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					Cirosan's Classic Overhaul
Release 1.6
The following utilities are required for CCO to function properly:

      New Vegas Script Extender (NVSE)
      http://nvse.silverlock.org/

      Fallout Mod Manager (FOMM)
      http://www.newvegasnexus.com/downloads/file.php?id=36901

Welcome to Cirosan's Classic Overhaul! The goal of CCO is very simple: To make a player's choices
matter by introducing a variety of new content designed to encourage careful decision-making and
roleplaying. However, what makes CCO unique is that it is modular – that is to say, each file can
be used independent from one another. Of course, they're all designed to be used together, but for
the most part everything's up to you. Everything that CCO does is designed to make for a more
interesting and fulfilling New Vegas experience.

CCO follows several design philosophies:
   • Choices and consequences – Core game formulas and mechanics have been altered to
      discourage min-maxing but still augment your character's design. Putting points into
      something shouldn't just marginally improve it – you'll see immediate, qualitative changes.
   • Compatibility with other mods and old saves – CCO is designed to play nice with as
      many other mods as possible, and can be integrated into an existing save painlessly.
   • Customization to suit your needs - Don't like it? Don't use it! Pick and choose what you
      like in CCO to customize your New Vegas experience to your liking!
   • Quality over quantity – CCO may not be the most sizable mod out there, but what it
      does, it should do uniquely and interestingly.

CCO comes with five main modules, all intended to be used with each other, but each can
operate independently if you don't like one of them. They are:
   • Gameplay Changes – The crux of the overhaul. Many game formulas are changed and
      the function of V.A.T.S. is different altogether.
   • Classic Perks – Reintroduces many classic perks and traits from Fallout 1, 2, Tactics and
      even from J.E. Sawyer's Fallout PnP RPG. Note that this can be used independently and
      was made with compatibility in mind, so even if you despise the rest of what this overhaul
      does, you can still use just this and have all the extra perks you want!
   • Follower Tweaks – Overhauls the impact of companions. Followers now only do half-
      damage, but only take half-damage as well. The maximum number of followers you can
      have at once is now based on your Charisma, instead of always being two.
   • Damage Resistance – Reimplements Damage Resistance into the game for you and for
      all NPCs and monsters, derived based on Damage Threshold. However, natural Damage
      Resistance follows strict formulas and can never rise above 25%.
   • Perk Rebalance – Intended to bring vanilla perks more into line with Classic Perks,
      above, this module reduces many erroneous requirements from several perks and alters
      the effects of others.
Classic Perks

The Classic Perks module does exactly what it says on the tin: It adds more perks to the game!
Well, not just perks, but quite a few traits as well. Many of them are inspired by similarly-designed
features in Fallout 1 and 2, but there are a considerable amount of original creations too.

Traits

Adrenaline Junkie
You're hooked to the sudden rush you feel after you end some other poor bastard's life. You regain
10 Action Points whenever you kill something in V.A.T.S., but you regenerate Action Points more
slowly.

Bruiser
You hit like a freight train, but your swings are also a little on the slow side. Unarmed and melee
attacks do 20% more damage, but your attack speed is 20% slower.

Determined
Nothing can stop you when you put your mind to something. You have a permanent Damage
Threshold bonus of 15 and your limbs are twice as hard to cripple - but all chems (including
Stimpaks!) have no effect on you.

Fear the Reaper
Live hard and fast, that's always been your plan. You gain a perk every level instead of every two,
but your Damage Threshold is permanently halved and you regain less health from all healing
sources.

Gifted
You were born talented. However, because you were so gifted, you never spent time learning new
things. You gain 7 points to raise your S.P.E.C.I.A.L. stats as you see fit, but only get perks every
3 levels instead of every 2.

Jinxed
You live in fortune's blind spot, often failing in spite of all probability and reason. The good news:
your enemies only critically hit half the time. The bad news: you only critically hit half the time,
too.

One Hander
One of your hands is scarily dextrous and quick, but the other is practically a useless lump of
flesh. When using one-handed weapons, you're 20% more accurate, but you're 40% less accurate
when using two-handed weapons.

One in a Million
You don't get lucky often, but when you do there's hell to pay. You're much, much less likely to
score a critical hit, but your critical damage is far higher than normal.

Precision
You're not one to attack mindlessly. Putting a lot of thought into your strikes, you have a 10%
higher chance of scoring a critical hit, but your total damage is 30% lower.

Tactical Bombing
Relying on splash damage is for amateurs - a skilled individual will always destroy the right target
at the right time. The radius of your explosives is halved, but all explosives do twice as much
damage.
Notes:
If you take both the Gifted and Fear the Reaper traits, they'll cancel each other out and your perk
rate will be set to 2, same as in vanilla. The other effects still work as normal though, so if you
want 7 S.P.E.C.I.A.L points at the cost of max HP, don't let me stop you.

The complete list of chems that won't work on you if you have the Determined trait: Ant Nectar,
Ant Queen Pheromones, Buffout, Jet, Dixon's Jet, Mentats, Med-X, Fire Ant Nectar, Ultrajet,
Cateye, Tobacco, Fixer, Hydra, Rebound, Steady, Super Stimpaks, Turbo, Party Time Mentats,
Psycho, Radaway, Rad-X, Rocket, Slasher, and Stimpaks. However, food, alcohol, Doctor's Bags,
and herbal remedies (i.e., Healing Powder) still work just fine.

Your sneak attack criticals do not have their damage raised by the One in a Million trait, just the
random criticals you score in live combat.

The critical chance bonus granted by the Precision trait is additive, not multiplicative.


Perks

A Solitary Soul
Level 10
Introvert. Loner. Misanthrope. Call it whatever you like, but you prefer being alone over the
company of others. When not accompanied by any companions, you run faster, recover more
health from healing sources, and gain more experience.

Artful Dodger
Level 12, AGI 7
You had enough fists swung at your face and bullets fired in your direction to know when to duck
and where to keep yourself in one piece. While wearing clothing, light armor, or no armor, you
gain 5 Damage Threshold.

Born Leader
Level 16, CHA 8
You speak with a voice that radiates determination and fearlessness to everyone around you. All
of your active followers gain bonuses to their Hit Points, confidence, and critical chance.

Bracing
Level 6, STR 6
Wandering throughout the Mojave, weapon close at hand, you're no stranger to moving while at-
arms. With this perk, you suffer no movement penalties while your weapon is drawn.

Cautious Nature
Level 10, PER < 10
When your blood gets pumping and your heart starts pounding, your senses become almost
super-human. You gain three points of Perception while you're in combat.

Child at Heart
Level 2, CHR 4
The Child at Heart perk greatly improves your interactions with children, usually in the form of
unique dialogue choices.*


* The Child at Heart perk was programmed and implemented into New Vegas, but ultimately disabled before release
  because the developers did not think it was useful enough. CCO both reimplements the perk and makes it more useful.
  The level requirement has also been lowered. For full information on what the Child at Heart perk now does, see the
  section below.
Cinematic Technique
Level 12, PER 6
You're a master at lining your shots up perfectly, whether behind the camera or behind the barrel
of a gun. With the Cinematic Technique perk, you gain a flat bonus of 5 to your critical chance
while using V.A.T.S.

Dermal Impact
Level 14, END 7
The piercing sting of bullets might as well be drops of rain to you. With this perk, you gain 5
Damage Threshold against Guns and a permanent Damage Resistance bonus of 3%.

Devil's Advocate
Level 14, CHR 6
The devil can cite scripture to suit his purpose, and so can you. With the Devil's Advocate perk,
you gain 25 points to Speech - but don't bother with redemption, because this perk becomes
useless if your karma rises above Very Evil.

Evasion
Level 20, AGI 7, Sneak 75
Nothing to see here. With the Evasion perk, whenever you are about to be detected by an enemy,
you will automatically become invisible for a few moments. This effect can only be activated once
every three real-time minutes.

Get the Lead Out!
Level 10, AGI 6; 2 Ranks
You'd think people would be slower and more nervous while fighting for their life. Not you! With
each rank of this perk, you move 15% faster when in combat.

Hide Behind Numbers
Level 22
Chalk it up to endorphins or black magic, but once the comforting numbers and targeting reticles
of V.A.T.S. appear you suddenly feel tougher. You take 25% less damage from all attacks while
V.A.T.S. is active.

High Roller
Level 8, LUK < 10
For some reason, whenever you sit down at the tables, Lady Luck seems to smile on you. You gain
three points of Luck while you're gambling.

Human Lexicon
Level 20, INT 8
There's not a word that exists that you can't pin down the meaning and origin of. While hacking,
the range of possible passwords that can appear is halved.

Innocent Bystander
Level 10, AGI 6, Sneak 50
You just don't look to be the thieving type. With this perk, while your karma is at a level of Good
or Very Good, your chance of successfully pickpocketing someone is significantly increased.

Into the Past
Level 8
You yearn for a gilded age long since past - and you're willing to walk through hell to drag the
world back to it. While wearing a piece of Pre-War clothing, you gain 5 Damage Threshold and a
3% bonus to your critical chance.
Itchy Trigger Finger
Level 16, AGI 7, PER 6
Shoot first, ask questions later. What could possibly go wrong? With this perk, your firing speed
with Guns and Energy Weapons is 10% faster, and it costs you 10% less Action Points to shoot in
V.A.T.S.

Karma Beacon
Level 10
Actions speak louder than words. With the Karma Beacon perk, your karma has twice as much of
an effect on how people react to you - for better or for worse.

Knock Out!
Level 10, STR 6, AGI 6; 3 Ranks
When you get up in your enemy's face, nothing can stop you from dishing out a little extra
damage. For every rank of the Knock Out! perk, you do an extra 10% damage with unarmed
attacks.

Life Support System
Level 26, Science 80, Medicine 80
Through your substantial knowledge of science and medicine, you've reprogrammed your Pip-Boy
to automatically administer Med-X, Stimpaks, RadAway, Rad-X, or water to you whenever you
need it.

Lucky Break
Level 18, LUK 7
Once you first catch a break, the good times seem to keep rolling in. When you score a critical hit
on an opponent, the chance that your next hit will also be a critical hit is doubled.

Harmless
Level 16, Sneak 50
People don't expect a saint like you to hit very hard. Their mistake. With the Harmless perk, your
sneak attack criticals do 25% more damage. Be good though, because this perk becomes useless
if your karma drops below Very Good.

Master Trader
Level 12, CHA 8, Barter 75
When you have a value in mind for something, you get what you want, no matter what. With the
Master Trader perk, the buying price of all items is decreased by 25%, and the value of your own
items is increased by 25%.

Monkey Wrench
Level 12, Repair 60
You're familiar enough with robots that taking them apart is a snap - doubly so if you don't care
about putting them back together again. You deal 50% more damage against robots when using
unarmed or melee weapons.

Munition Connoisseur
Level 18, Repair 90
You're only interested in the finest instruments of death. With this perk, all weapons do an extra
15% damage if their condition is 90% or better.

Mutate!
Level 12
Wasteland radiation has changed something inside you. You can change one or both of your traits,
if you have any, to something else - or just remove them altogether. If you have no traits, you can
choose some.

Observer Effect
Level 16, PER 6, Energy Weapons 60; 3 Ranks
Observing the disintegration of your many enemies first-hand, you know exactly what to hit and
where to make your shot count. With each rank of this perk, you can bypass 3 points of Damage
Threshold when using Energy Weapons.

Overwhelming Odds
Level 16, INT 4
You've learned how to tilt the odds in your favor when outnumbered. Your weapon damage and
accuracy are increased and you can bypass 5 points of Damage Threshold when fighting groups of
five or more enemies.

Personal Space
Level 14, Guns 50 OR Energy Weapons 50
Nothing like a round of buckshot to teach people that you like your space. With this perk, while
using ranged weapons, you have an increased chance of scoring a critical hit against enemies that
are within spitting distance of you.

Preemptive Strike
Level 16, PER 6
When in doubt, kill everything in sight. You can never be too sure about who's going to hurt you,
after all. Your critical chance and weapon damage are increased when attacking someone who
isn't actively hostile towards you.

Presence
Level 4, CHA 6
Call it pheromones or raw sex appeal, but you've got that way about you that just makes people
want to like you. The initial reaction of all characters is raised by 10%.

Scout
Level 4, PER 7
Your home has always been in the wilderness, exploring new places and finding new things. With
the Scout perk, the experience reward for discovering new areas is tripled.

Screen Used
Level 18, PER 6
Fire it, swing it, or smash it, you've seen enough through the lens of your Pip-Boy that you know
what to avoid to keep weapons intact for longer. Your weapons degrade half as fast as normal
when used in V.A.T.S.

Second Wind
Level 26, END 8
Call it tenacity or plain ol' stubbornness, but sometimes you just won't stay down. Once a day,
when wounded below a third of your health, there is a chance that you will instantly recover some
of your health and limb status.

Six-Shooter
Level 14, Guns 50
If you can't drop someone in six shots, then you deserve to die. While using revolvers, your
weapon damage and attack speed are increased, and your Action Point cost in V.A.T.S. is
decreased.
Smooth Talker
Level 2, INT < 10
You've mastered the art of pretending to know what you're talking about. With this perk, your
Intelligence is increased by one - but only when you're in a conversation with someone else.

Snake Eater
Level 8, END 4
They told you not to eat it, but you did anyway. So what if you were laid up for weeks, severely
emaciated? Your dogged self-exposure to the toxins of the Wasteland have made you completely
immune to all forms of poison.

Soft Tissue Expert
Level 14, PER 6, Guns 60; 3 Ranks
Practice with firearms has taught you a very important life lesson: where the squishy bits on
things are. With each rank of the Soft Tissue Expert perk, you can bypass 2 points of Damage
Threshold when using Guns.

Steady Aim
Level 12, AGI 6, PER 6
Your hand-eye coordination borders on clairvoyance. With this perk, the spread of all ranged
weapons is decreased by 25%.

Survivalist
Level 10, END 6, Survival 55, Must be playing in Hardcore Mode
Convenience and comfort are for the weak - you've learned how to make do with less, surviving
with scarcer supplies than most would think possible. With the Survivalist perk, rates of thirst,
hunger, and exhaustion are slowed by 20%.

Thermodynamics
Level 12, END 6
Those fancy lasers and plasma shooters can't keep you down. With the Thermodynamics perk,
your Damage Threshold is increased by 5 against all Energy Weapons, and you gain 25% Fire
Resistance to boot.

Torque
Level 20, STR 5, Lockpick 50
Jamming countless locks in a feat of brutish clumsiness has taught you how to best pry things
apart. While lockpicking, the chance of a Force Lock attempt succeeding is increased.

Walk Without Rhythm
Level 24, AGI 7, Sneak 90
Moving soundlessly through the shadows, you almost seem to disappear at will. With this perk,
you gain an invisibility effect if you stay undetected for long enough, and the effect grows
stronger the longer you stay hidden.


Notes:
If you have the Steath Suit Mk. II from Old World Blues or the Prototype Medic Power Armor from
Project Nevada (and their compatibility patches loaded), their Med-X and Stimpak functions will
override the Life Support System perk's. However, your Pip-Boy will still administer Rad-X,
Radaway, and water to you even if you have them on.

The Walk Without Rhythm perk in more detail: For every 20 seconds you stay crouched, you gain
15% invisibility, up to a maximum of 90%. If you leave Sneak mode, you instantly lose all active
effects from this perk and have to start over from the bottom tier. This effect does not stack with
Stealth Boys; while you will still gain benefits from this perk while using a Stealth Boy, you'll only
get 1% invisibility every 20 seconds, which, coupled with the Stealth Boy's effect, takes you to a
maximum of 99% invisibility. If you use a Stealth Boy while the original 15% effect is active, it
will dispel itself and you'll start again from the 1% tier. If you're using Project Nevada and have
the compatibility patch loaded, you'll get 15% invisibility like usual, but there will only be four
tiers, for a maximum total of 90% invisibility. It is not possible to become 100% invisible under
any circumstances with this perk.

Errata regarding the Evasion Perk: The Evasion effect will only be triggered if you are in Sneak
mode when spotted. Once the effect triggers, you can leave Sneak mode without penalty,
however. The effect lasts for approximately five seconds, and is comparable to using a Stealth
Boy.

The inner workings of the Second Wind perk: When you drop below 34% health, there is a two-in-
three (67%) chance that the perk will activate, healing you to full. Limb restoration is calculated
separately, and becomes increasingly less likely (dropping to 55%, then 45%, and so on). After
the perk has triggered and sixty real-time seconds have passed (one minute), the Overexertion
effect will be added to your character. The effect reduces your Strength and Agility by 2, your
Endurance by 3, and increases your sleep deprivation by 25. The effect wears off after six (6) in-
game hours. For the perk's purposes, the “once a day” activation doesn't count to see if a full 24
hours have passed, but instead if it has passed midnight since activating the perk. This is done so
the player can easily tell if the perk will work on one given day or another. However, the Second
Wind perk will not activate if you are still overexerted, regardless of whether or not it's past
midnight.


Child at Heart
The Child at Heart perk was programmed and implemented into New Vegas, but ultimately
disabled before release because the developers did not think it was useful enough. CCO both
reimplements the perk and makes it more useful. The level requirement has also been lowered.
Here's the full breakdown on what you can gain by taking the perk:

   •   Child refugees in Bitter Springs will now give you a unique teddy bear, Barnabas Bear.
       Fulfilling their request of taking the toy all the way to New Vegas will result in a small but
       special reward.
   •   Child refugees in Bitter Springs will give you three Mentats if you talk to them. They only
       do this once, however.
   •   Child refugees in Bitter Springs have additional flavor dialogue.
   •   If you speak with the child refugees in Bitter Springs while the quest "Climb Ev'ry
       Mountain" is in progress, they will mark the location of the Great Khan Supply Cave where
       Oscar Velasco is hiding on your map. This map marker only appears if you hear about it
       from the children – otherwise, only a quest marker will point towards its location.
   •   Having the Child at Heart perk will allow you to bypass the Speech check during the
       unmarked quest "Bear Necessities."
   •   Having the Child at Heart perk will allow you to bypass the Speech check during the
       unmarked quest "Saving (or Savaging) Sergeant Teddy."
   •   Having the Child at Heart perk will allow you to obtain Euclid's C-Finder for free from the
       boy Max in Freeside. Without the perk, you must either pay him 1,000 caps or pass a
       Barter check of 45.
   •   Having the Child at Heart perk will allow you find out the truth about what happened to
       Corporal White from the boy Hector in Westside without having to pass a Speech check of
       80 during the quest "The White Wash."
Non-standard (Hidden) Perks
Slight spoilers about the mod follow: If you want to be surprised about what other stuff there is
hidden in here, skip this part!

Follower Inoculations
The advanced medicine of the Followers has boosted your immune system. You gain a permanent
+10 bonus to your Rad and Poison Resistances.

You can't select this perk from leveling up; you have to earn it elsewhere. Julie Farkas at Old
Mormon Fort in Freeside as well as Doctor Usanagi at the New Vegas Medical Clinic can give the
inoculations to you for a price. You get a discount if you're a friend of the Followers; between the
two of them, Julie Farkas has a slightly better deal. You can also get them for free if you're a
Follower yourself. Finally, if you don't want to screw around with any of that, you can hack the
Auto-Doc in the New Vegas Medical Clinic to inoculate you for free if your Science is at least 50
and your Intelligence is at least 4.

Rodeo Clown and Auto-Doc Wrangler
Raises your maximum HP by 10 and 20, respectively; if you get them both you get a total bonus
of 30 HP.

If your Intelligence is less than 4, however, while you can't hack the Auto-Doc for the inoculations
(you can still pay for them) you can get a new, different perk. Examine the Auto-Doc in the New
Vegas Medical Clinic and you'll be presented with an option to ride it like a horsey. Do so. If you
pass a Luck check (the check is if ((your Luck * 5) + 50) is greater than a random number
between 1 and 99), the Auto-Doc will heal you somehow and your HP will be raised by 10. You
can try as many times as you want until you get it. If you ride the Auto-Doc again after getting
the first perk and make a second Luck check (the second check is if ((your Luck * 5) + 25) is
greater than a random number between 1 and 99), you'll get the second perk and your HP will be
raised by 20, for a total of 30.

Liver Let Die
Your copious consumption of alcohol has somehow raised your maximum Hit Points.

You'll notice a new challenge has been implemented with the mod: Liver Let Die. Drink 100
alcoholic beverages and you'll finish it. If at the very moment you finish the challenge your Luck is
equal to 9, your max HP will be raised by 5. If at the very moment you finish the challenge your
Luck is equal to 10, your max HP will be raised by 10. Note that each Liver Let Die perk is
mutually exclusive; you can't get them both. If your Luck is too low, you still get XP for finishing
the challenge.

Rad Regeneration
Your limbs regenerate slowly when irradiated to a level of 400 rads or above.

This is tied to another new challenge, Triple Helix. To obtain the perk, you must become severely
irradiated (have 600 rads or above) three separate times. So you can't just have over 600 rads
and get it – you must have over 600 rads, be healed to a radiation level of 0, and then become
irradiated over 600 again.

Wasteland Saint
Your selfless refusal of violence in a ruthless world has granted you one S.P.E.C.I.A.L. point to use
as you see fit.

This one is simple, but difficult to achieve. If you reach level twenty (20) without killing a single
person – even in self-defense – you'll earn it. A quick way to monitor your progress is to check the
“People Killed” miscellaneous stat in your Pip-Boy – if the number there is anything but zero, you
won't be able to get this perk. It should go without saying that this is here to reward pacifist
playthroughs.

Firmware Updates
Interfacing your Pip-Boy with the Vault Mainframe has allowed it to download crucial firmware
updates and defragment its memory, making it run smoother and more efficiently. The Action
Point costs of all weapons are reduced by 5%.

Interact with the Vault Mainframes in either Vault 11 or Vault 22. If your Perception is 7 or higher
and your Intelligence is above 4, you'll notice a port on the Mainframe that you can plug your Pip-
Boy into. Do so. Your Pip-Boy will be updated and you'll acquire this perk, along with the location
of all the other Vaults in the Mojave (sans the Securitron Vault or Vault 21) as well as a lengthy
flavor note.

Electroshock Therapy
What doesn't kill you makes you stronger. After being zapped by the Vault Mainframe, your
Damage Threshold against all Energy Weapons has been increased by 3.

The method to get this perk is the same as Firmware Updates, above, but is only obtainable if
your Intelligence is below 4. Yes, this does mean you can't obtain both Firmware Updates and
Electroshock Therapy (under normal circumstances). Doing the same as above with a Perception
of 7, you'll still notice the port, but with your low Intelligence you'll be prompted to shove your
finger in the socket instead of plugging in your Pip-Boy. A small explosion will occur and you'll
take some damage, and then you'll gain this perk.

A few other challenges relating to the new perks and traits have been included for fun, but they're
pretty self-explanatory.


Installation
Simple as can be!

   1. Extract the CCO – Classic Perks.esm file to your Fallout New Vegas\Data directory
   2. Extract the textures folder to your Fallout New Vegas\Data directory; you may be
      presented with an option to merge existing folders, do so
   3. Extract the sound folder to your Fallout New Vegas\Data directory; you may be presented
      with an option to merge existing folders, do so
   4. Select the CCO – Classic Perks.esm file in Fallout Mod Manager and check the box next to it

To uninstall the mod, simply remove the three files listed above.


Compatibility information
Here's the fantastic thing about the Classic Perks module: It's almost completely compatible with
any overhaul or GMST-changing mod you can name! How does it do this? The scripts that alter
the GMSTs multiply your existing values, rather than changing them to a static value.
This means that if you've changed your settings to a custom value, you'll still get the
benefit from the perks. CP is also equipped with a failsafe script: If the values changed by
perks aren't what they should be because of mod conflict or engine wonkiness, CP will detect the
problem and fix it automatically. XFO, Realism Tweaks, Project Nevada – you name it, and CP can
play nice with it.

Because CP changes no GMSTs on its own, any load order should theoretically be okay.
This may require some more in-depth testing, but if all else fails, you can recalibrate CP using the
instructions below.
A few warnings, however:
If you change your GMSTs after choosing a perk or trait that alters them, CCO won't be
able to tell the difference, and the failsafe will change them back. You can still fix this,
however, with a very simple solution: Before making any changes to your game settings
(experience multipliers, health bonuses on level up, etc.), activate the Recalibration
Token in your inventory first. After and only after using the Token, you can change your
game settings to whatever you want, and CCO's failsafe scripts won't interfere. When
you're done changing things, activate the Token again, and your perks and traits will be
readjusted to match your new, custom values.

Also, CCO, as a necessity, alters the effects of the following ingestibles: Ant Nectar, Ant
Queen Pheromones, Buffout, Jet, Dixon's Jet, Mentats, Med-X, Fire Ant Nectar, Ultrajet, Cateye,
Tobacco, Fixer, Hydra, Rebound, Steady, Super Stimpaks, Turbo, Party Time Mentats, Psycho,
Radaway, Rad-X, Rocket, Slasher, and Stimpaks. Specifically, it adds a conditional that checks
whether or not the player has the Determined trait to each of their effects. This means that any
mod that changes these ingestibles will conflict with CCO, unfortunately. However, compatibility
patches for more popular mods are available, and the solution is otherwise very simple: Don't
take the Determined trait. This is the most gray area of CCO's compatibility, unfortunately.

For the more modly-inclined, you may ask: Why not just add an entry point that multiplies
positive chem duration by zero? Unfortunately, that does more harm than good: If the player is in
Hardcore Mode, this means that every ingestible has no effect on them, which goes beyond the
original intent of this trait. Adding conditionals was the simplest and most painless way of doing it.

Finally, the Gifted and Fear the Reaper traits will always set your perk rate to 3 and 1
respectively, regardless of what your original value was. This is based off of the original
setting of 2 levels per perk, and assumes you're using that. Compatibility with other values is
certainly possible, but a deliberate decision was made not to do so out of balance issues. It just
isn't reasonable to give the player perks at a faster or slower rate than what those traits allow
already. Recalibration won't fix this, because other values are not supported at this time.

The Bracing perk adds a flat +10% run speed bonus when your weapon is out, which is exactly
enough to equalize your speed using vanilla settings. If you've changed the holster speed to
something else (i.e. through Project Nevada), the perk will unfortunately not adjust to it. You'll
have +10% speed regardless of what your value is.
Gameplay Changes

The Gameplay Changes module consists of two core components: formula changes and follower
tweaks. In following with CCO's design philosophy, base scores for player formulas have been
drastically lowered or zeroed out entirely, but bonuses conferred by your S.P.E.C.I.A.L stats have
been greatly improved. They're calculated to scale evenly, and will equal vanilla settings if your
stats are average (i.e., equal to 5). The end result is less “gimme” points – while you won't get as
much stuff handed to you, you'll get more out of the stats you choose to invest in.

Formula Changes

   •   Base action points have been lowered from 65 to 30. The Agility multiplier for action points
       (the AP you get per point of Agility) has been increased from 3 to 10. This means that the
       new formula for AP is:

              Initial AP = 30 + (10 x Agility)

       If your Agility is 5, you'll have the exact same AP as you would start with in vanilla.

   •   Base carry weight has been lowered from 150 to 75. However, the Strength multiplier for
       carry weight (the carry weight you get for each point of Strength) has been increased from
       10 to 25. This means the new formula for carry weight is:

              Initial carry weight = 75 + (25 x Strength)

       If your Strength is 5, you'll have the exact same carry weight as you would start with in
       vanilla.

   •   The bonus health multiplier you get per level has been lowered from 5 to 2. However, the
       Endurance multiplier for health has been increased from 20 to 25. The new formula is:

              Initial HP = 95 + (Endurance x 25) + (Level x 2)

       If your Endurance is 5, you'll have marginally more HP than you would start with in vanilla,
       but your HP will scale much more slowly. Also, the maximum possible HP you can have is
       decreased.

   •   NPC health settings have been raised. Like you, NPC health will scale slowly, and be much
       more dependent on their stats than on their level. The new formula is:

              NPC HP = Base value + (Endurance x 10) + (Level x 2)

       Effectively, their health has been increased, but you won't see the full range of their health
       until you're higher-level. When you first start out, NPC's health will be higher than it was
       in vanilla, but only by about 20%. This range will increase as you grow.

   •   The base skill points per level have been decreased from 11 to 6. However, the Intelligence
       multiplier for skill points (the skill points you get for each point of Intelligence) has been
       increased from 0.5 to 1. Disregarding an engine quirk in the calculation, the new formula
       is:

              Skill Points per level = 5 + (Intelligence)
    If your Intelligence is 5, you'll gain one or two less skill points per level than you would in
    vanilla, of course. However, just as in the original game, the maximum possible skill points
    per level is 15 (or 17 with the Educated perk).

•   The effect of your Medicine and Survival skills on consumable items has been increased.
    You'll see big bonuses to the stats you recover if your skill is high enough.

•   As a corollary to the above, your Medicine skill will directly affect how potent healing items
    are. If your skill is low, healing sources will be even less effective than they were originally
    – but at high levels, healing sources will be more powerful than they originally were. The
    full scale of effects is detailed in the chart below, with a score of 60 being vanilla values.

                 Medicine                    How effective healing sources will be,
                 skill level                  with 100% being base game levels
                   0–9                                       70.00%
                  10 – 19                                    75.00%
                  20 – 29                                    80.00%
                  30 – 39                                    85.00%
                  40 – 49                                    90.00%
                  50 – 59                                    95.00%
                  60 – 69                          100.00% (same as vanilla)
                  70 – 79                                   105.00%
                  80 – 89                                   110.00%
                    90+                                     115.00%

•   Similarly, your Survival skill now affects how long all consumables last for. At low levels,
    consumable items will have an even shorter duration than they had in vanilla – but at high
    levels, they will last even longer than they originally did. As before, a score of 60
    represents vanilla values.

                  Survival                 How long consumable items will last for,
                 skill level                 with 100% being base game levels
                   0–9                                    70.00%
                  10 – 19                                 75.00%
                  20 – 29                                 80.00%
                  30 – 39                                 85.00%
                  40 – 49                                 90.00%
                  50 – 59                                 95.00%
                  60 – 69                         100.00% (same as vanilla)
                  70 – 79                                105.00%
                  80 – 89                                110.00%
                    90+                                  115.00%

•   Finally, Medicine now has an affect on your chance of being addicted when using chems. A
    relatively low score will markedly increase your chances of becoming addicted, while a
    moderate score makes a significant difference in the odds. The implication is that a higher
    Medicine score gives you the knowledge to sterilize yourself and administer chems safely,
    while an untrained wastelander jabbing needles into their arms would drastically increase
    the chances of infection, complications, or addiction. However, proper sterilization can only
    go so far, hence the law of diminishing returns. The full range of changes is outlined in the
    chart below, with a score of 40 being a the vanilla chance of addiction.
                 Medicine                    Your chances of becoming addicted,
                 skill level                  with 100% being base game levels
                   0–9                                    120.00%
                  10 – 19                                 115.00%
                  20 – 29                                 110.00%
                  30 – 39                                 105.00%
                  40 – 49                          100.00% (same as vanilla)
                  50 – 59                                  98.00%
                  60 – 69                                  96.00%
                  70 – 79                                  94.00%
                  80 – 89                                  92.00%
                    90+                                    90.00%

•   The rate at which you regain Action Points has been changed. Rather than be a static value
    for every build of character, the Action Point restore rate is now dependent on your
    Endurance and Agility. The new formula is:

           Time to fully regain base AP =
           1 / ((Endurance * 0.006) + (Agility * 0.006)) seconds

    If the sum of your Endurance and Agility is 10 (as in, both stats are average at 5, or one is
    high enough to compensate), you'll regain AP at the same rate as in vanilla. If both
    Endurance and Agility are maxed out, you'll regain AP twice as fast. If both of them are
    abysmal (both at 1), it will take nearly a full minute of real time to regain all of it.

•   Agility now directly affects your movement speed. For every point of Agility below 5, you
    move 2% more slowly; for every point above 5, you move 1% more quickly. An Agility of
    exactly 5 is normal speed.

•   Perception now affects your accuracy. For every point of Perception under 5, you lose 4%
    accuracy with all weapons; for every point above 5, you are 2% more accurate with all
    weapons. A Perception of exactly 5 is normal accuracy.

•   Perception also has a small effect on your critical chance. For every even-numbered point
    of Perception above 5, you gain 1% critical chance. So, a Perception of 6 is a 1% bonus; 8
    is a 2% bonus; 10 is a 3% bonus.

•   Finally, Perception directly affects the number of actors that can appear on your compass
    at one time (otherwise known as compass “ticks”). Previously, you would always see a
    maximum of ten ticks – ten actors, friendly or hostile – on your compass, no matter what.
    Now, the maximum number of ticks that can appear on the compass is directly equal to
    your Perception score. For instance, if you have a Perception of three, only a maximum of
    three ticks can appear on your compass at any one time. If your Perception is a perfect
    ten, the vanilla maximum of ten ticks can appear on your compass. And so on.

•   A weapon's condition now has a much more pronounced effect on how often it will jam.
    The exact rates are detailed in the chart below.
               Weapon                 Chance of jamming            Chance of jamming
              condition                 when reloading                when firing
               0% - 10%                    90.00%                       20.00%
              11% - 20%                    75.00%                       16.00%
              21% - 30%                    50.00%                       12.00%
              31% - 40%                    33.00%                        8.00%
              41% - 50%                    16.00%                        4.00%
              51% - 60%                     8.00%                        1.00%
              61% - 70%                     4.00%                        0.00%
              71% - 80%                     2.00%                        0.00%
              81% - 90%                     1.00%                        0.00%
             91% - 100%                     0.00%                        0.00%

•   Starting skill values have been changed. Rather than all starting at a base of 2, skills will
    start at a level approximate to what experience an average person in the Mojave would
    have in them. The bonuses are very small, however, and are more for flavor than anything.
    Note that no skill's base exceeds 6.
    ◦ Barter starts at 0
    ◦ Explosives starts at 0
    ◦ Lockpick starts at 0
    ◦ Melee weapons starts at 4
    ◦ Sneak starts at 0
    ◦ Unarmed starts at 6
    ◦ All skills not mentioned still start at 2

•   Tag skills have been revamped to behave more like they were in Fallout 1 and 2. Tagging a
    skill no longer provides a flat bonus of 15, but each point invested in the skill counts for
    double. The Tag! Perk's description and loading screen have been altered to reflect this
    change.

•   Experience requirements for leveling up have been increased. In general, you'll now
    require about 30% more XP to level up than before.

•   The base values and multipliers for items while bartering have been changed. Caps are
    now much harder to make in the game if your Barter skill is too low, and merchants may
    frequently pay you much less than what an item is really worth. However, if your Barter
    skill is high enough, you'll find that selling items is much more profitable. Investing in the
    Barter skill is now a much more worthy choice.

•   The penalties for having a limb crippled are much more severe. You'll find your accuracy is
    middling with one arm broken, and piss-poor with both broken. With one leg broken you'll
    move very slowly, and with both you'll crawl along at a snail's pace. The impact on
    throwing and penalties for a crippled torso have also been increased, of course.

•   The effect your karma has on an NPC's disposition has been increased. Making friends
    might be much easier (or harder!) for you, depending on the choices you've made.

•   Similar to the above, the Repair skill now has a greater effect on the condition you recover
    when repairing something.

•   You now receive much less karma for killing an evil character. Similarly, you lose less
    karma for stealing. Collectively, this is intended to make it more difficult to become very
    good or very evil too quickly.
   •   Essential NPCs now stay down for longer when knocked unconscious; the exact length of
       their incapacitation has been raised from 10 seconds to 45 seconds.

   •   You now have a lower chance of dismembering an enemy on a random critical hit or on
       death. Dismemberment chance from sneak attack criticals is unaffected.

   •   Lower-level enemies have had their HP slightly decreased, and the range of what counts as
       "low level" has been expanded. This is to compensate for increased early game difficulty,
       given that enemy HP health has been virtually doubled.

   •   A larger number of NPCs are now allowed to fight you at once in combat. Previously, only a
       maximum of 10 NPCs were allowed to be in combat against you at once; if there were
       more enemies nearby, they would politely wait. This cap has been raised to 20.


V.A.T.S. Changes

CCO fundamentally changes the function of V.A.T.S. In the vanilla game, V.A.T.S. reduced the
damage you took by a percentage and added a flat bonus to your critical chance. V.A.T.S. also
increased your weapon spread by 10%, actually making you less accurate (?). This is no longer
the case. Instead of magically protecting you from damage, V.A.T.S. now makes you
more accurate. Specifically, your accuracy is increased by 15%, weapon spread is reduced, and
the distance at which you start to lose accuracy is decreased. Rather than opening V.A.T.S. to
score a critical hit or protect you from damage, you can now open V.A.T.S. to increase the chance
of landing a shot when you need it. Given the concept of V.A.T.S. (it is an assisted targeting
system, after all), this made far more sense.

To break it down:
    • You now take full damage while in V.A.T.S.
    • Your critical chance is not affected whether or not you use V.A.T.S.
    • Your base accuracy is increased by 15% while using V.A.T.S.
    • Your weapon spread is decreased by 25% while using V.A.T.S.
    • You are more accurate over long distances while using V.A.T.S.

If you're using the Classic Perks module, you can restore V.A.T.S.' damage reduction and critical
bonus by taking the related high-level perks (Hide Behind Numbers and Cinematic Technique,
respectively).


Installation

Somehow even easier to install than Classic Perks! Slow this bird down!

   1. Extract the CCO – Gameplay Changes.esm file to your Fallout New Vegas\Data directory
   2. Select the CCO – Gameplay Changes.esm file in Fallout Mod Manager and check the box
      next to it

To uninstall the mod, uncheck the file in FOMM. You can even remove the file too, if you want.


Compatibility information

Oh boy, this is gonna get complicated. The Gameplay Changes module changes a plethora of
GMSTs, immediately disqualifying it from playing nice with other overhauls like XFO. Project
Nevada works fine; I can attest to that. As for the rest, I can't say. If need be, pop this baby
open in FNVEdit and take a look at exactly what it changes; it's smaller than you think. Even if
you load a mod that changes the same GMSTs as this module though, it's not the end of the world
– the last one loaded will overwrite GC's changes. You could conceivably load mods in a careful
order to get the settings you like and GC won't freak out much.

As for stuff like V.A.T.S. camera angles and such, they'll work just fine. The changes made to
V.A.T.S. are pretty lightweight – only five GMSTs were altered: fVATSCriticalChanceBonus,
fVATSDistanceFactor, fVATSHitChanceMult, fVATSPlayerDamageMult, and fVATSSpreadMult.
Anything that doesn't change those exact settings will work fine.
Follower Tweaks

CCO also changes the impact of followers on the base game. There are three extremely
consequential changes made:

Followers now only do half damage, but also only take half damage themselves. This is
done to increase the longevity of followers during intense fights as well as decrease the player's
dependency on them. Rest assured, followers are far from useless even with the reduction – they
are still very capable of holding their own during a fight and pulling your ass out of the fire. In
addition, their damage resistance ensures that they live a long life in your service. In practical
terms, this is done by multiplying a follower's weapon damage by 0.50, multiplying enemy DT by
0.50 for a companion's attack roll, and giving followers a Damage Resistance of 50.
Because the impact of followers has been drastically decreased by the above change, follower
calculation has been returned to the system it used in Fallout 2. What does this mean? Basically,
rather than just having two followers no matter what, the number of active companions
you can have at once is now based on your Charisma. The formula is:

       Maximum companions = (Charisma / 2)

This means that you can have a maximum of 5 followers at once, if your Charisma is a perfect 10.
If your Charisma is only 1, however, you can't have any followers. You need at least 2 Charisma to
have 1 follower. Mix and match as you like – you aren't restricted to ED-E or Rex and one
humanoid anymore.

However, there is a new perk you can take, Magnetic Personality, that increases your
companion limit by one. However, you still can't have more than five companions, even
with this perk, so it's only useful if your Charisma is below a perfect 10.

Finally, followers now have to be supplied with ammo for their weapons. Instead of having
magical ammo that never gets used up, you have to keep them armed yourself. Followers start
with their normal ranged weapons (but a version you can interact with) and have a small amount
of ammo right off the bat (10 clips for their weapon, approximately). So Cass will still have her
Caravan Shotgun when you get her and Arcade will still have his Plasma Defender, but they'll have
a limited amount of ammo and it will be on you to keep them combat-ready. All followers still have
their normal melee weapons too, by the way, but you can replace those as you see fit. The only
follower who still has infinite magical ammo is ED-E; since you can't equip him with different
weapons, it was only fair to let him use his one weapon without hindrance.

Other miscellaneous follower changes:
   • All followers now have Water Breathing, so they don't clip into a wall and drown
      senselessly while you're off exploring.
   • Similarly, all followers are now immune to poison, due to their AI not always detecting
      when there was an Antivenom in their inventory.
   • All followers' maximum carry weight has been decreased by 75. Again, this was to
      decrease the player's dependency on companions.
   • Veronica no longer starts with a 10mm Pistol, but instead has a Laser Pistol. This is to
      compliment her high Energy Weapons skill.

So, in summary: Followers have less of an impact on the game, but you can get more of them at
once. And if you have the caps to supply it and the Charisma to command it, you can walk the
Mojave with your own personal army.
Installation

Somehow even easier to install than Gameplay Changes! Whoa nelly!

   1. Extract the CCO – Follower Tweaks.esm file to your Fallout New Vegas\Data directory
   2. Select the CCO – Follower Tweaks.esm file in Fallout Mod Manager and check the box next
      to it

If you want to return your companion's magical no-ammo-using weapons to them, use
the Weapon Swap Token that was added to your inventory when you first loaded the
mod. If you change your mind and want the normal, ammo-using weapons back, simply use the
Token again. You can use the Token as many times as you want to swap your followers' weapons.
If you want to uninstall the mod, you should also use the Token to return the weapons
to your followers.


Compatibility information

It may be necessary to dismiss all your followers using either the Companion Fire
Terminal inside the Lucky 38 or the one outside the Gun Runner's Kiosk before the new
Charisma limit formula can take effect. When your game first loads with the mod installed, a
pop-up will appear asking if you want CCO to automatically dismiss all of your companions for
you. If you say no, don't worry – you can still dismiss them normally with the Companion Fire
Terminals later and everything will still work fine. The pop-up message is only included as a
convenience to you.

CCO's Follower Tweaks will play nice (mostly) with other companion mods: All effects are added to
the references by script, so the base reference of a companion is not changed. It's not universal
though, so if you have a companion added by a mod they won't follow the same mechanics. Stuff
like Sandbox mode is also fine; the changes made to companions are relatively benign,
compatibility-wise.

One crucial change is made to the VNPCFollowers quest script, to prevent followers
constantly switching weapons. While only one single line of code is altered, this will
conflict with anything else that changes the VPCFollower quest script. Luckily, the
consequences are nowhere near game-breaking.
Damage Resistance

When Obsidian made the move from Fallout 3 to New Vegas, they zeroed out all Damage
Resistance values on armor, replacing it with the Damage Threshold mechanic. The original Fallout
titles, however, used both mechanics at once: Damage Threshold to calculate your evade chance
and absorb low levels of damage, and Damage Resistance to reduce the damage that still got
through. In many ways, the two new games exist on two different extremes: Fallout 3 removed
Damage Threshold and only used Damage Resistance, and New Vegas removed Damage
Resistance and only used Damage Threshold. This module returns the system to its old
method, and lets you to use both Damage Resistance and Damage Threshold at once.

How is Damage Resistance calculated? Damage Resistance is derived solely from your Damage
Threshold, and scales depending on the class of armor you're wearing, equal to:
       Light armor:
       Natural DR = (DT – 5), but never exceeding 25%

       Medium armor:
       Natural DR = (DT – 10), but never exceeding 25%

       Heavy armor:
       Natural DR = (DT – 15), but never exceeding 25%

Understand? So if you have Desert Ranger Combat Armor on, which has a DT of 22, your natural
DR will be equal to 12 (22 – 10, the medium armor derivative). If you have on a full set of
Remnants Power Armor and your DT is 50, your DR will be equal to 25. Why? Even though 50 –
15 is 35, your natural DR cannot exceed 25%. Ever. Period. No matter how high your DT goes.
Now, you can still take Med-X and such to raise your DR, but as far as your natural,
derived DR goes, 25% is the limit.

So what if your DT is below 15? Does that mean you have negative DR? Of course not (though
that would make for an interesting add-on)! As far as natural, derived DR goes, it can only help
you. If your DT is below 15, you won't be penalized; it'll just be 0 until you get your hands on
some better armor.

Now, you might wonder if the DR module still works for armor added by mods. The answer: The
Damage Resistance module is compatible with all armor added by all mods, without the
need for any compatibility patch. How is this possible? The module uses a script to scan any
armor that the player wears that it doesn't recognize as being in the base game or the DLC. If the
script doesn't recognize the armor, the script reads its Damage Threshold, calculates whether it
should be qualified as Light, Medium, or Heavy armor, and places it in the corresponding formlist.
Once it has done this, the armor is permanently added to CCO's database. All of this is
completely automated and requires absolutely no input from you. No need to
micromanage or patch anything – just put the armor on, and CCO will do everything for
you!

And why cap it at 25%? Simple: An excess of DR is overpowered. Once you start getting into high
numbers, ridiculous things like tanking Deathclaws naked or taking seven Mini Nukes to the chest
start happening. DR isn't like DT: It's a universal deduction to all damage taken. A 25% reduction
to all damage is pretty damn powerful, and it was all I could safely give the player. You'll survive
large bursts of damage more easily, like explosions, but rapid and small bursts of
damage, like gunshots, are pretty unphased.

Finally, these DR benefits apply to all NPCs and creatures, not just you. However, NPCs
use a modified formula. NPC and creature DR use the same calculation (-5 for light, -10 for
medium, -15 for heavy), but their DR is capped at 15, not 25.

Why give NPCs a lower cap? Simple: Unlike you, many NPCs already have some natural DR. From
guards at the New Vegas Medical Clinic to Deathclaws, certain NPCs were given an actor effect
that raises their DR by the developers to make them tougher. To compensate for their natural
bonus, they have a lower cap than you.


Installation

Somehow even easier to install than Gameplay Changes! Holy crap!

   3. Extract the CCO – Damage Resistance.esp file to your Fallout New Vegas\Data directory
   4. Select the CCO – Damage Resistance.esp file in Fallout Mod Manager and check the box
      next to it

To uninstall the mod, uncheck the file in FOMM. You can even remove the file too, if you want.


Compatibility information

There is nothing that could conceivably conflict with the Damage Resistance module. No joke.
Perk Rebalance

The Classic Perks and Gameplay Changes modules introduce a lot of sweeping changes to the
base game; as such, it was only appropriate that vanilla content would have to be rebalanced in
turn. The Perk Rebalance module revamps many of the vanilla perks to play nicer with the content
introduced by the modules above. Changes include:

   •   The Intense Training perk has been disabled. It was simply too overpowered to be able to
       raise your stats starting from level two as many times as you want. In their place, the Gain
       Attribute perks have been introduced, which largely absorbs the function of Intense
       Training.
   •   The Gain Attribute perks allow you to raise each of your S.P.E.C.I.A.L. stats by one – but
       only once, and only starting from level 12. Again, this is keeping in with the design of
       Fallout 1 and 2.
   •   The Finesse perk has been adjusted. It now only provides a +3% bonus to critical chance,
       but has 3 ranks, so you can increase your chances by +9% total.
   •   The Demolition Expert perk has been adjusted. It now only provides a +15% bonus to
       explosive damage per rank, and only has 2 ranks, allowing for a total of +30%.
   •   The accuracy bonus given by the Gunslinger perk has been lowered to +10%.
   •   The level requirement for the Travel Light perk has been raised from 4 to 6.
   •   The Lady Killer, Confirmed Bachelor, Cherchez la Femme, and Black Widow perks now only
       grant a +5% damage bonus to their respective sex.
   •   The critical chance bonus for the Laser Commander perk is now multiplicative, rather than
       additive.
   •   The critical chance bonus for the Set Lasers for Fun perks is now multiplicative, rather than
       additive.
   •   The Chem Resistant perk now grants complete immunity from addictive chems; it was not
       worth choosing with just a partial resistance. In addition, the level requirement has been
       raised to 20.
   •   The Swift Learner perk now only grants a +5% bonus to XP for each rank.
   •   The Guns skill requirement has been removed from the Rapid Reload perk to allow more
       character builds to take advantage of it.
   •   The Cowboy perk can now be taken with a 45 in Guns or Melee or Explosives to allow more
       character builds to take advantage of it.
   •   The Melee Weapons requirement for the Super Slam perk has been removed to allow more
       character builds to take advantage of it.
   •   The Piercing Strike perk can now be taken with either a 70 in Melee Weapons or Unarmed.
   •   Unstoppable Force can be taken with a 90 in Melee or Unarmed; the Strength requirement
       has been removed.
   •   The Center of Mass perk can be taken with a 70 in Guns or Energy Weapons.
   •   Concentrated Fire can now be taken with a 60 in Guns or Energy Weapons.
   •   The Melee Weapons requirement for the Ninja perk has been removed.
   •   Slayer can now be taken with a 90 in Melee or Unarmed; the Strength requirement has
       been removed.
   •   The level requirement for the Rad Absorption perk has been lowered from 28 to 18. Due to
       the wide availability of RadAway and the ease of purging radiation at a doctor, this perk's
       use was pretty limited at such a high level.
   •   The XP reward for deactivating a robot with the Robotics Expert perk has been raised from
       10 to 50 to encourage stealth builds.
   •   The Bloody Mess perk has been converted into a trait, like it was in Fallout 1 and 2, and
       provides no damage bonus.
   •   The accuracy bonus given by the Commando perk has been lowered to +10%.
   •   The Better Criticals perk no longer boosts the damage of sneak attack criticals; just the
       random, lucky criticals you score in live combat.
   •   The Gunslinger and Commando perks now work with all one-handed and two-handed
       weapons, respectively. This corrects an oversight by the developers where they would only
       work with one or two types of weapons (for instance, Gunslinger wouldn't work with one-
       handed melee weapons, just one-handed guns). Now they do!
   •   The previously broken third rank of the Machine Head challenge perk has been fixed.
   •   Of course, the descriptions and loading screen teasers for all altered perks have been
       changed to match their new functions.

New plugins have also been introduced to rebalance perks added by the DLCs. These include:

Dead Money:
  • The previously broken In Shining Armor perk has been fixed.
  • The recipes added by the Junk Rounds perk have been revised. Instead of costing 5 tin
     cans for each type of ammunition, the cost is based on how heavy the ammo type is. For
     instance, a 9mm shell only needs 1 can, but a heavy .50 MG needs 4 cans.
  • A new recipe has been added that allows you to recycle two bent tin cans into one regular
     tin can.

Honest Hearts:
  • The damage bonus granted by the Eye for Eye perk for each crippled limb has been raised
     from 10% to 15%, to compensate for increased limb penalties in the Gameplay Changes
     module.
  • The Fight the Power perk now allows you to bypass two points of DT on applicable targets.
  • The Grunt perk now requires either a 45 in Guns or Explosives to allow more character
     builds to take advantage of it. This change is in part in light of developer comments
     explaining that the Grunt perk was intended to be a counterpart to the Cowboy perk; as
     such, the requirements are now very similar (see lead designer J.E. Sawyer's explanation
     here: http://www.formspring.me/JESawyer/q/228826351241527297).

Old World Blues
   • The chem resistance bonus and DT multiplier have been removed from the Brainless/Big
     Brained perks. Instead, Brainless now grants a 5% critical hit bonus and Big Brained grants
     a Perception bonus of 1.
   • The poison resistance bonuses have been removed from the Heartless and Cardiac Arrest
     perks.
   • The Strength bonus has been removed from the Spineless perk.
   • The Strength and Damage Threshold bonuses granted by the Reinforced Spine perk have
     both been lowered from 2 to 1.
   • The movement speed bonus granted by the M-5 Implant has been lowered from 20% to
     10%, so as to not overshadow a similar perk from Lonesome Road.
   • The Y-7 Implant now only reduces radiation absorbed from irradiated food/water by 50%,
     instead of negating it completely. However, combining the Y-7 Implant with the Lead Belly
     perk will make you completely immune to radiation absorbed from irradiated food/water.
   • The Logan's Loophole trait now adds a small regeneration effect and a bonus to recovered
     health, along with the chem-related bonuses. This is to help make the trait more viable in
     light of the changes to the Chem Resistant perk, above.

Lonesome Road
   • The critical hit bonus granted by the Certified Tech bonus was broken and did not do
     anything. This has been fixed.
   • The level requirement for the Irradiated Beauty perk has been raised from 22 to 26.
   • The Walker Instinct perk would sometimes not properly activate when the player was
     outside, if they were in certain worldspaces. This oversight has been corrected, and the
     Walker Instinct perk will now function in every outdoor area. However, DLC areas are still
       unaffected.


Installation

Somehow even easier to install than Damage Resistance! Space bazookas!

   5. Extract the CCO – Perk Rebalance.esp file to your Fallout New Vegas\Data directory
   6. Select the CCO – Perk Rebalance.esp file in Fallout Mod Manager and check the box next to
      it

To uninstall the mod, uncheck the file in FOMM. You can even remove the file too, if you want.


Compatibility information

Obviously, anything that changes the perks listed above will conflict with the Perk Rebalance
module. Other than that though, go crazy. Changes are strictly limited to the perks above.
Load Order and Patch Information

Listen up, this part's important! Here's the load order you want to follow for all the modules listed
here:

For compatibility's sake, the Gameplay Changes and Classic Perks modules should load relatively
late in your ESM order. All DLCs and Project Nevada should be loaded before them. Gameplay
Changes should go before Classic Perks, if you have both.

The Damage Resistance module can pretty much go wherever you damn well please. Here's how it
works: DR is granted in the form of a unique, hidden perk that's given to the player on load.
That's it. Sort it as you feel is necessary based on that; like I said, it can go anywhere, really.

Perk Rebalance, as the name suggests, should be grouped with other perk changing mods, if you
have them. Remember that the last one loaded will take priority.

Every effort has been made to ensure day one compatibility with popular mods. Here's the
breakdown on what's in the patch folder:

   •   CCO – FT DM Patch : The patch for Dead Money, to be used with Gameplay Changes.
       Load it late but before a Merged Patch. Obviously only use this if you have both Dead
       Money and Gameplay Changes loaded. The patch applies follower changes to Dog, Dean
       Domino, and Christine, so they'll have the half-damage mechanic too. Also prevents
       Mojave companions from following you to the Sierra Madre under the new companion limit
       mechanic. Finally, followers will still have their magical no-ammo-using weapons, since
       conditions in the Sierra Madre are much different than in the Mojave and it would be unfair
       to require you to supply them.
   •   CCO – FT HH Patch : The patch for Honest Hearts and Gameplay Changes, load it late but
       before a Merged Patch and only if you have both, you know the drill. The patch applies
       follower changes to Follows Chalk, Waking Cloud, and Joshua Graham, so they'll have the
       half-damage mechanic too. Also prevents Mojave companions from following you to Zion
       under the new companion limit mechanic. Finally, followers will still have their magical no-
       ammo-using weapons, since conditions in Zion are much different than in the Mojave and it
       would be unfair to require you to supply them.
   •   CCO – FT OWB Patch : For Old World Blues and Gameplay Changes. Prevents Mojave
       companions from following you to the Big MT on your first trip there, but allows
       companions to tag along if you return using the Transportalponder.
   •   CCO – FT LR Patch : For Lonesome Road and Gameplay Changes. Applies follower
       changes to the version of ED-E you meet in the Divide. However, like the regular ED-E from
       the Mojave, Lonesome Road's ED-E will still have infinite ammo.
   •   CCO – FT All DLC Patch : A merged patch for people who have all four story DLCs. If you
       have all four, use this one merged patch to save your load order some space. Do not use
       this merged patch with any of the separate DLC patches.
   •   CCO – CP DM Patch : For Dead Money and Classic Perks. Adds certain new items to be
       affected by the Into the Past perk, and makes you immune from using Ghost Sight if you
       have the Determined trait.
   •   CCO – CP OWB Patch : For Old World Blues and Classic Perks. Adds support for the new
       traits to the Mutate! perk, and also allows you to remove CCO-added traits with the Auto-
       Doc in the Sink. Also adds a safeguard to prevent redundancy if you have the Life Support
       System perk while wearing the Stealth Suit Mk. II. Also, the chems injected into you by the
       suit won't effect you if you have the Determined trait.
   •   CCO – CP LR Patch : For Lonesome Road and Classic Perks. Stops the Auto-Inject
       Stimpaks and Auto-Inject Super Stimpaks from working on you if you have the Determined
       trait, and adds some new items to the Into the Past form list.
   •   CCO – CP All DLC Patch : A merged patch for people who have all four story DLCs. If
       you have all four, use this one merged patch to save your load order some space. Do not
       use this merged patch with any of the separate DLC patches. If you use this
       patch, you still need to use the Project Nevada patches.
   •   CCO – CP PN Patch : For Project Nevada and Classic Perks. Makes PN's Stealth Boy effect
       play nice with the Walk Without Rhythm perk, and also adds support for the Determined
       trait to the new chems. Prevents redundancy if you're wearing the Prototype Medic Power
       Armor and have the Life Support System perk.
   •   CCO – CP OWB PN Patch : Use this if you're using both Project Nevada and Old World
       Blues; it makes the Life Support System script apply changes from both. That's right folks,
       this is a compatibility patch for a compatibility patch. I hate myself.
   •   CCO - GC PN Rebalance Patch : Use with Gameplay Changes and Project Nevada's
       Rebalance. PN's rebalance module was overriding certain CCO settings: AP formula, carry
       weight formula, and HP settings for PCs and NPCs. This patch forces CCO's settings to
       override PN again. This is not needed if you've manually changed PN's settings to match
       CCO's in the mod configuration menu, or if you just prefer PN's changes.
   •   CCO - PR PN Patch : Use with the Perk Rebalance and Project Nevada. Fixes a slight
       oversight with the Perk Rebalance module where the Gunslinger and Commando perks
       wouldn't give a bonus while in PN's Bullet Time.
   •   CCO – DR DM/HH/OWB/LR Patch : For Damage Resistance and the DLCs. Adds support
       for armor and clothing added by the official DLCs.
   •   CCO – DR All DLC Patch : A merged patch for people who have all four story DLCs. If you
       have all four, use this one merged patch to save your load order some space. Do not use
       this merged patch with any of the separate DLC patches. You still need to use the
       Project Nevada patch if you also have PN's Equipment module loaded.
   •   CCO – DR PN Patch : For Damage Resistance and Project Nevada's Equipment module.
       Adds support for Project Nevada's new equipment. Only needed if you have the Equipment
       module loaded.
   •   CCO – CP JSawyer Patch : For Classic Perks and J.E. Sawyer's Overhaul. Fixes how
       certain chems added or altered by JSawyer would still affect you if you had the Determined
       trait.
   •   CCO – GC JSawyer Patch : For Gameplay Changes and J.E. Sawyer's Overhaul. Allows
       you to choose which game setting changes – CCO's or JSawyer's – you want to take
       priority on a case-by-case basis.

Again, if you have the full Project Nevada suite, Old World Blues, and Classic Perks, you
should load CCO – CP OWB Patch.esp OR CCO – All DLC Patch.esp, CCO – CP PN
Patch.esp, and CCO – CP OWB PN Patch.esp. All three of them, in that order.

However, if you're mixing and matching modules from Project Nevada, you should use
the modular patches listed below; they support each PN module independently. If you're
using every PN module, use the "CCO - CP PN Patch.esp" module.

DO NOT USE ANY OF THESE PATCHES WITH THE "CCO - CP PN Patch"

USE EITHER A MIXTURE OF THESE THREE OR THE FULL "CCO - CP PN Patch" BUT NOT
BOTH AT THE SAME TIME

DO NOT USE MERGED DLC PATCHES WITH SEPARATE DLC PATCHES

CCO - CP PN Core Patch : Patches Classic Perks to work with JUST Project Nevada - Core.esm.
Use if you're not using the full PN suite.
CCO - CP PN Equipment Patch : Patches Classic Perks to work with JUST Project Nevada -
Equipment.esm. Use if you're not using the full PN suite.
CCO - CP PN Rebalance Patch : Patches Classic Perks to work with JUST Project Nevada -
Rebalance.esp. Use if you're not using the full PN suite.

See how that works? So if you're just using PN Core, you should load CCO - CP PN Core Patch.esp
with it, BUT DON'T USE THE FULL PATCH FROM THE MAIN ARCHIVE. If you're using PN's
Rebalance but not PN's Equipment, you should use CCO - CP PN Rebalance Patch and CCO - CP PN
Core Patch (because the Rebalance uses the Core module as a master). The OWB/PN patch from
the main archive should still be used as normal, but is only needed if you are playing with PN's
Equipment module. The above patches should go where "CCO - CP PN Patch.esp" would
go in the order below.

For JSawyer, the Follower Tweaks and Damage Resistance modules don't overlap with
anything in JSawyer, so no patch is needed for those two.

As for the Perk Rebalance, there's no real way to reconcile the changes it makes with
JSawyer, since they're both fundamentally doing the same thing. In this case, just load
whichever module whose changes you prefer last. Don't worry, your game won't explode -
one file will just take precedent over the other.


Considering everything above, here's a general guide for the load order you should
have:

FalloutNV.esm
Any official DLCs
Project Nevada, whatever you have
Whatever other ESMs you have
CCO -- Gameplay Changes.esm
CCO -- Classic Perks.esm
CCO -- Follower Tweaks.esm
The Project Nevada Rebalance, if you have it
Whatever other ESPs you have
Companion-related mods
CCO -- Ulysses Companion.esp, if you have it
Perk-related mods
CCO -- Perk Rebalance.esp – ONLY IF YOU WANT JSawyer's CHANGES TO TAKE PRECEDENT
CCO -- Perk Rebalance – Dead Money.esp – SEE ABOVE
CCO -- Perk Rebalance – Honest Hearts.esp – SEE ABOVE
CCO -- Perk Rebalance – Old World Blues.esp – SEE ABOVE
CCO -- Perk Rebalance – Lonesome Road.esp – SEE ABOVE
Whatever other ESPs you have
CCO -- Damage Resistance.esp
JSawyer.esp – SEE ABOVE
CCO - GC JSawyer Patch.esp
CCO - CP JSawyer Patch.esp
CCO -- Perk Rebalance.esp – ONLY IF YOU WANT CCO's CHANGES TO TAKE PRECEDENT
CCO -- Perk Rebalance – Dead Money.esp – SEE ABOVE
CCO -- Perk Rebalance – Honest Hearts.esp – SEE ABOVE
CCO -- Perk Rebalance – Old World Blues.esp – SEE ABOVE
CCO -- Perk Rebalance – Lonesome Road.esp – SEE ABOVE
Compatibility patches for Project Nevada
CCO -- GC PN Rebalance Patch.esp
CCO -- CP DM Patch.esp
CCO -- CP OWB Patch.esp
CCO -- CP LR Patch.esp
CCO -- CP All DLC Patch.esp – ONLY IF YOU HAVE ALL FOUR DLCs
CCO -- CP PN Patch.esp
CCO -- CP PN Core Patch.esp
CCO -- CP PN Equipment Patch.esp
CCO -- CP PN Rebalance Patch.esp
CCO -- CP OWB PN Patch.esp
CCO -- FT DM Patch.esp
CCO -- FT HH Patch.esp
CCO -- FT OWB Patch.esp
CCO -- FT LR Patch.esp
CCO -- FT All DLC Patch.esp – ONLY IF YOU HAVE ALL FOUR DLCs
CCO -- FT Ulysses Patch.esp, if you have the Ulysses Companion mod
CCO -- PR PN Patch.esp
CCO -- DR DM Patch.esp
CCO -- DR HH Patch.esp
CCO -- DR OWB Patch.esp
CCO -- DR LR Patch.esp
CCO -- DR All DLC Patch.esp – ONLY IF YOU HAVE ALL FOUR DLCs
CCO -- DR PN Patch.esp

Do not use italicized patches together, see above.

Also note that it's possible for you to need most of the patches, if you have every DLC and Project
Nevada. That's fine, I'll still love you just as much.

Be sure to load the patches fairly late, but before a Merged Patch. Sticking them near WMX or PN
patches should be fine (but load them after those, in that example).

Got it? Good.
User Information and Permissions

This should go without saying, but since this is a user-made mod, you use CCO at your
own risk. Not that I expect your computer to burst into flames or anything, but I'm just sayin'.
For what it's worth, I have personally playtested each of the modules of CCO, but you never know.

You are free to use absolutely anything from this mod for whatever you want, as long as
you give me credit for my work. Script, concept, whatever – any and all of it belongs to the
New Vegas modding community. You do not need to ask for my permission for anything at all –
unless you intend to rehost it somewhere. I do not give permission for CCO to be hosted
anywhere other than OOCCommunity.com or the Nexus. That last part is a 180 from CCO's
beta days, I know, but I've had a lot of problems with old versions floating around Fallout
websites and reflecting badly on the current build of CCO. For instance, the archaic version 1.2 of
CCO has been hosted on No Mutants Allowed since July of 2012!

If need be, you can reach me on the Bethsoft forums as Cirosan, in the Something Awful FNV
modding thread under the same name (http://forums.somethingawful.com/showthread.php?
threadid=3376713), on CCO's Nexus page (http://newvegas.nexusmods.com/mods/44027), or on
my personal community's forums (http://ooccommunity.com/forum/). Feel free to drop me a line
if you have any suggestions for new things or if you know a way I can script these components
better or something.
Special Thanks

A big thanks to Obsidian Entertainment, for making New Vegas to begin with, and Bethesda
Softworks for publishing it and providing the GECK.

Another huge thanks to ElminsterAU for FNVEdit, which was absolutely invaluable during the
development of CCO.

Big thanks to Timeslip, for developing the Fallout Mod Manager.

Equally big thanks to Ian Patterson, Stephen Abel and Paul Connelly for the development of NVSE,
without which this mod would not be possible.

Much gratitude to Ausir and the folks over at the Vault Wiki, for organizing all the information
about the Fallout series into one place. It was a fantastic reference during the development of
CCO.

Super friend special thanks to Jon Kaplan and Jordin Johansson, for being the truest friends I have
ever known.

A thanks and damnation to guyAlex from the OOC Community for giving me the idea to start this
project to being with, for balance advice during its development, and encouragement throughout.

Thanks to TalkAcanthi, No One, Hellsive, and guyAlex (again) for holding down the homefront so I
could work on silly things like this.

Immeasurable pride of and thanks to everyone in the Out of Control Community, without whom
none of this would have happened. Because of all of you, I – she's so cold and human...

Big, big thanks to Chris Avellone. He knows why.

Thanks to J.E. Sawyer, whose Formspring answers were central to the design philosophies of this
mod. The Damage Resistance components is mostly inspired by his advice, albeit using a different
formula.

Thanks to Ayn Rand (no, not that one), for giving me the idea for the Overwhelming Odds perk.

Thanks to Mak10z and rootbiscuit for informing me of a bug related to the Fear the Reaper trait.

Thanks to IgnusDei for informing me about the possible need to use the Companion Fire Terminal
before CCO's Charisma limit would take effect.

A colossal thank you to the Something Awful FNV modding thread for their continued advice and
support.

Thanks to GreyGhost8765k for noticing two bugs in CCO's old OWB patches.

Thanks as well to Sudish Joseph, who, again, knows why.

And finally, a giant thanks to you, for reading this whole, horrible thing. Here, have a fishy stick! I
insist!

Have fun!
- Ciro

				
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