Fallout New Vegas

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Created by

Michel

Uploaded by

michel92

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About this mod

Now most SPECIALs matter much more. I guess you\'ll have a tough decision making :)

Permissions and credits
[size=7]Isn't it SPECIAL?...[/size]


by Michel

Version :y12m12d16
Date :12/16/2012
Category:Gameplay Effects and Changes
Mod's Website :http://newvegas.nexusmods.com/mods/48634



Description

SPECIALs now matter much more! There's no negligible stats anymore.


Detail

Strength matter more to melee damage

fAVDMeleeDamageStrengthMult from 0.5 to 1

This value multiplies with Strength and goes as a flat melee damage bonus. So, with this settings, even if you hit an enemy with a 0-damage toothpick, you will still do damage equal to your Strength stat value. Look at the damage formula.

Stats matter more skill-wise

fAVDSkillPrimaryBonusMult from 2 to 4

Now if you have 10 Endurance, for example, all Endurance based skills will be at 40+Luck bonus +base value, putting more importance on SPECIALs

fAVDSkillLuckBonusMult from 0.5 to 1

Each point in luck translates in 1 point to all skills. Luck is more important.

fAVDSkillSKILLNAMEBase from 2 to 0

Now every skills have a base value of 0, meaning if you have Strength 1, for example, you will only have 4 points in melee weapons skill. With all these changes, if you have 10 in Luck and Endurance, your unarmed skill would be 50 right from the start, for instance.

fAVDTagSkillBonus from 15 to 0

This controls the amount of points you get when you tag a skill. Now you gain nothing...

iSkillPointsTagSkillMult from 1 to 2

...on the other hand, each point spent in a tagged skill will give 2 points to that skill. In other words, tagged skills will progress in double speed, relative to non-tagged ones.

iLevelUpSkillPointsBase from 11 to 1

This makes you only gain 1 base skill point when you level up. The rest of the skill points are dependent on intelligence alone (Skill points/level=(INT-1)+iLevelUpSkillPointsBase). Basically, 1 Intelligence means 1 point per level, 10 Intelligence means 10. This is done to compensate from the great skill gain you will have from SPECIAL points. Reference.


Agility matters more in Action Points

FAVDActionPointsBase from 65 to 0
FAVDActionPointsMult from 3 to 9.5

Now action points will be entirely dependent on agility. Thus, agility is more important. Look at those examples:

Vanilla | 5 AGI = 80 AP
Isn't it SPECIAL? | 5 AGI = 47.5 AP

Vanilla | 1 AGI = 68 AP (not that great of a loss, huh? Might as well take away some points of Agility...)
Isn't it SPECIAL? | 1 AGI = 9.5 AP (now we are talking...If you are agile like a mamoth, this should be your action points)

Vanilla | 10 AGI = 95 AP (not a great change from 5 AGI...)
Isn't it SPECIAL? | 10 AGI = 95 AP (exactly the same as Vanilla, but look the difference between the other examples.)

Strength matters more in Carry Weight

FAVDCarryWeightBase from 150 to 0
FAVDCarryWeightMult from 10 to 25

Same thing than Action Points, but for Carry Weight. Strength matters more now.

Barter much more important now

fBarterBuyBase from 1.55 to 10
fBarterBuyMult from -0.45 to -9
fBarterSellBase from 0.45 to 0.1
fBarterSellMult from 0.45 to 0.9

Oh, that's an important one....I don't know about you, but I always end up sitting in a pile of caps pretty early in the game, and I think I never spent a point in the Barter skill...until now. This little chart will speak for itself.

Base Item Value: 10
Barter skill: 4

Vanilla:
Buy Price: 15
Sell Price: 5

Isn't it SPECIAL?:
Buy Price: 96 (?!)
Sell Price: 1 (?!)



Base Item Value: 10
Barter Skill: 100

Vanilla:
Buy Price: 11
Sell Price: 9 (compare 100 skill with 4 skill. As you can see, not much of a point in putting a point (ha) in Barter)

Isn't it SPECIAL?:
Buy Price: 10
Sell Price: 10 (yeah, with this mod you will reach that point...the point which, if you buy something by mistake, you can sell it without any losses)

Reference.

Lucky Criticals

fAVDCritLuckMult from 1 to 2.5

With this, if you have 10 Luck, you will have a 25% chance of scoring a critical (1 in 4 hits), without perk or condition modifiers. Reference




With all these changes, I guess that SPECIAL will be much more, well...special now.



Known Issues and Bugs

None.


Incompatibilities

Just mods that changes those settings. Load order will solve a possible conflict, nothing game breaking.


Contact

Feel free to send me a message.


Manual installation

Extract, put the esp in Data folder, activate.


Nexus Mod Manager Installation

Add the zip or download to NMM, activate.


Manual Uninstallation

Take the esp out of the Data folder


Nexus Mod Manager Uninstallation

Deactivate.


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