J.E. Sawyer releases own mod.

Transcript from No Mutants Allowed:

J.E. Sawyer, project director on Fallout: New Vegas and its Honest Heart DLC, had already told us through his Formspring account that he was working on a mod for his personal playthroughs and would be releasing it for interested people, something that promptly happened today, without much fanfare. Here’s the link to the mod (which requires all Fallout: New Vegas DLC to work) and some bits from the “changelog” he wrote on Formspring:

* Max level with all DLCs installed is 35.
* XP rate is halved.
* Base player health is quartered and level-gained health is reduced by 25%.
* Base Carry Weight from 150 to 50 (related perks/things have also been adjusted).
* Energy Weapon ammo weighs less than its nearest equivalent Guns ammo.
* Energy Weapon durability is in the same ballpark as Guns durability.
* Medium Armor has a small amount of DR proportional to its DT.
* Heavy Armor has even more DR proportional to its DT.
* Power Armor does not require a perk, but if you have the perk, the weight of the armor is essentially negated.
* Karma/Alignment values adjusted all over.
* H2O/FOD/SLP rates doubled, but the first threshold is moved from 200 to 400 (statuses roll over ever 150 after).
* Water and Food drop rates on NPCs is dramatically lower. It is difficult to stay out of Dehydration/Starvation by looting enemies.
* Water/Nuka-Cola/Sunset Sarsaparilla heal much less, but now all restore H2O (alcohols will as well, but at lowered values).
* Default Stimpaks are uncommon. A new variant, Stimpak, Expired is the default. It is not that great.
* The player’s Workbench recipe now makes Stimpak, Homemade. It is better than Expired, worse than default Stimpaks, and has the PE penalty from Healing Powder.
* All Stimpaks have weight.
* Pre-Order items have been adjusted to be more well-balanced and not worth that much if you rush to Chet’s to trade them in.
* A bunch of fixes I couldn’t make during development because of load order conflicts, time, etc. E.g.: Automatic Rifle spread re-adjustment, putting the Police Pistol on the Cowboy List, Bozar on Grunt, Junk Rounds are now actual ammo variants you can make, etc.
* Some other stuff.

[...]

* fKarmaModKillingEvilActor from 100 to 5
* fKarmaModKillingVeryEvilActor from 2 to 30
* All (known) Feral Ghouls set to Neutral alignment
* Colonel Moore Alignment changed from Neutral to Evil
* Colonel Hsu Alignment changed from Neutral to Good
* Dam Centurion Alignments changed from Evil to Neutral
* Doctor Usanagi Alignment changed to Very Good
* Dixon Alignment changed from Neutral to Very Evil
* Jean-Baptiste Cutting Alignment changed from Neutral to Very Evil
* Gloria Van Graff Alignment changed from Neutral to Very Evil
* Alice McLafferty Alignment changed from Neutral to Evil
* Alice McBride Alignment changed from Neutral to Good
* Squatter Alignments changed from Neutral to Good
* The King’s Alignment changed from Neutral to Good
* Contreras’ Alignment changed from Neutral to Evil
* Westside Citizens and Militia Alignments changed from Neutral to Good
* Gomorrah Prostitutes Alignments changed from Neutral to Good
* 1E Junkies’ Alignments changed from Neutral to Good
* Michelle and Samuel’s Alignments changed from Neutral to Good

[...]

Why can’t you just add your changes to the game in an official patch?

The short technical reason is “.esm inter-dependencies” and “load order errors”. Sorry.

In addition to technical reasons, some of the mechanics changes make the game significantly more difficult (base health / stim changes) or at least more of a hassle (carry weight, stims having weight, H2O/SLP/FOD rate increase). I’d rather have people opt-in to those changes than make them the default in a patch.

Finally, the game’s over. The ship has sailed. No one is working on it anymore. No testers, nothing. This mod is just me working in my free time. If I horribly botch something, you can just un-check the mod and go on your way.

Do you plan to reintroduce the armored vault 21 jumpsuit in your mod? If so, would it be by crafting or found?

Yes. It is for sale in Sarah’s store at Vault 21. Both it and the Armored Vault 13 Jumpsuit now use the RepairVaultSuit list and have 200 CND. The Armored Vault 21 Jumpsuit grants 12 DT, +1 LK, and costs 2000 caps.

Will your mod add any removed/unfinished quests?

No.

That’s not really news, but I thought it was worth sharing. Now, back to modding, I have some karma alignment to adjust. End of line.

What modding should not be.

I’ve came across that comic from Nerf NOW!! and I wanted to share it.


I prefer to keep my mods simple and in the spirit of the game. Seriously, I don’t get why people would want to have their characters looking like anime girls or use hyper-modernized weapon that looks so out of place. I really don’t get it.

Of course, I’m planning to buy Skyrim eventually, but I am still busy with Fallout at the moment. End of line.

My First Mod: New Helios One

I’m very proud to announce that I’ve just uploaded my very first mod on the New Vegas Nexus website. Basically, it is just a rebuilt of the Helios One power plant. I thought that it was a bit logical to think that, since the NCR has been occupying the plant for 5 years, they would have a least cleaned up the place and removed any hazardous elements. Personally, I live near a military base and I know that it’s one of their priority to keep their base clean. I always thought that one of the points to show the effectiveness of an army was how well-tidied they could keep a place.

Anyway, I’ve spent several weeks working on that mod and I do hope that some people will appreciate it. End of line.


You can download my Helios One mod here.

Oh S#*@!

After working on one of my mods, I ran into a problem that would cause my game to crash everything it would load. Therefore, I had no other choice than to start a new save all over again. Seems that I’ll never get to finish this game. Well, this is life, but hang on, I had a few things planned for this blog. Notably about how to fix some faulty mods. Well, back to modding. End of line.

A short story…

In the past months, I’ve been neglecting this blog. In fact, since I was writing a bit too occasionally for this blog, I’ve decided to close it down, in a way. You may blame it on a lot of thing, but one of the reason why I’ve been away for so long has been from playing Fallout: New Vegas. That game became my newest fandom for the past months. I don’t really know what’s drawing me to that game. Maybe it’s the combination between role-playing game and first-person shooter, the retro-futuristic aspect, the post-apocalyptic elements or just the wackiness of it. Therefore, Fallout is a great game and one of my favorites to this day.

For a while, I’ve been playing Fallout mostly on PlayStation 3, but I’ve always been tempted to get the game on PC. The only reason why I wanted to play the PC version of the game is the next one: The mods. Yes, I only wanted to play Fallout so I could install mods on it. Whether it was custom guns, armors, locations or even new quests, I wanted to see what modders could bring to the game.

I was hesitant at first to buy Fallout on PC, knowing that when I’ve first bought my laptop, I did not intend to play games on it. I know that it would have caused my computer to crash or overheat. I’ve decided to wait until I might get a better computer, but the outage of a certain gaming network prompted me to finally buy Fallout: New Vegas on PC, whether it would cause my poor laptop to crash or not.

I would lie if I said that playing Fallout didn’t cause my PC to crash more than I would like to, but one thing I can say it that once you’ve try PC gaming, you’d never want to go back on any other consoles. The possibilities are greater when playing on PC and I’m not just talking about the mods. Some games like Fallout allow the player to use console commands and such other things. You can practically customize the game to your tastes, which mean that you’re in control of the game instead of having the game controlling you. Some of you may see that as cheating, but I’ve never thought about it that way. I’ve always seen it as a way to explore the game on a different angle and… Damn! I’m starting to carry away on that one and I might end up writing a completely different entry. Long story short: If you want to cheat, there are mods for that, but if you’re looking for a way to expand your gaming experience, there are mods for that as well.

Now that I’ve finally gotten a PC fitted for gaming, I’m less likely to crash and I now have to chance to try out multiple mods. Truth to be told, I even started creating my own mods and I might have some of them published soon enough on Nexus.

Finally, the goal of this entry was to introduce you, my dear readers, to an idea that I had while trying mods on Fallout. Since I’ve always seems to be short on subjects for that blog, I told myself: Why not writing about what’s really holding my interest? What about sharing those said interests with everyone else. These two questions inspired me to take my blog into an entirely new direction and start writing about mods. For the moment, I will mostly focus on Fallout and see were I can go from there. I was mostly planning to write about the mods I like, post modding tips, introducing essential modding tools and a few other things. Just don’t expect me to write everyday, I would still be a bit busy about playing and modding, but I’m looking forward to make this blog a regular thing. For the moment, I’ll go back to modding. End of line.