About this mod
This is a patch that overhauls things in A World Of (Less) Pain to be more appropriate for early and mid level play.
A high priority is placed on lore-friendliness and balance.
- Requirements
- Permissions and credits
-
Translations
- Spanish
- Polish
- Changelogs
- Donations
This is a patch that overhauls things in A World Of (Less) Pain to be more appropriate for early and mid level play.
A high priority is placed on lore-friendliness and balance.
Notable Changes:
- Most water in dungeons has been changed to be irradiated.
- All placed creatures and NPCs have been marked persistent, so they will no longer disappear.
- The Goodsprings Sewer now has a short quest associated with it. Additionally, a terminal with some notes has been added, and a footlocker may be found underwater in the large pool of water near a skeleton, which contains a skill book - however, the water is being electrified by a nearby faulty generator. The generator can be fixed manually with a skill check, or you can just blow it up with a weapon. Destroying the generator will result in all of the electric lights in the Sewer going out, and the doors will become electrified and open and shut/lock themselves randomly.
- The Canyon Station Utility Tunnels shortcut to central vegas has been blocked.
- Most early game dungeons have had their loot rebalanced.
- The Vipers' Lair entrance has been disabled, in favor of the More Mojave viper dungeon that's placed at the same location, which I like a little more.
- The Abandoned Vault has had a scripted sequence added, and it has been re-contextualized from being about wildlife and more about energy weapons.
- The Deathclaw Sanctuary has had radiation markers added to it. The unfinished section in the back has been properly blocked off.
- The SunnySet -> Cigarette Factory shortcut from the southeast to central vegas has been made unavailable.
- The Nipton Sewer security office can now be opened by repairing the nearby electric box. The keycard found inside is now a key, since it opens a gate. The military section that it leads to has more interesting loot. The worker key is no longer found in a locked toolbox, it's found in the open somewhere in the area.
- The Searchlight underground areas have more radiation. The Bomb Shelter has more weaponry in the security area. The Hangar's hangar area is now locked, has hostile turrets inside, and has two crates containing power armor that can be unlocked.
- The Greenblood Cave has a set of terminals, from which research data into cazadores can be collected. Once all five have been collected, the main terminal in the work area can be used to compile the data, which grants a perk that offers +25% crit. chance and damage against cazadores.
In addition to these changes, many small adjustments have been made to inventories, lock levels, etc.
Requirements:
JIP LN, xNVSE, Johnny, the usual stuff.
A World Of (Less) Pain
Installation:
Regular installation.
Not compatible with a mid-game installation.
Patches:
A small TTW patch is available. All it really does is swap some item placements and inventories to TTW items which are better suited for their location. It can be skipped if you don't want to bother.
Limitations:
I wanted the electrified doors in the GS Sewer to shock you if they hit you, but doors can't check for the refs that they contact, so I couldn't do that without a bunch of annoying workaround stuff.
The electric box in the Nipton Sewer doesn't show an activation prompt when you look at it. Not sure why this is, as it's model does have collision, which is the criteria for whether an activator should show a prompt as far as I'm aware. You can still fix it if you just hit activate while looking at it.
Questions:
Un-cut ___ dungeon, weapon, etc.?
No.
AWOP is supposed to make the game harder, why rebalance for lower level gameplay?
I want a cohesive experience that fits in naturally with the game, in a lore and balance friendly way. There are still very dangerous areas, and many of them can be accessed at any time.
TTW Version?
Here.
Permissions:Do whatever.
Credits:
Thanks to DiegoNom for helping to write the Goodsprings Sewer notes!
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.