This author has not credited anyone else in this file
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
Changelogs
Version 2.0
IMPORTANT: If you have version 1.4.1 or lower installed on an existing save I suggest waiting until you start a new game before updating otherwise it will cause the trait menu to appear, the crashed UFO event will reset and you'll get a missing mod warning. None of that will break your save but it's important that you're warned about this.
Mod revisions and compatibility check for TTW 3.3.
JohnnyGuitar NVSE is now required.
Added an INI file with options.
New option: bDisableWWMessage, disables the Wild Wasteland corner message.
New option: bDisableWWSound, disables the Wild Wasteland sound effect.
New option: iTTWAliensUseZetaWeapons, if TTW is installed, Aliens at the crashed UFO in the Mojave will use weapons from the Mothership Zeta DLC.
Version 1.4.1
Small scripts tweaks.
Added perk flags check in case another mod change those (e.g. Better Character Creation).
Version 1.4
Changes to the script, Old Word Blues is no longer required (because of the things I changed it's possible the trait menu appear the next time you load a save, nothing to worry about).
If Better Character Creation is installed, the Wild Wasteland message added by the mod will be disabled.
Version 1.3
Removed "StopQuest" from the mod's script. Now the quest/script will always run so if the Wild Wasteland trait ever get removed the mod will add it back.
Thanks to the above change, the TTW patch is no longer needed.
Version 1.2
Removed the Trait tag.
Removed the Wild Wasteland loading tip.
Version 1.1.1
Changed the model path of the Alien Ship for compatibility with mods that also use it (e.g. Tale of Two Wastelands).
Added a TTW Compatible file (with a patch for use with TTW Quick Start).
Version 1.1
Forgot stuff in the main script, whoops. Work as intended now.
Enable the Wild Wasteland trait from the start and some other tweaks.
DESCRIPTION: This mod is dedicated to the people who think the Wild Wasteland trait should have been part of the main game. A few tweaks have been made to achieve that.
LIST OF CHANGES: Wild Wasteland Enabled by Default: The player will get the Wild Wasteland trait by default. It won't appear in the trait selection. If installing on a current save the mod will open the trait menu (for choosing two new traits) if the player already has the Wild Wasteland trait. Wild Wasteland Hidden: Wild Wasteland won't show in the Perk tab of your Pip-Boy. No Corner Message and Sound: Removed the corner message and sound (configurable in the mod's INI file). Loading Screen Tip: Removed the Wild Wasteland loading tip. Alien Blaster and YCS/186: Made it possible to obtain both the Alien Blaster and the YCS/186 unique weapons. To obtain both you first have to defeat the Aliens then come back seven days later where you will find mercenaries and their boss using the YCS/186. Moved the UFO: This is an extra, I moved the UFO to make it look like it crashed (it was just hovering at the top of a cliff in Vanilla). UFO Stays: The UFO will now stay forever instead of being disabled after you get the Alien Blaster. TTW Aliens: If TTW is installed the Aliens will use weapons from the Mothership Zeta DLC (configurable in the mod's INI file).