About this mod
This mod serves to diversify and improve the stats and worth of Vaultsuits, Security Vests, and Boomer outfit sets to be more unique and stand out on its own more or be less irrelevant.
But only to a degree so as not be overpowered or balance breaking.
- Requirements
- Permissions and credits
- Changelogs
Ever felt bothered by the fact that the Vault Suits have like +2 Melee Weapon despite there being no indication at all for it having this EFF?
Or that the Vault Suits become essentially a collectors' item even while you were still in Goodsprings?
Well fret not, if you were just as bothered as I was, this Uniquely Balanced overhaul is just what your (presumably new) game needs!
Within this overhaul Vault Suits may demonstrate unique identities such as that of Vault 22 or 34, and even have their EFF upgraded after completing the quest Suits You, Sarah. It's mostly just a CHA bonus, but for the classic Vault 21 suit they get a little bonus to match their vault, but more on that later.
To add to my Vault Suit rebalancing, I've also taken notice of two groups connected to it. The Security Vests from both Vault 34 and the Sierra Madre, as well as the entire Boomer set.
Check out my other Uniquely Balanced Variants:
- Uniquely Balanced Variants for Leather - Metal - Combat Armor
- Uniquely Balanced Variants for Mercs - Raiders - Khans - Kings - Powder Gangers
- Uniquely Balanced Variants for Brotherhoods - Followers - Enclave Outfits
- Uniquely Balanced Variants for NCR - Legion - Marked Men
- Uniquely Balanced Variants for Wasteland - Republican - Cowboy Hats - Dusters
- Uniquely Balanced Variants for PreWar - Gambler - Formal Outfits
- Uniquely Balanced Variants for Sleepwear - Prostitute Outfits
- Uniquely Balanced Variants for Tribal - New Canaanite Outfits
Requirement
- This goes without saying, but for the edits that tackle the Security Vests, you'll need the Dead Money DLC.
- The Vaultsuits edit also includes one for the Armored Vault 13 Jumpsuit from the Courier's Stash.
Installation
You can just install this with your mod manager or manually place it in your Data file in your game's root directory. Like my other UBV mod, It's a very basic .esp file.
Note:
- As this mod only affects Vanilla and DLC armor stats, it should be compatible with just about anything so long as it doesn't manipulate the specified armor.
- If you load it above YUP or any other mods that alter these specific armor, expect it to not have any changes.
There is a main file which consists of all 3 major edits.
There is also an alternative FNV Vanilla Hat Fix patch if you prefer for hair to clip through your helmets.
And if one of them doesn't interest you for whatever reason, you can simply download one of the optional ones that contains a singular major edit.
Table of Contents:
Vault Suits
*The DT of most Vault Suits have also been increased to 1 as these suits are slightly more durable and protective than regular clothing in addition to being made of leather.
*Vault 3, 11, and 19 Jumpsuits are grouped under Normal Vault Jumpsuits, and all have a focus on giving you +2 Speech due to how most of these Vaults have democratic elements in them, and that Vault Dwellers usually have a more stellar reputation than most Wastelanders or Tribals.
*Vault 22 and 34 both have unique elements that replaces its +2 Speech.
*Vault 22 is a Vault dedicated to the research of botanical studies, as a result it gets +2 Science.
*Vault 34 is an experiment Vault with a focus on a gun centric culture, giving them +2 Guns.
*Vault 21 jumpsuits are unique in that they share the +2 Speech of Normal Vaultsuits, but due to how you start with one, I couldn't just give you its unique EFF to properly reflect Vault 21's identity. So I compromised.
*Once the quest Suits You, Sarah has been completed Vault 21 Jumpsuits get its +1 LUK. I'd wager this would be far enough in the game for it to not hurt the game's progression, and that it'd be a nice LUK boosting item to have if you don't have anything else yet while on the Strip.
*Completing Suits You, Sarah also gives most Vault Suits +1 to CHA.
*In the case for Vault 21 Jumpsuits, their +2 Speech is replaced to help keep balance with other Vaultsuits.
*The Armored Vault 13 Jumpsuit is combat focused, giving it both +2 Guns and Melee Weapons.
*The WGH of the Armored Vault 13 Jumpsuit has also been reduced to 5 to represent how light it actually should be.
Normal Vault Jumpsuits:
- DT: 0 > 1
- VAL: 6 > 30
- EFF: [Speech +2, Melee +2] > [AGL +1, Speech +2] + Quest Bonus:[CHA +1]
- DT: 0 > 1
- VAL: 6 > 30
- EFF: [Speech +2, Melee +2] > [AGL +1, Speech +2] + Quest Bonus:[CHA +1, LUK +1, Speech -2]
- DT: 0 > 1
- VAL: 6 > 30
- EFF: [Speech +2, Melee +2] > [AGL +1, Science +2] + Quest Bonus:[CHA +1]
- DT: 0 > 1
- VAL: 6 > 30
- EFF: [Speech 2, Melee +2] > [AGL +1, Guns +2] + Quest Bonus:[CHA +1]
Vault Lab Uniform:
- DT: 0 > 1
- VAL: 6 > 40
- EFF: [Science +5] > [AGL +1, Science +5, Medicine +2]
- DT: 0 > 1
- VAL: 10 > 60
- EFF: [Lockpick +5, Repair +5] > [AGL +1, Repair +5, Lockpick +5]
Armored Vault 13 Jumpsuit:
- VAL: 70 > 85
- WGH: 15 > 5
- EFF: +[AGL +1, Guns +2, Melee Weap +2]
Security Vests
*The Vault Security Armor doesn't strike me as somehow more protective than Combat Gear, so it has its DT reduced to 15.
*The Armor also seems like it could help support energy weapons capabilities, so it gets +2 Energy Weap.
*The Security Helmets in general have their HP increased by 5 to be more durable.
*The Vault 34 Security Helmet is similar to riot police gear, due to this it has +1 PER and +2 Melee Weap. It also has a Set Bonus that gives it +2 Speech for authority purposes.
*The Sierra Madre sets are essentially the same as the Vault Security set, however they boast better overall stats and EFF.
*Sierra Madre Security Helmets both look to be more sturdy built than the Vault variant, giving them +3 and then +5 Melee Weap respectively.
*Sierra Madre Security Armor has the same EFF as the Vault variant, but has +1 DT more.
*As an upgraded version, the Reinforced variant has +5 in both Energy Weap and Guns, as well as +1 END.
*Both Sierra Madre helmets can get their Set Bonus with either the normal or reinforced variants, but not with the Vault Security Armor.
Vault 34 Security Helmet:
- HP: 25 > 30
- WGH: 3 > 2
- EFF: +[PER +1, Melee Weap +2] + Set Bonus:[Speech +2]
- DT: 16 > 15
- VAL: 70 > 75
- EFF: +[Energy Weap +2, Guns +2]
Sierra Madre Security Helmet:
- HP: 35 > 40
- EFF: +[PER +1, Melee Weap +3] + Set Bonus:[Speech +2]
- HP: 45 > 50
- WGH: 4 > 3.5
- EFF: +[PER +1, Melee Weap +5] + Set Bonus:[Speech +2]
- EFF: +[Energy Weap +2, Guns +2]
- EFF: +[END +1, Energy Weap +5, Guns +5]
Boomer Outfits
*Due to the Boomers being descendants from Vault 34, as well as their continued practice of their gun culture, they retain the +2 Guns of the Jumpsuits.
*The Boomer Flightsuit always struck me as an upgrade to the usual Jumpsuit, looking sleeker and all, so they get +1 DT and CHA.
*The Boomer Flightsuit and Jumpsuit now have a perk interaction with 'Heave, Ho!' and 'Demolition Expert'.
*Having the 'Heave, Ho!' perk will grant you a bonus +10 to AP, representing your skill in throwing explosives quickly and efficiently.
*Having the 'Demolition Expert' perk will grant you a bonus +2 to your Explosives, raising it back to the +5 I originaly gave the suits in the 1.0 version.
*I reasoned that these jumpsuits themselves won't raise your explosives skill unless you already have some decent knowledge in its field.
*The Boomer Helmet is essentially an aviators' helmet. So it gives +1 END to help protect against the elements more, and an extra +1 DT.
*I didn't really know what to represent the Boomer Cap with as it's essentially just a veteran's cap, so it gets +2 Speech.
*The Boomer Hat on the other hand is an officer's cap, giving it +5 Speech for a commanding presence.
*Both Boomer hat and cap now gives +2 Guns due to its connection to the military.
Boomer Helmet:
- DT: 1 > 2
- VAL: 8 > 24
- EFF: [PER +1] > [PER +1, END +1]
- VAL: 8 > 12
- EFF: [PER +1] > [PER +1, Speech +2]
- DT: 0 > 1
- VAL: 8 > 30
- EFF: [PER +1] > [PER +1, Speech +5]
Boomer Jumpsuit:
- VAL: 6 > 60
- WGH: 1 > 2
- EFF: +[AGL +1, Explosives +3, Guns +2] + PRK Bonus:[AP +10/Explosives +2]
- DT: 4 > 5
- VAL: 6 > 80
- WGH: 1 > 2
- EFF: +[CHA +1, Explosives +3, Guns +2] + PRK Bonus:[AP +10/Explosives +2]
*To tell the truth I've been sitting on a lot of these edits, just waiting until they seem appropriate to be released as a mod*