FALLOUT 4
Immersive Gameplay by Erez Kristal - Boneca Industries
Fallout 4 » Overhauls
Added: 04/06/2016 - 01:46PM
Updated: 10/08/2017 - 02:51AM

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4.008 Latest version

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Uploaded by erezike

Description

Last updated at 2:51, 10 Aug 2017 Uploaded at 13:46, 4 Jun 2016

You start strong, as is right for a war hero. With your pre-war basement standing and fully stocked in preparation for the worst. But your eventual promised vanilla godhood has been stripped away, and what progress you do make in strength and security is meager compared to before.

The gameplay is faster, more punishing, less predictable and most important... More immersive.



This review summed the mod well, several things have been updated since this review was released: Perks has the same number of perks they did in vanilla in order to increase compatibility, bugs were are still threatening but there are more ways to counter them. 
2.8.2017 As of today there is an optional combat only file without the economy changes. 


The mod has seen hundreds of updates since I published it in June 2016, each after further refining it to deliver the fps and RP experience from your fallout 4.  Many like to same Immersive Gameplay is harder than vanilla, that is true, but it is fairer than vanilla and that part is extremely important. There are no artificial difficulties in Immersive gameplay, there is no illogical and secret empowerment to your enemies, the world is consistent, the world makes sense.

And by making the world fair, consistent the gameplay has improved. Your motives and actions as a player improved. You think more, you have to or you would die. It pushes you to get closer to your character true nature, it makes the hero role less obvious. 

There will be moments where you will feel powerful, almost unstoppable. And you could feel that way right off the bat, you could go wherever you wished to go. Those moments will be the most dangerous because in the apocalyptic world danger is everywhere. You have to bring your top game to every encounter, you cannot underestimate your enemies, or you will be caught unaware and perish.

Immersive Gameplay will be the closest you will ever feel to a true Bethesda multiplayer game. Being a planetside 2 player myself, I borrowed on that knowledge along with my real world knowledge to improve the gameplay experience in any way I could. 

In Immersive gameplay, you can go wherever you wish to go right from the start.  Specialize what you want right from the start, it is ideal for returning players, and suitable for first timers as well. And it will remain  challenging throughout your entire playthrough


Great thanks to Alisar for her immense help with the season patch, for making the installer all on her own, for adding her own version of scrap everything with no frame drop, for adding the workshop toolbox to the basement, for adding nifs to new items in the workshop, and for patches to mods. And to Jedstar2000 for his help with the merge patches, contribution of more hardcore patches and injecting new things into the main file. And of course to Minami for the reddit page, the mod's previous home for consoles and PC. 

Other Modders: Thanks to Chucksteel for his No Health and Crippled Pop-Ups . And Valdacil for his tags.

Recommended Mods:

1) Start Me up - By far the best mod you could try with Immersive Gameplay.  Combined with Immersive Gameplay faster start(Level 10 starting from level  You can Rp any character you wish and live through its daily harsh life in the Commonwealth. Be the hunter, be the scavenger, be a raider, what ever you want to be, you can be it. And because Immersive Gameplay works best with a new game, this mod will help you get right into the fun stuff.  

2) Digital Nightmare - Dark Apocalyptic Soundtrack

3) Fallout 4 Seasons - Grass - Trees - Plants - Snow 

4) True Storms - Wasteland Edition (Thunder-Rain-Weather Redone)

5) Immersive-Gameplay HUD

Patches Pages
Weapons Leveled Lists: MF, Doombased and others.
General Patches(super Mutant; Raider, homemaker and more)

The Active Forum Page for all three platforms

Active Stream with the mod:
Darth Xile
Skodire 
Erez Kristal

Compatability: Version 4 is the most compatible version, the mod is now compatible with most mods on the nexus. All weapon mods are compatible and work well with IG, leveled lists that are not injected through script will require a patch from the weapon patches page. For more information, please visit the forum.


Changes from Vanilla.

Combat 

Starting level is 10
Slower leveling. No health gain upon leveling to the player or the NPC.
Health base is 0, each additional endurance points adds 20 hit points. The majority of the human enemies’ health ranges from 60-180. With the exception of those under the influence of drugs.
Mutants and robotic enemies’ health is on the higher end, the bigger and more durable, the more health they have.  No leveled lists, weak and very strong enemies are now rarer. Some enemies changed in size and speed in order to increase variety and challenge

Damage is caliber based. The difference between modded weapons and unmodded is only 5%-30% compared to Vanilla 400%-300%. Each weapon is more specialized with improved roles. Many new ammo conversions. Real ammunition damage and weight based on real-life equivalents, fully balanced to support a fun and challenging playthrough. Complete ammo crafting. Bullets have projectile speeds, choose the right caliber for the job.

Enhanced Melee speed and ferocity. 

Locational hits do more damage and are harder to hit in VATS. Limbs hits do less damage but cripple faster. 

Explosions are lethal. A direct hit from a missile is now deadly. 

Power armor is more protective and defined, reshaped in the spirit of the original Fallout lore. with better protection against energy weapons.
45d - The least protective armor but the hardiest.
51b - The most protective against energy weapons.
60a - The most protective against weapon fire and radiation.
X-series - Can only procure through a quest.

Power armor raises strength in multiples of 3. Each model now has a unique quality instead of a gradual protection upgrade. All power armor paint add 1 to charisma with the unique abilities moved to models. Movement of power armor is slower, and sneaking in it is almost impossible. 

VATS cost substantially fewer action points to use, slow time further down to 0.2 instead of 0.4 and its damage multiplier now matches real time.

Damage to the player and enemies is equal both ways on survival. On hard and very hard, damage done to the player increases, while damage to the enemies stays the same. Hard X1.5 , Very Hard X2.

Greatly improved AI -   Each group of enemies fight to utilize its strengths. Supermutants are more direct and ruthless, synths use speed and coordination to flush and surround their opponents and pursue them relentlessly. Gunners, Minutemen, and BOS approach the enemy carefully using cover and picking their shots. Raiders are less organized their tactics vary depending on their experience and mental situation.
Predators will pounce on their victims relentlessly with no respite. Flies will attempt to dance around in search of an opening. Settlers will cower far from the enemy and behind cover in an attempt to distance themselves from danger.


NPCs use ammo. This means they will have more start ammo compared to vanilla, kill them quickly to reap the reward. Most of them will carry a backup weapon in form of a handgun or a melee weapon.

Reduced and careful use of grenades.

Humans are no longer legendary enemies. 

Movement - Back movement and strafing speed reduced. Walking forward speed increased. 

Raids have 3-5 larger force with the intention to overrun your settlements.

Minutemen flare call for an average support of 6 instead of 3. 

Ranged sneak attacks don't have a multiplier, Melee and unarmed attacks do. 

Action point regeneration slowed down when starting a new game and is the same in combat.

Walking reduces accuracy and running reduce accuracy even more, for the player and the enemies. Crouching improves accuracy for the player and the enemies.


SPECIAL

The player starts with 47 special stats as seen in previous fallouts that included the popular gifted perk.

Strength Basic carry weight - Lowered to 150 from 200. Each point now grants 25 weight points instead of 10.  Strength Improves accuracy, stability and sprint speed.

Perception: After you acquire awareness rank 2 you will gain an effect that slow time when aiming, the higher your perception, the slower the effect will be. Perception influence on your VATS chance is much greater than before. As of version 4: Chewing bubble gum will grant the same effect. 


Endurance: Each point grants you 10 hp. Endurance is the only factor that determines your sprint duration.

Intelligence: Same as before.

Agility: Each point will increase your speed by 4% in addition to improving you reload time. 

Luck: Each point increases damage by an average of 3%, At luck 5.5 you will do the same damage as your enemies.

Bobbleheads are valuable collectibles and no longer increase special. 

Perks

Reorganizes perk trees, placing the more valuable ones higher on the chain and according to their appropriate special demand.

Tweaks damage perks to support VATS and guns accuracy instead of a damage boost. 

Medic perk. hasten the speed of stimpaks effect.

Moving target increases speed instead of reducing damage.

Blitz Increases sprint speed.

Picking all locks is available from the beginning, taking lockpicking perks will ease the process. Hacking is effortless and requires perks. There is an optional file that allows for player skilled based hacking.

Chem Resistant - Grants improved resistance to acid and poison. 

Factions.

Synths and Bos are the elite and most dangerous foes you will encounter.  

Gunners and Super Mutants are the second tier. 

Raiders and monsters are the third tier.

() Robots no longer shoot humans on sight.

() Scavengers are friendlier.

BOS - Wear correct armor and paint. Their forces troops distribution similar to the military, with the main force consisting mostly of knights, aspirants, and initiates.
Gunners - Troops distribution similar to the military, high ranks are rarer. Different units have different roles. 
Super Mutants - Masters and Overlords are rare. 
Synths - Faster, more precise, and fight until fully incapacitated.

Apex predators are now apex.

Vertibirds are durable and will attempt to flee if badly damaged and have fearsome frontal cannons.

Ghouls - Are madder. 


Minutemen grow stronger in skill and equipment over time. 


Economy and Settlements

Deflated Real world economy. Resources and junk yield believable values. Caps are more valuable. 

Immersive Ammo crafting with crafting and scrapping based on real life data, in the chemistry station. Craftable and purchasable ammo shipments. Make or receive in the chemistry station. Key to keeping your turret machine going. 

Introduces Animal fat, can be used to produce oil under cooking crafting.

Stimpaks and roadways are rarer than before, Heal you completely, cost more, harder to make. And have a side effect for the duration they heal you.

Fusion cores last longer, are harder to find, and their condition varies. 

Adds a new fusion core based generator, that requires 1 fusion core to build.

Adds new fusion cell generators.

Increases output and requirements of original Generators, resulting in less stress on building limits and cells.

Longer power cables. 

Scavengers work harder, providing additional construction resources.

Diamond City traders offer more construction resources shipments.

Craftable food shipments from the food crafting station.

Craft settlement food plants with wild food plants. 

The quality of meat varies, more radiated animals produce more radiated meals. Vegetables, fruits, and purified water will heal small amounts of radiation and put cancer at bay.  

Make clothes from razorgrain at the cooking station.

Higher water and food produce from resources unused by the settlers calculated, based on recommended calories and water intake, Ready to turn into shipments to fund your operations. 

Defenses require more realistic components to create and are much more efficient at killing your enemies, guard posts add more defense. Adds 9 turrets variations. Add defense robots. Use an ordinary or Institute laser guns to create a turret.  The new large turrets with increased defense value enable a more authentic farmland feel without overwhelming presence of turrets to keep the population happy, and in addition, reduces the strain on consoles and weaker pcs.

You no longer need to invest in intelligence, gun nut or science to build turrets if you have the caps.  Simply visit a weapon merchants and purchase their goods.

Craft rare materials in the chemistry station through the use of designated perks and the source materials used in real world.

Traders in major Hubs now have a lot more caps and more appropriate items to sell.  
Some traders no longer agree to buy your items with caps and will only agree to barter goods for goods.

You can buy magazines from the appropriate traders.

Loot

Prewar containers don't store pipe weapons.
Safes, vaults, contain more valuables and less weapons and ammo.
High-tech weaponry is rare and sought after.
Animals grant meat per weight. Hunt an animal and sell its meat to make a living.
Adds an optional file for cannibals. 

Efficiency

Due to how the mod deals with leveled lists, the game is more efficient compared to vanilla. Important when many enemies spawn at the same time. (And all the time due to cell reset constant calculations at the background)
Reduces inventory management time - by Integrating a modified version of Valdacil item sorting mod, if you find his sorting beneficial. Please show your appreciation to his mod.


Adds a well-hidden basement to the player house in Sanctuary, under the ruined bed, with essential gear to face the harsh wasteland.



For question and more information, please visit the reddit page: https://www.reddit.com/r/FO4ImmersiveGameplay/

About the author.

I served for 3 years in the Israeli army, as a tank commander and drill sergeant.  I worked for high-end security companies and possess an extensive knowledge of small and large firearms. 
This includes special combat techniques in urban and conventional warfare.
I base this mod balance on that knowledge and experience while taking into account the game futuristic technologies such as power armor and game balance and fun.

Construction items values is based on internet research and close examination of the game meshes.