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Gametitle-FNVGametitle-FNV DMGametitle-FNV HHGametitle-FNV OWBGametitle-FNV LRGametitle-FNV GRA
Gametitle-FNVGametitle-FNV DMGametitle-FNV HHGametitle-FNV OWBGametitle-FNV LRGametitle-FNV GRAGametitle-FNV CS

This is not official and it's not a patch. If it disintegrates your game, do a Kareem and skyhook the .esp into your Recycle Bin.

J.E. Sawyer

JSawyer is a personal modification created by project director Joshua Eric Sawyer for those willing to experience a harder, more challenging Fallout: New Vegas and was released on December 29, 2011. It also includes several technical fixes and tweaks (particularly to the Karma system), that were not included in previous patches. While it is considered unofficial by its creator, it does provide insight into the aims of the lead developer and contains planned tweaks that never made it into the final release or in official patches.

On January 8, 2012, Joshua Sawyer released a version two to JSawyer. With the second version comes fixed oversights missed in version one and added tweaks to existing changes.

January 31, 2012, Sawyer released version three of JSawyer. Same as with version two, version three fixed missed oversights, changes to existing content, and balance of certain tweaks.

May 15, 2012, Sawyer released version four of JSawyer consisting mostly of fixed item values and most notably hides the pre-order bonus packs around the Mojave Wasteland.

September 29, 2012, Sawyer released version five of JSawyer. Different from the other updates, version five has 2 parts, Sawyer's first version of five fixes several oversights and changes xp values in add-on quest, while 5.1, with the help of experienced modder Xporc, changes the thresholds for H2O, FOD and SLP which where unable to get into the original update as intended and also adds several other fixes.

Installation[]

JSawyer requires not only base Fallout: New Vegas, but also all of its official add-ons installed: Dead Money, Honest Hearts, Old World Blues, Lonesome Road, Gun Runners' Arsenal, and Courier's Stash.

To install it, put jsawyer.esp in your Data folder. While no additional files are required, it does require a load order manager such as Fallout Mod Manager. JSawyer must be loaded after the core .esm and all add-on .esms. If not, the mod will not be properly installed.

Main features[]

This is an overview of JSawyer's main features based on the current version of the mod (5.1). A full chronological changelog can be found further below.

Player character[]

Leveling: The level cap is reduced from 50 to 35, the amount of XP required to level up is increased by 33%, and various quests had their XP rewards tweaked.

Health: The player's base health is lower, and the health the player gains per point of Endurance is reduced.

Carry weight: The player's carry weight is significantly lowered (150 to 50).

Perks: Various perks have had their requirements and effects tweaked. In addition, perks (and the Gun Runners' Arsenal challenges) that affect specific weapon types have been fixed to include all weapons of that type. For example, Shotgun Surgeon now also affects the sturdy caravan shotgun from the Courier's Stash.

Hardcore mode: The first threshold at which the player gains penalties for not eating/drinking/sleeping is now higher (400), but subsequent levels come quicker (at 150 intervals).

Karma: Killing feral ghouls no longer grants the player good karma, and the player gains far less good karma from killing evil characters. Various characters also had their good/evil character alignment changed.

Loot and item balance[]

The Courier's Stash: The items from the The Courier's Stash DLC are no longer given to the player for free at the start of the game. Instead all the items are spread across various locations in the Mojave Wasteland.

Item Scarcity: Food and drinks are considerably more rare in containers and NPC inventories, especially purified water.

Healing items: Stimpak weight was increased from 0 to 0.25 and they heal slightly less. Regular stimpaks have also been made more rare by adding a new less effective "Expired Stimpak" to the game's loot list. In addition, the stimpaks that you craft yourself are a less effective homemade version. Nuka Cola and Sunset Sarsaparilla restore less health, but now restore H2O as well.

Equipment: A lot of changes were made to weapons and armor to make them more balanced, see the full changelog below. Various items are now lighter to compensate for the lower carry weight, they break less often, and various weapon projectiles fly faster. A lot of armors have had their Damage Resistance and Damage Threshold values increased, making the player's choice of weapon against armored enemies more important.

Changelog[]

v1 changes[]

v2 changes[]

  • Logan's Loophole modified to cut the player's advancement off at 20th level. I know that ruins the reference but...
  • Broad Daylight level prereq from 36 to 24, Sneak 70 prereq added
  • Certified Tech level prereq from 40 to 24, Science 90 prereq added (Sawyer mistakenly wrote Sneak on his changelog, but the perk requires Science points.)
  • Just Lucky I'm Alive, Thought You Died, Ain't Like That Now prereqs from 50 to 34.
  • Gum Drops from 1 to 0.25 weight.
  • Bubblegum from 1 to 0.1 weight. Wow!
  • Reverted XP halving to address more comprehensively through iXPBase and iXPBumpBase
  • iXPBase set to 275 (from 200) & iXPBumpBase set to 200 (from 150) - Increasing required XP by a little more than 1/3.
  • Lowered base player HP (before any bonuses) from 100 to 50.
  • Reverted fPCBaseHealthMult change as it had no obvious effect.
  • Lowered fADVHealthEnduranceMult from 15 to 10.
  • Vanilla F:NV HP formula: 100 + (End * 20) + ([Level - 1] * 5) -- JSawyer HP formula: 50 + (End * 10) + ([Level - 1] * 5)
  • Sierra Madre Martini HP bonus dropped from 75 to 40.
  • Adjusted Dale Barton's, Lacey's, and Little Buster's Caravan decks. (Little Buster was given an Ultra-Luxe Joker 1 and a Lucky 38 Joker 2, Lacey was given a basic Joker 1, and Dale Barton's deck was restructured to not feature so many Tops cards.)
  • Reduced weight of non-Salisbury Steaks (Coyote, Dog, Gecko) from 1 to 0.8
  • Switched all Pre-Order items to be sold at Chet's store. Nothing is given to the player outside of what Doc Mitchell hands him or her.
  • Switched all Pre-Order message boxes to corner messages.
  • Unique Pre-Order item prices raised to slightly above their non-unique counterparts.
  • Mercenary's Grenade rifle weight dropped from 5.5 to 5, health bumped from 100 to 120.
  • Mod slots removed from Weathered 10mm Pistol.
  • Metal Armor and Lightweight Metal armor Health set to 200.
  • All Raider armor weights dropped from 15 to 7.5.
  • Merc Outfits all given two bonuses: one weapon skill at +10, one non-weapon at +5. The exception is Merc Charmer: three non-com at +5.
  • Normal Merc Outfits all given 3 DT.
  • "Unique" versions have "Reinforced" added to front of name. Value from 50 to 1200, DT set to 8.
  • Raider armors all given misc bonuses. Unique versions have those bonuses + weapon skill bonuses.
  • Leather and Reinforced Leather Armor weights dropped from 15 to 9. Gecko-Backed to 9.5.
  • Raider armor healths dropped from 100 to 75.
  • Adventurer: +5 Science, +10 Energy Weapons
  • Charmer: +5 Barter, +5 Speech, +5 Medicine
  • Cruiser: +10 Melee Weapons, +5 Sneak
  • Grunt: +10 Guns, +5 Repair
  • Troublemaker: +5 Lockpick, +10 Explosives
  • Veteran: +5 Survival, +10 Unarmed
  • Painspike: +3 Critical Chance
  • Sadist: +15 Health
  • Badlands: +10 Action Points
  • Blastmaster: +20 Fire Resist
  • Sharp-Dressed Raider's Armor: +3 Crit, +10 Guns
  • Hand-Me-Down Raider Armor: +15 Health, +10 Melee
  • Highway Scar Armor: +20 Fire Resist, +10 Explosives
  • Psycho-Tic Helmet: +5 AP
  • Arclight Helmet: +10 Fire Resist
  • Blastmaster Helmet: +10 Explosives
  • Wastehound Helmet: +10 Radiation Resist
  • Boogeyman's Hood: +15 Radiation Resist
  • The Devil's Pigtails: +8 AP
  • Pyro Helmet: +15 Explosives
  • All unique Merc and Raider armors and helmets added to Mick's store
  • Emily Ortal's dialogue fixed so the 6 PE check is run on the Courier. Now you too can know the gross sexual history of Emily Ortal.
  • Removed pic of VAULT MOM AND DAD from Vault 21.
  • Metal Armors from 30 to 20 weight.
  • Gecko-Backed from 33/35 to 23.
  • Lightweight Metal Armor (Pre-Ord) to 15 weight.
  • Most Medium armor weights lowered.
  • Armor of the 87th Tribe weight lowered to 25 lbs.
  • Armored Jumpsuits to 8 weight.
  • Sierra Madre armor to 8 weight, Reinforced to 9.5
  • MM Scout Armor to 7 weight.
  • Vault 34 Security Armor to 9.5 weight.
  • Lobotomite Jumpsuit to 5 weight.
  • Hazmat Suit to 8 weight.
  • Assassin Suit to 8 weight.
  • Chinese Stealth Armor weight to 7, bonus to Sneak now +25.
  • Created WithAmmo forms for the 5.56mm Pistol and Battle Rifle.
  • Placed 5.56mm Pistol and Battle Rifle on various drop lists.
  • Apocalypse Gladiator Armor DR from 0 to 17. Weight to 22. VAL to 3500.
  • Apocalypse Gladiator Helmet VAL to 700.
  • Shellshocked Combat Armor and Helmet revised.
  • Road Rascal Leather Armor revised.
  • Wanderer's Leather revised.
  • All-Purpose Science Suit weight from 2 to 6.
  • Followers Lab Coat given 8 DT. VAL from 16 to 1000. "Reinforced" added to the end of the string.
  • Recon Armors given +15 Sneak. Christine's COS Recon Armor given +20 Sneak. Recon Armor effect string renamed to "Recon Armor".
  • Metal Armor -1 AG enchantment replaced with -15 Sneak enchantment.
  • Salvaged NCR Power Armor given -10 Sneak instead of -1 AG
  • Power Armor Training carry weight bonuses halved from old (mod) values.
  • Commando Armor revised to be Metal Armor, Reinforced with a +20 Sneak bonus.
  • Shellshocked Combat Armor + Helmet and Composite Recon Armor + Helmet added to Nellis munitions vendor.
  • Other unique metal/leather/raider/merc armors split between Cliff Briscoe and Mick.
  • .308, .357 Magnum, .44 Magnum drop rates increased in Military Footlockers in Old World Blues.
  • Flamer Fuel weights halved.
  • (GRA) suffix removed from all GRA ammunition subtypes.
  • (GRA) suffix removed from GRA weapons that have base game equivalents (e.g. Baseball Bat)
  • All standard weapons with moddable GRA equivalents given all GRA mods.
  • Instances of standard Assault Carbine Mags and 12.7mm Silencers removed/replaced with GRA equivalents.
  • Weapons (now) lacking GRA suffixes removed from the Master of the Arsenal challenge weapon list.
  • Weapons like the Battle Rifle, Bozar, Katana, Tin Grenade, etc. retain the (GRA) suffix for challenge/achievement/trophy purposes.
  • Fixed incorrect icons for Ballistic Fist, Displacer Glove/Pushy, and Zap Glove/Paladin Toaster

v3 changes[]

v4 changes[]

v5 changes[]

v5.1 changes (Josh Sawyer)[]

  • Changed the fHC*TextThresholds to match the fixed H2O/FOD/SLP thresholds.
  • Raised the fHCSleepDeprivationRate from 25 to 18 (faster).

v5.1 changes (Xporc)[]

  • Undeleted the vanilla Dehydration Stages, Hunger Stages and Sleep Deprivation Stages.
  • Gave them the JSawyer stages values.
  • Deleted the JSawyer stages.
  • Set Radiation Stages to match the other HC stages because of how the HUD ticks over (all have to use the same value).
  • Fixed the Ammo127mmJunkRounds ammo weight: from 0.006400 to 0.064000, which was an old bug fixed for the vanilla game but never for Dead Money.
  • Fixed all the Power Armors that were using the ArmorHeavyAudioTemplate instead of the ArmorPowerAudioTemplate.
  • Fixed all the Riot Gear Helmets ("Riot Gear Helmet", "Advanced Riot Gear Helmet" and "Elite Riot Gear Helmet") to have the proper Equipment Type (Head Wear, was Body Wear before).
  • Removed dirty edits from cell TestJoshWeapons.
  • "Vault Mom & Dad Pic" in Vault 21 was undeleted, and its Enable State was flagged as Opposite to the Player Character.
  • Edited the "SoldierLeader" class to have a third tagged skill, Energy Weapons. In the vanilla game, the class had the Big Guns tagged skill.
  • Removed dirty edits from container VendorContainerVanGraffs.
  • Removed dirty edits from dialog topic vfreeformlucky38Lucky38FollowerEmilyTopic017.
  • Since vfreeformlucky38Lucky38FollowerEmilyTopic030 was edited previously, two bugged topics were now shown to every Player Characters, one of them based on the "Cherchez La Femme" perk, and the other one based on the "Black Widow" perk, even if the Player was lacking said perks. Both dialog topics are now fixed to appear only when the correct perk is present.
  • Removed dirty edits to fAVDHealthEnduranceOffset, fDiffMultXPVH , fDiffMultXPVE, fDiffMultXPH, fDiffMultXPE, fMagicMedicineSkillMult game settings.
  • Fixed the NCRHeavyTrooperWeapons list to have the JSawyerWithAmmoBattleRifleNPC sublist rather than the JSawyerCondBattleRifleLoot one, which meant the NCR Heavy Troopers were spawning without Battle Rifle ammunition.
  • Fixed the NVDLC04LootNukeModsLIST list: the vanilla 12.7mm SMG silencer and the vanilla Assault Carbine Extended Mags were removed without adding back the GRA variants as with other leveled lists. This has been fixed.
  • Fixed the "Vending Machine Code - "Microfusion Cells" note to have a Microfusion Cells icon rather than a .357 Magnum Rounds icon.
  • Removed dirty edits to Canyon Runner.
  • Removed dirty edits to Dale Barton.
  • Fixed the NVDLC02EnchArmorMetalGecko object effect to have a "Reduced Sneak" effect of -10 rather than -1, which was a typo since all the other Metal Armors were changed to have a -10 effect.
  • Fixed the JSawyerEnchClothingRaiderHelmetBogeymansHood object effect - it was previously called "Bogeyman's Hood", when the helmet name was really "Boogeyman's Hood".
  • Added more conditions to the "Them's Good Eatin'" perk ("Equal to 0 IsChild" and "Equal to 0 IsEssential") to avoid unkillable NPCs farming.
  • Fixed the NVDLC02FirebombProjectile projectile to use the JSawyerFireBombExplosion explosion when shot and destroyed, rather than the GrenadeFragExplosion explosion.
  • It was mentioned in the mod ReadMe that the Recharger Pistol was supposed to have a "Crit rate to 1.5 (as Rifle), now displayed as well". Since it was lacking those changes, this has been added. Other changes from that date (12.26.2011) seem to not be missing in the present ESP file.
  • Fixed a wrongly-assigned .NIF mesh for the Power Fist ("PowerfistValvesChambers.NIF" was put twice, erasing the proper "PowerfistChambers.NIF").
  • Removed dirty edits to Caravan Shotgun.
  • Removed dirty edits to Cram Opener.
  • Removed dirty edits to Two-Step Goodbye.
  • Removed dirty edits in cell 000E1940 of the WastelandNV WorldSpace.
  • Removed dirty edits in Cell 000E1948 of the WastelandNV WorldSpace.
  • "Empty Sunset Sarsaparilla Bottle" near the Highwayman was undeleted, and its Enable State was flagged as Opposite to the Player Character.

Download[]

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