Fallout 4

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Eskarn

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ESKARN

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About this mod

Overhauling the entire game, In efforts to make it more deadly.

Permissions and credits
Welcome to Eskarn's Ultimate Overhaul
Enjoy your stay

I should say this, This mod is very hard as in if you shoot them they die really quickly but it also works the same with you.
Use tactics and cover to survive
Leveled items and leveled characters have gone out the window bye bye, Everything is there when you walk out of the vault.

The world hasn't suddenly started turning because "Player 1 has entered the game" It's been turning for 200+ years, And now you're smack in the middle of it


RECOMMENDED GAME SETTING

Play on VERY HARD or SURVIVAL if you like that kinda punishment, These two difficulty's only
Others have not been changed

AUTOMATRON DLC IS SUPPORTED

FAR HARBOR DLC IS SUPPORTED

Bethesda added in extra perks YAY and broke my mod
The final perk will be the first one for some reason and the images are a white vault boy despite my best efforts to change it back
This only effects the ones they changed
Fixed as best as i could

Recommend starting a new game

EXTRA MODS
Eskarn's Survival without the bs
This removes the needs and getting sick but leaves in

Ammo weight(if anyone knows how to activate ammo weight in VERYHARD please let me know)
Only saving when sleeping (or open the console and type "autosave" to save whenever or use Survival Mode Transition Save)
No fast travel


UPDATED To 1.4
Actually made blocking stop ghoul rad damage

Flamer damage reduced

Intimidation 1 perk added to player as default

10mm weapons damage increased slightly

Reduced Assaultron head laser damage

Reduced Deliverer spawn ammo

Increased Super Mutant Armor (ones Strong can wear)

Adding the night vision and settler scripts back in...

increased dog and fev hound hp

decreased laser damage



UPDATED To 1.3
Decreased ammo spawns and made npc's use ammo

increased global armor values by X10

Increased the armor values of med to x1.5 and heavy to x2

Increased melee damage (had a bit of fun using melee (Go for the head) but died quickly when i ran into a smg)

Added melee weapons to most Npc's so when they run out of bullets they got something to smack you with

decreased ghoul rad damage
rad damage will not be applied if in power armor or blocking



UPDATED TO 1.2
Reduced ammo drop amount
Reduced damage dogs do
Decreased worn armor weight for all human npcs


UPDATED TO 1.1

Player spawned synths follow the player
Increased damage on mines and missile launcher
Removed survival extra damage
Applied less carry weight to Very hard
Decreased stimpak heal
enabled console on survival
Set survival damage to x2 same as very hard

CUSTOM CONTENT

Flare gun, Crafted in the Chemistry station under utility. Used for lighting up large areas, Flare lasts 3 minutes. Great for night time engagements. Or for when things go FUBAR

New Experimental Weapons, Details in Institute section below.
 


MISC CHANGES

Removed enemy's on compass
Sneak damage lowered to x1.1
Diffxp set to 0.4 requiring more xp to level up
Reduced vertibird explosion radius
Increased range of headlamps
increased radius and fov of construcion lights
Increased effect duration to make healing take longer
Increased damage to and from player to x2
Decreased speech diffcuilty slightl'y
Decreased NPC dodge speed and chance

All items/characters will spawn at level 1


ACTOR & NPC CHANGES & PERKS


Redone every actor to be normalized.
Humans are humans, There are no more special breeds. Named human's no longer matter, Example. Raider  
This mod includes a full health re balance applying to every NPC in the game
Redone player perks to be fair and less....magical, Example. No more perks that magically increase a weapons damage by huge amounts. More info in the Weapons section.
Redone NPC perks to be fair
Removed perk requirements for building crafting benches
Reduced AP drain for Sprinting
Decreased carry weight - Can still be altered by Armor mods
Increased the time an NPC wil search for you 
Decreased footstep sound if you're not detected. 


POWER ARMOR CHANGES

NPC's will now have the Power Armor perk applied to them when wearing PA.
This perk gives them the Damage, Energy and Radiation resistance that the Power Armor supplies the player with. Equality people!

Anyone in power armor takes 60% less damage to make it feel like actual power armor and not a tin can suit
NPC's are now easier to intimidate if player is wearing Power Armor (WIll not work if NPC is also wearing PA)
Very easy to detect if wearing power armor, No more Sam Fisher'ing while in a tank.
No Weapon spread while wearing PA
Changed targeting hud mod to display friendly's as green and enemies as red.
BUG they stay the colour they start as so if they are friendly then go hostile they stay green, Disable wait a sec then re enable and they will be the correct colour.
Or just shoot them dead.

Removed a lot of power armor from the game
In 200 years i'm sure someone has walked off with them or scraped them for parts


LOCATIONAL DAMAGE CHANGES

Increased head shots to x8 dmg
Vertibirds take increased damage to the engine bay


IN-GAME POPUP MESSAGES

Removed YOUR HEALTH IS LOW use a stimpak popup that get's you killed.
(Bethesda called this "PlayerDeathMessage" they knew that it would get you killed)
Removed the crippled limbs pop up message box



LEGENDARY'S & LEGENDARY WEAPONS


Reduced heal abilities and removed abilities
Removed legendary weapons from Small creatures, Why would a bloat fly carry a Sniper Rifle?....HOW! would a bloat fly carry a Sniper Rifle
Legendary HUMAN characters no longer have Super Saiyan abilities. Instead we have changed it as if the char in question pops an X-Cell or Psycho buff


WEAPONS, ARMOR

Doubled base armor ratings
Overall weapons will do a logical amount of damage, Taking a bullet to the face is not advised, You will die.
Reduced min and max spreads.
Laser weapons have no recoil.
Reduced recoil on the combat rifle, No more kicks like a mule.
Reduced sighted spread to almost 0
If you're Armor-less you will die in 1-4 shots depending on the weapon and area hit. USE COVER.
We have taken a logical approach to Armor, If it looks like it could stop some bullets it probably can.
Full Leather Armor is practically useless ect, Full Combat Armor is useful but again not 100% protective, Only Power Armor is truly protective.
Removed damage penalties for automatic weapons
Changed weapon mod damages to be less, Except for ones that should do more, Example. 50.cal receiver will obviously do a lot more damage
Mines will detonate a lot quicker, Watch where you are walking.
Changed targeting hud mod to display friendly's as green and enemies as red.

SynthFieldHelmet. Also made a new Texture for Synth Armor, Not included in EUO. GET IT HERE
Added Night vision to targeting hud (toggle-able)
Added toggle-able Night Vision and Targeting Hud
Both made in the Chemistry station

To get the night vision and targeting hud for they synth field helmet you need to go to the chemistry station and craft.
AA NightVision
AA Targeting Hud
Then when wearing the synth field helmet simply equip the one you want on or both.
This unfortunately does not work in power armor because you can not equip items in power armor
So power armor does not have NightVision like i wanted yet and its targeting hud is always on

BUG they stay the colour they start as so if they are friendly then go hostile they stay green, Disable wait a sec then re enable and they will
be the correct colour.
Or just shoot them dead.


TRADERS & VENDORS

Increased amount of caps vendors have
Diamond city surplus now sells every shipment, Because it's the trading center of the Commonwealth after all.


CREATURES

Also included is my other mods which can also be found here, If you wish to just use them separately from EUO

No more teleporting creatures
No more leaping Ghouls

Reworked creature poisons to not kill you in 1 sting.


SETTLEMENTS

Auto Resolve works like this from what I can tell in the CK
Defense = safety + population, Higher Defense number the better chance your settlement will survive an attack.
Attack = random between 0 - 150
So where are the minutemen?
Why are they not helping?
Does Preston Gravy know about this?
Minutemen will now do their jobs!

Added value to auto resolve
Total settlements owned * 2 = minutemen
Defense = safety + population + minutemen

if you have 10 settlements you will automatically have an extra 20 defense


INSTITUTE CHANGES

To combat the raw power that now is the Brotherhood of Steel. The institute has allowed you access to some of their most advanced weaponry
after a certain power related quest has been finished
These items are only craft-able after finishing "powering up" then they will appear in the chemistry station under utilities
To craft the ammo you need synth weapon tokens sold by the requisitions officer in the institute
 

Molecular Dis-charger
Tag a location using the rifle then that area will be hit with the molecular relay destroying anything in the effected area

Synth Backup laser, Shoot a spot and a Synth will teleport on that location.

Experimental nade Causes massive area effect damage also very loud

Throw this nade into the air above the target area and anything below it after the 2 second fuse will be wishing it was elsewhere

Small bug with creating the weapons
Sometimes they get random mods applied to them which override the projectiles causing it to act like a normal laser
Just take them to a workbench and make them standard

OUR RECOMMENDED MODS

Darker Nights
Darken up the night to actually be night
Weapons of Fate (works well most of the time)
Make guns shoot projectiles instead of insta hit lasers bullets
War Of The Commonwealth - Spawns
Only if you want a real challange
Area Density Lowest Anything Higher is a battle to take 1 step
Unit group sizes Medium

LOAD ORDER

Unofficial fallout 4 patch(optional)
DarkerNights(optional)
DarkernightsDetection(optional)
Weapons of Fate(optional)
ESK_UltimateOverhaul
ESK_UltimateOverhaul DLC_01(optional)
War Of The Commonwealth(optional)

Things you want the overhaul to override go before it and things you want to override the mod go after.


COMPATIBLE MODS
War Of The Commonwealth - Spawns
Weapons of Fate
Darker Nights
MISC

If anyone would like to do a mod showcase i would be happy to link it here.

Any feedback or suggestions are very welcome.