Fallout 4

About this mod

One Bullet, One Kill is a mod designed to introduce more immersive gunplay and reduce the MMO-style immersion killing elements in FO4. The first principle is simple - guns do the same damage no matter who's holding them and no matter what they've eaten/drank. Comes in a classic (Lite) version and a far more in-depth and ever expanding Version 2.

Permissions and credits
Changelogs
One Bullet, One Kill

This mod is designed to help alleviate the bullet-sponge nature of Bethsoft's latest RPG offering. Where Bethsoft (and especially Obsidian) tend to rely on severe HP bloat to present a challenge many of us find it gets in the way of enjoyment, tension and immersion. This goes double when consdering Fallout isn't overtly a fantasy setting where people become ridiculously hardened by Robert E. Howard-like trials.

This mod began as an attempt to correct some of that issue by flattening and raising the weapon power curve based on the idea that any bullet that finds its target will do more or less the same (raised) damage to a target no matter how 'skilled' the gunslinger is. From there it expanded (mostly) logically to remove significant amounts of the effects that felt more at home as magical enchantments in Skyrim than in the (slightly) more grounded Fallout. Much inspiration was drawn from Fallout 1, Fallout 2 and Fallout New Vegas and many features were added to help bring back some of the feel of these deservedly legendary games from ballistic physics to more drug-like drug effects.


What this does (So Far)*


(Video of OBOK Lite/1.35, with sincerest thanks to JimmyGatz!)


What's New in OBOK 2: Consumables (V2C) and up

- Removed artificial magazine bonuses. Educational magazines still offer skills but collectables offer significant resale value instead.
- Added physics to bullets including larger range and trajectory, setting ranges and muzzle velocities, where possible, to that of their real-life counterparts.
- Consumables (food, drugs, stealth boys, drinks) will return the appropriate scrap based on their containers when used. Drinks give bottles, prepackaged food gives plastic, injectors give glass, steel, etc.
- 'Magical' effects removed from most food. Food mostly exists to satiate hunger and be traded.

- Drugs and the strongest drinks carry (mostly) subtle visual effects tested both with and without ENB and ENBoost. Effects will look stronger with ENB than without.
- Power armour paint-jobs no longer carry magical stat boosts, they’re just there to look good.
- Replaced many 'get X% bonus' pieces of flavour text with slightly more immersive (or sarcastic) flavour text ala Fallout 2.

What's Included in OBOK 2: First Release (V2) and up**

- Removed significant amounts of the automatic recoil damping/recentering that Fallout 4 does to make gunplay feel more lively.
- Removed almost all recoil from lasers and, to balance this change, reducing laser damage by a very minor amount.
- Removed the connection between the player’s level and most enemies’ levels. The world exists without you and some areas will be fantastically dangerous for low level characters. This also makes progression actually rewarding.
- Removed any game perks, foods and chemicals that increase ranged weapon damage. Guns do the same damage regardless of who fires them.
- Increased the durability of vertibirds and cars, as well as armour wear rates to counter the significantly higher damage output. [Vertibirds/Cars.
- Reduced the number of more dangerous enemies by 25% to 30% on average to reduce the comical amount of enemies that could, realistically, crush any settlement or city they cared to. The game is still far harder with this mod than the vanilla experience, especially at lower levels.
- Removed level requirements for all of the main perks and improves a handful of the more useless ones to reduce the number of no-brainer perks.
- Made soda, alcohol and drugs act like… soda, alcohol and drugs rather than magical potions. Sodas and light alcoholic beverages are now good at replenishing thirst and most consumables have more (though not totally) standardized effects that last significantly longer. Drugs have lengthy highs followed by unpleasant lows. To this end and to keep that Fallout feel many drugs have been adjusted to behave like they used to in Fallout 2.
- Removed food-based health restoration.
- Changed addiction risks changed to be more in-line with either real world counterparts or how they were in Fallout 2.
- Removed limb regeneration from sleeping – you need meds or a doctor. Stimpaks are good for limbs, certain psycho-actives and stimulants are good for the body and head.


What's Included in OBOK 2 Lite Version (Obok Lite) and up**

- Included support for (and requires) all DLCs.

What's Included in OBOK 1.35 and up ** ***

- Reduced Bethesda HP bloat on powerful enemies so level 50 characters can’t absorb bullets like a lead foundry. This applies to the player and the NPCs.
- Increased the damage inflicted by the player and NPCs alike by between 2.6 and 4 depending on the version.
- Removed the level requirements for all player perks.


* See ReadMe for full details.
** V2 Initial Release and prior add and use no scripts.

*** V1.35 works only with vanilla Fallout 4 and is no longer supported.

Compatibility

- OBOK 1.35 works with Fallout 4 Vanilla only and is no longer supported.
- This mod may be incompatible with most mods that modify the perk tree to any significant extent as it overwrites most perk entries.
- OBOK 2 Lite and beyond supports and requires all DLC.
- If starting a new game with V2+ (ignoring lite) it is recommended that you start a new (or relatively new) game as some perk levels have been wholesale removed. This isn't guaranteed to cause a problem but might cause some perk UI weirdness.
- This modifies levelled lists for several NPC types but doesnot modify the entries for any actors save the basic Vertibird so will work with anything that doesn’t depend on modifying the default levelled lists.
- This mod modifies the Movable Static entries for cars.
- This mod overwrites the entires for all sodas, alcohols and drugs.

- This mod overwrites projectile data for most ammunition.
- This mod overwrites a large number of food and drink entries as well as Stealth Boys.
- This mod overwrites all Fallout 4 default paint-job data.
- This mod adds a single new short script that does not run constantly and does not require Script Extender.

Knock-On Effects

Economy: The fact that bullets are more effective will, counter-intuitively, devalue ammunition as fewer shots are needed per encounter. Less money will be spent on ammo meaning the player has more spare for other pursuits. Increasing economic difficulty and, perhaps more importantly, forcing NPCs to use ammunition will help mitigate this. The latter can be achieved by setting bForceNPCsUseAmmo to 1 in your INI, made easy by using Bilagio's excellent Fallout 4 Configuration Tool.

Environment [OBOK Lite/V1.35 only]: Cars and vertibirds will be extremely easy to destroy. Mods that significantly increase vertibird and junk car toughness are highly recommended. Recommended mods are Durable Vertibirds by Utherix and Tougher Cars by ma1205.