Hey
@Lexx, some small mod ideas if you ever feel like making more with your wonderful skills:
Armor Laser Resistances rebalance. Vanilla values are mostly too high, and pretty much make lasers useless. Would go great with Et Tu as well.
Laser RCW: Adds a Laser RCW. Why? Because it's a Laser Tommy Gun and would fit the Salvatores in New Reno like a glove. No idea if there's an FRM for the Laser RCW, but wouldn't surprise me if there is. I'm thinking of it as weaker/equal to the Laser Pistol in single shots, but has a pretty nice burst fire mode. No idea where would be the best place to add it, but I'm thinking: a) Mason's hands b) Part of Eldrige's special stock c) Reward for becoming a Salvatore Made Man.
Use your guns as melee weapons: Exactly what it says on the tin. Allows hitting people with pistol butts and gun stocks by adding a melee attack option. Uses melee weapons skill. Could even include Bayonet mods for certain rifles and shotguns.
Extra ammo types for shotguns: Adds extra ammo types for shotguns, making them more competitive. Purchasable in shops.
- Flechettes: Increased penetration, slightly less damage (as in FNV)
- Rubber shells: Less-lethal, increases knockdowns and knockouts. For pacifist characters.
- Coin Shot: Slugs+, giving extra damage but less penetration. 10% chance of money being left in dead targets.
- EMP Shells or Pulse Slugs: Less penetration and damage, but deals EMP damage, making it stronger against robots, cyborgs and Powered Armor.
- Dragon's Breath: Short ranged, fires a burst of fire instead of bullets, turning your shotgun into a short-range flamer.
Primary Statistics Boost Mod: Boosts some primary stats to make them stronger and more in-line with the strongest stats. For example:
- Primary Statistics can now go beyond 10 (as in Fallout Tactics), but not on stat creation. This is essentially to make worth it boosting stats up to 10 at start, especially to help Strength (useless to go beyond 6 due to Power Armor).
- Strength now boosts melee damage on a 1/1 basis. For example, 1 ST = 1 Melee Damage. 5 ST = 5 Melee Damage and so forth. Might require some unarmed/melee weapon rebalance - or not, its not like these are super OP.
- Perception now helps accuracy beyond 7 PE (AFAIK the boost only goes up to 7 PE)
- PE now increases AC as well
- Endurance now has a bigger HP boost bonus.
- More perks for certain neglected primary stats (like ST/EN/CH/LK)
- This could also be used to boost certain superhumanly enemies. Super Strong Super Mutants and Deathclaws, anyone?
Fixed HP Mod: HP is now fixed and permanent, being able to increase only with perks (Lifegiver gives a static HP boost instead). For balance, I'm thinking EN and ST both give more HP than in vanilla - so you can have over 100-200 HP by like lvl1 if you build your character right, but many tough enemies in the early game can as well. Might work better as part of the previous one?
NPCs can now have perks: Just that, you can now give perks to non-player characters. Could be a useful tool for modders.
Fully-Controlled Party Mod: This is something I've never seen before and I am surprised I haven't. I remember SFall allows full party control for a long time now, but to my knowledge, nobody ever did anything with it. The idea would be to build on it. I'm thinking it would also have to autobalance all non-player characters to make them stronger and tougher, because a fully controlled party would be clearly far stronger.
Steal Revamp Mod: Revamps Steal skill somehow, the current implementation is atrocious. Seriously, its pure garbo.
First Aid and Doctor works like Fallout Tactics: AKA First Aid and Doctor are now no longer garbage and inferior to stimpaks at healing. I don't have the mechanics minutae of how these skills work differently in FOT compared to FO1/FO2 (wiki didn't help me either, might have to ask the FOT modding subforum), but they are definitively better done there:
- FA and Doctor work on combat
- In combat, the healer and the healed must not move for a turn.
- They heal far more than in FO1/FO2, using First Aid Kits, Doctor's Bags and the like.
- Being healed with FA gives you the Bandaged Status, requiring use of Doctor to remove the bandaging.
Hmmm... perhaps keep FA and Doctor the same if you don't use kits, but if you do, you get Fallout Tactics-style functionality?
Luck-Based Gambling: Gambling is now purely based on Luck, like in Fallout New Vegas. Gambling Skill is gone. Rigged casinos add a -LK modifier (althrough in dice games you could do the dice swap trick with Steal, changing the rigged dices for normal ones). If you win too much on a casino, you're allowed to keep your winnings, gently escorted out and told you can't gamble there anymore. So you can "clean out" casinos, but not use them as infinite money cheats. LK being the go-to stat for gambling might also make LK better overall as a build.
Armor Bypass Critical Nerf: FO1/FO2 has too many armor bypass criticals, and they are all FULL armor bypass criticals. This is kind of universally considered bad, Josh Sawyer himself wanted to come down on it and implement partial armor bypasses instead in Van Buren. This would replace armor bypasses with partial armor bypasses for all but the cheesiest crits.
Fallout New Vegas Traits: Adds traits exclusive to FNV in Classic Fallout form.
Fallout New Vegas Perks: Adds perks exclusive to FNV in Classic Fallout form.
Different Turbo Plasma Rifle: Turbo Plasma Rifle got severely nerfed in FO2. Its just a Plasma Rifle with more damage now. Probably to make the Pulse Rifle better, too. Still giga-OP tho. Some possible fixes:
- Conservative fix: Turbo Plasma just decreases the attack ap by -1, same damage as the Plasma Rifle. Might still be defacto superior to the Pulse Rifle.
- Less conservative fix: Turbo Plasma has -1ap attack but decreased damage. Pulse Rifle is superior, shot-by-shot. Alternatively, make it unable to do called shots.
- The Fallout New Vegas fix: AKA Turn into The Smitty Special. Dial down the damage and turn it into a plasma burst weapon. Essentially a bootleg version of Frank Horrigan's End Boss Gun, but it fires sequential plasma bolts because that would look very dope.