After War Nevada by Jodwig

Version: v2.6.4d



Date: 05/04/2017



Status: So, shit has hit the fan yet again and final update goes on hiatus, since I won't have time nor willpower to finish it in the upcoming days. Sorry about that. I might tweak it from time to time during hiatus period, but at the moment I have no idea when it will come out.

Upcoming Project



If anyone is interested about my upcoming game made in Unity, then you should follow its Facebook fanpage

(just remember to change fanpage settings to "See First", since Facebook cut range of my fanpage to like 5%-10%):

https://www.facebook.com/UndyingEvilTheGame/



And check website once it's up (currently down):

https://undyingevil.com/



Both fanpage and website are currently empty, but I will fill them with game info and progress over time.



It's gonna be "Online Fantasy 3D Action H&S Zombie Dungeon Crawler with RPG elements" that allows up to 4 people to play together, and same as in AWN, you will have tons of character builds and playstyles. If anyone is interested about my upcoming game made in Unity, then you should follow its Facebook fanpage(just remember to change fanpage settings to "See First", since Facebook cut range of my fanpage to like 5%-10%):And check website once it's up (currently down):Both fanpage and website are currently empty, but I will fill them with game info and progress over time.It's gonna be "Online Fantasy 3D Action H&S Zombie Dungeon Crawler with RPG elements" that allows up to 4 people to play together, and same as in AWN, you will have tons of character builds and playstyles.

Details



SHORT DESCRIPTION (aka TL;DR):

After War: Nevada is a Complete Overhaul Mod on which I worked alone for 2

years before

releasing it and now I’m still expanding it for over 2 years, so it is summary

of my 4+ years of slacky, but still kinda hard work. So, It's ridiculously

enormous mod, which aim was to take elements from the best post-apo RPG

games (classic Fallouts) and from the best post-apo FPS games (Stalker series),

while

changing and rebalancing EVERY single aspect of the game, so things like:

weapons, ammo, armors, food, alcohol, chems, misc items,

companions, NPCs, creatures, loot, crafting, spawns, vendors,

resistances, implants, poisons, economy, stealth, game mechanics, etc. etc.

WHILE adding a lot of new stuff at the same time: 30 alternate starts (classes)

with unique starting places, perks and gear; perks for increasing skills and

choosing tags, over 250 overhauled weapons, and over 250 (350 with ranks) perks

and 30 traits in total (vanilla F:NV had around 130 weapons, 90 perks and 10

traits, so you see the picture). It adds much, much more of the other

features, too many to write all of them down here. Player now has endless

number of character builds and gameplay

styles. Also, the game is harsher, more challenging and forces player to use

his brain, and difficulty levels also got tweaked, so there are major

differences between Hard and Very Hard. Just give this mod a try and you will

never be able to play again

without it. Trust me, Fallout: New Vegas will never be the same!



For comparison how giant this mod is (info from June 2015):

Base AWN plugin has over 13300 edited records and weighs 6,5 MB,

while Project Nevada with its 4 plugins loaded has over 2200 and 1,6 MB,

and FOOK with 2 plugins overwriting each other has 11700 and 6,4 MB.

So it's probably the biggest mod ever created for FNV by a single person!

But fear not, quantity came out on its own after 4 years of work.

I can assure you that quality stayed at its finest, since I'm a perfectionist :)



Quick mod review by Caedo Genesis





Character Creation in v2.6.4





First 10 mins of gameplay on the very first version released (v1.0.0)







I put my heart and my soul into this mod, so if you enjoyed it, then please

spread the word, so even more people can try it out :)

Also, all feedback, bug reports and criticism are more than welcome!







DETAILED DESCRIPTION:

Player’s customization is one of the most important things to me, so I wanted

to give player as much freedom and as many ways to build his character as possible,

so he can play however he can imagine. And I know that this mod is incompatible

with like 90% of other mods on the Nexus, but it’s so big and takes care almost

of everything that you don’t really need 100 mods in your load order to still have fun.



Weapons

There are twice as many weapons now (over 250 weapons) and all of them got

rebalanced from scratch. They are deadlier and their stats are more or less

based on their real world counterparts. Every weapon is different and their

stats vary. Some are stronger, but slower, other more accurate, but weaker,

some get bonus to critical chance or limb damage and so on. All weapons use tier

system now, but about that I'll write below. Weapon’s stats can be checked

in Pip-Boy by pressing the Q key. Weapon can jam, what can make a

difference between life and death sometimes, so keeping your weapon in a good

condition is crucial. Weapons also have been divided into many types, like

Assault Rifles or Carbines for example. Assault Rifles have better accuracy and

are heavier, while Carbines don’t get penalties in interiors etc. Also, all

Assault Rifles and Carbines are fully automatic now, and automatic weapons deal

low damage compared to other weapons, but thanks to their high rate of fire

they excel at DPS (damage per second). Sniper rifles, on the other hand, have

really good damage and accuracy, while their slow rate of fire and small

magazine size make them bad choice for close quarters combat, but excellent

for sneak kills and long distance combat.



Ammo

There are more than 150 ammo types (including DLCs and with many types removed,

like for example .22 LR), from classic HP and AP to depleted uranium. Every

ammo type has unique stats (including standard ammo), ammo caliber affects limb

damage, and there’s ammo for every occasion. Hollow point massacres unarmored

targets, armor piercing is a must against armored targets, full metal jacket

works best against lightly armored targets, surplus is a cheap, low quality

ammo, and so on. Enemies use different ammo types, too.



Tiers & Mods

Weapons and armors use Tier system now, which consists of 5 Tiers (T1-T5) and 5

Unique Tiers (U1-U5). Tier system affects weapon mods that can be installed

and effectiveness of weapon and armor Repair Kits. All weapons (including uniques)

can have up to 3 weapon mods installed. Weapon mods are bound to weapons’ Tiers,

so T1 damage mod can be installed on the T1 or U1 weapon only, and so on.

Of course, you can’t install whatever mod you want in every weapon. For example,

N99 10mm Pistol (T1) can only have silencer, accuracy and ammo T1 weapon mods installed.



Accuracy & Recoil

Auto aim has been totally turned off, so your chance to hit a target depends on

your perception, perks, weapon skill and especially weapon’s spread. Every weapon

also has recoil which is affected by weapon’s stats and type, and by player’s stats, perks

and skills. Stuff like moving, crouching or aiming also affects weapon’s accuracy and recoil.



Armors &Resistances

There are more than 80 armors and 50 helmets, all rebalanced and using the new

resistance system inspired by classic Fallouts (Normal, Laser, Plasma, Fire,

Electrical, Radiation) in addition to DR and DT. You will encounter enemies

with different resistances, so using only one damage type may make the game

hard at times, but same goes for the player, since he will encounter enemies

with different weapons and will find armors better against certain damage types,

further making room for tactics, planning and adding variety and uniqueness to

the game. Creatures also use that resistance system, for example Feral Ghouls

are very resistant against Normal and Electrical attacks, but are weak against

Laser and Plasma attacks, and especially against Fire. Heavier armors give

penalties to agility and their big weight makes it almost impossible to sneak.

Armors give low damage threshold and are more oriented about percent values, making

even light armors useful, and preventing player from the god mode in heavier armors.



Combat

Combat is much deadlier and faster when compared to Vanilla. Recoil and dodge

chance are added, and moving, running, sprinting, crouching and aiming all have

big impact on player’s accuracy, recoil, dodge chance and chance to be hit by

enemies. Crouching, aiming and not moving will greatly increase player’s

accuracy, but will reduce player’s dodge chance and increase enemies’ chance to

hit and to even score a headshot. Player has to think, use tactics, plan before

engaging enemies, use grenades, mines and various ammo types, conserve ammo and

consumables. Player also got Sprint and Bullet Time to help him in combat in

addition to V.A.T.S. which got carefully balanced as well and allows good

sniper to score headshots from really long distances, but none of them are

abuseable, they more like “super powers” which cost AP. All weapons and armors

have their advantages and disadvantages in various situations. Most

explosives have a knockback chance, depending on their base damage, and

dynamites and molotovs can be caught and disarmed before they explode. Body

part damage of all creatures, NPCs and even player got adjusted, so now it

actually matters what part of the body is hit and every character has weak

points. Headshots can deal even up to 300% damage, while in some cases hitting

creatures’ limbs can deal only 25% damage. Max possible vision and distance for

NPCs and creatures to react have been doubled, so they no longer stay idle if

player shoots at them from longer distances, and open gun fights can attract

other enemies, making silencers useful not only for sneak kills. Combat just

has much more to it.



Alternate Start

On the beginning player is asked if he wants to use the alternate start

feature, and if he presses yes, he gets teleported to a small room where he

creates his character and gets to decide whether he wants to play with Hardcore

Mode and Wild Wasteland enabled, and then he chooses his class. Player can

choose from 30 classes, each with unique starting location and perks, bonuses

and penalties, or even with its own friends and enemies. Player gets to choose

his starting gear (which also depends on the class he chose). Perfect for

roleplaying and for people who wanted to start as a member of a desired

faction, like BoS, NCR or even Fiends.



S.P.E.C.I.A.L. Stats

All stats got total revamp and they all are important and matter now. They

affect many aspects of the player and are required for better perks which have

high requirements:

Strength – Affects melee weapons skill, carry weight, startinghealth, damage of unarmed and melee weapons (especially with

two-handed weapons), recoil (especially with heavy weapons), V.A.T.S. accuracy

with throwing weapons, throwing velocity, required for using weapons.

Perception – Affects energy weapons, explosives and lockpickskills, compass markings number and range, max possible accuracy,

recoil (especially with sniper rifles), V.A.T.S. accuracy and engage distance.

Endurance – Affects survival and unarmed skills, poison andradiation resistance, starting and per level health, healing rate, rad

absorption, limit of chems, alcohol and implants, addiction chance, sprint duration.

Charisma – Affects barter and speech skills, companion limit,companions’ damage and armor, prices, caps for starting gear.

Intelligence – Affects medicine, repair and science skills,skillpoints per level, tagged skills, damage, hacking efficiency.

Agility – Affects guns and sneak skills, action points and APregen, dodge chance, sneaking, melee and unarmed attack speed

(especially with one-handed weapons), speed of moving, sprinting, weapon swapping and reloading,

fall distance and jump height, lockpick efficiency.

Luck – Affects all skills, dodge chance, critical chance (especiallywith unarmed and melee weapons), critical damage, sneak

damage (especially with U&M weapons), getting critically hit,

breaking a lock and lockpick, bonus loot, gambling.



Perks & Traits

Player can choose up to 2 traits on the beginning and gains perk every 2

levels. Amount of perks and traits to choose from have been tripled and

quadrupled. Yep, that’s right, player can choose from over 270 perks and 40

traits, compared to 90 and 10 in Vanilla, while many perks also consist of few

ranks. Of course, all DLCs are supported and they bring even more perks and

traits. Also, same as in weapons’ case, everything got rebalanced from scratch,

so no overpowered or totally useless perks and traits. With so many perks and

traits to choose from, player can customize whatever way he wants and they

won’t make him immortal. Better perks require higher level, stats and skills.

There are even high level mastery perks which require 10 points in a SPECIAL

stat and provide big bonuses.



Skills & Tags

Skills more or less stayed the same, and just as stats, they are required by

many perks. Player doesn’t gets many skills points per level, so he can’t max

out all of his skills and has to specialize in few. Tagged skills got some

importance too, since they double skill increase for each point spent on them.

Combat skills like guns, energy weapons and explosives increases effectiveness of the

corresponding weapons. Same for unarmed and melee weapons skills, but they also

boost defenses. Barter affects selling, buying and repair prices. Repair

increases effectiveness of repairing your gear, but also affects rate at which

it decays and is required mostly for crafting ammo for guns. Science is

required for hacking terminals and crafting energy cells. Sneak typically

affects sneak efficiency and pickpocket chance. Speech is pretty much the same.

Survival affects food, poison and tribal healing efficiency and allows player

to craft them in addition to armors, it is responsible for obtaining resources

from plants and creatures, also it increases player’s resistance to poison and

radiation, and healing rate and rad absorption on top of that. But that’s not

all. Player also gets 1 perk for tagging and 4 perks for increasing each skill

(at 25 skill point intervals), so 65 bonus perks in total.



Sprint, Bullet Time & V.A.T.S.

Well known by everyone Sprint and Bullet Time are here! They both use

action points in addition to V.A.T.S. or as an alternative for people not using

V.A.T.S. at all. Sprint can help you to run from ferocious creatures, or help

melee character to get near their victims or try knocking them down, while Bullet

Time slows down the time, allowing you to aim more precisely and giving more time to

react, but also increasing your accuracy and dodge chance. V.A.T.S. is also

more useful, but not as broken as it was in Vanilla. All these features got

balanced to not be the game breakers, but more like helpful tools. Though

player can still make them better with stats or perks, and specialize to rely on them.



Sneaking & Detection

Sneaking got a total rework. Player not specializing in it will have a hard

time using it smoothly, because NPCs’ detection got boosted and it depends on

their perception stat, so player needs to avoid their sight. Lighting also has

a big impact on sneaking, so sneaking during the day or while being next to the

lamplights is almost impossible. Same goes for sounds; player moving or running

makes a lot of noise, especially in everything heavier than a light armor. NPCs

will look for player longer and will cover bigger distances, and they gain

boost to detection while alerted and will try calling their friends for help.

Silenced weapons don’t remove sounds totally, so using them in close

distance will also alert enemies, not to mention muzzle flash. Dying

enemies also make noise (screaming, body hitting the ground). Shoot a not

silenced weapon in a building and everyone will be coming for you. Weapons with

bigger calibers make much more noise than these with smaller ones, while

unarmed, melee and throwing weapons make even less noise than silenced guns.

Also, silenced weapons deal less damage and their projectiles have lower

velocity, unarmed and melee weapons got bonus sneak damage, while throwing

melee weapons also deal bonus damage against humans.



DodgeChance

Players, companions and even enemies have dodge chance, modified by agility,

heavier armors, perks, moving, sprinting or even by unarmed and melee skills.

Dodge chance is capped at 90% and ignores damage on a successful roll. It is designed for

lightly armored and mobile characters. Lightly armored enemies depend on dodge

chance, so sometime don't be surprised, if they miraculously don't take any damage.



Lockpicking & Hacking

They got reworked into something like in the classical RPGs. If lock or

terminal is locked and player wants to pick lock or hack it, he makes a roll

based on his skills, stats and perks, and he can unlock, fail or even brake the

lock/terminal, with the chance of also breaking a lockpick even if successful.

There are 2 types of lockpicks, both for lockpicking and hacking, so 4 in total.

There’s an optional plugin which restores Vanilla lockpicking and hacking

minigames, for people who really hate this feature.



Companions (further expanded in v2.6.5)

There are 2 new companions - Sunny Smiles and Jacobstown Marcus. Also, all

companions got some love. You can recruit up to 4 companions with 10 Charisma

points, and up to 6 with perks. Every companion uses ammo, has their favorite

weapon type, tags, starting perks/traits, abilities and unique SPECIAL stats,

which matter and make a difference now. They also can use various chems

during combat and they are damaged by radiation. Everything can be checked

in the Pip-Boy’s Perks tab. I'm also thinking of giving them perks every 5

levels in v2.6.5, but we will see about it, coz it requires some work.



Difficulty Settings

As in Vanilla, there are 5 difficulty settings - from Very Easy to Very Hard,

but they are no longer as plain as they were in the Vanilla. They affect

player’s radiation and damage taken (not damage dealt), his accuracy in

V.A.T.S., recoil, primary needs, gear decay rate, AP regen and NPCs’ detection

and accuracy. So playing on Hard actually feels like the game is harder in overall,

and not artificially harder that you have to spend 2x more bullets to kill an enemy.

Take a note that AWN on Normal is already much harder than in Vanilla, so if

you have to change difficulty settings to Easy or even Very Easy, don’t be

ashamed of yourself, there are 5 difficulty levels for a reason.



Crippled & Damaged Limbs

Crippling limbs have much more drastic effects now. Player with crippled head

or hand will have hard time aiming and fighting, while crippled legs will

prevent him from sprinting and will greatly reduce his movement speed. Also,

player gets penalties for having damaged limbs (50% condition or less), and if

player’s Health is less than 25% or 10% (his heart starts beating). Healing rate

slowly heals limbs over time, but can’t heal crippled limbs.



HealingRate & Rad Absorption

In classic Fallouts player was healed overtime based on his endurance, and so

I added it back, together with rad absorption. Healing rate restores health and

heals damaged limbs, but will weaken if player is badly injured and it won’t heal

crippled limbs. Rad absorption removes rads over time, but gets weaker the more

irradiated player is. Both of them can be increased by endurance, perks or implants,

and even by Primary Needs (hunger, thirst, sleep) on Hardcore Mode. Sleeping

no longer heals the player, but healing rate and rad absorption work during sleeping.



Radiation

In Vanilla, there was hardly any radiation and no need for Rad-X nor Rad

Away, so instead of adding radiation to random places and altering all current zones

(it would take me years to do that), I increased radiation on food and added

radioactive auras and attacks to many creatures. Player doesn’t get any

symptoms from radiation sickness until he reaches 200 Rads, then his stats are reduced,

takes damage over time and starts glowing. His symptoms become more severe

for every additional 66-67 Rads. All NPCs’ can't be irradiated, but they are

damaged by the radiation instead.



Poisons & Diseases (Diseases will be added in v2.6.5)

Poison resistance is much more important now, because creatures' poisons are

much deadlier. Without high poison resistance or antidote, player is as good as

dead against poisonous creatures like radscorpions or cazadores. Same goes for

player’s craftable poisons, they are much deadlier and few new types were added

as well. Player is able to catch various diseases while being close to

creatures. Diseases are long term penalties which can even lead to the death,

if not cured. Diseases can be cured by doctors and by antibiotics. Chance of

catching the disease depends on player’s poison resistance and gas mask

(diseases come with my own recorded coughing sound :P).



Implants

There are more than 30 implants (even more with the DLCs) with the new implant

system. They are like normal consumable items in the inventory which can be

used to add a perk. You can either buy or loot them, and different factions

have different implants for sell, so you might not have access to all of them.

They can increase your stats, resistances, speed, AP regen, healing rate

or even give you the night vision. One implant can be installed

for each endurance point and you can't install the same implant twice.



Food, Chems & Addictions

More than 230 balanced items, from food and drinks to drugs and scavenged from

plants and creatures resources. Food no longer heals on Hardcore Mode and

stimpaks no longer heal limbs on non-Hardcore Mode, and almost every healing

item heals over time. Player can get drunk and alcohol removes radiation. Both

alcohol and chems have overdose limit, depending on player’s endurance stat

which determines how many of them he can use before overdosing and losing

consciousness. Addiction chance has been added to many chems, including

stimpaks and healing powders. Using a chem when player got addicted will

prevent withdrawal effects for a long period of time. New chems have been

added, like Adrenaline or Voodoo. Most chems use phase system (like in classic

Fallouts) which makes their effects weaker over the duration, so Psycho or Jet

won’t be as effective after 1 minute as they were the moment player used them.



Primary Needs

They refer to eating, drinking and sleeping, and they still require Hardcore

Mode to be enabled. Player gets hungry, thirsty and sleepy much faster and there are

many factors affecting it, making this system much more complex than it used to be.

For every 66-67 points of Hunger/Thirst/Sleep Deprivation player gets worse

effects. Below 200 points effects are positive instead, while above 200 they

become more and more severe. Player has to always carry with him something to eat

and drink, while player’s carry weight has been drastically reduced, and most of the

food and drinks are irradiated. Armors, outdoors, sunny days, combat, sleeping,

difficulty settings and perks affect how fast you get hungry, thirsty or sleepy.

Also, Food Sanitizer is back!



Hardcore Mode

On HC mode ammo has weight, companions can die and you have to eat, drink and

sleep. I recommend playing on HC mode. I rebalanced the game for both game

modes, with HC on and off, but I still had HC mode mainly in mind when doing

everything, and HC turned off will make game easier and less survival-oriented.

Well, it’s your choice.



NPCs

Loot and stats of all NPCs from all factions have been rebalanced. They are

more deadly, accurate and tougher (but they aren’t bullet sponges). They use newly

added weapons and armors as well, so you will see a lot of item variety on

them. They use special ammo types now, meaning that you can meet raider with a

gun loaded with armor piercing rounds, so your armor can go to hell with that

(well, to some point at least) and no more Rambo mode in the power armor. Their

accuracy and vision lowers drastically the later it gets, so player is no

longer at the disadvantage during the night, but it's still a double-edged sword,

since player gets its own penalties to the vision and accuracy. Their AI got

boosted a bit and they are more likely to use ranged weapons at distance

and switch to melee at close range. Unlike in Vanilla, NPCs get combat skills

until level 40, so end-game enemies will be more accurate and deadly than

early- or mid-game enemies (in Vanilla all NPCs had already maxed out combat

skills by level 10).



Creatures

Not many new creatures were added, but as mentioned earlier, creatures are

resistant to various types of damage, and they are also faster, tougher,

stronger and every creature gives different amounts of XP, so player is

rewarded for killing stronger creatures, just as it should be in every RPG.

Player can get irradiated just by being near some of them or even catch a

disease if unlucky, or if he lacks a gas mask. Most creatures aren’t super

aggressive and don’t attack on sight, but will attack if player gets too close

to them. Their body parts can be valuable resources, if player is enough skilled

in survival to acquire them.



Spawns aka Levelution System

Level scaling has been removed (only companions scale together withplayer’s level)

and spawns use something what I call Levelution system which increases chance of

encountering stronger enemies, instead of increasing their level and giving

better gear to the same NPCs. So how does it work? Let’s say that level 1

player encounters a raider spawn, he has 60% chance to encounter weak raider,

30% chance for medium raider and 10% for hard raider (of course hard raiders

have better gear and are stronger, but if that type of raiders was meant to be

weak, then they won’t miraculously have high tier weapons), but if player on

level 10 encounters the same raider spawn, he will have 30% chance for weak,

40% for medium and 30% for hard raider spawn. There will always be the chance

for encountering weaker enemies as well, while stronger enemies won’t be walking

tanks. That way weak bandit groups will stay weak, while players on higher

levels will still get a bit more of a challenge and have more fun with lower

level spawns. Also, low level players will still have a chance to encounter

stronger version of enemies, but they can forget about killing super mutants

or deathclaws on early levels.



World Repopulation

Many locations got repopulated and fortified (that also includes DLCs), so more

citizens, guards, patrols and even dogs, turrets or mines in various locations. Wiping

out Jacobstown or NCR Correctional Facility won’t be a walk in the park

anymore, and even the gun fight in the Goodsprings got its rework.



Vendors & Economy (further expanded in v2.6.5)

Traders have cutthroat prices, selling items doesn’t give much caps and buying

is expensive, but traders are stocked with goods, meaning that usually you can

get what you need at proper merchants, as long as you have money, of course.

Also, the better stuff the merchant has, the more he charges for everything,

while poor merchants and small shops will offer better prices, but they will

have less money and worse stuff to sell. And same as enemies, level scaling

from vendors’ items has been removed, so player can buy top gear regardless of

his level, but he has to afford the money for it and to keep it maintained and

supplied with ammo. More NPCs can repair your stuff and they have various repair skills,

meaning that some can repair your gear only to 20% while others can do it even up to 100%.

Player’s reputation with the faction also affects prices. Amount of caps player can win

by gambling also got greatly reduced. With values and weight on all items

adjusted, much harsher prices compared to Vanilla and nerfed gambling, getting

rich is very hard and money are usually just enough to cover the expenses

without having much left for yourself. In other words, economy is more

survival-oriented. In v2.6.5 I'm planning on adding 3 shady merchants (aligned

with different factions) with unique and special loot.



Experience & Leveling

Required XP to level up is the same as in the Vanilla. I left it free for players to use

whatever leveling pace they want (use my XP mod, if you want to level up either slower or faster

?), but leveling is faster thanks to the XP

changes on creatures. Player starts on level 2, since early game is especially hard and annoying.

Each creature gives different amount of XP on death, and the stronger they are, the more XP

is rewarded, especially for bosses. So no longer same XP amounts for all enemies, and killing

deathclaws is actually rewarding. Also, level cap has been removed, so player can even

achieve level 80, if he really wants to. Though player gets more XP for killing in overall now,

achieving level 60-70 still should be a max for most of the players, including the DLCs.



Karma & Reputation

As in Vanilla, player has 5 karma types. From Very Evil to Very Good, but getting either

Very Good or Very Evil karma is much harder now. NPCs use only 2 karma types.

They can be either Neutral or Evil. Killing Neutral NPCs give player negative karma

and most of them aren’t hostile towards the player. Killing Evil NPCs doesn’t give

any karma, since they are usually hostile and player acts in self-defense, so that

doesn’t make him a good person. Faction reputations stayed mostly the same,

though some values and rewards were altered a bit, and now it actually affects prices

of the faction merchants. Piss of a faction and they will either give you worse

prices or won’t trade with you at all, but if they like you they will give you

a discount on their goods instead. Also, there's no option to reset your karma, so if

you make an NCR your enemy, it will stay your enemy until the end, no second chances.



Doctors

They charge you more for their services and now they can either restore your health,

fix limbs, remove radiation, cure addictions and diseases, or even heal your companions.

They are still cheaper and better choice than healing yourself with stimpaks and bandages.



Crafting

It didn’t get expanded much, but every single recipe got rebalanced.

Few ammo and breakdown recipes were added, with survival skill player can craft few

armors, and some food, chem and poison recipes were added as well. Not much new

stuff here, but vanilla recipes received a proper care, making crafting still useful.



Misc Helmet Effects

There are 4 special effects which can be found on helmets and they are - Night

Vision, Gas Mask, Flash Protection and Water Breathing. Night vision can be

turned on by pressing the N key. It consumes energy (ECP, SEC, MFC or fission

batteries), but gives player better vision at nights and removes penalties to

perception at nights and in interiors. Gas Mask protects from gas grenades,

gives bonus radiation resistance and reduces chance of catching a disease.

Flash Protection increases your PE during daylight and protects you from stun

and flashbang grenades. Water Breathing increases your poison resistance

and simply allows you to breath underwater.



Misc Items

All misc items (like empty bottles, syringes, scissors etc.) had their

value and weight altered, so player now can loot them in order to earn

some caps. But some of they are also more important in crafting.



Carry Weight

Weight has been changed from pounds (lb) to kilograms (kg), together with ALL

items in the game. Every single item (including caps) has weight now, except

for the quest items. Also, overall carry weight has been drastically reduced,

so player can’t hoard items endlessly and has to think what to take with him.

I'm evil, I know.



Playable Races

You can now play as a ghoul (which comes with its bonuses and penalties),

raider, default, adult, or an old one.



Backpacks & Bedrolls

They have been added as well. Backpacks increases player’s carry weight, but

reduces agility, movement speed and makes sneaking harder. They can be bought

from various merchants and they can be found usually on traveling merchants,

but not only on them. Player can also acquire a portable bedroll which allows

him to sleep wherever he wants.



Secret Stashes

This feature, like many others, is inspired by the S.T.A.L.K.E.R. series. Player can either

find or buy holotapes with info about the secret stashes. They are unlocked randomly

and not accessible until player uses the holotape, so player doesn’t know which stash

will appear and he can’t loot it beforehand. Their locations are described with hints

in holotapes and player doesn’t get a map marker which tells him exactly where to go,

while sometimes special gear and efforts are required to get to them. There are 31 of

them to discover in total - 16 small, 10 medium and 5 large. The bigger the stash,

the higher the difficulty of getting to it and better the loot, theoretically.



Weapon Mastery

Player gets better in the weapons he is using. There are 2 types of masteries,

One- or Two-Handed weapon mastery and weapon type mastery. Player gains

perks for 50, 150, 300, 500 and 750 kills (5 perks with 750 kills in total) with

various weapon types, like Pistols, Revolvers, Assault Rifles etc. And perks

for 100, 300, 600, 1000 and 1500 kills (5 perks with 1500 kills in total) with

either One-Handed or Two-Handed weapons, so player using Sniper Rifle will get

mastery in both Sniper Rifles and Two-Handed weapons.



AfterWar Nevada Guide

Player can access AWN Guide in his Pip-Boy’s Misc tab. There’s a lot of info

about various stuff, like mechanics, features, weapon types, companions etc.

I know it's still kinda outdated and lacking a lot of important stuff,

but I'm still expanding it.



Inventory Sorter

Aid tab in the Pip-Boy uses inventory sorter now. It sorts all kinds of

alcohol, books, chems, food, implants, meds, and so on.





Misc Features

There are also many, many miscfeatures which increase immersion, like eating human

food leads to shaking hands (Cannibal perk prevents it). Penalties to perception while

wearing sunglasses at night or in interiors (NPCs don’t get these penalties, so

fear not about your companions) or perception bonus from reading glasses based

on your base perception stat. Ammo and powder boxes being consumable items

instead which can be used whenever player wants. Killing too many people from

NCR or Legion makes player permanent enemy regardless of the player’s story and

main quest. Being able to catch and disarm dynamites and molotovs before they

explode. Reduced Knock Out chance against Super Mutants, Abominations, Robots

or Power Armors. Nightstalkers count as Mutated Animals. Most unique weapons

have to be found instead of bought, while some stuff can be bought from only one

trader, so destroying Silver Rush for example will prevent player from obtaining

some stuff. Some bonus dialogue choices from perks or alternate starts, like

choosing Gun Runner class and talking with Alexander from Gun Runners etc.

There’s much more of small details like that and bug fixes which I didn’t even mention.



Loading Screen Tips (will be added in v2.6.5)

Tips which appear during loading screens got updated to give players actual info about

AWN's changes and mechanics, instead of the outdated Vanilla ones which everyone

already read 1000 times and which is no longer true in the game. This way player can

always learn something new and useful about the AWN.



Plugins

There are 3 “main” plugins, but only one is actually required toplay.

After War Nevada is the main plugin and is required at all times.

Mini DLCs plugin is required if you are using Courier’s Stash and Gun Runners’

Arsenal DLCs and won’t work without them.

DLCs plugin is required if you are using the main DLCs (Dead Money, Honest

Hearts, Lonesome Road and Old World Blues) and it won’t work without them.



Optional Plugins

There are 4 optional plugins, Realistic Combat, Deadlier Combat,

Forgiving Combat and Vanilla Minigames.

Realistic Combat increases damage dealt and taken by the player by 100%,

so everything dies really fast, but mostly the player.

Deadlier Combat increases them by 50% instead, so combat still remains

deadly and fast, but not to that extent.

Casual Combat is quite the opposite, it reduces damage by 30%, so fights are much

longer and combat feels more like in the RPG, rather than in the realistic FPS.

Do NOT use any Combat plugins together.

Vanilla Minigames restore old lockpicking and hacking minigames,

since AWN introduces new mechanics for them.



Player’s customization is one of the most important things to me, so I wantedto give player as much freedom and as many ways to build his character as possible,so he can play however he can imagine. And I know that this mod is incompatiblewith like 90% of other mods on the Nexus, but it’s so big and takes care almostof everything that you don’t really need 100 mods in your load order to still have fun.There are twice as many weapons now (over 250 weapons) and all of them gotrebalanced from scratch. They are deadlier and their stats are more or lessbased on their real world counterparts. Every weapon is different and theirstats vary. Some are stronger, but slower, other more accurate, but weaker,some get bonus to critical chance or limb damage and so on. All weapons use tiersystem now, but about that I'll write below. Weapon’s stats can be checkedin Pip-Boy by pressing the Q key. Weapon can jam, what can make adifference between life and death sometimes, so keeping your weapon in a goodcondition is crucial. Weapons also have been divided into many types, likeAssault Rifles or Carbines for example. Assault Rifles have better accuracy andare heavier, while Carbines don’t get penalties in interiors etc. Also, allAssault Rifles and Carbines are fully automatic now, and automatic weapons deallow damage compared to other weapons, but thanks to their high rate of firethey excel at DPS (damage per second). Sniper rifles, on the other hand, havereally good damage and accuracy, while their slow rate of fire and smallmagazine size make them bad choice for close quarters combat, but excellentfor sneak kills and long distance combat.There are more than 150 ammo types (including DLCs and with many types removed,like for example .22 LR), from classic HP and AP to depleted uranium. Everyammo type has unique stats (including standard ammo), ammo caliber affects limbdamage, and there’s ammo for every occasion. Hollow point massacres unarmoredtargets, armor piercing is a must against armored targets, full metal jacketworks best against lightly armored targets, surplus is a cheap, low qualityammo, and so on. Enemies use different ammo types, too.Weapons and armors use Tier system now, which consists of 5 Tiers (T1-T5) and 5Unique Tiers (U1-U5). Tier system affects weapon mods that can be installedand effectiveness of weapon and armor Repair Kits. All weapons (including uniques)can have up to 3 weapon mods installed. Weapon mods are bound to weapons’ Tiers,so T1 damage mod can be installed on the T1 or U1 weapon only, and so on.Of course, you can’t install whatever mod you want in every weapon. For example,N99 10mm Pistol (T1) can only have silencer, accuracy and ammo T1 weapon mods installed.Auto aim has been totally turned off, so your chance to hit a target depends onyour perception, perks, weapon skill and especially weapon’s spread. Every weaponalso has recoil which is affected by weapon’s stats and type, and by player’s stats, perksand skills. Stuff like moving, crouching or aiming also affects weapon’s accuracy and recoil.There are more than 80 armors and 50 helmets, all rebalanced and using the newresistance system inspired by classic Fallouts (Normal, Laser, Plasma, Fire,Electrical, Radiation) in addition to DR and DT. You will encounter enemieswith different resistances, so using only one damage type may make the gamehard at times, but same goes for the player, since he will encounter enemieswith different weapons and will find armors better against certain damage types,further making room for tactics, planning and adding variety and uniqueness tothe game. Creatures also use that resistance system, for example Feral Ghoulsare very resistant against Normal and Electrical attacks, but are weak againstLaser and Plasma attacks, and especially against Fire. Heavier armors givepenalties to agility and their big weight makes it almost impossible to sneak.Armors give low damage threshold and are more oriented about percent values, makingeven light armors useful, and preventing player from the god mode in heavier armors.Combat is much deadlier and faster when compared to Vanilla. Recoil and dodgechance are added, and moving, running, sprinting, crouching and aiming all havebig impact on player’s accuracy, recoil, dodge chance and chance to be hit byenemies. Crouching, aiming and not moving will greatly increase player’saccuracy, but will reduce player’s dodge chance and increase enemies’ chance tohit and to even score a headshot. Player has to think, use tactics, plan beforeengaging enemies, use grenades, mines and various ammo types, conserve ammo andconsumables. Player also got Sprint and Bullet Time to help him in combat inaddition to V.A.T.S. which got carefully balanced as well and allows goodsniper to score headshots from really long distances, but none of them areabuseable, they more like “super powers” which cost AP. All weapons and armorshave their advantages and disadvantages in various situations. Mostexplosives have a knockback chance, depending on their base damage, anddynamites and molotovs can be caught and disarmed before they explode. Bodypart damage of all creatures, NPCs and even player got adjusted, so now itactually matters what part of the body is hit and every character has weakpoints. Headshots can deal even up to 300% damage, while in some cases hittingcreatures’ limbs can deal only 25% damage. Max possible vision and distance forNPCs and creatures to react have been doubled, so they no longer stay idle ifplayer shoots at them from longer distances, and open gun fights can attractother enemies, making silencers useful not only for sneak kills. Combat justhas much more to it.On the beginning player is asked if he wants to use the alternate startfeature, and if he presses yes, he gets teleported to a small room where hecreates his character and gets to decide whether he wants to play with HardcoreMode and Wild Wasteland enabled, and then he chooses his class. Player canchoose from 30 classes, each with unique starting location and perks, bonusesand penalties, or even with its own friends and enemies. Player gets to choosehis starting gear (which also depends on the class he chose). Perfect forroleplaying and for people who wanted to start as a member of a desiredfaction, like BoS, NCR or even Fiends.All stats got total revamp and they all are important and matter now. Theyaffect many aspects of the player and are required for better perks which havehigh requirements:– Affects melee weapons skill, carry weight, startinghealth, damage of unarmed and melee weapons (especially withtwo-handed weapons), recoil (especially with heavy weapons), V.A.T.S. accuracywith throwing weapons, throwing velocity, required for using weapons.– Affects energy weapons, explosives and lockpickskills, compass markings number and range, max possible accuracy,recoil (especially with sniper rifles), V.A.T.S. accuracy and engage distance.– Affects survival and unarmed skills, poison andradiation resistance, starting and per level health, healing rate, radabsorption, limit of chems, alcohol and implants, addiction chance, sprint duration.– Affects barter and speech skills, companion limit,companions’ damage and armor, prices, caps for starting gear.– Affects medicine, repair and science skills,skillpoints per level, tagged skills, damage, hacking efficiency.– Affects guns and sneak skills, action points and APregen, dodge chance, sneaking, melee and unarmed attack speed(especially with one-handed weapons), speed of moving, sprinting, weapon swapping and reloading,fall distance and jump height, lockpick efficiency.– Affects all skills, dodge chance, critical chance (especiallywith unarmed and melee weapons), critical damage, sneakdamage (especially with U&M weapons), getting critically hit,breaking a lock and lockpick, bonus loot, gambling.Player can choose up to 2 traits on the beginning and gains perk every 2levels. Amount of perks and traits to choose from have been tripled andquadrupled. Yep, that’s right, player can choose from over 270 perks and 40traits, compared to 90 and 10 in Vanilla, while many perks also consist of fewranks. Of course, all DLCs are supported and they bring even more perks andtraits. Also, same as in weapons’ case, everything got rebalanced from scratch,so no overpowered or totally useless perks and traits. With so many perks andtraits to choose from, player can customize whatever way he wants and theywon’t make him immortal. Better perks require higher level, stats and skills.There are even high level mastery perks which require 10 points in a SPECIALstat and provide big bonuses.Skills more or less stayed the same, and just as stats, they are required bymany perks. Player doesn’t gets many skills points per level, so he can’t maxout all of his skills and has to specialize in few. Tagged skills got someimportance too, since they double skill increase for each point spent on them.Combat skills like guns, energy weapons and explosives increases effectiveness of thecorresponding weapons. Same for unarmed and melee weapons skills, but they alsoboost defenses. Barter affects selling, buying and repair prices. Repairincreases effectiveness of repairing your gear, but also affects rate at whichit decays and is required mostly for crafting ammo for guns. Science isrequired for hacking terminals and crafting energy cells. Sneak typicallyaffects sneak efficiency and pickpocket chance. Speech is pretty much the same.Survival affects food, poison and tribal healing efficiency and allows playerto craft them in addition to armors, it is responsible for obtaining resourcesfrom plants and creatures, also it increases player’s resistance to poison andradiation, and healing rate and rad absorption on top of that. But that’s notall. Player also gets 1 perk for tagging and 4 perks for increasing each skill(at 25 skill point intervals), so 65 bonus perks in total.Well known by everyone Sprint and Bullet Time are here! They both useaction points in addition to V.A.T.S. or as an alternative for people not usingV.A.T.S. at all. Sprint can help you to run from ferocious creatures, or helpmelee character to get near their victims or try knocking them down, while BulletTime slows down the time, allowing you to aim more precisely and giving more time toreact, but also increasing your accuracy and dodge chance. V.A.T.S. is alsomore useful, but not as broken as it was in Vanilla. All these features gotbalanced to not be the game breakers, but more like helpful tools. Thoughplayer can still make them better with stats or perks, and specialize to rely on them.Sneaking got a total rework. Player not specializing in it will have a hardtime using it smoothly, because NPCs’ detection got boosted and it depends ontheir perception stat, so player needs to avoid their sight. Lighting also hasa big impact on sneaking, so sneaking during the day or while being next to thelamplights is almost impossible. Same goes for sounds; player moving or runningmakes a lot of noise, especially in everything heavier than a light armor. NPCswill look for player longer and will cover bigger distances, and they gainboost to detection while alerted and will try calling their friends for help.Silenced weapons don’t remove sounds totally, so using them in closedistance will also alert enemies, not to mention muzzle flash. Dyingenemies also make noise (screaming, body hitting the ground). Shoot a notsilenced weapon in a building and everyone will be coming for you. Weapons withbigger calibers make much more noise than these with smaller ones, whileunarmed, melee and throwing weapons make even less noise than silenced guns.Also, silenced weapons deal less damage and their projectiles have lowervelocity, unarmed and melee weapons got bonus sneak damage, while throwingmelee weapons also deal bonus damage against humans.Players, companions and even enemies have dodge chance, modified by agility,heavier armors, perks, moving, sprinting or even by unarmed and melee skills.Dodge chance is capped at 90% and ignores damage on a successful roll. It is designed forlightly armored and mobile characters. Lightly armored enemies depend on dodgechance, so sometime don't be surprised, if they miraculously don't take any damage.They got reworked into something like in the classical RPGs. If lock orterminal is locked and player wants to pick lock or hack it, he makes a rollbased on his skills, stats and perks, and he can unlock, fail or even brake thelock/terminal, with the chance of also breaking a lockpick even if successful.There are 2 types of lockpicks, both for lockpicking and hacking, so 4 in total.There’s an optional plugin which restores Vanilla lockpicking and hackingminigames, for people who really hate this feature.There are 2 new companions - Sunny Smiles and Jacobstown Marcus. Also, allcompanions got some love. You can recruit up to 4 companions with 10 Charismapoints, and up to 6 with perks. Every companion uses ammo, has their favoriteweapon type, tags, starting perks/traits, abilities and unique SPECIAL stats,which matter and make a difference now. They also can use various chemsduring combat and they are damaged by radiation. Everything can be checkedin the Pip-Boy’s Perks tab. I'm also thinking of giving them perks every 5levels in v2.6.5, but we will see about it, coz it requires some work.As in Vanilla, there are 5 difficulty settings - from Very Easy to Very Hard,but they are no longer as plain as they were in the Vanilla. They affectplayer’s radiation and damage taken (not damage dealt), his accuracy inV.A.T.S., recoil, primary needs, gear decay rate, AP regen and NPCs’ detectionand accuracy. So playing on Hard actually feels like the game is harder in overall,and not artificially harder that you have to spend 2x more bullets to kill an enemy.Take a note that AWN on Normal is already much harder than in Vanilla, so ifyou have to change difficulty settings to Easy or even Very Easy, don’t beashamed of yourself, there are 5 difficulty levels for a reason.Crippling limbs have much more drastic effects now. Player with crippled heador hand will have hard time aiming and fighting, while crippled legs willprevent him from sprinting and will greatly reduce his movement speed. Also,player gets penalties for having damaged limbs (50% condition or less), and ifplayer’s Health is less than 25% or 10% (his heart starts beating). Healing rateslowly heals limbs over time, but can’t heal crippled limbs.In classic Fallouts player was healed overtime based on his endurance, and soI added it back, together with rad absorption. Healing rate restores health andheals damaged limbs, but will weaken if player is badly injured and it won’t healcrippled limbs. Rad absorption removes rads over time, but gets weaker the moreirradiated player is. Both of them can be increased by endurance, perks or implants,and even by Primary Needs (hunger, thirst, sleep) on Hardcore Mode. Sleepingno longer heals the player, but healing rate and rad absorption work during sleeping.In Vanilla, there was hardly any radiation and no need for Rad-X nor RadAway, so instead of adding radiation to random places and altering all current zones(it would take me years to do that), I increased radiation on food and addedradioactive auras and attacks to many creatures. Player doesn’t get anysymptoms from radiation sickness until he reaches 200 Rads, then his stats are reduced,takes damage over time and starts glowing. His symptoms become more severefor every additional 66-67 Rads. All NPCs’ can't be irradiated, but they aredamaged by the radiation instead.Poison resistance is much more important now, because creatures' poisons aremuch deadlier. Without high poison resistance or antidote, player is as good asdead against poisonous creatures like radscorpions or cazadores. Same goes forplayer’s craftable poisons, they are much deadlier and few new types were addedas well. Player is able to catch various diseases while being close tocreatures. Diseases are long term penalties which can even lead to the death,if not cured. Diseases can be cured by doctors and by antibiotics. Chance ofcatching the disease depends on player’s poison resistance and gas mask(diseases come with my own recorded coughing sound :P).There are more than 30 implants (even more with the DLCs) with the new implantsystem. They are like normal consumable items in the inventory which can beused to add a perk. You can either buy or loot them, and different factionshave different implants for sell, so you might not have access to all of them.They can increase your stats, resistances, speed, AP regen, healing rateor even give you the night vision. One implant can be installedfor each endurance point and you can't install the same implant twice.More than 230 balanced items, from food and drinks to drugs and scavenged fromplants and creatures resources. Food no longer heals on Hardcore Mode andstimpaks no longer heal limbs on non-Hardcore Mode, and almost every healingitem heals over time. Player can get drunk and alcohol removes radiation. Bothalcohol and chems have overdose limit, depending on player’s endurance statwhich determines how many of them he can use before overdosing and losingconsciousness. Addiction chance has been added to many chems, includingstimpaks and healing powders. Using a chem when player got addicted willprevent withdrawal effects for a long period of time. New chems have beenadded, like Adrenaline or Voodoo. Most chems use phase system (like in classicFallouts) which makes their effects weaker over the duration, so Psycho or Jetwon’t be as effective after 1 minute as they were the moment player used them.They refer to eating, drinking and sleeping, and they still require HardcoreMode to be enabled. Player gets hungry, thirsty and sleepy much faster and there aremany factors affecting it, making this system much more complex than it used to be.For every 66-67 points of Hunger/Thirst/Sleep Deprivation player gets worseeffects. Below 200 points effects are positive instead, while above 200 theybecome more and more severe. Player has to always carry with him something to eatand drink, while player’s carry weight has been drastically reduced, and most of thefood and drinks are irradiated. Armors, outdoors, sunny days, combat, sleeping,difficulty settings and perks affect how fast you get hungry, thirsty or sleepy.Also, Food Sanitizer is back!On HC mode ammo has weight, companions can die and you have to eat, drink andsleep. I recommend playing on HC mode. I rebalanced the game for both gamemodes, with HC on and off, but I still had HC mode mainly in mind when doingeverything, and HC turned off will make game easier and less survival-oriented.Well, it’s your choice.Loot and stats of all NPCs from all factions have been rebalanced. They aremore deadly, accurate and tougher (but they aren’t bullet sponges). They use newlyadded weapons and armors as well, so you will see a lot of item variety onthem. They use special ammo types now, meaning that you can meet raider with agun loaded with armor piercing rounds, so your armor can go to hell with that(well, to some point at least) and no more Rambo mode in the power armor. Theiraccuracy and vision lowers drastically the later it gets, so player is nolonger at the disadvantage during the night, but it's still a double-edged sword,since player gets its own penalties to the vision and accuracy. Their AI gotboosted a bit and they are more likely to use ranged weapons at distanceand switch to melee at close range. Unlike in Vanilla, NPCs get combat skillsuntil level 40, so end-game enemies will be more accurate and deadly thanearly- or mid-game enemies (in Vanilla all NPCs had already maxed out combatskills by level 10).Not many new creatures were added, but as mentioned earlier, creatures areresistant to various types of damage, and they are also faster, tougher,stronger and every creature gives different amounts of XP, so player isrewarded for killing stronger creatures, just as it should be in every RPG.Player can get irradiated just by being near some of them or even catch adisease if unlucky, or if he lacks a gas mask. Most creatures aren’t superaggressive and don’t attack on sight, but will attack if player gets too closeto them. Their body parts can be valuable resources, if player is enough skilledin survival to acquire them.Level scaling has been removed (only companions scale together withplayer’s level)and spawns use something what I call Levelution system which increases chance ofencountering stronger enemies, instead of increasing their level and givingbetter gear to the same NPCs. So how does it work? Let’s say that level 1player encounters a raider spawn, he has 60% chance to encounter weak raider,30% chance for medium raider and 10% for hard raider (of course hard raidershave better gear and are stronger, but if that type of raiders was meant to beweak, then they won’t miraculously have high tier weapons), but if player onlevel 10 encounters the same raider spawn, he will have 30% chance for weak,40% for medium and 30% for hard raider spawn. There will always be the chancefor encountering weaker enemies as well, while stronger enemies won’t be walkingtanks. That way weak bandit groups will stay weak, while players on higherlevels will still get a bit more of a challenge and have more fun with lowerlevel spawns. Also, low level players will still have a chance to encounterstronger version of enemies, but they can forget about killing super mutantsor deathclaws on early levels.Many locations got repopulated and fortified (that also includes DLCs), so morecitizens, guards, patrols and even dogs, turrets or mines in various locations. Wipingout Jacobstown or NCR Correctional Facility won’t be a walk in the parkanymore, and even the gun fight in the Goodsprings got its rework.Traders have cutthroat prices, selling items doesn’t give much caps and buyingis expensive, but traders are stocked with goods, meaning that usually you canget what you need at proper merchants, as long as you have money, of course.Also, the better stuff the merchant has, the more he charges for everything,while poor merchants and small shops will offer better prices, but they willhave less money and worse stuff to sell. And same as enemies, level scalingfrom vendors’ items has been removed, so player can buy top gear regardless ofhis level, but he has to afford the money for it and to keep it maintained andsupplied with ammo. More NPCs can repair your stuff and they have various repair skills,meaning that some can repair your gear only to 20% while others can do it even up to 100%.Player’s reputation with the faction also affects prices. Amount of caps player can winby gambling also got greatly reduced. With values and weight on all itemsadjusted, much harsher prices compared to Vanilla and nerfed gambling, gettingrich is very hard and money are usually just enough to cover the expenseswithout having much left for yourself. In other words, economy is moresurvival-oriented. In v2.6.5 I'm planning on adding 3 shady merchants (alignedwith different factions) with unique and special loot.Required XP to level up is the same as in the Vanilla. I left it free for players to usewhatever leveling pace they want (use my XP mod, if you want to level up either slower or faster http://www.nexusmods.com/newvegas/mods/36411/ ?), but leveling is faster thanks to the XPchanges on creatures. Player starts on level 2, since early game is especially hard and annoying.Each creature gives different amount of XP on death, and the stronger they are, the more XPis rewarded, especially for bosses. So no longer same XP amounts for all enemies, and killingdeathclaws is actually rewarding. Also, level cap has been removed, so player can evenachieve level 80, if he really wants to. Though player gets more XP for killing in overall now,achieving level 60-70 still should be a max for most of the players, including the DLCs.As in Vanilla, player has 5 karma types. From Very Evil to Very Good, but getting eitherVery Good or Very Evil karma is much harder now. NPCs use only 2 karma types.They can be either Neutral or Evil. Killing Neutral NPCs give player negative karmaand most of them aren’t hostile towards the player. Killing Evil NPCs doesn’t giveany karma, since they are usually hostile and player acts in self-defense, so thatdoesn’t make him a good person. Faction reputations stayed mostly the same,though some values and rewards were altered a bit, and now it actually affects pricesof the faction merchants. Piss of a faction and they will either give you worseprices or won’t trade with you at all, but if they like you they will give youa discount on their goods instead. Also, there's no option to reset your karma, so ifyou make an NCR your enemy, it will stay your enemy until the end, no second chances.They charge you more for their services and now they can either restore your health,fix limbs, remove radiation, cure addictions and diseases, or even heal your companions.They are still cheaper and better choice than healing yourself with stimpaks and bandages.It didn’t get expanded much, but every single recipe got rebalanced.Few ammo and breakdown recipes were added, with survival skill player can craft fewarmors, and some food, chem and poison recipes were added as well. Not much newstuff here, but vanilla recipes received a proper care, making crafting still useful.There are 4 special effects which can be found on helmets and they are - NightVision, Gas Mask, Flash Protection and Water Breathing. Night vision can beturned on by pressing the N key. It consumes energy (ECP, SEC, MFC or fissionbatteries), but gives player better vision at nights and removes penalties toperception at nights and in interiors. Gas Mask protects from gas grenades,gives bonus radiation resistance and reduces chance of catching a disease.Flash Protection increases your PE during daylight and protects you from stunand flashbang grenades. Water Breathing increases your poison resistanceand simply allows you to breath underwater.All misc items (like empty bottles, syringes, scissors etc.) had theirvalue and weight altered, so player now can loot them in order to earnsome caps. But some of they are also more important in crafting.Weight has been changed from pounds (lb) to kilograms (kg), together with ALLitems in the game. Every single item (including caps) has weight now, exceptfor the quest items. Also, overall carry weight has been drastically reduced,so player can’t hoard items endlessly and has to think what to take with him.I'm evil, I know.You can now play as a ghoul (which comes with its bonuses and penalties),raider, default, adult, or an old one.They have been added as well. Backpacks increases player’s carry weight, butreduces agility, movement speed and makes sneaking harder. They can be boughtfrom various merchants and they can be found usually on traveling merchants,but not only on them. Player can also acquire a portable bedroll which allowshim to sleep wherever he wants.This feature, like many others, is inspired by the S.T.A.L.K.E.R. series. Player can eitherfind or buy holotapes with info about the secret stashes. They are unlocked randomlyand not accessible until player uses the holotape, so player doesn’t know which stashwill appear and he can’t loot it beforehand. Their locations are described with hintsin holotapes and player doesn’t get a map marker which tells him exactly where to go,while sometimes special gear and efforts are required to get to them. There are 31 ofthem to discover in total - 16 small, 10 medium and 5 large. The bigger the stash,the higher the difficulty of getting to it and better the loot, theoretically.Player gets better in the weapons he is using. There are 2 types of masteries,One- or Two-Handed weapon mastery and weapon type mastery. Player gainsperks for 50, 150, 300, 500 and 750 kills (5 perks with 750 kills in total) withvarious weapon types, like Pistols, Revolvers, Assault Rifles etc. And perksfor 100, 300, 600, 1000 and 1500 kills (5 perks with 1500 kills in total) witheither One-Handed or Two-Handed weapons, so player using Sniper Rifle will getmastery in both Sniper Rifles and Two-Handed weapons.Player can access AWN Guide in his Pip-Boy’s Misc tab. There’s a lot of infoabout various stuff, like mechanics, features, weapon types, companions etc.I know it's still kinda outdated and lacking a lot of important stuff,but I'm still expanding it.Aid tab in the Pip-Boy uses inventory sorter now. It sorts all kinds ofalcohol, books, chems, food, implants, meds, and so on.There are also many, many miscfeatures which increase immersion, like eating humanfood leads to shaking hands (Cannibal perk prevents it). Penalties to perception whilewearing sunglasses at night or in interiors (NPCs don’t get these penalties, sofear not about your companions) or perception bonus from reading glasses basedon your base perception stat. Ammo and powder boxes being consumable itemsinstead which can be used whenever player wants. Killing too many people fromNCR or Legion makes player permanent enemy regardless of the player’s story andmain quest. Being able to catch and disarm dynamites and molotovs before theyexplode. Reduced Knock Out chance against Super Mutants, Abominations, Robotsor Power Armors. Nightstalkers count as Mutated Animals. Most unique weaponshave to be found instead of bought, while some stuff can be bought from only onetrader, so destroying Silver Rush for example will prevent player from obtainingsome stuff. Some bonus dialogue choices from perks or alternate starts, likechoosing Gun Runner class and talking with Alexander from Gun Runners etc.There’s much more of small details like that and bug fixes which I didn’t even mention.Tips which appear during loading screens got updated to give players actual info aboutAWN's changes and mechanics, instead of the outdated Vanilla ones which everyonealready read 1000 times and which is no longer true in the game. This way player canalways learn something new and useful about the AWN.There are 3 “main” plugins, but only one is actually required toplay.After War Nevada is the main plugin and is required at all times.Mini DLCs plugin is required if you are using Courier’s Stash and Gun Runners’Arsenal DLCs and won’t work without them.DLCs plugin is required if you are using the main DLCs (Dead Money, HonestHearts, Lonesome Road and Old World Blues) and it won’t work without them.There are 4 optional plugins, Realistic Combat, Deadlier Combat,Forgiving Combat and Vanilla Minigames.Realistic Combat increases damage dealt and taken by the player by 100%,so everything dies really fast, but mostly the player.Deadlier Combat increases them by 50% instead, so combat still remainsdeadly and fast, but not to that extent.Casual Combat is quite the opposite, it reduces damage by 30%, so fights are muchlonger and combat feels more like in the RPG, rather than in the realistic FPS.Do NOT use any Combat plugins together.Vanilla Minigames restore old lockpicking and hacking minigames,since AWN introduces new mechanics for them.





WHY THIS MOD IS LIKE IT IS AND NOT LIKE IT ISN’T:



Since many people whine and ask why I work alone and why I did one big plugin instead of

going with many smaller ones like most authors would do, so people can choose

what they want and what would be compatible with the mods they use, let me

explain you pros and cons of my choice:



Pros of 1 big mod created by 1 person over 100 smaller mods with different

authors:

-Easy and fast installation. You don’t need wide knowledge about modding, load

orders, merged patches and other stuff to make it work. Just download it,

install and play.

-Stable gameplay. No crashes or bugs due to mods not being fully compatible

with each other or because author of one of the mods stopped supporting his

work and other mods.

-It is balanced. One person takes care of everything in one mod and he exactly

knows how everything works and how it should work there, and if something

happens to be unbalanced, it is easy to fix. While people using

-Author is free to do whatever he wants and he doesn’t have to argue with

anyone in the team about features or unfinished stuff.

-Author is able to make some cool features which can affect whole mod, like

classic resistances which normally wouldn’t be possible to add as a smaller mod

or mod compatible with other mods, because it edits weapons, armors, ammo,

creatures, perks, game mechanics and have to balance everything on top of that

to work correctly).

-Author doesn’t waste so much time on switching between many plugins and

updating them all with every patch.



Cons:

-It’s incompatible with almost everything.

-Not much customization left and not everything might be to to player’s

likings, because author forces player to have it his way and he has to take it

as a whole product.

-Author is limited to his skills. If he sucks at graphics (like me for

example), he has to depend on other people’s works (like Millenia’s weapons) or

resign from new models and textures.

-Working alone takes much more time to finish everything.

Since many people whine and ask why I work alone and why I did one big plugin instead ofgoing with many smaller ones like most authors would do, so people can choosewhat they want and what would be compatible with the mods they use, let meexplain you pros and cons of my choice:-Easy and fast installation. You don’t need wide knowledge about modding, loadorders, merged patches and other stuff to make it work. Just download it,install and play.-Stable gameplay. No crashes or bugs due to mods not being fully compatiblewith each other or because author of one of the mods stopped supporting hiswork and other mods.-It is balanced. One person takes care of everything in one mod and he exactlyknows how everything works and how it should work there, and if somethinghappens to be unbalanced, it is easy to fix. While people using-Author is free to do whatever he wants and he doesn’t have to argue withanyone in the team about features or unfinished stuff.-Author is able to make some cool features which can affect whole mod, likeclassic resistances which normally wouldn’t be possible to add as a smaller modor mod compatible with other mods, because it edits weapons, armors, ammo,creatures, perks, game mechanics and have to balance everything on top of thatto work correctly).-Author doesn’t waste so much time on switching between many plugins andupdating them all with every patch.-It’s incompatible with almost everything.-Not much customization left and not everything might be to to player’slikings, because author forces player to have it his way and he has to take itas a whole product.-Author is limited to his skills. If he sucks at graphics (like me forexample), he has to depend on other people’s works (like Millenia’s weapons) orresign from new models and textures.-Working alone takes much more time to finish everything.

Changelog





v2.6.0

Finally here it is, the most shameful and bugged version of AWN (even the first release wasn't that bugged I believe). What is exactly bugged? Hell if I know. GECK screwed me big time while I worked on this update. I managed to fix the crashes, but I'm 100% sure that there are some bugged and unfinished features, so everyone getting this update will be a beta tester.

Sorry for problems. I'm mad as hell myself. I promise to fix all the reported problems in the upcoming days/weeks, and all future patches will be fully compatible with v2.6.0, so report literally everything, even if you are not sure if it's a bug or not. Cheers.



Anyway, I am (and you should be too) very grateful to Penicylinek for helping me out with boring and dirty work which is putting many of item values from Excel into the GECK. Thanks bro, you are the best!

And special thanks to VWgolfR1 for helping me out mostly with textures, although he really shouldn't be doing it, because now he is screwed at uni big time xD Thanks bro, love ya!



P.S. Thanks for over 10 000 unique downloads and still playing, although FO4 already came out!



Bug Fixes:

Disabled ironsight animation for PPSh-41 SMG.

Recharging nightvision goggles with MFC now grants 180 secs of power supply, not 30 as with ECP.

Fixed bug which sometimes set player's Melee Sneak Damage to 0.

Fixed bug which prevented player from catching Long Fuse Dynamites.

Fixed bug with ED-E's Enhanced Sensors perk not always working.

Added NCR Guard Dogs to NCR Faction. It should fix few strange behaviors of the dogs.



Overall Changes:

This update requires New Game start, it will quite a lot of bugs if you use it on the existing save.

Added Forgiving Combat plugin. It reduces damage of all weapons by 25%, making fights longer. For people who hate realism and prefer RPG over FPS.

Added an option to roll all stats, tags, traits and even a class for your character.

Weapon Stat Display hotkey changed from E to Q. Because of E it was too messy, and Q isn't used by anything.

Weapon Stat Display no longer shows Condition Value, but Condition with amount of shots before it breaks.

Weapon Stat Display no longer shows V.A.T.S. Chance To Hit, but V.A.T.S. Range. It tells you how far is the accurate distance in VATS and how low impact Perception has on it.

Added Armor Repair Kits and all Repair Kits have diminishing effect on better gear.

Added Advanced Lockpicks and Advanced Electronic Lockpicks.

Added books and magazines to Inventory Sorter feature.

Player's Compass Range is increased by 5-10%, but is dulled greatly at night and in interiors.

Lone Wanderer class now has a -1 Companion Limit penalty.

Crafting repair kits requires more Scrap Metal and Spare Electronics.

Player has a chance of restoring hammer and wrench after using a Repair Kit (based on Repair skill).

Turpentine is much easier to find on Vendors.

Dodge Chance formula changed from (0 + Luck + (Agility * 3)) to (10 + Luck + (Agility * 2)), making light armors more useful to characters not specializing in high Agility and Dodge Chance.

During Bullet Time weapon swaying is halved now.



Armor Rework:

All armors got their stats rebalanced from scratch.

Increased max possible DR from 75% to 90%.

Characters no longer get damaged if their armor's DT fully blocks the attack (that shield icon when damaged).

Armors lose condition at much slower rate.

More DR and and less DT on armors, but better elemental resistances (creatures are doing mostly fine). So resistances on the armor will have greater meaning, while weaker weapons will have a higher chance of hurting enemies.

Clothes now give +1 Agility.

All armors and helmets have their resistances, bonuses and penalties in their effects now, instead of their names.

Craftable Gecko and Deathclaw armors got retextures (thanks VWgolfR1) and they can now be encountered on NPCs as well.



Weapon Rework:

All weapons got their stats rebalanced from scratch.

Weapons now have 5 Tiers which depend on their base value.

Alien weaponry is back (it was removed in v2.0.0). Say hello to pistol, shotgun, assault rifle, sniper rifle, machine gun and minigun.

Unarmed, melee and all unique weapons can be modded now.

Guns follows crosshair now. Inspired by Grasscid's mod.

Weapons lose their condition faster in overall, especially energy weapons.

Reduced base weapon sway by 40% and combat skills reduce it by up to 87% (was 88% before), while weapon sway with 100 combat skill is 33% lower now.

Greatly reduced accuracy on weapons which aren't meant to be accurate, but actually are (automatics, pistols) and vice versa.

Increased attack speed of automatic weapons by 20-40% to give them more realistic feel.

Shotguns damage and spread greatly increased and they shoot 12 projectiles instead of 9 now.

Increased velocity of plasma projectiles by around 20%.

Unarmed and one-handed melee weapons give small bonus to dodge chcance (x1.10).



Ammo:

.22 LR ammo removed and weapons rechambered to 9mm instead.

Bean Bag ammo for shotguns, Special for 5mm/9mm and Ultra Charge for ECP removed.

Bullets are more expensive by 1 Tier, but their crafting cost is unchanged. Also Explosives' value is unchanged.

All ammo types, including base ammo, got their stats reworked to be more interesting and unique.

Added Hand Load, Surplus, Full Metal Jacket and Depleted Uranium ammo types to many different ammo.

Added Explosive (for pistols and SMGs) and Vigiliant Recycler (Hand Loader version for Energy Weapons) ammo.

NPCs should have a bit more ammo in most cases.

Readjusted ammo in surplus and bulk boxes and greatly increased amount of ammo boxes on vendors' stock.



Perks & Traits:

Some minor tweaks to few perks, mostly regarding DR, DR and resistances.

Added Overkill trait - Makes ARs, Carbines and SMGs to use long bursts in VATS, but increases their AP cost by 100% and reduces chance to hit by 20%.

Added Deep Breath perk - Further reduces weapon swaying during Bullet Time.

Added Missile Boy perk - Increases reload speed and damage of missile launchers, rocket swarmers and fat mans.

Added Alien Scientist perk - Boosts Alien weaponry and allows player to craft Alien Power Cells using ECP, SEC and MFC.

Added 2 ranks of Scout perk - Increaes compass range and compass markings number.

Added Jack The Ripper perk - Inceases Damage, Crit Chance and Crit Damage with all kinds of knives.

Added Unlimited Dodging perk - Increases Dodge Chance cap from 90% to 95%. REQ 8 AG and 8 LK.

Reworked Wild Regeneration perk, it gives Healing Rate instead now.

Built to Destroy trait gear decay rate increased from 18% to 20%.

Logan's Loophole limb damage reduced from 30% to 27% (book reference).



NPCs:

Increased NPCs' base health by 20-40.

Enemies will use ranged weapons from bigger distance and will more likely use melee in close range.

Reduced NPCs' overall accuracy.

Increased NPCs max possible distance to react by 11% and it is further altered by game difficulty settings.

Few tweaks to AI regarding searching and detecting.



Repopulations:

I repopulated some areas on the go while I was doing Secret Stashes.

Traveling merchants' bodygaurd number increased.

Brotherhood of Steel Bunker repopulated.

Emergency Service Railyard is a base of new raider group (meant for high levels).

Added Gojira.





v2.5.1

Ok, guys, patch is released at last. I know that I couldn't keep all of the promises, but some of you might know how May/June works for uni students, so I really lacked time to finish everything I wanted, but as you can see update is still pretty big, so I hope that you gonna forgive me for delays and for not adding all of the promised features. I'm going to Belgium and then to UK 17th June, so I wouldn't be able to make everything that I wanted + I won't be able to mod until the first week of July. Enough of rant, enjoy!



Changes/Mechanics:

Added Optional Plugins folder and put 2 optional plugins there. Because people tend to copy and enable all of the plugins without even knowing what they actually do. It's for your own good, guys.

Added EVE compatibility patch made by Penicylinek. Thanks a lot, mate :)

Added

Fixed random crashing at the Final Terminal.

Player has to choose on the beginning if he wants Hardcore Mode and/or Wild Wasteland perk.

Player's starvation, dehydration and sleep deprivation are reset after leaving character creation room, so player starts with a fresh Primary Needs counter. Players updating their saves will have their Primary Needs reset as well.

Added info about chems being addictable.



Repopulated Areas:

Mojave Outpost.

188 Trading Post.



Companions:

All Companions start with 1 trait and 1 perk. I know this feature was supposed to be a bit bigger, but I didn't want to further delay v2.5.1 patch for few weeks just because of this feature.

Increased ED-E's Agility by 2, but reduced its Strength by 2.

Increased Rex's Endurance by 1, but reduced its Luck by 1.



SPECIAL & Skills:

Fixed bonus crit chance from Luck not affecting throwing melee weapons.

Companion slots for Charisma changed from 1 every 2 points of CH, to one bonus slot at 3, 6, 8 and 10 CH. So player with 10 CH can have "only" 4 Companions instead of 5. Since Companions are really helpful, especially on beginning, and I wanted to make Charisma even more meaningful, player has to invest more points if he wants Companion or two, while Charisma oriented players can still have their small army.

Charisma now affects prices (95-105%).

Caps to spend on the starting gear formula changed from (3000 + Charisma * 100) to (2500 + Charisma * 150).

Increased starting caps from stats by 50%.

Additional Companion slot from 100 Speech skill no longer reduces total Companion amount by 1, but gives additional slot as similar perks and effects.

Repair skill affects how fast your gear degrades, up to 10% reduction at 100 Skill.

Survival skill gives player bonus Poison and Radiation Resistance, up to 10% at 100 Skill, and up to 20% bonus Healing Rate and Rad Absorption. Companions with tagged Survival gets max bonuses instantly.

Switched effects of Tagged Repair and Repair: 75 perks.

Repair: 75 perk reworked, it now increases chance of recovering cases, hulls and drained ammunition by 30%.

Survival: 50 perk moved to Survival: 25 perk and reduced bonus from 30% to 25%.

Survival: 50 perk increases Healing Rate and Rad Absorption by 20% now.

Survival: 100 perk's effects rebalanced.

Poisons' effectiveness reduced by around 25%, but Survival skill now affects their effectiveness, up to 100% more.



Weapons & Armors:

Fixed typo in FAMAS-G2's name and it no longer floats infinitely when dropped, but, sadly, uses G36C model instead when dropped. It was the only fix I could come up with.

Reduced activation radius and time of mines. Player will have disarming them a bit easier, but enemies will less likely step on them and they will explode much faster.

Planting mines is even more silent now.

Increased value of Chinese Stealth Suit from 2000 to 10000 caps, but also increased its condition, DR and DT.

Greatly boosted Rivet Gun.



Melee & Unarmed:

Reworked throwing melee weapons. They are cheaper and easier to get, but no longer obtainable from bodies, if they successfully hit the target.

Increased VATS range with unarmed/melee weapons by 12.5%.

Melee and Unarmed weapons' reach affects reach and range of VATS now, it varies between 60%-130%.

Tripled distance between player and the target in VATS while using melee/unarmed weapons.



Perks & Traits:

Fixed Enlightenment perk not working correctly.

Reworked a bit Armored Sneaking perk and added Endurance requirement to it.

Robotics Expert perk has 2 ranks and got a bit reworked.

Added Careful Scavenger perk which gives player 100% chance of getting throwing melee weapon back, if it hits the target.

Added 2 ranks of Long Hands perk which further doubles/triples distance between player and the target with melee/unarmed weapons.

Added 2 ranks of Cutthroat perk which increases Sneak Damage by 50%/100% with knives.

Reworked Toxic Blood trait a bit. It now affects Healing Rate and Rad Absorption as well.

Boosted 2nd rank of Machine Eater perk from 35%/35% to 40%/40%.

Greatly reduced effectiveness of Low Profile trait. It had too big impact when compared to similar perks.

Fixed Lawbringer, Contract Killer and Hematophage's descriptions a bit.



Sneak:

Some sneak overhaul yet again.

Perks affecting sneaking show their effectiveness as Sneak Value, to give players some idea how good perks are. For example, bonus from the Lurker perk is higer than from the Thief perk, but it affects Melee/Unarmed weapons only.

Increased Sneak effectiveness from the Skill by 12.5%. This should help Companions especially.

Greatly reduced "base" sounds made by player's actions, like swinging the weapon, pulling the trigger (yes, this actually makes sound), opening the doors and so on.

Unarmed and Melee Weapons make less sounds by default now, and Silent Violence perk further reduces them.

Reworked NPCs' detection in Caution/Combat state a bit. Greatly reduced their alertness in Caution state, but increased a bit in Combat, but in overall it's a nerf to their detection.

Reduced armor's weight impact on sneaking in Medium and especially Light armors, but increased it in Power armors. Also increased player's base weight a bit.

Reduced base sneak value by 12.5%.



Inventory Sorter:

Added inventory sorter to the Pip-Boy's Aid section. For Weapon and Armor ones you will have to wait for the v2.6.0 patch.

Chem - Various chems and drugs not affected by the Medicine or Survival Skill.

Med - Usually healing chems and items affected by the Medicine Skill.

Survi - Usually healing items and plants affected by the Survival Skill.

Food - Edible items like food or water, affected by the Survival Skill.

Alco - Alcoholic baverage. Neither affected by the Medicine or Survival Skill.

Poison - Poisons for melee and unarmed weapons, affected by the Survival Skill.

Book - All skill magazines and books.

Implant - Body implants.

Holo - Secret stash holodisks. Yep, this feature is still disabled.

Misc - Other usable items, like repair kits or powder jars.

Quest - Quest items.



DLCs:

Daniel's (HH) healing and pricing fixed.

Fixed Instant Super Stimpak's (OWB) debuff not working correctly.

Fixed few cloning recipes (OWB) requiring Sneak/Survival instead of the Science skill.

White Leg Pain Makers (HH) will no longer have Missile Launchers and will rarely have Grenade Launchers.

Karma reward for giving Healing Powders to Daniel (HH) increased from 5 to 10.

Ghost Sight (DM), Datura Hide (HH) and Rushing Water (LR) chems count as Chem in terms of game mechanics.

Increased Rushing Water's value from 100 to 125.



v2.5.0b

* Updated crippled effects and conditions. You can read about it in Pip-Boy's After War Nevada Guide.

* Fixed really, really awful bug with bonus loot giving player ~100% chance for it.

* Removed 2nd Grim Reaper's Sprint from the perk list.

* Fixed Aki-Lucky perk not giving critical chance.

* Fixed Morphine not disabling all of the penalties from crippled limbs.

* Heartseeker perk now affects unarmed weapons as well.

* Gauss Prodigy perk critical chance reduced from 8%/15% to 5%/9%.

* Fixed respeccing (resetting perks) in Old World Blues DLC. I hope so, at least.

* Fixed quest in Old World Blues DLC not updating itself when player gathered all parts of the Body Implant Module.



v2.5.0

Ok guys, I know it has been a while and you didn't expect to wait that long for the next update (neither did I), but at least it is a "bit" bigger this time, and I hope you gonna like it :)

Also, I had small problems with OWB DLC, but I'll release a small update this weekend fixing few things.



Main Plugin:



Bug Fixes:

Legion Mongrels in Nipton Town Hall should attack player now.

Fixed bug with some Lakelurks not using their sonic shriek.

Gas grenade in the Birds of a Feather quest doesn't kill everyone anymore.

Added 1 more Ghoul with a dog tag to the Camp Searchlight quest "We will all go together".

Fixed issues with some NPCs not shooting during scripted events (Orris, Jean-Baptiste and Captain Parker).

Fixed Grilled Mantis Leg recipe.

Fixed M2 Browning Machine Gun's missing sounds.

Fixed Grenade Launcher reload animation.

Fixed Pancor Jackhammer's and Winchester 1887 Shotgun's reload animation with installed ammo mod.

Fixed vanilla bug with 20 Gauge ammo missing a message icon.



Changes:

Fixed vanilla sneak crit bug, and reworked sneak crits, so they are called Sneak Damage now and affect total damage dealt by sneak crit, not just crit damage.

Because of the sneak crits rework, all perks related to it got rebalanced. Tell me if I skipped any.

Changed a bit how karma and NPCs' alignments work. Player no longer gets karma for killing evil NPCs and aligments were splat into 2 types only - Evil and non-Evil. Player loses 25 Karma for non-Evil NPCs.

Updated Regulator and Hitman classes.

Some tweaks to ratios of NPCs having implants and weapon mods upon death. They will also have a chance of having some junk and secret stash holodisks (though holodisks are disabled for now).

All Deathclaws' health and damage increased by 10-15%, and XP by 10-20%.

Added info to the human/ghoul flesh about it being a Strange Meat.

Healing Rate and Rad Absorption reworked. They are something like the "stat" now. More info in Pip-Boy's After War Nevada Guide.

Damage increase from Unarmed and Melee Weapons skills reduced from 50% to 25%.

Unarmed skill gives up to 20% Dodge Chance (halved for Melee Weapons).

Melee Weapons skill no longer gives Dodge Chance, but gives up to 20% Damage Resistance instead (halved for Unarmed).

Few small tweaks to loot.

Increased NPCs' damage with unarmed and melee weapons. Especially with two-handed melee weapons and gloves.

Player gets a bit more damage from strength while using power fists and two-handed melee weapons.

Player gets a bit more attack speed from Agility while using unarmed and one-handed melee weapons.

Updated Pip-Boy's After War Nevada Guide a bit.

Base Critical Chance increased from 0% to 5% (including all characters).

Player's Critical Damage reduced from 176-230% to 130-175%. All others have constant 200% and Companions have 160-250%.

Renamed Power Fist to Power Glove to avoid confusion (I'm deeply sorry Fallout fans, it hurt my Fallout pride as well). Did the same for similar weapons.

Base Radiation Resistance increased from -3% to 0% (including all characters).

Base Poison Resistance per Endurance point reduced from 5% to 3%, but base Poison Resistance increased from -5% to 0% (including all characters).

Base Poison and Radiation Resistance per Endurance point on Companions increased from 3% to 5%.

Reduced Animal Poison duration by around 20%.

All types of poisons and radiations deal halved damage against all characters except player.

Renamed some poisons to give player better understanding of what can be cured by an antidote.

Feral Ghouls and Glowing Ones damage reduced by around 20-30%, but they use Savage Radiation effect instead of a normal Radiation effect (more info in After War Nevada Guide in player's Pip-Boy).

Halved Bloatfly initial damage and attack speed, but changed Savage Radiation effect to Poisonous Radiation.

Radroaches and Rodents use Savage Radiation effect instead of a Radiation.

Creature radiation can damage all NPCs and creatures now, but still not the player, since player gets irradiated, while all other characters get damaged by it instead. Only Companions could be damaged by it before.

Nerfed weapon rewards from the Bleed Me Dry quest.

All case, powder and primer boxes changed to consumeable items. I hope it gonna fix occuring randomly primer bug.

Restored weight to primers and cases. Yeah, I'm a sadist and I can't wait to see you crying.

Increased range at which NPCs tend to use their throwing weapons.

Added "Rifle" to the Repeaters' names, to make it clear that these weapons count as Rifles when it comes to perks and other bonuses.

Reduced amount of Lakelurks in the cave by around 20%.

Added Legendary Lakelurk to the game.

Repopulated Horowitz Farmstead and Prospector's Den a bit. With every update I'll try to repopulate at least 1 or 2 areas. It's better way than trying to repopulate everything in one patch.

EMP Grenades' damage reduced from 80 to 60, but now they paralyze targets for 6 secs.



Perks & Traits:

Added Cheater trait.

Added Looter and Smooth Moves perks (2 ranks).

Added Healing Rate and Rad Absorption perks (2 ranks).

Restored Fear The Reaper trait and Ninja perk.

Replaced Ninja Class' Shadow Step perk with Ninja perk.

Skilled trait reworked a bit, but it still works pretty much the same.

Fixed True Sight perk not preventing player from losing Perception.

Fixed bug with perks increasing projectile velocity not working correctly (Plasma Spaz and Barrel Greaser).

Few mastery perks rebalanced.

Grim Reaper's Sprint perk is now a level 12 perk, requires 7 Agility and has 2 ranks. Players who already took it will get 2nd rank of the perk automatically.

Lethality perk is now a level 14 perk, requires 8 Luck and has 2 ranks. Players who already took it will get 2nd rank of the perk automatically.

Added 2 new mastery perks - Ultimate Nimbleness (Agility) and Aki-Lucky (Luck).

Added Endless Criticals perk. Requires 18th level and 9 Luck, has 2 ranks.

Autism trait got its text squeezed and penalties reduced a bit.

Dodger perk dodge chance bonus on the first rank increased from 5% to 6%, but on the 2nd rank reduced from 7% to 6%. It's still 12% with both ranks taken.

Reduced Heartseeker's Critical Damage from 50%/90%/120% to 45%/85%/120%.

Reduced Heavy Handed trait damage from 15% to 10%.

Fixed info of The Professional perk.



Stats & Skills:

Player requires Explosives Skill in order to disarm armed explosives. Player can also try catching dynamites and molotov cocktails, if his Agility is high enough.

Removed names of the stats from the stat description in order to give more space for the info about stats.

Luck stat is the main factor in the bonus loot feature, so players with 1 Luck won't get any bonus loot at all, except for the junk, while with 10 Luck they have relatively high chance of getting something from every bigger encounter. Player requires 5 Luck to have at least 1% chance for all kinds of loot, while 6 Luck has the most profitable per point ratio.

Luck gives bonus Critical Chance to unarmed and melee Weapons.

Agility also affects jump height and weapon swap speed.

Base Action Points increased from 50 to 80.

Action Points per Agility reduced from 5 to 4.

Reduced Action Point Regeneration by 40%, but now Agility increases it by 5% per point.

Reduced base Dodge Chance from 10% to 0%, but increased Dodge Chace per Agility point from 2% to 3%.

Base Health increased by 20.

Reduced Health per level per Endurance point from 0.5 to 0.35.

Reduced Agility's impact on sprinting and increased base sprint speed, so players with low Agility will sprint faster, while with high Agility slower.

Reduced Endurance's impact on sprinting, so players with low Endurance will be able to sprint much longer, while with high Endurance won't see much of a difference.



Companions:

Player no longer has to quick save in order for Companions' scripts to start, but I still left the option with starting them with quick saving, just in case. Companions added via DLCs and mods still require a quicksave after recruiting them.

Companions have Dodge Chance now, based on their Agility, Luck and equipped armor.

Greatly reduced Companions' accuracy on Hard and Very Hard.

Companions no longer have level cap and they can infinitely level up together with the player.

Arcade, Boone, Cass and Veronica no longer have 2nd ranks of their perks, but the first ones only.

Removed info about reduced stimpak effectiveness from Marcus, Lily and Rex, and about Cheyenne Companion from Sunny.

Marcus, Lily and Rex have halved chem duration now.

ED-E's weapons boosted, but they use ammo now. Normal ED-E uses ECP, armored uses SEC, and armed uses MFC. Lonesome Road ED-E uses SEC.

Companions now use appropriate chems while in combat (Psycho when at 75% health, Jet whenever combat starts etc.), so be careful with giving them any. Companions from DLCs and mods are currently unaffected by this feature. Also, non-humanoid creatures (ED-E, Rex) can't use any chems themselve.

Companions' bonuses for using their favorite weapons reworked. They now usually have primary and secondary favorite weapon, and bonuses aren't dull and all about increased damage anymore. DLC Companions are currently unaffected by this feature.

Raul's Regular Maintenance reduced from 25% to 20%, and Full Maintenance from 35% to 30%.

Companions no longer get bonus 25% Poison and 15% Radiation Resistance for being in the party.



Secret Stashes (WIP):

This feature is disabled and will be enabled in the future (most likely v2.6.0.).



Main DLC Plugin:

Players using DLCs should have info about difficulty settings displayed correctly during character creation.

Tesla Cannon and its unique variant correctly deals bonus EMP damage to Lobotomites and Cyberdogs.

Green Geckos nerfed.

Removed weapons from spliced Lobotomites in X-8.

Increased Nightstalkers' (OWB) damage from 55 to 65.

Removed spawning enemies from all of the DLCs.

Fixed Big Brained perk (OWB) not working with the Tag! perk, and vice versa.

Fixed Gabriel's Bark causing the game to crash.

Arc Welder has "(T3)" in its name now. Bug Fixes:Disabled ironsight animation for PPSh-41 SMG.Recharging nightvision goggles with MFC now grants 180 secs of power supply, not 30 as with ECP.Fixed bug which sometimes set player's Melee Sneak Damage to 0.Fixed bug which prevented player from catching Long Fuse Dynamites.Fixed bug with ED-E's Enhanced Sensors perk not always working.Added NCR Guard Dogs to NCR Faction. It should fix few strange behaviors of the dogs.Overall Changes:This update requires New Game start, it will quite a lot of bugs if you use it on the existing save.Added Forgiving Combat plugin. It reduces damage of all weapons by 25%, making fights longer. For people who hate realism and prefer RPG over FPS.Added an option to roll all stats, tags, traits and even a class for your character.Weapon Stat Display hotkey changed from E to Q. Because of E it was too messy, and Q isn't used by anything.Weapon Stat Display no longer shows Condition Value, but Condition with amount of shots before it breaks.Weapon Stat Display no longer shows V.A.T.S. Chance To Hit, but V.A.T.S. Range. It tells you how far is the accurate distance in VATS and how low impact Perception has on it.Added Armor Repair Kits and all Repair Kits have diminishing effect on better gear.Added Advanced Lockpicks and Advanced Electronic Lockpicks.Added books and magazines to Inventory Sorter feature.Player's Compass Range is increased by 5-10%, but is dulled greatly at night and in interiors.Lone Wanderer class now has a -1 Companion Limit penalty.Crafting repair kits requires more Scrap Metal and Spare Electronics.Player has a chance of restoring hammer and wrench after using a Repair Kit (based on Repair skill).Turpentine is much easier to find on Vendors.Dodge Chance formula changed from (0 + Luck + (Agility * 3)) to (10 + Luck + (Agility * 2)), making light armors more useful to characters not specializing in high Agility and Dodge Chance.During Bullet Time weapon swaying is halved now.Armor Rework:All armo