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  • Rags To Riches

    This mod is part of an ongoing project to raise awareness of underappreciated areas of Fallout.
    The philosophy is simple; if I think more could be done with a part of the F3 / NV world, I'm gonna do something about it.

    Currently, this series has 7 entries

    Canterbury Commons : Overhaul, new shops, new storage, new people
    Clipboards : finally makes them useful
    Coffee : New recipes, A pre-war Government Agency, unique fast travel, new enemies, new companion
    Couriers : re-join the order of Couriers, new access option, 
    Fairfax  : Complete re-invention, locations, enemies, quests, NPC's
    Fort Independence : Overhaul, new companion, Outcasts united
    Wine : New (side) effects, A Secret Society, A Unique Weapon...

  • Why You Ask

    Because!

    This overhaul to Dead Courier's Stash is just a small project I wanted to do to distract myself from the larger projects I'm working on at the moment.

    R2R-TCK adds a secondary layer to the original mod, inviting the player to make decisions regarding their former life as a courier.

    Karma, Perks and player choice are all used in the interactions, helping to determine the level of bonus the player will receive.

    This will be the ONLY version, barring bugfixes of course.
    With that said I may produce compatibility patches for a few key mods (if I have time and there is enough interest)...

  • Jakes Mojave

    Jakes mojave adds a few npcs at the moment only a few of the npcs added with this mod have dialouge right now though some of the content is meant to be for another mod called functional post game ending or something like that and for the yesman ending for it to add more content though...

  • World

    World:

    Timescale has been slowed by around 50%.
     Feels much more natural, and does not seem to have any ill-effects as previously thought.


    Hardcore need rates have been adjusted to be more impactful without requiring micro-management. 
     More interactive of a gameplay mechanic now.


    Karma has been tweaked on many NPCs to be more similar to Fallout 3. 
     Most NPCs are neutral, Legion are evil, very few NPCs are good. Karma values for murder/killing now mirror Fallout 3. Grave robbing also costs Karma. Overall, good Karma will be a lot harder to come by.


    Purified water is now a much more extreme rarity, all water sources have some radiation. 
     Lake Mead...

  • Combat

    Combat:
    Lots of work has gone into making combat feel more deadly, without getting into one-shot one-kill territory, as that would invalidate many of the other balance changes and make permadeath feel unfair.


    Player damage has been standardized at 1x multiplier regardless of difficulty.
     Keeps things fair regardless of difficulty, so the player no longer wins any fight as long as they strike first.


    Enemy damage is as follows: 1x on Very Easy | 1.5x on Easy | 2.0x on Normal | 2.5x on Hard | 3.0x on Very Hard.
     Sort of similar to Fallout 4 Survival Mode, provides a nice amount of lethality in my opinion. 


    Combat styles have been tweaked to mimic Vicious Wastes - Difficulty Rebalance.
    ...

  • Companions

    Companions:
    It's no secret that companions are more-or-less a cheat code in vanilla. I wanted to find unique ways of balancing them without making them useless. Charisma affecting party size and changes to companion perks were covered in previous sections. Here's the other stuff: 


    Companions now require ammo to use their ranged weapons, including Ed-E who requires Energy Cells.
     Probably the single best change for making companions less of a cheat code.
    Companions will draw/holster their weapons with the player.
     More of a quality of life thing.
    Companions no longer automatically heal after combat. To help balance things, a couple additional changes have been made: Healing via doctor will also heal companions, and com...

  • Weapons - Armors - Equipment

    Weapons:

    DLC weapons have been integrated where logical. NCR Troopers will occasionally carry Battle Rifles instead of Service Rifles, Raider-type enemies will carry 5.56 Pistols and .45 Pistols, "special" troops will carry Automatic Rifles and Shoulder Mounted Machineguns, etc. 
     Gives some much-needed weapon variety to lots of enemies, these DLC weapons are also lots of fun and deserve more attention. 


    Vanilla weapon lists have been greatly overhauled to provide more variety within enemy types. 
     Legion Troopers now have a greatly expanded melee weapon pool, Fiends won't always use Varmint RIfles/Cowboy Repeaters/Caravan Shotguns, etc.


    "GRA" variants of common weapons have been integrated into their...

  • Economy and Loot

    Economy:
    Taking inspiration from SITE - Simple Item TTW Economy for NV, item values have been drastically reduced to be more in-line with Fallout 3. This creates a much more interesting economy - the player can't just get rich quick by selling looted weapons/armors. Instead, quest rewards and investing in Barter are much more important. Even though item values are drastically reduced, it doesn't necessarily mean that buying items is any easier. Caps are less prevalent overall and you will not get fair prices without a reasonable Barter skill. Vendors also have much fewer caps, again a-la Fallout 3. Their inventories have all also been adjusted by hand to fit in with the rest of the economy changes. 

    In addition to that, here are the other notable changes: 

  • Perks and Traits

    De-Leveled Perks:
    Sticking with the theme of de-leveling, perks no longer have level requirements. This allows for more intense specialization right off the bat, making the early game feel less generic (especially if you are playing permadeath!). To balance this, SPECIAL/skill requirements have all been adjusted. 

    Perk/Trait Changes:
    Nearly every perk in the game has had some form of change, and many new perks have been added. I've taken lots of ideas and inspiration from mods like PerkOut, PerkPackPlus, Sweet Perk Overhaul, and CCO Perks - Slimline Version. Below is a list of every Perk/Trait in the game, and what (if any) changes were made. 

    Green text: Buff from vanilla
    Red text: Nerf from vanilla 
    Yellow text: Added requirement o...

  • Leveling and Character Progression

    A De-Leveled World:
    Possibly Requiem's most famous change is de-leveling and decentralizing the world from the player. No longer are higher level enemies and equipment gated behind the player character's level. The same set of enemies and equipment will spawn whether the player is level 1 or 50. NPCs that previously leveled with the player have all been looked through and given appropriate levels based on their skillset and background. The only exception to this is companions, which level with the player up to level 50 to keep them relevant throughout the entire game - but we will take a lot more about companions later. Now, de-leveling New Vegas is quite a bit different than Skyrim, as there aren't defined equipment 'tiers' and there aren't leveled quest rewards or placed items. Cre...

  • New Stuff update

    Version 3.0.7
    New! Stuff both versions updated
    40mm Grenade, Dart say hello to 50 nails feel the sting of the hornets
    40mm Grenade, Duplex ever wondered what happens when you cram 2 25mm grenade Charges in a special 40 MM projectile Double the fun
    40mm Grenade, nest 18 22LR in a adapter I know it's not a real cartridge but there is a civilian adapter That does the same thing It's for fun
    minor tweaks
    12.7mm Round, Incendiary fixed spacing on name

    ...

  • This new melee combat mod will have you booting up Fallout: New Vegas again

    https://www.digitaltrends.com/gaming/close-quarters-combat-mod-fallout-new-vegas...

  • Remaster of my new Vegas version for those who don't wanna use TTW

    After a long Wait the new Vegas version has returned  forwarded all fixes that don't pertain to TTW all the new recipes and added custom weapons made by me

    remember to track my mods ...

  • Load order

    If you're using VNV you can place the main ESM dead last and the patches above your lod patches. Shouldn't be an issue for anything else given the very light edits. If you have a massive modlist I hope you know how to use xEdit....

  • Why

    Weather mods are loaded last in the Load Order, and normally add or modify Climate and ImageSpace records, and then overwrite worldspace records (such as WastelandNV, or in Wasted Return of LOD case, MegatonWorld) to change the CNAM and INAM records on them (Climate and ImageSpace respectively) (ParadiseFalls worldspace is not affected in Wasted Return of LOD by this since it has no Climate nor ImageSpace).

    Unfortunately, doing so also overwrites the other records in the worldspace, including what Wasted Return of LOD mod scopes to change: its flags. Specifically, Wasted Return of LOD just enables the "use LOD data" flag in MegatonWorld and ParadiseFalls worldspaces. It is that simple, forreal.

    Since Wasted Return of LOD mod contains an .esm, it will ...