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Sweet6Shooter

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About this mod

This is a balance and encounter overhaul for New Vegas Bounties 1 LE.

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  • Polish
Changelogs
Overview:
This is a balance and encounter overhaul for New Vegas Bounties 1 LE.

Features:
  • No more non-playable weapons with bonus damage. Your fights will be on fair playing ground, though your foes will take much more initiative during your confrontations, and they often have better weapons.
  • Many of the simple "Yes." responses to turning in bounties to Randall have been adjusted to actually elaborate on the events that occurred.
    (At one point, he specifically alludes to having been told more about an encounter than the dialog actually says. Once I changed that specific instance, I felt that it would feel more appropriate for all of the "Yes" dialog responses to be more descriptive as well.)
  • All of the "Yes." responses to the question of your readiness for another bounty have been changed for variety's sake.
  • The new weapons will optionally have their stats automatically tuned based on the stats of their comparative base weapons, to make sure that they're competitive and statistically relative.
  • NPCs which had just a weapon and ammo and no chanced casing lists have had casings/drained whatever added.
  • Sweet Revenge has been rebalanced to be more statistically similar to the regular .44, but with faster handling and higher crit rate. It's greatest strength is it's speed of firing.

Encounters:
If you'd like to experience the new encounter structure with no hints or spoilers, I recommend that you do not read the details in this section, and skip to the installation section, and skip the questions section.
Tom Quigley:
  • Quigley has been moved from his original spot west of Poseidon Gas. I feel that this placement was much too late into the mid-game, based on the fact that he's the first bounty, it takes forever to get to him, and the early quest rewards are better tuned for the early game, and not the phase during which you would normally have reached him. The section of dialog by Randall mentioning that location in specific has been stitched out.
  • He's now located in Scorpion Gulch, and his unique weapon has been exchanged for a cowboy repeater. This allows for a guaranteed early game location to find a cowboy repeater while it's still competitive with the other early game arsenal. You'll no longer be getting a unique trail carbine before finding a regular one. As such, the Ferguson Rifle is no longer available.
  • There are set dressings around him to make his new space feel properly as though he has been there for a while. You may find that he is fighting with scorpions when you arrive at his location - this is a necessity based on his location, but I consider it functionally a feature. You can no longer snipe him from afar, and when you get close, he may even lose his fight against the scorpions. I consider this a diegetic outcome. Those who use TLD and have already found the brotherhood may find him engaging with a brotherhood scout or procurement specialist. This is also a necessity/feature, considering his proximity to the bunker. Since he's still dressed as NCR, it makes sense that they'd fight with him.

Caravan Attack:
  • Picking up Quantrill's notes will add a note that says what the initial pop-up says, in case you accidentally backed out of the menu before reading it.
  • You will no longer be able to fast travel directly to the BOS Safehouse after getting Quantrill's Notes, until you kill Onoda and retrieve his finger.
  • Onoda will immediately initiate combat if he has line-of-sight to you. He now wields a Multiplas Rifle by default instead of a plasma rifle, and he has a -50% spread perk when using it. He will use a stealthboy immediately upon initiating combat with you. If you have TTW installed, he will have nightvision goggles to justify his LOS combat initiation. If you have CFWR installed, he will have a CAWS and Pulse Rifle instead of the Multiplas Rifle. When he initiates combat with you, if you're wearing power armor, he will use the Pulse Rifle. If you do not, he will use the CAWS. He will drop both when he dies.
  • He has placed pulse mines in an effort to ambush BoS personnel.
 
Eileen:
  • Eileen has Reinforced Leather Armor instead of trash raider armor by default. If you have STARS TTW installed, she will use Raider Skull Armor + Helmet instead.
  • She will use Psycho upon starting combat with anything if she doesn't already have it active.
  • She has two accompanying escorts who use chems and special ammo.
 
Cullen:
  • Cullen uses a flamer instead of a fire axe. He also has better armor, and pops chems when he starts combat with you.
 
Collins:
  • Collins uses Reinforced Combat Armor, a Hunting Revolver and hollow-points.
 
Tony Idaho:
  • Tony will automatically initiate combat and skip dialog if he detects or has LOS on you and your weapon is out. He also uses hollow-points.

Tommy:
  • Tommy uses a 12.7mm Pistol and wears a regular, playable suit.

Alex:
  • Alex's cronies run faster, and they all carry caps.
  • Their masks are unplayable.
  • Their dress canes and clothing have much higher condition.
  • When approaching the corpse, your weapon will be put away and your controls will be disabled, a fade to and from black will occur, and your controls will not be re-enabled until you are prompted by Alex. This is to give them a chance to actually close the distance and attack you, instead of instantly getting cut down.

Fred:
  • If you use Mojave NPCs, the Great Khan Scout posted near him will be disabled.
  • The body message has been rewritten to speak hypothetically, rather than speaking for your character's concern.
  • Fred has Cateye, and his outfit will be switched to something spookier if using STARS.

Mago:
  • The message for Mago's bunker will now appear when inside the bunker.
  • The message for the gas now occurs at the end of his response to your request to leave, instead of the start.
  • More sound and visual effects have been added to the gassing.
  • He will switch to a ripper if you are rude to him.
  • Some small sounds have been added to improve the sequence.
  • The amount of bobby pins found on the victim's body in the cell are now equal to the player's luck.
  • There is a hidden weapon that can be found inside the cell.
  • There is a moderately better weapon outside the cell, which requires an Agility check to reach.

Jack:
  • No more warning message.
  • Jack uses a .44 Magnum instead of the other revolver. As such, his custom .357 is not available.
  • Jack will initiate combat if he has LOS on you and your weapon is out.
  • The dialog responses to Jack have been rewritten.

Kurt Katil:
  • He uses an LMG and a Thermic Lance now, and he has Reinforced Metal Armor and a Reinforced Metal Helmet.
  • His buddies have better raider equipment and special weapons.

Chuck:
  • The message about not finding him will actually be shown inside the shack instead of before the transition.
  • He will use a Ranger Sequoia and have more loot on him.
  • His buddies will use better weapons, and the assassin will use proper legion armor.

Billy:
  • You cannot fast travel to the northern passage map marker once this quest segment starts, until you kill Billy.
  • Billy and his crew use much better weapons. "Armed to the teeth" actually means dangerous now.

Dallas:
  • The speech challenge to send him off has been re-written, it's check has been changed to Charisma 9+, and you get 500 XP for convincing him.
  • The strength challenge has been rewritten, and had it's check increased to 9+. It gets no XP bonus because it's much, much easier to buff Strength to 9 with power armor and chems.
  • If you try to tell him to leave and fail, his interaction state will advance. Once this happens, if he sees you with a weapon out, and you're closer than 1000 game units, (30ish yards or something like that), or you're at any distance + detected by him, with your weapon out, and your crosshair goes over him, he will initiate combat.
  • He has more money on him, he has a cattle prod, and he uses a Brush Gun.

Javier Sugar:
  • He uses a Riot Shotgun with slugs, or a Pancor if CFWR is installed.
  • Your weapon will be put away when you pick up the pinned note.

Cormac:
  • Minigun, boosted health, reduced speed multiplier. Decent helmet.

The Judge:
  • When you enter the Judge's bunker, you will be told that drawing your weapon may be seen as an act of aggression, and your weapon will be put away. Drawing your weapon while detected by anyone in the bunker will result in immediate hostility.
  • The Judge's guards have better equipment overall.
  • The Judge's scale has been reduced from 1.25 to 1.15. Previously his knees were at about shoulder level.
  • His suit has 4 DT and 4 DR. He no longer uses his hatchet in combat, and instead uses a 12.7mm Pistol with JHP rounds. His hatchet is in his desk, along with a potentially very high amount of caps.
  • The throat+teeth kill can be performed with either cannibal or terrifying presence.
  • The speech check to get him to kill his cronies has been upped to 95. The preliminary speech check was changed to a Charisma check of 7. Some other changes have been done to the dialog.

Customization: 
You can disable automated stat changes in the config ini.

Requirements:
JIP LN, xNVSE, Johnny, the usual stuff.
New Vegas Bounties 1 LE
The original versions of NVB/NVB2/NVB3/NVK are not supported.

New Vegas Bounties - Earlier First Target - Sweet Style Bounties Lite is available for those that want the Tom Quigley location change on it's own.

Installation:
Regular installation.
Ensure that this file loads later than the NVB TTW patch if you have it.
This should only be installed and active at the same time that NVB is initially installed and active. Existing saves with NVB installed are not supported.

Patches:
Internal functionality with Classic Fallout Weapons Remastered. The mod will work fine without it.
There is a patch for WAP AR Series. It changes My Little Friend to use a retextured and modified version of the WAP Assault Carbine. The WAP Assault Carbine assets are required for the patch.

Compatibility:
Compatible with TTW 3.3+

Limitations:
Quigley originally had AI packages that coordinated with specific placed items and patrol paths. I removed these when I moved him, because I didn't want to mess with those and try to convert them - he's in a space where he'll probably fight scorpions instead, so I don't really mind this. Besides, the only time you'd see his AI package do it's thing is when you observe him from afar, which cannot be done anymore (or at least done readily) at his new location.
Alex and his goons are still slow af to attack after you talk to them. I may try to adjust that.

Bugs:
Quigley sometimes takes a second to reload when initiating combat. I wish I could make that more seamless, but forcing his ammo and weapon by script causes it. His use of a stealthboy mitigates this vulnerability enough for me.

Questions:
Please un-cut ___ unique weapon?
I'm not going to.
Why do Chuck's Frumentarii have NCR money?
Frumentarii are undercover agents.

Upcoming Versions:
I will be doing a similar patch for New Vegas Killer, and any future NVB LE modules.

Credits:
Someteam2000 and Someguy2000 for the original mods, obviously. All their work to create/modernize this classic mod is invaluable and deeply appreciated.
Permissions:
Do whatever. Don't redistribute the WAP patch assets without permission from the WAP author.
WAP assets redistributed with permission.

Support:
If you'd like to support my modding work or say thanks, feel free to donate via the Nexus or here at Ko-Fi.