Combat Attacks" (was just ag 6)
Bonus HtH Damage +2min/+2max melee dmg, 2 ranks, named to "bonus close combat damage" (was +2 dmg only, 3 ranks)
Bonus Ranged Damage changed to "Steady Arms", lvl 9, 1 rank, st7, en4, 80 small or big guns
-created new perk Bonus Ranged Damage, see in new perks
Bonus Rate of Fire lvl 21, pe 6, ag 8 (was lvl 15, same pe, in 7, ag 7)
Cult of Personality lvl 9, ch 8 (was lvl 12, ch 10) (fixed in rp)
Demolition Expert named to "Crazy Bomber", +20 dmg with set explosives, +20% damage with explosive weapons, lvl 12, ag 6, 60 traps (was +10 dmg with set explosives, lvl 9, ag 4, 75 traps)
Dodger pe 6, ag 6 (was no pe, ag 6)
Earlier Sequence +5 sequence, pe 6, ag 6, 2 ranks (was +2 sequence, pe 6, no ag, 3 ranks)
Educated lvl 3, in 6, 30 science or doctor (was lvl 6, in 6)
Empathy lvl 3 (was lvl 6)
Explorer named to "Wanderer's Intuition", now also halfes wasteland radiation, lvl 6, lu 6 (was lvl 9, no lu)
Faster Healing -disabled
Fortune Finder lvl 3, lu 6 (was lvl 6, lu 8)
Gain Attribute lvl 9 (was lvl 12)
Gambler +30 gambling, lvl 3, 30 gambling (was +20, lvl 6, 50 gambling)
Ghost lvl 3, 30 sneak (was lvl 6, 50 sneak)
Harmless +25 steal, more attempts, lvl 3, 30 steal, >=50 karma (was lvl 6, 50 steal, same karma)
Healer doubles healed hp, pe 6, in 5, ag 6, 50 first aid or doctor, 1 rank (was +4-10 hp, pe 7, in 5, ag 6, just 40 first aid, 2 ranks)
Heave Ho! now increases thrown weapon max range additional to str bonus! (=now basicly fast shot light for throwing!) lvl 9, ag 6, 2 ranks (was lvl 6, no ag, 3 ranks)
Here and Now 3 ranks (was 1 rank)
Hints (nevada) in 6 (was en(!?) 6)
HtH Evade lvl 9, ag 8 (was lvl 12, no ag)
Karmadynamics (nevada) lvl 6 (was lvl 9)
Lifegiver +20 HP (was +4 per lvl)
Light Step lvl 3 (was lvl 9)
Living Anatomy lvl 9, 80 doctor (was lvl 12, 60 doctor), get also for free at 120 doctor
Master Thief +25 lockpick and sneak, lvl 9, 40 lockpick and sneak (was +15 each, lvl 12, 50 lockpick and sneak)
Master Trader lvl 9, ch 6 (was lvl 12, ch 7)
Medic +25 first aid and doctor, lvl 9, 30 first aid or doctor (was +10 each, lvl 12, 40 first aid or doctor)
More Criticals +7% crit chance, 1 rank, lu 5 (got seperated, was +5%, 3 ranks, lu 6)
Mr. Fixit +20 repair and science, lvl 6, 30 repair or science (was +10 repair and science, lvl 12, 40 repair or science)
Negotiator +25 barter and speech, lvl 9, 40 barter and speech (was +10 each, lvl 6, 50 barter and speech)
Pack Rat lvl3, 3 ranks, +50 lbs (was lvl 6, 1 rank, same bonus)
Pathfinder en 4, pe 6 (en 6, no pe)
Pickpocket lvl 18, 100 steal and 80 sneak (was lvl 15, no sneak)
Pyromaniac +2 armor piercing dmg, +25% damage with fire weapons, 75 big guns or 50 science (was +5, no add crit chance, just big guns)
Quick Pockets now also -1 ap to reload (to 2 ap), lvl 9, ag 6 (was lvl 3, ag 5)
Quick Recovery lvl 3, ag 6 (was lvl 6, ag 5)
Rad Resistance +25% rad resistance, en 5, in 6 (was +15%, en 6, in 4)
Ranger +30 outdoorsman, lvl 3, 2 ranks (was +15, lvl 6, 3 ranks)
Salesman +40 barter, ch 4, 40 barter (was +20, no ch, 50 barter)
Scout pe 6 (was pe 7)
Sharpshooter lvl 6, pe 6, in 5 (was lvl 9, pe 7, in 6)
Silent Death lvl 9, 50 sneak (was lvl 18, ag 10, did nothing) now always performs sneak attack on first strike when hidden!
Silent Running lvl 3, ag 6, 40 sneak (was lvl 6, ag 6, 50 sneak)
Slayer now on luck roll, changed into fake perk
lvl 18, st 8, ag 6, 110 unarmed or melee (was lvl 24, str 8, ag 8, 80 unarmed)
Smooth Talker in 5 (in 4)
Snakeater +30% poison resistance, en 5 (was +25%, en 3)
Sniper now while aiming +2 crit% with (distance-2), changed into fake perk
lvl 18, pe 8, lu 6, 110 small guns, big guns or energy weapons (was lvl 24, pe 8, ag 8, no in, only 80 small guns)
Speaker +30 speech, lvl 3, in 5, 30 speech (was lvl 9, no in, 50 speech)
Stonewall st 6, en 5 (was st 6, no en)
Strong Back lvl 6, 1 rank, +100 max carry weight (was lvl 3, 3 ranks, +50 max carry weight)
Survivalist +30 outdoorsman and +1 healing rate (can heal in wasteland now), lvl 9, 1 rank, pe 6, in 6, en 4, 60 outdoorsman and first aid (was just +25 outdoorsman, lvl 3, 3 ranks, en 6, no pe 6, no in 6, 50 outdoorsman)
Swift Learner +15% experience, in 5 (was measly +5%, now gives ~1.67 levels at lvl 24, in 4)
Tag! -disabled, too strong, fix doesn't work to full satisfaction
(x) only +30 skill points, lvl 9, in 6 (was doubling spent points, lvl 12, no in)
Thief lvl 6 (was lvl 3)
Tirelessness named to "Eternal Wanderer",
Toughness +5% normal and expl dmg resistance, +1 normal dt, lvl 6, en 5, no lu, 1 rank (got seperated and changed into fake perk, was 10% only normal dmg, lvl 3, en 6, lu 6, 3 ranks)
Vault City Inoculations +15% poison, +10% rad resist (was +10%, 10%)
Weapon Handling lvl 6, ag 6 (was lvl 12, ag 5)

New Perks:
Bonus Ranged Damage +15% dmg with ranged weapons, fake perk, lvl 9, pe 6, ag 6 (was lvl 6, pe 6, lu 6, no ag)
Brutish Hulk (old Lifegiver) +4 HP per lvl, lvl 9, st 8, en 6, in <4
Demolition Man +30 traps, +20 throwing, +10 big guns, lvl 9, ag 6, 40 traps or 50 big guns
Divine Favor +2 lu, +5 AC, fake perk, lvl 9, ch 8
Energy Enthusiast +20% dmg with electrical and energy weapons, fake perk, lvl 12, 75 energy weapons or 50 science
Even More Criticals +8% crit chance, fake perk, lvl 9, lu 6, more criticals perk taken
Even Tougher +5% normal and expl dmg resistance, +2 normal dt, fake perk, lvl 9, en 6, tougness perk taken
Hide of Scars +7% normal and expl dmg resistance, -1 ch, lvl 3, ch <4
Lockpicker +40 lockpick, +25 traps, lvl 12, per 6, ag 6 in 4, 50 lockpick, 30 traps
Shotgun Surgeon +25% dmg with shotguns, fake perk, lvl 9, 60 doctor, 80 small guns
Trapper +25 traps, +10 outdoorsman, lvl 3
Tech Wizzard +35 Science, +15 energy weapons, lvl 9, in 6, 40 science


scripts changed
vc starting loadout tweaked - now also gives different items based on tagged skills (VIBnsWpn.int)
vc warehouse reward tweaked (VbCSclad)
vc harolds dialogue tweaked (VbCGrld.msg)
vc doctors dialogue tweaked (HVDOCTR.msg)
vc medical computer dialogue tweaked slightly (VSCmpDoc.msg)
vc sgt. graves now adds missing quest- and location info (HVPITER.int)
vc sgt. graves dialogue tweaked (HVPITER.msg)
gerlach hidden cache changed (OSTainik.int)
blackrock caravan sortiment tweaked (BICrvnBx.int)
blackrock caravaners wagon tweaked (BICrvBx2.int)
blackrock bartenders sortiment tweaked (BIBarBox.int)
blackrock mike now selling kubotan scematics instead of power fist (BCBoxer.int)
cheyenne raiders sortiment and dialogue tweaked (SIJcsnBx.int)
cheyenne guided entry point moved to hidden position (SCGecek.int)
poseidon oil corvega cache tweaked (ZSCorveg.int)
poseidon oil reactor door script expanded for more items (GSDoor.int)
new reno trader sortiment and dialogue tweaked (NCCrvBox.int, NCCrvBrt.msg)
new reno weapon upgrades tweaked (NCRepair.int)
new reno tucos dialogue tweaked (ZCDLZNS.msg)
new reno maxsons requirements tweaked (NCCrvMac.int)
new reno bunker computer dialogue tweaked (NSBnkCmp.msg)
new reno boxing bishops dialogue slightly tweaked (NCRgBshp.msg)
new reno mordinos dialogue fixed (NCSlvBos.msg)
new reno bertollinis script and dialogue tweaked (NCEldBos.int, NCEldBos.msg)
new reno lucianos dialogue tweaked (NCOliver.msg)
new reno strykers computer access requierements and its dialogue tweaked (NIStrCmp.int, NIStrCmp.msg)
new reno thompsons informant dialogue and prize tweaked (NCStrAgn.int, NCStrAgn.msg)
new reno strykers reward slightly tweaked (NCStrikr.int)
new reno thompsons dialogue and reward tweaked (NCTomign.int, NCTomign.msg)
new reno solomons dialogue and doctor requirements tweaked (NCDlrX.int, NCDlrX.msg)
new reno cotton club owner dialogue tweaked (NCCtnBos.msg)
uranium city earth worms adjusted (RCMutant.int)
uranium city marilyns arsenal tweaked (RIArsenl.int)
uranium city marilyns arsenal discount tweaked (RCMerlin.int, RCMerlin.msg)
uranium city birchs dialogue and water quest tweaked (RCAtmMan.int, RCAtmMan.msg)
uranium city nelsons dialogue tweaked (RCNelson.msg)
uranium city sick miner curing fixed (RCNlsPsn.int)
wind of war car prize greatly reduced and weapon upgrades tweaked (WCREPAIR.int)
wind of war med comodity sortiment tweaked (WIMedBox.int)
wind of war commodity sortiment tweaked (WITblBox.int)
wind of war tech shop tweaked (WIRprBox.int)
wind of war vault bonus tweaked (HIWpnBns.int)
wind of war changed desert eagle (WCCRVBOB.int, WCPRVTDI.int)
wind of war adjusted requirements to steal the car (ZSDRVCAR.int)
wind of war general wesker dialogue tweaked (WCWescer.msg)
bridgeport caravan sortiment tweaked (BPCrvnBx.int)
bridgeport biker dialogue tweaked (PCBaikA.msg)
bridgeport info texts tweaked (PSMagazn.msg)
bridgeport desperate guy dialogue tweaked (PCCitzB.msg)
harthorne jays dialogue tweaked (HVCHILD.msg)
battle mountain phills sortiment weaked (BIPHLBOX.int)
battle mountain phills karma on kill, dialogue, and reward tweaked, prices for rides reduced (BCPhill.int)
battle mountain computer info tweaked (BISterm.msg)
vegas tibbets shop sortiment tweaked, give xp for getting special access (VITibBox.int)
vegas tibbets extra sortiment tweaked (VCTibbet.int)
vegas weapon upgrades tweaked (VCRepair.int)
vegas cop inspector's weapon changed (VCCopKl2.int)
vegas heated caravaneer stim price changed (VCCrvMan.int)
vegas adjusted energy cells amount (VSMntLsr.int)
vegas changed cop commander lodout in raid (VCCopCmd.int)
vegas tweaked wallace guard entry and dialogue (VCHlGrdA.int)
vegas desert eagle quest changed (VHHall.int)
salt lake equipment merchant sortiment and dialogue tweaked (LIMrkTbl.int, LCMrkTbl.msg)
salt lake gun merchant sortiment and dialogue tweaked, ammo recipe cost increased (LIMrkGun.int, LCMrkGun.msg)
salt lake sheriff dialogue tweaked (LCSherif.msg)
Harrelson radiation increased (ECHarsln.int)
Harrelson prisoner dialogue tweaked (ECScaven.msg)
area 51 plane cache tweaked (TSSR71.int)
area 51 changed skill limit on punching bags (TSBoxKzm.int)
area 51 tweaked terminal texts (TSTerm1l.msg, TSTermGd.msg, TSTermLb.msg, TTInfo.msg)
stagecoach prizes reduced and dialogue fixed (ZCDLZNS.it, ZCDLZNS.msg)
hardys sortiment tweaked (EIHardBx.int)
hardys meeting fixed (ECHardy.int and worldmap entry)
caravan sortiment tweaked (ECMSTNEW.int)
random encounter loot greatly expanded (ECBox.int)
metal detector findings tweaked (ZiMtlSch.int)
trash can boni tweaked (ZIJnkBak.int)
some map chaches tweaked (ZIBonus.int)
trapper under stone equipment tweaked (ESTrpDed.int)
cannibal victim loot tweaked (ESWtrLmt.int)
made them lore-friendly and re-implemented a topic (TSTermLb.int)
robbers cave loot greatly expanded (cave01.int, cave02.int, cave03.int, cave04.int, cave05.int)
robbers cave weapons fixed and tweaked (ECRobber.int)
crafting tweaked and expanded (ZSCraftB.int)
crafted weapons now come without ammo to prevent exploit
junkpiles repair requirements tweaked (ZIJUNK.int)
some critter poison and radiation on hit chances changed (ZClScorp.int, ECTnkEnm.int, ECtaran.int, RCMutant.int)
manti loot depends on outdoorsman (ZClManti.int)
battle mountain tracker signal gives slc location (BISTERM.int)
clones loadout changed (VcCClon.int)
Overseer's dialogue tweaked (XCSmotrt.msg)
President's dialogue tweaked (XCPrsdnt.msg)
train drivers and train dialogue changed (XCFrand.msg, XCFrand2.msg, XIDrTrn.msg)
endboss regeneration changed to half max hp and tweaked dialogue (XCJoker.int, VcCJoker.int)
Colonel loadout and dialogue changed (VcCHead.int)
Super8 dialogue tweaked (ZCSuper8.msg)
some holodisks texts tweaked (PIPBOY.msg)
some computer dialogue changed (XIInfTrm.msg)
karma edits
Bandits 0 ECBandit.int
Clones 0 VcCClon.int
Clones 0 XCClon.int
Colonel Knight 100 VcCHead.int
Cop Ghul 0 ECCopGhl.int
Coyote Boss 0 ECCnblBs.int
Coyote Tribals 0 ECCatorg.int
Filter Bandits 0 ECFltBnd.int
General Wesker -100 WCWESCER.int
Harelson 0 ECHarsln.int
Homeless -1 ECHomles.int
Jay Kukish -50 HVCHILD.int
Kings Gang 0 ECKingBd.int
Lucianos Guards 0 NCOlvGrd.int
Marauders 0 ECMaradr.int
Neon Gangster 0 ECNeonGg.int
Punks 0 ECPunk.int
Phill -100 BCPhill.int
Raiders 0 ECRAIDER.int
Reaper of Souls 100 XCJoker.int, VcCJoker.int
Rednecks 0 ECRednec.int
Reno Racketeers 0 NCSlvRct.int
Robbers 0 ECRobber.int
Slavers 0 ECSlaver.int
Train Bandits 0 XCKiller.int
Train Driver -5 XCFrand.int
Train Driver2 0 XCFrand2.int
maps edits
argarden replaced police baton w/ dynamite stick
denbus1 changed symbol location, added worn minigun, added body armor
denbus2 added photon gun
depolva changed items, added armored plates, removed minigun
depolvb changed items, adjusted energy cell amount
encdet added items, especially addded rez-4
encdock tweaked loadout
encfite added shelf w/ enh cattle prod, added items
encgd tweaked loadout and made bandits tougher
encpres changed minigun to avenger minigun, added shelf w/ discharge hammer, added items
geckpwpl changed some items
harelson tweaked harrelson loadout and stats, added radiation spots
ncr1 replaced/fixed some police weapons, moved peacemaker colt, placed chrome shades
ncrent changed cop inspector's weapon
newr3 added some items to locked area
newr6 replaced laser pistol w/ civil plasma revolver
newrgo placed nuka sledge
mbase12 removed rocket launcher, changed map entering further away from turrets (MBASE00.MAP)
mbasera added ammo to Jay
reject added radiation spots and some minor items
sfchina added radiation spots
sfshutl1 changed catacomb pests to tarantulas, added radiation spots
sftanker added additional robot, radiation spots, changed some loot
vgdumb changed desert eagle

new items:
.233 ap
.45pistol
9mm hardened
9mm rifle
12g emp sg rounds
40mm ic
aer5 laser pistol
apollo laser pistol
bolas
boltgun
boomerang
butterfly knife
broken bottle
colonel knight's plasma sidearm
competition shotgun
crossbow
discharge hammer
dynamite spear
enh. cattle prod
enh. power fist
enforcer pistol
enforcer pistol (exp. mag)
fist knife
flash grenade
fn fal
gattling laser
hand flamer
heavy chain
hkge11
hunter crossbow
impact fist
ic gren
junk metal jacket
light flamer
mace gauntlet
makeshift shotgun
metal sledge
patriot revolver
piston spear
police laser pistol
police laser rifle
power sledge
punch gun
restored laser pistol
ripper spear
road signs
road sign armor
rocket sledge
robo ap ammo
rusted 10mm
rusted 10mm smg
scrap metal armor
sickle
shuriken
spear bolts
speargun
spiked baseball bat
spiked sledge
tesla pistol
tesla rifle
thermal lance
throwing axe
worn hunting rifle
zapgun

many thanks to all the modders work!
I'll have to give it a try! The original definitely needed a little more polish but was pretty good.
 
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