About this mod
A successor to Vault Starting Gear DC, this is a small mod that provides you stat based starting gear at the beginning of your TTW playthrough, only instead of being confined to items that could be in the vault, this mod stages a mock battle near Vault 101's exit door, and adds the gear to the dead combatants for you to loot.
- Requirements
- Permissions and credits
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Translations
- Spanish
- Changelogs
A successor to Vault Starting Gear DC, this is a small mod that provides you stat based starting gear at the beginning of your TTW playthrough, only instead of being confined to items that could be in the vault, this mod stages a mock battle near Vault 101's exit door, and adds the gear to the dead combatants for you to loot.
Features:
Stat based gear:
If your Perception is 6+, you'll receive a long gun instead of a pistol if you have a weapon skill tagged.
Your armor class is determined by your Endurance. 6+ gets medium armor, 8+ gets heavy, everyone else gets light.
Some item amounts, like caps, have their payout reduced by your Luck/10.
Tagging Barter doubles your cap count.
If you tag Medicine, you gain bonus meds based on your Intelligence.
Tagging Science doubles your chem count.
Tagging Survival adds your Intelligence to your total possible food and water amounts.
If you have Four Eyes, a pair of glasses will be found on the merchant.
Tagging Lockpick provides a count of lockpicks, to which your Perception is added.
If you have more than one of Guns/Big Guns/Energy Weapons tagged, you'll receive either just one of the weapon you tagged, or a rifle of the rarest tagged skill's weapon (Big Guns->Energy->Guns) and a pistol of the next rarest.
There will always be a default of a few throwables, a pistol, and a melee weapon provided to all characters.
Tagging Explosives will provide a ranged explosive weapon, in addition to more throwables.
For Melee/Unarmed weapons, you receive a light weapon if your Agility is higher than your Strength, or a heavy weapon for the inverse.
Tagging Barter or Repair will provide a clothing outfit, themed to match that skill, on the merchant. Barter wins over repair if both are tagged, since barter outfits are rarer.
Requirements:
JIP LN, xNVSE, Johnny, the usual stuff.
Installation:
Regular installation.
Patches:
A patch to exchange some of the starting gear for DMT items is available, since many of them are suited well to low levels. Highly recommended if you use DMT.
Compatibility:
Intended for use with Quickstart.
Strongly recommended for use with TTW Quick Start Item Remover.
A small scriptrunner patch is available for Bottlecap Flip and Dice Roll. It adds the lucky bottlecap to the dead merchant's body.
Limitations:
All the weapons are in the bodies' inventories. I can't place them manually for better set dressing while still making them dynamic.
Questions:
NV version?
No. There isn't really a space near Doc's house that would be suited to this format. I like the fact that it was gear that you "had on you" in that context anyway.
Permissions:
Do whatever.
Support:
If you'd like to support my modding work or say thanks, feel free to donate via the Nexus or here at Ko-Fi.