Fallout 4

About this mod

C.O.R.E. is an Overhaul attempting to make Fallout 4 more like the original Fallout, taking some inspiration from other titles like Deus Ex, Gothic and others. It covers (and requires) all DLCs.

Currently in a stableAlpha Stage. Will soon enter BETA Stage.

PS: It also allows you to kill Preston Garvey!

Requirements
Permissions and credits
Changelogs
 I am afraid I have bad news. My computer bit the dust, and my backup turned out to be corrupted due to some faulty Windows 10 update. I lost a fair share of work, as well as a lot of source files for my scripts andI do not feel like working all over this again. I am really sorry, but for the time being, I won't continue working on this project. I might give it another shot in a few months, but I highly emphasize the "might".

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C.O.R.E. is an Overhaul attempting to make Fallout 4 more like the original Fallout (I, II, Tactics), adding a semi-realistic touch while taking some inspiration from other titles like Deus Ex, Gothic, Morrowind, Penumbra and a few others. It covers (and requires) all DLCs.

Having compatibility and semi-modularity (full modularity is not technically possible, given the nature of the project) in mind, some of
its features can be configured with optional .esps. These features are
marked with a (C).

It is currently in an Alpha state and should be considered a work-in-progress at this time; nevetheless, it already is very stable with little to no known bugs so far - it will enter the BETA stage soon.
I made it mostly for personal use and some of my friends, but I thought other people might like it as well, so I decided to upload it here.

The mod requires to start a new game and should not be used with a non-C.O.R.E. savegame! 

This mod uses scripts. Please make sure you enable them in your Fallout.ini. You can find the exact instructions in the Installation.txt file.

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Notes for Update 0.5a (Cancelled)

- Molotov Cocktails now deal relatively small damage via their explosion and more with the applied fire effect over time
- Fire Effects now ignore Energy Resistance, but do not apply at all if it is high enough
- Improved Vendor Lists
- Improved Power Armor Damage Reduction Formula (The Damage Thresholds are now calculated fluently based on total Damage Resistance. At 1000 DR, you receive 40 less Ballistic Damage, 60 less Laser Damage, 200 less Explosion Damage. Values based on original Fallout 1 statistics.)
- Derandomized Speech Challenges

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Encounters
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Changes to foes and friends encountered.

- Deleveled encounters. The game world no longer cares (a lot) about your character's level, as all NPCs are now static attribute-wise.
- Removed legendary encounters
- Enemies scaled from hand to fit into fixed difficulty tiers and to reflect how "tough" they seem. Vertibirds are now what you would expect of a gunship of this kind, Raider Bosses can be recognized by their Power Armor. If it looks like it can take a beating, it most likely can do that. On the other hand, a normal human without any armor will usually die when shot in the head or taking a direct hit from a .45-70 calibre rifle. That counts for you, too, though. So watch out!

Examples:

Tier   I: Roaches, Molerats, Bugs, Bloatflies (While squishy, some insects still are highly poisonous...)
Tier  II: Ghouls, Average Humans (Of course, this depends on what equipment they field. A Paladin in T60 Armor will be laughing at his sleeve when you try to pierce his armor with tiny 10mm ammo...)
Tier III: Ghouls, Super Mutants, Scorpions, Robots (Civilian), Synths (Robotic enemies receive a flat damage reduction before damage resistance is factored in. More advanced models won't take a scratch from small calibre weapons.)
Tier  IV: Super Mutants, Robots (Military), Synths
Tier   V: Robots (Military), Death Claws
Tier  V+: Vertibirds, Behemoths, Hermit Crabs  (Some of the rather few bullet sponges you will encounter...)


Items
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Changes governing items of all sorts.

- Deleveled Items. What you find is no longer dependent on your level at all.
- Increased overall rarity of high-level Items. Don't expect to find a Gauss Rifle or an X01 easily.
- Handplaced items in the game world
- Randomly found Power Armor now only can consist of Raider or T-45 pieces (Type A)
- Tweaked and fully deleveled loot lists and made them more coherent. It is now based on the static challenge you are facing.

- New Items (Examples: Incendiary Grenade, Fusion Core Grenade, Fusion Core Mine, Cat Soup, Acid Dispenser)


Perks
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- Rearranged the Perk System and overhauled it completely.
- All Perks now are available at early levels.
- Perks are more important regarding what your character can and cannot do. For instance, you now need rank 1 of the Hacking perk to be able to hack computers at all. The same is true for lockpicking.

Some examples:

- Without the related weapon perks, your accuracy with the given weapon type will be very unreliable
- Increased AP cost of holding your breath with scoped rifles greatly. The Sniper Perk reduces it a lot, though
- Hacking Attempts now scale with your Intelligence in relation to your perk rank
- Repairing Power Armor now requires ranks in the Armorer perk. Required ranks depend on Armor Type.
- The Chemistry Lab now requires perk points in Chemist to work at all
- Robotics Expert now improves robot repair kits
- Nuclear Physicist and Science now allow you to convert Fusion Cores into Fusion Cells at the Chemlab
- Lots of minor Perk Tree Tweaks


Atmosphere
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Aesthetic changes.

- More immersive messages and flavor texts from your character's perspective

- Stimpaks and all other items coming with a needle will cause pain to your character when used


Gameplay
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General changes to the game rules.

- Powerarmor Tweaks: Melee Attacks, Jumps, Jump-Impacting now drain charges. Raider PA is now worse than regular t45-Armor. Power Armor will also protect you from being set on fire or being poisoned for as long as it does not drop below 300 points of Damage/Energy Resistance. Based on how much PA you wear, you also receive a flat damage reduction ranging from -2.0 to -40 weapon damage. You also receive 3% to 30% less explosion damage. You also can no longer upgrade the lining of the Power Armor. Usually, you will only encounter Type A versions. This is mostly due to removed level scaling. Armor Paintjobs now grant other bonuses.
- According to the original Fallout Lore, T51, T60 and X01 Power Armor models do not require frequent changes of fusion cores, while low-tier models like the T45 require new power cells at an alarming rate. Therefore, wearing a T51, T60 or X01 Torso will now drastically increase the charge of any Fusion Core, while the drain rates of Raider and T45 models have been increased. (C)
- In general, T45 Armor is now more rarely encountered, usually in an incomplete condition and harder to acquire.

- The Damage of all weapons has been adjusted. Weapons now deal roughly as much damage as you would expect of their respective calibre and how well they are crafted. Weapon damage is now relatively fixed and can not be influenced a lot. It is now much more about accuracy, recoil management, reload speed and tactics.

- Greatly increased headshot damage (depending on race; humans without power armor will usually die if hit in the head once or twice - counts for you, too!), greatly decreased hit chance for heads (C)

- The Player is now able to kill most Essential Characters. If that happens, you will get a message in Morrowind Style telling you that the
killed person might have been important later on. Tested on Preston. A few hundred times. Just to be sure.

- You can now force certain locks open by brute force. Just activate the respective container/door and you will get a message saying whether or
not you can break it. If yes, just attack it with any melee weapon. The required strength depends both on the lock and the material of the
object you want to force open. Some cannot be forced open at all, though (Vault Doors, Elevator Doors, Hydraulic Doors, Objects requiring a key etc.)
- Tricky chemists are now able to craft Fluoroantimonic Acid Dispensers which will dissolve any breakable lock without the need of
passing the STR check. However, it requires Chemist (Rank 4) at the Chemlab and uses relatively expensive components.

- PEPS! Or: Pipboy Extension and Personalization System. It is an "infinite" AID-ITEM added automatically to your inventory that extends your Pipboy
functionality in an in-character way. For instance, it allows you to hide Keys, Holotapes and Quest Items from your inventory, allows to scan
your vitals or your surroundings, manages your Power Armor Upgrades (incase you do not want to use the cloakfield at the moment, for
instance...) and much more.


- Cells and Cleared locations do not respawn at all (C)
- Difficulty does not influence damage dealt (C)
- Power Attacks now inflict 50% bonus damage
- Meds take a lot longer to take effect. A stimpak restores 30% of your health over 30 seconds. Improvements via perks only increase the maximum duration of it, up to around 60% healing over 60 seconds. Since the Medicine perk now scales the effect with your INT, you can increase this further by taking some Mentats before applying your Stimpak or installing a database mod in your power armor. (C)
- Food and water do not heal you. That means by default, Stimpaks are now one of the few sources of HP. (C)
- Removed Adrenaline Perk from Survival Mode
- Tweaked Survival Difficulty
- Dark Craving now applies the "need more food" effect instead
- XP rate is 200% by default (C)
- Running and Swimming now decreases your AP regeneration based on your END. The more END, the less your regen rate is affected by this (ranging from 80% less to 0% less)
- Iron Sights mode decreases your speed by an additional 20%.
- Having less than 30 AP gradually decreases your speed in 15% increments up to 45% slower movement.
- Vendors restock every three days
- Halved carry weight (C)
- The Effects of Magazines have been decreased drastically
- Bobbleheads now only serve as pure collectibles (C)
- Disabled "You are Special" in player's house (C)
- Char level does no longer influence HP
- Running increases weapon spread greatly
- NPCs will use up ammo for weapons that deal exceptional damage (Grenade, Mini Nuke, Missile and the following ammo types: 5mm, .308, .45-70, 2mm EC, Plasma Catridges)
- Sneak Attack bonuses now only apply to melee weapons
- Reduced Rarity of heavy-hitting Ammo
- Custom-built Sentries with shoulder-mounted fatmans will now require mini nuke ammo
- Being rested well now only grants 1 point of END and AGI respectively
- Clothing Buffs on STR, END and AGI have been reduced to 0. (C)
- Power Armor Stealth Fields now activate when sneaking (regardless of movement type)
- When drinking from bottles, you now get an empty bottle in addition to a cap.
- The Consol can now be used in Survival Difficulty
- Lots of minor tweaks