Fallout New Vegas

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Bashar

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ColBashar

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About this mod

The Roleplayer's Mod increases the impact of character attributes on game play. A more challenging level-up scheme, revised skill point allocation, and enhanced gameplay mechanics help make each playthrough of Fallout New Vegas a more unique experience. Compatible with DUST and TTW.

Permissions and credits
Abstract:

The Roleplayer's Mod encourages players to develop unique, specialized characters with distinct strengths and weaknesses.  The impact of many character skills is enhanced to help make each playthrough of New Vegas a more diverse, and hopefully more fulfilling, gaming experience.

New in Version 2.01:
  • New Survival Module greatly enhances the impact of Survival and Medicine skills and adds additional mechanics to make surviving the Wasteland a more dynamic experience.
  • New optional XP scheme that awards experience periodically for meeting hardcore needs.
  • The XP Module has been rewritten from scratch, enabling one ESP file to function for FNV, TTW, and DUST.
  • A new trait and perk added to the Actor's Module: Power Napper (bonus while Well Rested) and Combat Medic (bonus while healing).



Mod Customization:
This mod is comprised of five independently functioning modules, allowing you to mix, match, or merge only the features you're interested in.  Some modules may require initialization by activating a tool found in the Aid section of your character's inventory.  The Survival Module may be customized from the MCM menu, giving you complete control to tailor your hardcore experience.


The Actor Module:
  • Ability Scores: Choose to start with anywhere between 7 and 70 SPECIAL points to fully customize your character and game difficulty. Set your character's abilities yourself or let the computer do it randomly for you. (starting characters only)
  • Skill Points: Gain more Skill points from your Ability scores but earn fewer on level up for more gradual character progression. At default settings, the game starts easier but becomes more and more challenging after level 15.  Intelligence no longer grants a skill point bonus but instead unlocks perks that do.
  • Traits and Perks: Select up to 255 different traits and set the number of levels before a new perk is earned. See the bottom of the page for a list of new traits and perks.


The Econ Module:
  • Cap Availability: Vendors' caps are scaled to your character's Barter skill, limiting the amount you can earn from scavenging. You can additionally modify the availability of caps from about 10% to 150% of vanilla on mod initialization.
  • Retail Pricing: When trading with vendors, the sale value of goods is capped at 65% of the good's worth and vendors may pay as little as 15% based on Barter skill. Purchase prices are unaffected by Barter but lower than vanilla FNV. In real life, retailers typically pay distributors half of an item's list price.
  • Inflation & Bartering: Optionally toggle inflation to gradually raise the price of goods as you trade more caps. Inflation can be mitigated by bartering items for items, so that caps don't actually trade hands.


The Repair Module:
  • Maintenance: Optionally set the game to increase the rate at which equipment decays based on Repair skill for a more hardcore experience. (think System Shock)
  • Field Stripping: The algorithm to field strip equipment has been revised so that Repair skill has a much, much, much bigger impact on how much the base item is improved.
  • Repair Cost: Mechanics are more effective at repairing your equipment and reduce the cost of their services based on Barter skill, making Barter an alternative to the Repair skill.


The Survival Module:

  • Enhanced Skills: Survival and Medicine skills have a bigger impact on the utility of food items and Stimpaks.  Low skilled characters will have to use a lot more to get the same result compared to vanilla characters.
  • Physical Exertion: Hardcore needs increase based on the activity of the player.  Actions like running, engaging in combat, and healing will boost the rate thirst, hunger, and sleep deprivation rise.
  • Bleeding: Crippled limbs inflict damage over time, making surgery much more important in the Wasteland.  Using healing items can temporarily delay the effect.


The XP Module:
  • Eliminate the Grind: XP for kills, hacking consoles, picking locks, or disarming mines is removed. Instead you receive XP from completing quests, challenges, and exploring the map. Don't feel like being a hacker? Skip those computers. Don't want to fight those raiders? Go around them. Play how you want to play without being judged by the designers.
  • Survival Scheme: Originally designed for the DUST mod, optionally choose an all new experience scheme that routinely awards you with XP for meeting your hardcore needs and staying healthy.
  • Mod Compatibility: The module creates a scaled experience scheme based on your game settings and user input.  Compatible with TTW and DUST, there's no longer any need to swap ESP files.


Notes:

Compatibility: NVSE is required for all modules to function. All modules are designed to work with TTW and DUST.

Advanced Traits: I have no intention of restoring the "advanced" Vampire and Replicant traits from pre-2.0 versions of this mod. These added an unnecessary level of complexity to the mod and are what I believe bugged out the original Actor Module (v2.0 was rebuilt from the ground up). You can still download the v1.02 version of the mod if you want to play with these, but be aware that it is known to be unstable.

The Equipment Module: I am no longer supporting the Equipment Module, which included improved non-lethal weaponry, a dart gun with a variety of condition ammunition, a medic gun to heal companions, and the teleportation grenade (which, admittedly, was a lot of fun). I'm not aware of any bugs in the module but I just lost interest in it and have no intention of maintaining it. You can still download the latest edition from v1.03.

Installing from an Old Version: If you have been using pre-2.0 versions of the modules, it is recommended that you uninstall those ESPs and make a clean save of your game before installing the new modules.

Consumable Module: The Consumable Module is a food and chem rebalance.  It is offered as an optional file because it edits almost all of the food and chem objects from Fallout: New Vegas and its DLC.  Specifically, the Consumable Module removes healing from food and rebalances its nutritional value, lowering the utility of scavenged food while increasing that of crafted food.  The duration of many chems has also been increased.


Actor Module Traits and Perks:
  • The Educated perk has been disabled in favor of a series of four Degrees which are gated by Intelligence, each granting 1 skill point per level.
  • The Intense Training perk has been disabled due to the increased value of SPECIAL points.
  • Trait: Adorkable increases Intelligence and gives a chance to loot magazines from dead bodies as long as the player is wearing pre-war clothing and reading glasses. Otherwise they receive a penalty to Charisma and Luck.
  • Trait: Enclave Enforcer starts the PC with a set of Enclave power armour and a plasma pistol; however, soldiers of the NCR, Legion and Brotherhood of Steel will be permanently hostile (including after you confront Benny and receive "amnesty").
  • Trait: The Fugitive starts the player permanently hostile with NCR soldiers (again, even after amnesty) but, hey, at least you start out with a doctor's coat.
  • Trait: Insomniac minimizes the benefit of rest, forcing the PC to rely on stimulants like Nuka Cola to ward off the effects of sleep deprivation.
  • Trait: Pacifist increases Charisma so long as the PC does not suffer remorse, a temporary condition caused by the killing of a human or non-feral ghoul. The duration of remorse increases for each person killed and imparts a penalty to Agility and Endurance.
  • Trait: Power Napper gives you mild regeneration and +1 while Well Rested from sleeping in an owned bed.  Otherwise you receive a -1 penalty to Strength and Agility.
  • Trait: Penny Foolish raises the purchase price of all items by a set amount (sale price is unaffected). Consumables and ammo cost 24 and 4 extra caps respectively. All other items cost 12 extra caps.
  • Trait: Vats for Victory grants the PC 25 additional Action points but reduces damage inflicted outside of VATS by 10%.
  • Trait: Wasteland Wastrel starts the player with a large sum of NCR dollars and grants an occasional stipend; however, the sale value of goods is reduced by 99%.
  • Perk: Blaster at Your Side reduces the target's DT by half when wielding a single-handed energy weapon.
  • Perk: Concealed Carry raises the damage of "holdout" weapons by 4 points, raised to 6 with a Sneak skill of 50 or higher.
  • Perk: Combat Medic grants 8 DT while under the effects of healing items (e.g. Stimpaks).  Bonus increases by +4 for every 20 Medicine points over 40.
  • Perk: Dirty Harry increases the damage of single-handed firearms that weigh under 4 lbs by 6 points.
  • Perk: Gun Kata grants 8 to DT versus firearms when wielding a pistol, melee weapon, or are unarmed.

Survival Module Perks:
  • Perk: Gecko Hunter increases the loot received from Geckos, Fire Geckos, Golden Geckos and Green Geckos.
  • Perk: Game Hunter increases the loot received from Bighorners, Brahmin, Dogs, Coyotes, Giant Rats, Molerats and Yao Guai.
  • Perk: Insect Hunter increases the loot received from Ants, Bark Scorpions, Bloatflies, Cazadores, Fire Ants, Radroaches, and Radscorpions.
  • Perk: Mutant Hunter increases the loot received from Centaurs, Deathclaws, Lakelurks, Nightstalkers, Spore Carriers, Spore Plants, and Tunnelers.