Today we’re also announcing two additional DLC packs, Courier’s Stash and Gun Runners’ Arsenal, which will be available for download one week later on September 27th.
Courier’s Stash (Xbox LIVE for 160 Microsoft points, PlayStation Network and Steam for $1.99) gives players immediate access to four content bundles previously available only through pre-ordering Fallout: New Vegas. The Caravan Pack, Classic Pack, Mercenary Pack and Tribal Pack each offer unique weapons, apparel and aid advantages that will help you throughout your journey.
Gun Runners’ Arsenal (Xbox LIVE for 320 Microsoft points, PlayStation Network and Steam for $3.99) increases the range of unique weapons, weapon mods, ammo types and recipes waiting to be uncovered in the vast Mojave Wasteland.
We’re pleased to announce the Fallout: New Vegas Ultimate Edition will be available in retail stores across North America on February 7th 2012 and throughout Europe on February 10th. The Ultimate Edition comes complete with all of the game add-on content for Fallout: New Vegas – Dead Money, Honest Hearts, Old World Blues, Lonesome Road, Courier’s Stash, and Gun Runners’ Arsenal.
For players who are seasoned explorers of New Vegas or just getting into the game for the first time, the Ultimate Edition expands beyond the Wasteland like never before with the Sierra Madre Casino, Zion National Park, Big MT research crater and the treacherous Divide now open for exploring. Along with new areas to explore, each of the four main add-on packs increases the maximum level cap by five levels, ultimately raising the cap to level 50.
Why can't you just add your changes to the game in an official patch?
The short technical reason is ".esm inter-dependencies" and "load order errors". Sorry.
In addition to technical reasons, some of the mechanics changes make the game significantly more difficult (base health / stim changes) or at least more of a hassle (carry weight, stims having weight, H2O/SLP/FOD rate increase). I'd rather have people opt-in to those changes than make them the default in a patch.
Finally, the game's over. The ship has sailed. No one is working on it anymore. No testers, nothing. This mod is just me working in my free time. If I horribly botch something, you can just un-check the mod and go on your way.
* Max level with all DLCs installed is 35.
* XP rate is halved.
* Base player health is quartered and level-gained health is reduced by 25%.
* Base Carry Weight from 150 to 50 (related perks/things have also been adjusted).
* Energy Weapon ammo weighs less than its nearest equivalent Guns ammo.
* Energy Weapon durability is in the same ballpark as Guns durability.
* Medium Armor has a small amount of DR proportional to its DT.
* Heavy Armor has even more DR proportional to its DT.
* Power Armor does not require a perk, but if you have the perk, the weight of the armor is essentially negated.
* Karma/Alignment values adjusted all over.
* H2O/FOD/SLP rates doubled, but the first threshold is moved from 200 to 400 (statuses roll over ever 150 after).
* Water and Food drop rates on NPCs is dramatically lower. It is difficult to stay out of Dehydration/Starvation by looting enemies.
* Water/Nuka-Cola/Sunset Sarsaparilla heal much less, but now all restore H2O (alcohols will as well, but at lowered values).
* Default Stimpaks are uncommon. A new variant, Stimpak, Expired is the default. It is not that great.
* The player's Workbench recipe now makes Stimpak, Homemade. It is better than Expired, worse than default Stimpaks, and has the PE penalty from Healing Powder.
* All Stimpaks have weight.
* Pre-Order items have been adjusted to be more well-balanced and not worth that much if you rush to Chet's to trade them in.
* A bunch of fixes I couldn't make during development because of load order conflicts, time, etc. E.g.: Automatic Rifle spread re-adjustment, putting the Police Pistol on the Cowboy List, Bozar on Grunt, Junk Rounds are now actual ammo variants you can make, etc.
* Some other stuff.
[...]
* fKarmaModKillingEvilActor from 100 to 5
* fKarmaModKillingVeryEvilActor from 2 to 30
* All (known) Feral Ghouls set to Neutral alignment
* Colonel Moore Alignment changed from Neutral to Evil
* Colonel Hsu Alignment changed from Neutral to Good
* Dam Centurion Alignments changed from Evil to Neutral
* Doctor Usanagi Alignment changed to Very Good
* Dixon Alignment changed from Neutral to Very Evil
* Jean-Baptiste Cutting Alignment changed from Neutral to Very Evil
* Gloria Van Graff Alignment changed from Neutral to Very Evil
* Alice McLafferty Alignment changed from Neutral to Evil
* Alice McBride Alignment changed from Neutral to Good
* Squatter Alignments changed from Neutral to Good
* The King's Alignment changed from Neutral to Good
* Contreras' Alignment changed from Neutral to Evil
* Westside Citizens and Militia Alignments changed from Neutral to Good
* Gomorrah Prostitutes Alignments changed from Neutral to Good
* 1E Junkies' Alignments changed from Neutral to Good
* Michelle and Samuel's Alignments changed from Neutral to Good
I’m always averse to finishing stories in games when the world you’re presented with is far more enticing than any tale playing out within it. A lot of this is down to my lack of enthusiasm for vanquishing evil forever and ever until a sequel appears, and my inability to suspend disbelief when narrative events allow me to single-handedly decide the fate of entire societies locked in endless, self-sustaining wars. Personally, I’m much happier finding my own path to zen by wandering a game’s geography and exploring the limits of its mechanics.
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