Advertisement
Guest User

Untitled

a guest
Jun 23rd, 2017
72
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 15.84 KB | None | 0 0
  1. Mod Name: Black Company's Harder Core
  2. Version: 1.0
  3. Purpose: To make the wasteland a harsher place.
  4. Requirements: Fallout New Vegas. No DLC packs needed.
  5.  
  6.  
  7. =======================
  8. Description
  9. =======================
  10.  
  11. Hardcore mode is the reason I am playing New Vegas (heretofore referred to as NV, or The Game.) Unfortunately, I
  12. found that "hardcore" is a rather subjective term. This series of three small game tweaks is my early attempt to
  13. create a truly hardcore mojave wasteland.
  14.  
  15. Please note: These tweaks are modular.
  16. You may run any combination of these files that YOU CHOOSE. This means you DO NOT have to run all files in order to run any one of them.
  17.  
  18.  
  19. =======================
  20. Archive content :
  21. =======================
  22.  
  23. BC_HarderCore.esp
  24. BC_WastelandUnlocked.esp
  25. BC_SettingsTweaks.esp
  26. BC_LogicalRepairList.esp
  27. BC_OrganizedItems.esp
  28.  
  29.  
  30. =======================
  31. BC_HarderCore.esp
  32. =======================
  33.  
  34. I was disappointed with hardcore mode. I wanted the starvation, sleep dep and dehydration to matter. Now, they do.
  35. I have increased the rate on all three. Increases are as follows.
  36.  
  37. -WARNING: Thirst is now VERY relevant in the newest version of the mod. I HIGHLY recommend the "Bottle that Water"
  38. mod to help with this. ALL of my esp files are 100% compatible with this excellent mod, by design. NO PATCHES NEEDED.
  39. -Chance of retrieving empty syringes when using Stimpaks. Based on your medicine skill. Chance of retrieval is better
  40. outside of combat, as you are not as hurried. This is intended to help you create new stimpaks at benches.
  41.  
  42.  
  43. -Dehydration: Slight increase only. This was already pretty relevant.
  44.  
  45. -Sleep Dep: Slight increase only. I wanted to maintain a balance between my desire to explore and the need for rest.
  46.  
  47. -Starvation: This has seen the biggest change. It will not increase as quickly as Dehydration, but IT IS VERY CLOSE.
  48. In vanilla NV, starvation went from 21 to 37 after 4 hours waiting. Now, it goes from 21 to 54 in four hours. Not
  49. quite double the rate, but it is much faster now. You will now need to pay a little more attention to your needs,
  50. however, it should not be so bad that you cannot enjoy the game.
  51.  
  52. Note: For those curious how this was done, under Gameplay, in the GECK, open Settings. Filter out Dehydration,
  53. Starvation and Sleep Dep. you will only find one setting for each. IMPORTANT NOTE: THE LOWER YOU MAKE THE NUMBERS,
  54. THE FASTER THE RATE OF INCREASE FOR ANY OF THESE SETTINGS. This is tested.
  55.  
  56. Other changes in HarderCore.esp:
  57.  
  58. -Chems have weight. It is not a lot of weight, but it is intended to add up, NOT to make carrying healing items
  59. completely prohibitive. Super Stimpaks are the heaviest item @ about 0.5 units. Stimpaks are next @ 0.1 units.
  60. Everything else is more around 0.20 - 0.30, sort of like ammo. Light, but its there.
  61.  
  62.  
  63. =======================
  64. BC_WastelandUnlocked.esp
  65. =======================
  66.  
  67.  
  68. I hate leveled lists. There is nothing worse than all of a sudden encountering bears/minotaurs/yao guai where none
  69. existed before, JUST BECAUSE YOU LEVELED UP. I mean, I live in farm country, but those milk cows down the road
  70. don't suddenly become angry bulls just because I hit a workout today.
  71.  
  72. the same goes for loot. I dont all of a sudden start finding stuff at the store in better shape just because I read
  73. something about it online before I went. With that in mind this mod:
  74.  
  75. -Unlocks ALL loot lists. Every loot list I have found so far that was leveled, now is unlocked. ALL LOOT is out there
  76. from level 1 on up. For this reason, this mod ALSO:
  77.  
  78. -Unlocks ALL Creature encounter leveled lists. I have left Quest and NPC lists alone, since this is new to all of us.
  79. But I have unlocked ALL wasteland wildlife, including Mire Lurk Kings, Glowing Ghouls and higher level Super Muties
  80. right from level 1. Take heed, THE WASTELAND IS A MUCH MORE DANGEROUS PLACE WITH THIS MOD INSTALLED. So of course
  81. I have also:
  82.  
  83. -Reduced the odds of stimpaks on almost EVERY SINGLE LIST THEY APPEAR ON. Where before many lists used 2 - 4 instances
  84. of Stimpak they now have 1, maybe 2 instances tops.
  85.  
  86. -Added a chance of none (20%, usually) to most 100% chance healing loot lists. In FO3, just like in Oblivion, healing
  87. was too easy and the chems came too quickly. These changes should help fix this and add to the ambience of a wasteland
  88. where things of value are truly scarce. With this in mind, I also:
  89.  
  90. -Reduced the stimpaks vendors have available for sale. Where they once had 20 or so instances of the Stimpak 75% list
  91. they now have maybe 5. Sometimes a little more. Where they once had 4 stimpaks on their list for certain they
  92. now have maybe 2. AS OF VERSION 0.3, GREATLY REDUCED STIMPAKS IN THE WORLD, PERIOD. SEE CHANGELOG ABOVE.
  93.  
  94. -Also added Doctor's Bag to the Hospital Valuable clutter leveled list. Ditto medical Brace. Only 1 instance of each
  95. for balance. You might get lucky there.
  96.  
  97. -Harsher loot tables. Almost NO ammo lists (other than vendor) provide a guaranteed spawn now. Even the former
  98. Guaranted (100%) lists now have between 5 - 15% chance of nothing showing up. And containers DO NOT respawn in this
  99. game for the most part. Conserve ammo.
  100.  
  101. -Much harsher first aid containers. NO guaranteed stimpaks period. Leveled lists for these have a 75% chance of providing
  102. stimpaks, but you should still conserve. ALL guaranteed (hand placed) stimpaks are REMOVED from these containers. To
  103. offset this, you will now have a chance to recover "stimpak leftovers" from first aid kits. Braces, tubing, syringes,
  104. even the leather belts used to bind (and create) packs can be found. Prepare to make your stims.
  105.  
  106. Special Bonuses:
  107.  
  108. -Set Missle Launched and Flamer to force NPC's to use ammo. The effects were too strong in FO3 to
  109. allow otherwise. NOTE: This changes ONLY the WeapFlamer and WeapMissleLauncher. NO CHANGES were made to quest related
  110. weapons or those used by robots.
  111.  
  112. -Removed Robots from numerous wasteland spawns. I know the lore here; I am familiar with the debate that has been
  113. raging since at least FO3. Frankly, I just do not like them. Matter of opinion. IMO they detract from the overall
  114. "wasteland" feel. Kind of hard to feel as if one inhabits a post-apocalyptic waste while facing down a constant
  115. barage of functioning (and inexplicably hostile) robots. For this reason, on ALL non-question/dungeon/faction leveled
  116. lists (mostly those Enc, or Encounter lists pertaining to the Wasteland) Robots have been reduced or even removed
  117. completely.
  118.  
  119. =======================
  120. BC_SettingsTweaks.esp
  121. =======================
  122.  
  123. This mod changes a couple of game settings. These are:
  124.  
  125. -WFdamageWeaponMult. Vanilla = 1.0. Mine = 2.0. This doubles the damage of ALL WEAPONS. Hopefully this will not cause
  126. too much of an issue with armor threshold. I am testing this now. But having to shoot young geckos five - ten
  127. times was simply too much. To say nothing of unarmored persons. If it becomes an issue with armor threshold changing
  128. it back, or creating a new version of this mod where it was NEVER changed will be a matter of seconds.
  129.  
  130. -ilevelsperperk: Vanilla, 2. Mine, 1. I want perks a little more often. They're fun.
  131.  
  132. -IXPBumpBase: Vanilla = 150. Mine = 250. This slows down the rate of leveling. I nearly reached level 3 in 4 hours.
  133. That's too quick for a game with a level cap of 30 (future DLC not withstanding, since we all know its coming.)
  134.  
  135. That's it for now. This esp was intended to be small and simplistic in case it needs to be changed/replaced in the
  136. future and to allow you, the player, to choose the options you wanted for your game.
  137.  
  138.  
  139.  
  140. =======================
  141. BC_LogicalRepairList.esp
  142. =======================
  143.  
  144. -Added numerous items to many repair lists. I woke up this morning thinking about the Varmint Rifle, with the duct
  145. tape wound about the stock and the butt. Granted I can make repair kits for weapons using duct tape. Sure. But what
  146. about armor" And what about the desperate need to repair in the field? Using wrenches, duct tape and (wonder)glue is not
  147. rocket science.
  148.  
  149. -Bearing all of this in mind, repair lists are now MUCH FRIENDLIER. Many weapons can be crossed repaired based on the
  150. ammo types they use (having similar internal parts.)
  151.  
  152. -ALL Laser weapons can repair one another. Ditto all Plasma Weapons. Sensor Modules, Conductors and fission batteries
  153. can repair ALL plasma, laser and even some more advanced weaponry (Fat Man, Missile and Grenade launcher.)
  154.  
  155. -Gas tanks, tubing and timers can repair flamers, as well as other basic items.
  156.  
  157. -Some armors can cross repair. Leather, NCR and combat in particular are usefule for repairs.
  158.  
  159. -Spare parts repair many items. Same for Scrap Electronics.
  160.  
  161. Basically, everything will be useful SOMEHOW, Somewhere. Pick it up and check to see if it matches your gear.
  162.  
  163. =======================
  164. BC_OrganizedItems.esp
  165. =======================
  166.  
  167.  
  168. WARNING - INCOMPATIBILITY LIKELY WITH THIS MOD. WARNING - INCOMPATIBILITY LIKELY WITH THIS MOD
  169.  
  170. This mod CHANGES A BOATLOAD OF ITEMS in order to better organize your inventory:
  171.  
  172. -ALL caravan cards renamed as Card Casino: Suite, Number. Ex: Card Tops: Diamond 10. Card: Lucky 38: Joker 1
  173. -ALL Weapon mods prefaced with MOD: as well as Extended shortened to Ext in ALL names
  174. -ALL Alcoholic Drinks, Junk and Regular Food (EXCEPT WATER FOR COMPATIBILITY WITH "Bottle That Water") changed
  175. -Examples of naming convention used: Food: Steak, Brahmin; Food: Meat, Blowfly. Junk: Cram; Drink: Whiskey
  176. -SPECIAL NOTE: ALL drinks reducing sleep are named thusly: Sleep: Nuka-Cola; Sleep: Atomic Cocktail. I am always
  177. looking for these items in my inventory.
  178. -Items such as Conductors, Sensor modules, etc named: SCI: Scrap Electronics; SCI: Fission Battery
  179. -Repair Items (Hammers, Wrenches, Leather Belts, etc) Named: REP: Wonderglue; REP: Leather Belt
  180. -Medical Items are: MED: Tweezers; MED: Medical Brace, etc
  181. -Cigarettes (for those who pick them up): Cigarettes, Carton; Cigarettes, Pack
  182.  
  183. SPECIAL WARNING: ABOUT THIS MOD AND COMPATIBILITY: THIS MOD CHANGES A BOATLOAD OF ITEMS. ANY OTHER MOD CHANGING THESE
  184. ITEMS WILL BE INCOMPATIBLE WITH THIS MOD. HENCE THE REASON FOR A SEPARATE ESP FILE. Water of any type WAS NOT CHANGED
  185. AS I PLAN TO PLAY "BOTTLE THAT WATER." Medical ingestibles were not changed IN THIS MOD. I have renamed them to
  186. match this scheme in my HarderCore.esp module.
  187.  
  188. I hope this fixes your inventory - mine was an intolerable disaster, and that at level 4.
  189.  
  190.  
  191.  
  192. =======================
  193. Changelog:
  194. =======================
  195.  
  196. V0.3
  197.  
  198. new file : BC_HarderCore.esp:
  199. -WARNING: Thirst is now VERY relevant in the newest version of the mod. I HIGHLY recommend the "Bottle that Water"
  200. mod to help with this. ALL of my esp files are 100% compatible with this excellent mod, by design. NO PATCHES NEEDED.
  201. -Chance of retrieving empty syringes when using Stimpaks. Based on your medicine skill. Chance of retrieval is better
  202. outside of combat, as you are not as hurried. This is intended to help you create new stimpaks at benches.
  203.  
  204. new file : BC_WastelandUnlocked.esp:
  205. -Harsher loot tables. Almost NO ammo lists (other than vendor) provide a guaranteed spawn now. Even the former
  206. Guaranted (100%) lists now have between 5 - 15% chance of nothing showing up. And containers DO NOT respawn in this
  207. game for the most part. Conserve ammo.
  208. -Much harsher first aid containers. NO guaranteed stimpaks period. Leveled lists for these have a 75% chance of providing
  209. stimpaks, but you should still conserve. ALL guaranteed (hand placed) stimpaks are REMOVED from these containers. To
  210. offset this, you will now have a chance to recover "stimpak leftovers" from first aid kits. Braces, tubing, syringes,
  211. even the leather belts used to bind (and create) packs can be found. Prepare to make your stims.
  212.  
  213. Two new ESP files. See the Functionality section for a full explanation. As always, every esp file is
  214. COMPLETTELY OPTIONAL in order to allow you, the player. maximum control of your gaming experience.
  215.  
  216. V0.2:
  217.  
  218. -Re-created NVSettingsTweaks.esp ONLY. Changes:
  219.  
  220. All previous changes are present (see description below) with one NOTABLE exception:
  221.  
  222. -ALL reference to the Weapon Damage Multiplier setting is REMOVED. This mod was re-created so as to eliminate that
  223. reference entirely (it was in fact never made in this version of the mod.) Reasoning is two-fold:
  224.  
  225. -increasing weapon damage across the board negates the "ammo types" and their effects. This is especially true of
  226. armor penetration.
  227.  
  228. -Even though I have not trained my Sneak skill, I have already been awarded several one-shot kills for sneak attacks
  229. by aiming (without VATS.) Given the frequency of these kills I think resuming vanilla weapon damage encourages
  230. additional strategy.
  231.  
  232. -IXPBumpBase REMAINS AT 250 for slower leveling.
  233.  
  234. -Base skill points reduced. (Unchanged from version 0.1. Base remains @ 5 points per level, rather than 11. (This is
  235. still multiplied in the usual manner, no changes were made to formulas in the game of course.)
  236.  
  237. New in HarderCore.esp:
  238.  
  239. Added weight (and therefore altered) the following:
  240.  
  241. -Stimpacks (missed this the first time through.)
  242. -Temporary buff magazines (Lad's Life, et al.)
  243. The weights are generally about 0.1 units with some exceptions. Superstimpaks weigh 0.5 units. Speech and Barter
  244. mags weigh 0.25. On those last: stash em in town; don't reckon you'll be needin to barter much with super mutants
  245. anyway.
  246.  
  247. ==================
  248. Installing this mod:
  249. ==================
  250.  
  251. Plug the esp files into the data folder. Activate.
  252. -When/if FOMM becomes available for this game load the Setting Tweak mod last, since it changes game settings.
  253. -If you use another mod which changes IXPBumpBase load it AFTER NVSettingsTweaks.esp. Ditto for other game settings.
  254.  
  255. ==================
  256. Uninstall:
  257. ==================
  258.  
  259. If you must uninstall, simply deactivate these mods or remove them from your data folder.
  260.  
  261. ==================
  262. Compatibility:
  263. ==================
  264.  
  265. NVSettingsTweaks.esp WILL CONFLICT with mods which alter the same game settings it alters (see above.)
  266. NVHarderCore.esp WILL CONFLICT WITH MODS WHICH EITHER:
  267.  
  268. -Alter healing/buffing chems
  269. -Alter the Game Settings related to Sleep Dep, Dehydration or Starvation progression speed.
  270. Note: NO CHANGES were made to what the effects DO, JUST to how quickly you receive them.
  271.  
  272. NVWastelandUnlocked: This bad boy will conflict with ALL major overhauls, either now or in the future, for FONV.
  273. Because it changes so many leveled lists (and 2 weapons) these conflicts are not the sort which can be resolved BY
  274. ANY MEANS.
  275.  
  276. That means that cleaning/merging/patching this mod WILL NOT "fix" conflicts between this and other major overhaul
  277. mods so don't waste your time or mine with questions pertaining to "compatibility patches" for such issues. Due to the nature of leveled lists and modding no such patch can be made. Sorry.
  278.  
  279. ==================
  280. Permissions:
  281. ==================
  282.  
  283. Feel free to use or build off of any of these esp files. All I have done here is tweak vanilla settings and lists.
  284. Nothing in any of these "mods" really qualifies as a mod at all. So go ahead and use it to your heart's content.
  285.  
  286. In particular please feel free to use the Organized Inventory mod, or to distribute it elsewhere as others request it. No need to ask me. If it helps others clean up the horrendous inventory issues, I am happy.
  287.  
  288. Note on "cleaning" my mods: I do not and will not support cleaned/patched/altered versions of my mods. If you feel
  289. the need to make alterations to my mods, please by all means do so. Feel free, and I mean that with no sarcasm or
  290. dubious intent. I make these for the enjoyment of the community and they are yours to do with as you please. All I
  291. ask is that you do not come to me asking me to support a mod once you have altered that mod.
  292.  
  293. ==================
  294. Credits:
  295. ==================
  296.  
  297. -Bethesda and Obsidian for getting an increasing number of things right with every new release. NV is one of the good
  298. ones. And for giving us the tool set so we can tweak our games just the way we like them.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement