Fallout 4

File information

Last updated

Original upload

Created by

KosorsomesayKosm

Uploaded by

noptasis

Virus scan

Safe to use

Documentation

Readme

View as plain text

Changelog:
--------------------------------------------------

V1.5
Level cap is now permanently 120

Very Easy mode is now Dante must Die mode. Take 6x damage, deal 0.25x damage. (Because who plays on very easy anyways)

Base SPECIAL from 28 to 32.

Endurance now grants 10 points of health per level, up from 8

Small Frame Trait no longer makes player model smaller due to interaction bug.

Lead Belly Rank 4 added
Food effects now last 3 times as long.

Big Leagues nerfed
Rank 10:
damage reduction during power attacks from 90% to 70%.
power attacks now cost 25% more AP to excecute.


Sniper Rank 4 reworked.
[Headshots on crippled heads deal 40% more damage] to [All headshots deal 25% more damage]

Gunslinger Rank 6 and 8 reworked

Rank 6 from [50% faster reload at low health] to [Hitting a target's arms, hands, or weapon has a chance to disarm them. This is significantly higher when hitting their weapon directly. ]
Rank 8 from [Deal and take double damage when target is using a pistol] to [headshots grant you a 50% damage boost. Missing the head, or using another weapon, will remove the buff]

Moving Target Rebelanced
25 DR and ER when sprinting
75 DR and ER when sprinting
25% reduced sprinting AP cost

Blitz Rank 6 Added
Your companions gain 15% bonus damage when you sprint with a melee weapon.

Armorer Ranks 2, 4, and 6 reworked
Now grants scaling 10/20/30% weight reduction for equipped armor.

Locksmith Rank 8 now requires 25 pins from 20

Gun Fu reworked
Do 25% more damage to your second V.A.T.S. target and beyond.
receive a pair of Infiltrator's shades. When worn, time is slowed by 50%, draining 15 AP per second.
In V.A.T.S. you do 50% more damage to your third target and beyond.
Your Infiltrator's shades drain AP more slowly. 10 AP per second
In V.A.T.S. you instantly do a Critical Hit against your fourth target and beyond.
Your Infiltrator's Shades drain time even more slowly. 5 AP per second.

Science rank 6 modified.
Added new Gadget, Oil Urn
Oil Urn deals minimal damage, but douses targets in oil for 10 seconds, and leaves a flammable oil slick.
While oily, target takes double damage from all fire weapons (Flamers, Molotovs, Fire Legendary weapons)


Cannibal rank 4 added.
Now when eating a corpse you have a chance of recovering a nutritious brain. Brains can be consumed for a variety of random effects.

Rad Resist Rebalanced
+30 Rad Resist
+60 Rad Resist
+90 Rad Resist
+120 Rad Resist





V1.2

Gifted's SPECIAL Bonuses now apply in the Perk menu.
Gifted XP reduction from 10% to 15%
Refractor Crit bonus from 15 to 10%
Rifleman bonus damage for energy weapons from a total of 65% to 50%

V1.1

Life giver health per level from 10 to 15

--------------------------------------------------



General Balance Changes:
--------------------------------------------------

- Player level is now capped at 100/125. Make different characters to try different builds.

- Difficulty for survival and Very Hard adjusted to 1x damage taken and recieved. These two are what this mod was designed for.

- Blocking a melee attack only reduces its damage by 75%. This is reduced further to 25% for Power attacks. If an enemy is blocking your melee hits, power attacks are now a viable alternative to VATS.

- Adrenaline max bonus damage down from 50% to 30%.

- Stimpaks now heal only 20% of your max health, but heals significantly faster in Survival.

- Chems are generally more powerful, but addictions are more debilitating. The price to cure addictions scales with level, except for workshop doctors, which is a constant amount regardless. Addictitol is more expensive, and Refreshing Beverage no longer cures addictions.

- Power armor feels more like power armor. All damage taken in power armor is reduced by 25% before resistances, but you also move 25% slower. This can be negated with the Pain Train Perk. Fall damage is no longer negated, but reduced by 50%.

- Experience for survival changed back to 1x

- Companions now use ammo for their default weapon too, but they start off with a hefty amount and alternate melee weapons.

- Automatrons now require recharging every now and then, with a battery that drains in combat. This can be mitigated with Robotics Expert.



Traits:
--------------------------------------------------

Built To Destroy: You gain 5% critical strike chance, but all your guns have increased spread.
Explorer: You gain double experience from discovering new locations.
Gearhead: Your robots and turrets deal 25% bonus damage, but your own attacks deal 15% reduced damage.
Gifted: You gain +1 to every SPECIAL stat, but receive 15% reduced experience from all sources.
Good Natured: No raiders are initially hostile, and may even help you, but you deal 10% reduced damage to all human targets.
Heavy Handed: Unarmed and melee attacks deal 20% more damage, but 60% reduced critical damage.
Kamikaze: Your attacks deal 15% bonus damage, but you also take 15% bonus damage.
Small Frame: Due to your diminutive stature, you gain +3 Agility. However, your frail nature causes your limbs to take more damage.
Trigger Discipline: Your guns have diminished spread, but you gain 20% less experience from kills.



Perks:
--------------------------------------------------

STRENGTH

Iron Fist:

+10% damage
Punching attacks have a chance to disarm
Successful parries raise damage by 50% for 3 seconds. Does not stack.
Power attacks have a chance to reduce target damage resistance by 25
+20% damage
+20% critical strike damage
15% damage bonus to targets who are knocked down or otherwise disabled
5% crit chance against attacking targets
+30% damage
Every 11th attack sends the target flying into the sky, dealing 25% max health as damage.

Big leagues

+10% damage
Chance to deal bonus limb damage to enemies.
+20% damage
Your melee attacks deal double damage at <15% health.
+30% damage
Attacks hit all enemies in front of you
+40% damage
Every kill heals 45 health
+50% damage
Power attacks are immune to stagger and gain 70% damage reduction. Power attacks cost 25% more AP.

Armorer

Lvl 1 Mods
10% weight reduction for equipped armor.
Lvl 2 Mods
20% weight reduction for equipped armor.
Lvl 3 Mods
30% weight reduction for equipped armor.
Lvl 4 Mods

Blacksmith

Lvl 1 Mods
3% reduced damage from all sources
Lvl 2 Mods
5% melee weapon damage
Lvl 3 Mods

Heavy Gunner

+10% damage
20% improved accuracy
+20% damage
25% bonus range
+30% damage
15% less AP cost in VATS
+40% damage
10% damage taken and dealt reduced from all sources except heavy weapons.
+50% damage
Your attacks build one point of Red Pride, which falls off over time. When Pride is fully charged, you move slower, but gain 2000 bonus Damage and Energy Resistance.

Strong Back

+10 Carry Weight
+20 Carry Weight
+30 Carry Weight
Can run while overencumbered
+40 Carry Weight
+50 Carry Weight
+60 Carry Weight
20% damage reduction when overencumbered.

Basher

+10% bash damage
+20% damage
+30% damage and limb damage
+40% damage and 5% crit chance

Rooted

+25 DR and 15% bonus melee damage
+50 DR and 25% bonus melee damage
Chance to disarm
+50 Max health and health regen

Pain Train

1-3 Same as Vanilla
4: Power Armor speed penalty negated.

PERCEPTION:

PIckpocket:

10% boost
Can place grenades
20% boost
Can steal weapons
30% boost
Can steal equipped items
40% boost
5% speed boost

Rifleman

+10% damage
Ignore 10% armor
+20% damage
Ignore half DR when target is at full health
+30% damage
Bonus damage to non-humans
+40% damage
Ballistic rifles deal 15% more limb damage, energy weapons have a chance to stagger.
+50% damage
Last round in the magazine is guaranteed to crit

Awareness

View stats in VATS
10% increase to hit chance and damage dealt to VATS targets.

Locksmith

Pick advanced locks
Can build bear traps
Pick Expert Locks
Locks are easier to open
Craft Bobby Pins
Craft Bleeding Bear Traps
Pick Master Locks
Lock any door for 25 bobby pins. NPCs cannot pass through locked doors.

Demolition Expert

Craft Explosives
+15% damage
Grenades gain more range
+30% damage
Larger Explosion Radius
+45% damage
Craft more explosives
+60% damage

Night Person

+2 PER and INT at night, -1 PER and INT during daytime
+4 PER and INT at night, -2 PER and INT during daytime
Night vision
+50 HP at night, -50 HP during daytime

Reflector

+1 ER
+2 ER
+4 ER
+8 ER
+16 ER
+32 ER
+64 ER
+128 ER
+10% crit chance with laser weapons

Sniper

Boost to held breath duration
Better Stability
Chance to knock down
5% bonus damage when scoped
Headshots deal 25% more damage

Penetrator

Same as Vanilla

Concentrated Fire

+10% damage
+10% accuracy
+15% damage
+15% accuracy
+20% damage, accuracy, and reduced AP cost


ENDURANCE:

Toughness

+10 DR
+20 DR
+30 DR
+40 DR
+50 DR
+60 DR
+70 DR

Lead Belly

Increased resistance to radiation from food
Increased resistance to radiation from food
Increased resistance to radiation from food
Food Effects now last three times as long

Life Giver

+10 Health
+20 Health
+30 Health
+40 Health
+50 Health
+60 Health
+70 Health
Gain one dose of the Elixir of Life

Chem Resistant

25% less likely to get addicted. 50% if under level 21
50% less likely to get addicted. 80% if under level 21

Aquaboy

Same as Vanilla

Rad Resistant

+30 Rad resist
+60
+90
+120

Adamantium Skeleton

15% reduction to limb damage
30% reduction
45% reduction
60% reduction
75% reduction

Cannibal

Same as Vanilla

Ghoulish

Radiation regenerates 0.4 health per point
Radiation regenerates 0.8 health per point
Radiation regenerates 1.2 health per point and ghouls are friendly
Radiation damage gradually heals. However, limbs take more damage.

Solar Powered

+3 END and STR during day, -1 during night
Rads heal during daytime
Health regens during daytime
+5 END and STR during day, -3 during night
Lasers deal 10% bonus damage in daytime
Unarmed criticals deal 50% bonus damage in daytime

CHARISMA

Cap Collector

Improved prices
Improved Prices
Invest 500 caps
Improved prices
Invest 1500 caps
Counterfeit caps at chemistry stations

Lady Killer

Same as Vanilla

Lone Wanderer

20% less damage taken and 70 carry weight
30% less damage taken and 100 carry weight
30% bonus damage
50 bonus action points

Attack Dog

Rank 3: Dog has a chance to bleed targets for 60 damage

Animal Friend

Pacify
Incite
Command
25% reduced damage to all animals. All animals under command deal 2x damage
15% increased damage to humans. Permanent -4 INT
15% crit chance when completely unarmed and not in power armor

Local Leader

Same as Vanilla

Party Boy

Alcohol addictions negated under level 21. Addiction chance doubled above level 40
Alcohol effects doubled
3 Luck under alcohol
Can craft Boston Moonshine at any cooking station. (Boston Moonshine: + 2 STR, END, and AGI, reduce INT by 2)

Inspirational

Comp does more damage, cannot hurt you
Friendly NPCs will spawn randomly and help you, if you're part of the four major factions.
No friendly fire
Companions deal double damage when player health is below 10%
Companion carry weight increased
Companion damage increased
You gain another companion perk, effects varying based on companion, if you have the first.

Cait: All Molotov Cocktails deal 50% more damage.
Cods: 25% bonus critical damage against robot enemies!
Curie: permanently gain +1 to Intelligence, Strength, and Endurance.
Danse: When wearing power armor, take 50% reduced damage from explosives.
Deacon: All weapons are more accurate when stealthed, and stealth attacks deal more damage.
Hancock: when 600 rads or higher your criticals deal 25% more damage
MacCready: When not in VATS, your attacks deal 30% bonus limb damage.
Nick: Wasteland outlaws take more damage from your attacks.
Piper: Piper will now pen articles about her time in combat, creating Investigative Reports in her inventory on occasion. These can be consumed to grant various bonuses for a few minutes.
Preston: Gain bonus crit chance based on the number of settlements you build
Strong: Take 75% reduced damage when below 10% health.
X6-88: X6-88 now takes 80% reduced non-explosive damage when above 95% health.
Gage: Accuracy in VATS increased by 10%.
Longfellow: Old Longfellow's attacks will always critically strike against targets at full health.

Wasteland Whisperer and Intimidation

Same as Vanilla

INTELLIGENCE

VANS

+10% experience
+10% VATS accuracy
-10% VATS AP cost

Medic

Stimpaks heal 25% health
Stimpaks heal 30% health
Stimpaks heal 35% health
Stimpaks heal 40% health

Gun Nut

Lvl 1 Mods
Lvl 2 Mods
All guns charge crit 5% faster in VATS
Lvl 3 Mods
Accuracy increased for all guns
Lvl 4 Mods

Hacker

Same as Vanilla

Scrapper

1-3 Same as vanilla
4: Pipe weapons deal 40% bonus damage
5: When dropping below 20% health, you drop a panic mine that arms after 3 seconds.
6: Killing enemies has a chance to drop panic mines at their location.

Science:

Lvl 1 mods
Lvl 1 Gadgets and turrets

Engineer's hammer - heals robots for 10 health
Concussive field - Knocks nearby enemies in a small radius away.
Sandbag - Deployable cover, stackable

Lvl 2 mods
Lvl 2 Gadgets and turrets

Concussive Pulser - Grenade that explodes, knocking targets away
Durable Sandbag
Compliance Regulator 2000 - Paralyzes targets for 5 seconds, does no damage. Low ammo capacity and reload speed.

Lvl 3 mods
Lvl 3 Gadgets and turrets

Oil Urn - deals minimal damage, but douses targets in oil for 10 seconds, and leaves a flammable oil slick.
While oily, target takes double damage from all fire weapons (Flamers, Molotovs, Fire Legendary weapons)
Fortified Sandbags
Shield Generator - +60 DR and ER for 1 minute
Overloaded pulse grenade - 50 damage, 300 bonus damage to enemies in power armor or robots

Lvl 4 mods
Lvl 4 Gadgets and turrets

Barricade - Deployable cover, very strong. Not stackable.
Augmented Shield Generator - +100 DR and ER for 1 minute
Eyebot Beacon - Summons friendly eyebots to fight for you

Lvl 5 mods
Lvl 5 Gadgets and turrets

Hypercharged shield generator +200 DR and ER for 1 minute
Overloaded Shield Generator - Immunity from all damage for 10 seconds
Doomsday device - Detonates in 25 seconds after being thrown. deals 10000 damage. Can be shot and destroyed, dealing 300 damage instead.

Chemist

+ 25% Chem duration
50% duration
75% duration
double duration

Robotics Expert

Hack Robots
50% bonus battery life, can craft batteries
Incite
2x battery life
Command
Automatrons take 25% less damage

Nuclear Physicist
Radiation weapons do 25% more damage and FCs last 25% longer
Radiation weapons do 50% more damage and FCs last 50% longer
Eject FCs
Bonus damage to targets based on their radiation level

Nerd Rage
+40 DR and ER under 10% health
+60 DR and ER under 15% health
+5% crit chance under 15% health
+10 STR under 15% health

AGILITY

Gunslinger:
+10% damage
25% bonus bash damage
+20% damage
100% crit chance against targets under 10% health
+30% damage
Hitting a target's arms, hands, or weapon has a chance to disarm them. This is significantly higher when hitting their weapon directly. You can now craft fanning recievers.
+40% damage
Pistol headshots grant you a 50% damage boost. Missing the head, or using another weapon, will remove the buff
+50% damage
First non-automatic pistol shot against any enemy will knock them to the ground, and has a chance to instantly kill them.

Commando
+10% damage
5% crit chance when moving
+20% damage
improved accuracy
+30% damage
50% reduced damage from explosions
+40% damage
15% stagger chance on attacks when player health under 25%
+50% damage
Run 50% faster with automatic weapon equipped

Sneak
20% harder to detect
double XP from sneak kills
30% harder to detect, no trigger trap
40% harder to detect, no trigger mines
50% harder to detect
Rapidly regain AP when sneaking

Mister Sandman
Instakill sleeping, 10% silenced damage
20% damage
30% damage
Silenced weapons are harder to detect
Stealth takedown - when sneaking you can perform a knockout, paralyzing the target for 15 seconds if successful

Action Boy
+10% AP regen
20%
30%
40%
50%

Moving Target
25 DR and ER when sprinting
75 DR and ER when sprinting
25% less Sprinting AP cost

Ninja
1H melee weapons do 4x sneak damage
Throwing weapons do 25% bonus damage and 6x sneak damage
1H melee weapons and throwing weapons do 15% more damage at nighttime
Throwing weapons do 50% bonus damage and 8x Sneak damage
15% crit chance for 1H melee and throwing weapons
50% speed when sneaking
Craft Shurikens
+20 to damage resistance when hidden
Kills turn you invisible and grant 15% speed for 12 seconds

Quick Hands
Reload faster
50% less AP cost to reload in VATS
+30 AP

Blitz
25% bonus VATS melee range
50% bonus VATS melee range
move 15% faster in combat with melee or unarmed weapon equipped
When melee or unarmed is equipped, sprinting costs 25% less AP
Sprinting attacks deal 25% bonus damage
Your companions gain 15% bonus damage when you sprint with a melee weapon.

Gun Fu
Do 25% more damage to your second V.A.T.S. target and beyond.
receive a pair of sunglasses. When worn, time is slowed by 50%, draining 15 AP per second.
In V.A.T.S. you do 50% more damage to your third target and beyond.
Your Infiltrator's shades drain AP more slowly. 10 AP per second
In V.A.T.S. you instantly do a Critical Hit against your fourth target and beyond.
Your Infiltrator's Shades drain time even more slowly. 5 AP per second.

LUCK

Fortune Finder
1-4 Same as Vanilla
5: There are 5 enclave safes around the Commonwealth, each with a huge stash of loot.

Scrounger
Same as Vanilla

Bloody Mess
+3% damage
+6% damage
+9% damage
Explode triggers more explosions (Same as Vanilla)
+12% damage

Mysterious Stranger
Same as Vanilla

Idiot Savant
Same as Vanilla

Better Criticals
15% bonus crit damage
30% bonus crit damage
45% bonus crit damage
60% bonus crit damage
75% bonus crit damage
100% bonus crit damage

Critical Banker
Bank 1 crit
Bank 2 crits
Bank 3 crits
Bank 4 crits
Bank 5 crits

Grim Reaper's Sprint
Same as Vanilla

Four Leaf clover
Faster Charge for VATS criticals
Faster Charge for VATS criticals
Faster Charge for VATS criticals
Faster Charge for VATS criticals

Ricochet
Same as Vanilla