Fallout 4
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Dahveed

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Dahveed

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About this mod

A small difficulty/survival tweak mod which makes it more challenging to deal with your accumulated radiation.

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Changelog:

1.1 - Removed enchantment effect from Hazmat Suit (and helmet) so that it no longer negates rads.  Now Hazmat suits will significantly reduce rads, but not eliminate them.  Also changed the name of the mod and the .esp file to be a bit less confusing about its function.
1.0 - Initial release


Known Issue:

"Cure radiation" option from a doctor will still appear as "40 rads", but 100 caps will be removed from your inventory when you select this option.


Introduction:

Have you ever thought that radiation in Fallout 4 is a bit of a joke?  I certainly do.  I found very quickly that, other than having a few less HP, rads in F4 weren't that much of a gameplay factor at all.  Once in a while I would just need to consume one of my (dozens of) RadAways just to get rid of it.  Even on Survival Mode it seems kind of pointless.

Hell, even with mods like Radiation Overhaul and Classic Radiation Poisoning - which I highly recommend! - I found that I would still have too much useless RadAway in my inventory.

With that in mind, I wanted to make a mod which makes it a bit more difficult to control your rads, to make it more dangerous out in the Commonwealth, and to make you be very careful about soaking up rads.  This is a relatively simple mod which makes it more challenging for players to deal with radiation poisoning once you've been irradiated in your travels!

Mod Description:

- Both RadAway and Rad-X are more scarce, and you will find them less often pretty much anywhere (roughly half as much as you used to, from most typical sources).

- RadAway now reduces only 100 rads (instead of 300), and costs twice as much*

- RadX now only increases rad resist by 50 (instead of 100), and costs twice as much*

- Glowing Blood Packs now only increase rad resistance by 35 (instead of 75), and cost twice as much*

- Hazmat Suits now only reduce rad resistance by 500 (instead of 1000), and cost twice as much*

- Curing radiation poisoning from a doctor now costs 100 caps (instead of 40)**

- The "medic" perk has been significantly nerfed both for RadAway and Stimpacks.  Instead of radaway curing 20%/40%/60%/of all radiation, its potency will be slightly and incrementally increased with each perk.  Note that the way "spell effects" are scripted in the CK, I cannot tell exactly how potent each perk level will be.  However note that each perk level has substantially decreased the potency of RadAway and Stimpacks, so that even someone with all 4 perks levels in the Medic line will still have to struggle with radiation throughout the game.  (Note that I did this in part for my own benefit, and also just generally because I felt like some of the higher-level perks were just way too OP and "cheaty" by the time you max them.)

Please also note that the "medic" perk changes can be considered experimental, since I had a hard time figuring out exactly what the CK's "magnitudes" were in direct relation to their intended effects.  Testers please let me know if there are any issues (i.e., I over-nerfed the perks!)

*Note that the modified prices listed above will change based on your character's perks, etc.

** Doctors dialogue for rads will still appear in-game as "Cure radiation (40 caps)", but the actual cost is 100 caps.  I'm still trying to figure out how to change this in the CK!

Good luck out there!