Big collection of gameplay tweaks - new features, quality of life changes, challenge and difficulty tweaks, item tweaks, and more.
RPG Gameplay Tweaks
So some time ago, I started working on a full gameplay mod. It's a bit of an ambitious project, and at this point, I don't think I'm ever going to finish it. Still, there were a lot of useful features and all sorts of different ideas that I had come up with over the years, and I didn't want them to just sit around and collect dust, so I decided to break everything up and upload the different parts as separate mods a while back. Mods like Fast Travel Overhaul, Skill Based Pickpocketing, Armor Rarity Overhaul, etc, all stemmed from that project.
RPG Gameplay Tweaks is the next one on the list. It is a huge selection of gameplay related tweaks. There are new features, quality of life changes, difficulty related tweaks, placement changes, item adjustments, etc, all kinds of stuff.
Most of these tweaks were taken directly from the main project, with some brand new ones thrown in while I was compiling the mod. Everything was hardcoded before the transition, but I have since made everything fully optional, so it's much easier to work with, should you want to use only specific features.
The default settings are calibrated for a vanilla style set up. The ones that are too drastic or niche are all off by default. The mod also plays well with something like a JSawyer mod, since the original mod was initially based on JSawyer. But again, everything is optional, so it can easily be configured to work with just about any set up.
Features
Quick Start - Skip ALL dialogue and cutscenes in the beginning sequence. You'll get one message popup that catches you up on everything that had happened up to that point. Simply create your character and head straight into the game. It will also take on Better Character Creation's changes if it is installed.
Doctors Heal Companions - Allow non-robot companions to be healed by doctors. No new dialogue lines and no AI. The doctors will just use the same lines as if the player is hurt. If the companion is unconscious, they will be revived. For healing robots, check out Repairable Companions ESPless.
Skip Silver Rush Cutscene - Skip the introduction cutscene when entering Silver Rush for the first time. Seeing it once is more than enough.
Auto-Use Toggling - Make auto-use items like Auto-Inject Stimpaks, Snakebite Tourniquets, and Aural Stealth Suit's Auto-Injects toggleable. Click the item in the inventory to toggle them on and off.
Quest Tweaks
Star Caps Requirement - Set the amount of Sunset Sarsaparilla star bottle caps required for the The Legend of the Star quest. It is set to 100 by default. In vanilla, it's only 50, and to me, that just makes the quest end way too quickly. Collecting the star caps throughout the game is a nice little fun activity and I've always find it to be quite enjoyable. Set it to something like 150 if you want it to last the entire game and really scour the wasteland for star caps.
Misfits Run - Make the Misfits run during the Flags of Our Foul-Ups quest.
Joana Run - Make Joana (and the other hookers) run during the Bye Bye Love quest.
Parker Run - Make Captain Parker run during the Keith's Caravan Charade quest.
Van Graff Run - Make the Van Graff customers and Pacer run during the Birds of a Feather quest.
The King Stays In His Chair - Make The King stay in his chair in the theater instead of moving to his suite upstairs during the G.I. Blues quest.
No Carry Esteban - Make the NCR soldiers in the A Final Plan for Esteban quest check for clearing the fiends so there's no need to drag Esteban's corpse to them.
Skip Boomer Museum Narration - Activate Pete at any time during his mural narration to skip it.
Gameplay Tweaks
Auto Weapon Crit Chance- Customize and give automatic guns a more reasonable crit chance multiplier. In the base game, autos have less than 1% crit chance, which is basically nothing. This can open up more gameplay options for these weapons instead of just being stuck with flat bonuses on laser weapons.
Explosives Can Crit - Allow explosive weapons to crit and set the amount of crit damage. This can open up more gameplay options for explosive weapons.
Camarader-E Tweaks - Rearrange the ranks of Camarader-E in order of importance and usefulness to better balance the perk. The new order is 1. Accuracy, 2. DT, 3. Repair, 4. Ammo production, 5. Beam damage. That way the player would have to actually play through a decent chunk of LR to get to the meat of the perk. This mod will revert Essential Vanilla Enhancements Merged's change of blocking Mojave Ed-E from gaining Camarader-E before LR is done, if the mod is installed.
No Sneak Level Scaling - Disable sneak level scaling so character level is no longer factored in when calculating detection.
No Companion Auto Heal - Disable companion auto heal after combat.
No Well Rested XP Bonus - Disable the Well Rested XP bonus. XP is already overkill even if you ignore all the XP bonuses and take Skilled in the base game.
Reduced NPC Block Chance - Reduce the block chance of all NPCs.
Implant Level Requirement - Add a level requirement to Medical Clinic physical implants. Useful if you're sick of rushing the Clinic or feeling like you need to do it in the back of your mind. Also lessens the incentive to pick Intelligence since you would have fewer levels to benefit from. Between 10-15 is good.
Implant Alt Limit - Change the Medical Clinic implant limit to half of player Strength and Endurance rounded down, excluding implant bonuses. In vanilla, you can get 1 implant per END point. So given the choice between a point in END or any other attribute, you would end up always putting it on END since you can just get that point back with an implant. This helps add more depth when setting up attribute points.
Reduce Movement Penalties - Reduce armor and weapon movement penalties. They can feel a bit excessive in the vanilla game. And JSawyer mod also reduces them.
Follower Wait Time - Set Follower Wait Time to this number of days.
Companions Use Antivenoms - Companions automatically use Antivenom/Datura antivenom in their inventory when poisoned. The number sets the cooldown after each use in seconds. (Default 3)
DLCs Tweaks
Old World Blues Fresh Start - Remove all player equipment when starting Old World Blues. The way OWB is set up, it would make more sense to lose all equipment. You'll get some basic equipment when starting out. Good for a little extra challenge.
Lonesome Road No Return - Prevent the player from traveling back to the Mojave before Lonesome Road is finished. The first section of LR is loaded with loot and caps and pretty easy to get through even as a level 1. This just properly gates the content so the player can't take advantage of rushing it in the beginning, without resorting to nerfing the content.
No Lonesome Road Ending Reputation Hit - Disable the reputation hit in all Lonesome Road endings. All DLCs are pretty cut off from the base game and that's totally fine. Hamfisting in a reputation hit, even though nobody in the mainland actually acknowledges the events, always felt forced and unnecessary.
Tunneler & Marked Men Respect - Make Tunnelers and Marked Men non-hostile when Lonesome Road is finished. It is mentioned in the ending slides that marked men and tunnelers would let the Courier pass peacefully. Marked Men in the Courier's Mile will still attack the player on sight.
No Riot Gear in Commissaries - Remove Riot Gear from the Lonesome Road Commissaries. There are already 2 Riot Gears available on the map.
Non-Playable Dean's Tuxedo - Make Dean Domino's Tuxedo a non-playable item. I'm pretty sure he's the only companion that lets you take off his default armor, so that always felt weird. I doubt Dean would take it off. And being able to have him run around in his underwear is a bit too much.
Honest Hearts Fresh Start - Remove all player equipment when starting Honest Hearts. Something to add to challenge I guess, but I doubt it. The DLC is a walk in the park.
Honest Hearts Weight Limit - Set the starting weight limit of Honest Hearts to this amount.
Placement Tweaks
Revised Pre-Order Pack Locations - Distribute to early game areas (Tribal Pack -> Abandoned Shack near Goodsprings, Classic Pack -> Goodsprings Cave, Caravan Pack -> Daniel Wyand in Primm, Mercenary Pack -> Bison Steve Hotel second floor). Having everything dumped on you at the start is not good, but the JSawyer distribution of the items is even worse. This moves the items to more reasonable places so the player actually gets to use them. The items are really only useful for a couple of levels anyway.
Ranger Sequoia In NCR Safehouse - Replace the Hunting Revolver in the NCR Safehouse with a Ranger Sequoia.
Safe Annabelle - Move Annabelle to the Black Mountain Radio Tower if the weapon is still on the Nightkin Sniper when he is disabled.
Fixed Workbench Skill Books - Disable the skill book RNG in the Honest Hearts workbench crates and replace them with 3 skill books per crate.
Mick And Ralph's Sells Big Boomer - Move Big Boomer from Old Lady Gibson to Mick And Ralph's. Good if you want the weapon but don't want to beat up the old lady.
Silver Rush Unique Weapons Transfer - Transfer Silver Rush's weapons to Gun Runners when Gloria Van Graff is killed. Last time I did it, the weapons didn't transfer, so this just makes sure they 100% do.
Safehouse Keys Drop - Make Safehouse key owners drop the key when killed.
Torres Sells YCS/186 - Make Torres sell the YCS/186 if Wild Wasteland is taken.
Ballistic Fist In Legion Safehouse - Replace the Displacer Glove in the Legion Safehouse with a Ballistic Fist.
Items Tweaks
Reduced Skill Book Bonuses - Reduce skill book bonus to 2. The total amount of bonuses you can get from skill books is pretty absurd, especially with Comprehension. This helps make the skill points you get from leveling feel more valuable.
Reduced Magazine Bonuses - Halve all skill magazine bonuses. Same as the above. Magazines are just another thing to devalue skill points.
Survival Healing Items - Make healing powder, bitter drink, blood shield, and healing poultice scale with Survival instead of Medicine.
Clear Skill Book Ownership - Make all skill books not owned. It's trivial to steal them anyway.
Non-Addictive Aural Med-X - Make the Aural Stealth Suit's auto-inject Med-X non-addictive.
Armor Tweaks
No Armor Effects On Clothing - Disable armor effects on clothing. They're yet another thing that devalued skill points I thought. And having to juggle a bunch of different clothes in the inventory just to cheese skill checks has never been interesting or fun.
Metal Armor Tweaks - Increase condition, add some energy resistance, remove stat penalties.
Combat Ranger Armor Tweaks - Add armor effects to NCR and Desert Ranger body armors.
Combat Ranger Helmet Fixes - Fix weight and armor class inconsistencies, add armor effects to NCR and Desert Ranger helmets.
Aural Stealth Suit Light Armor - Make Aural Stealth Suit a light armor.
Heavy Armor Explosive Resistance - Add a 20% passive explosive resistance to all heavy armors.
All-Purpose Science Suit Tweaks - Replace the armor effect with advanced radiation suit effect.
Weapon Tweaks
No Ignore DT/DR Effect - Disable the Ignore DT/DR effect on automatic melee weapons. The effect is basically broken with JIP's revised damage formula which is enabled by default. Ignore resist is overkill and melts through even power armors with the OP stat upgrades from Titans.
Weapon Strength Requirement Tweaks - Adjust some weapons' strength requirement for better logic and consistency. (Miniguns 10 -> 8, FIDO 9 -> 8, Bozar/LMG 8 -> 7, Automatic Rifle 8 -> 6, Lil Devil/12.7mm Pistol 8 -> 6)
Weapon Skill Requirement Tweaks - Adjust some weapons' skill requirement for better balance. (Ranger Sequoia 75 -> 100, C4 50 -> 75, Fire Bomb 50 -> 25, Satchel Charge 50 -> 100)
Weapon Value Tweaks - Increase the value of undervalued weapons and reduce the value of overvalued weapons. (This Machine 2800 -> 6800, La Longue Carabine 1500 -> 4500, Mercy 5200 -> 8000, Pew Pew 2500 -> 7200, Ranger Sequoia 1200 -> 6000, Nail Gun 5000 -> 2000, Battle Rifle 1500 -> 3000)
Laser & Plasma Tweaks - General decrease to damage and crit chance for Laser weapons and increase for Plasma weapons. Laser weapons were objectively better than plasma weapons in the base game. This tips the scale for plasma weapons a bit.
Faster Missiles - Increase the speed of missile launcher projectiles.
Faster Grenades - Increase the speed of grenade rifle/launcher rounds.
Less Bouncy Grenades - Decrease the bounciness of regular grenades.
Semi-Auto Gauss Rifles - Make Gauss Rifles use 2 cells per shot and load 10 cells at a time (12 for YCS/186). When I think of Gauss Rifles in Fallout, I always think of it in Fallout 1/2, something that is versatile and robust, and not the sluggish New Vegas one that can only shoot once. This will put the weapon somewhere in the middle ground. It'll also disable the displacer visual effect.
Fire Bombs Explode On Impact - Make Fire Bombs explode on impact.
CZ57 Avenger Tweaks - Increase CZ57 Avenger's ammo capacity to 240 and weight to 22. Having only 120 rounds on a Minigun just straight up sucked and made the weapon not fun to use.
Dinner Bell Tweaks - Various buffs to Dinner Bell. The weapon is a reward for clearing a bunch of deathclaws, but performed arguably worse than the regular hunting shotgun. (Damage 75 -> 112, crit dmg 11 -> 18, ammo 5 -> 8, condition 150 -> 250, value 4800 -> 8000)
Cyberdog Gun Tweaks - Significant buffs to Cyberdog Guns and FIDO. Hard to get but performed really bad. This makes the weapons fire 3 rounds per shot and ups the ammo capacity to 180.
Sprtel-Wood 9700 Tweaks - Increase Sprtel-Wood 9700's ammo capacity to 120.
SMMG Tweaks - Rate of fire 100% -> 140%, damage 30 -> 26, ammo 60 -> 100
Bozar Tweaks - Rate of fire 100% -> 180%, skill req 75 -> 100
AER14 Prototype Tweaks - Damage/crit 35 -> 42, condition 100 -> 150, value 2200 -> 4000
Red Glare Tweaks - Expand ammo capacity 13 -> 20, and increase explosion damage 40 -> 60.
Automatic Rifle Tweaks - Increase condition 200 -> 400, reduce spread 6 -> 0.8, and action point cost 35 -> 30.
MF Hyperbreeder Alpha Tweaks - Condition 800 -> 250, damage 25 -> 20, regen 0.3 -> 0.8
Industrial Hand Crit Damage Fix - Decrease the crit damage of Industrial Hand to a more reasonable amount that is in line with other weapons.
New Vegas Script Extender (NVSE xNVSE)
Installation
Install all requirements. Load order doesn't matter.
How To Config
Edit the "RPG Gameplay Tweaks\Config\RPGTweaks_Config.ini" file.
Compatibility
The mod will revert Essential Vanilla Enhancements Merged's change of blocking Mojave Ed-E from gaining Camarader-E bonuses before finishing Lonesome Road.
The option to set Honest Hearts weight limit will take precedence if this mod is loaded after another mod that also modifies the same dialogue.
Revised Pre-Order Pack Locations will only undo the distribution in typical JSawyer mods. So if you are using another mod that does something different, either disable the option in this mod, or that mod if available.
Mod Recommendations
Instructions
Download and install with Mod Organizer 2.
RPG Gameplay Tweaks INI
Required if you want to customize the settings - see POSTS section for new settings if you don't want to overwrite everything with the new INI file
RPG Gameplay Tweaks
Main file