Fallout 4

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Eskarn - Mechtechnal

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ESKARN

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About this mod

Fallout 4 Redefined is an overhaul mod based around realism and increasing immersion
This is a demo and will be updated at the next development stage

Permissions and credits
Changelogs


A realism based mod framework initiative, so ambitious it redefines the game


Updated
Now is a ESM and has example files so weapon patches can be made easily

Hello Everyone and welcome to the Fallout 4 Redefined Demo!

A joint effort by Eskarn and WolfmanMODS (Formerly Mechtechnal Mods), plus contributed assets from other mod authors, Fallout Redefined aims to create a new mod framework for realism focused players and mod authors. With the goal of eliminating all the unrealistic streamlining of the game, such as boots that protect against head-shots, and weapons that break several, if not most of the laws of physic's, the framework aims to make Fallout 4 the game fans of FO3 and FNV thought it would be, while not being so brutal as to make the game not fun to play.

The Fallout 4 Redefined framework is still very much a WIP, with only one weapon currently converted, we have put enough of it together to release this demo so that the community can try it out and provide feedback on the features added so far
.
The mod effects every npc in the game including all the DLC's so it is a very playable mod.
However we can not test every encounter so this is where feedback is very important.

TO PLAY THIS MOD YOU NEED THE FOLLOWING
-All the DLC
-FO4 Hotkeys by registrator2000
Install this first then the Overhaul, Or manually replace/edit the hotkeys.ini or they wont trigger
-Do not use survival difficulty
-NEW GAME IS REQUIRED
(there is a skip intro button)
-Do not change the Esp's name, you will break scripts
-Disable exit saves, they can cause FPS drop when using mods

Completely Redone Approach to Weapons including Sight & Suppressor Hot Swapping!

-Eliminates legendary weapon effects, and replaces them with FNV style swappable ammo types
-"Works Perfectly" vanilla weapons are replaced with 5 quality types from rusted to factory
-Magazine weapons require magazine ammo types to reload and bigger mags take longer to reload
-Higher difficulties add weapon jamming and battle damage to ranged weapons for both player and AI
-Weapons drop appropriate shell casing, empty cells, to either reload as junk rounds or forge into new rounds

Note: Weapon functions in the demo are currently only applied to the Machine Gun, AKA Assault Rifle, at the Abernathy farm location.
Also weapon functions require
 
FO4 Hotkeys by registrator2000
Hot keys for this mod are as follows, and can be changed via the Hotkeys.ini file in your data folder:
-Shift + F = Switch Between Semi and Full Automatic
-Shift + R = Switch Available Ammo Types
-Shift + O = Switch Available Scopes
-Shift + Z = Adjust Scope Zoom/Reflex Color
-Shift + X = Change Scope Recital/Reflex Pattern
-Shift + M = Switch Available Muzzles

Realistic Combat

-All player npc Health have been made realistic, a bullet does what a bullet should do
-AP levels are greatly increased but only regenerate when sleeping, effective fighting therefore requires adequate sleep
-Enemies no longer have unlimited ammo and grenades and will switch to melee weapons when they run out (WIP)
-Logical damage system rewards careful targeting of enemies, instead of spray and pray
-Some fights require you to have the appropriate weapon and/or ammo to win decisively

Realistic Armor and Damage System
-Power armor now truly makes you a walking tank! No damage is taken if the suit is fully intact
-Reworked armor system means that wearing boots will no longer help protect you from head-shots

PerkTree has been set on FIRE! We now use skills
-Game now features a intro skip and alternate character building system making for a true RPG experience
-Select a predefined backstory to give your character the corresponding skills or make your own character build
-Initial character build has more weight as skills cannot be chosen with perk points when you level up
-Skills progress by using them eg lockpicking increases your lockpicking skill, these skills are found in your new (i)nfomation menu
-Various books and magazines also allow you to learn skill when you read them

Your Information Menu

Pressing "i" ingame will open your information menu This menu is ever expanding but currently includes Stats, Perks and Triage. We will eventually format the perk tree to reflect the skills your player starts with and has since learned, but for now the information menu is the only reliable way to check your characters stats.

Complexity Based Immersive Difficulty
As mentioned previously, higher difficulties will add new dynamics to how the weapons work, or rather don’t work. This is part of our new approach
to difficulty levels that focuses on adding more complexity and immersion to the game the higher the difficulty level, rather than just making enemies bigger and bigger bullet sponges. Therefore an unarmored raider will take just as many shots to kill on hard as they will on easy, as well as the same number of hits at level 1 as they will at level 50. This ensures that weapons maintain their “real” feeling and players are not counting on their ability to be a bullet sponge as a valid tactic to defeat enemies when they are higher level, while still adding more challenge on higher difficulties.

Putting it all together:

Special thanks to Zaric Zhakaron for doing a live-stream of the Fallout 4 Redefined Demo, to explore all these features working together      







More to Come!
New items will be added in Stage 2 Ideas and working features
-Your most recently used weapons will automatically show up in holsters when put away
-Higher difficulties will add a timed draw penalty for equipping weapons not currently in a holster
-Power armor is required to wield heavy weapons like the minigun, likewise small weapons cant be used in PA
-Open Sesame! Most locked doors, safes, and chests can be shot open, but doing so might attract unwanted attention
-Stealth Boys run on replaceable power cells
-And last but not least an new super secret extended ending to the main campaign!

BattleBoy Optional File
As even the best game overhauls ultimately do not make the game plausible, in that the player typically has a 500++:0 kill ratio by the time they finish the game, after starting the game being 200 years out of place none the less! The BattleBoy is an attempt to make Fallout 4 Redefined be 100% immersive by having the PipBoy, or rather its super rare military counterpart, be the "Magic Weapon" they wield to gain a true advantage in the wasteland beyond just boosting reflexes with VATS. Introducing a Mad Science! alternate death mechanic, which will have its own back story when finished, the Battleboy currently makes player death 100% plausible! Using the Pulowsk shelters as part of its backstory, the shelters have been added to the settlement construction list in the Defense-Turrets section; for the player to respawn at, should the existing Pulowsks be insufficient, thanks to a crazy Vault Tech and US Military experiment.

As this plausible death mechanic comes with a trade off making the game notably more tedious, that is why we did not include it in the main mod
file, as not everyone will find it fun. However, for those who do, let WolfmanMODS know what you think with a "#BattleBoy" added to your comments. The goals to eventually make all the players abilities, such as pulling miniguns out of nowhere, also be 100% plausible via the BattleBoy's abilities, so that the game can truly be fully immersive.

Later on when the player gets to command squads then this system will be added as a option
so if you are downed in combat your squad members will drag you back to base



Mods Tested that Work With the Framework:
Full Dialogue Interface
Healthier Brahmins
TNR Shoulder Lamp
Sim Settlements
Darker Nights
All Visual Mods Should Work Fine

Mods That Wont Work With The Framework
-Any weapon or armor mods
-Any Mod that adds new Npcs

-Any other overhaul mod
-For best results start a new game with as little other mods as possible

Our Other Mods:
Puppies!
Fallout 4 Randomizer
Weapon Jams (Beta)
Smiley Grenades

No More Leaping Ghouls
No More Teleporting Creatures
Eskarns Ultimate Overhaul
GrowingSettlements Resources
Eskarn's Synth Armor Texture Replacer


Help Us Grow the Mod:
While the basic mod framework is already well under way and will comprise of all the features shown, plus a few more, applied to the entire vanilla
game, we would like to grow the custom assets used in the mod to make it even better including such features as:
-New Custom Clothing and Armors
-Expanded wasteland forged makeshift weapons
-Unique gameplay features, such as a grappling gun
-Expansion the locations of the mods, new secret ending
-And ultimately a complete overhaul of the main story quest!
-Feel free to join our Discord


Note to Mod Authors

One of the primary goals of the Fallout 4 Redefined framework is to be a base mod for modders intent on making a more realistic Fallout as they will be able to focus on one aspect of gameplay they want to change, and not have to worry about the dozens of other unrealistic things found in the vanilla game that seem to have been thrown in for consolatory reasons. To this end we plan to have full documentation for how to make mods that are compatible with the framework as most all weapon and armor mods compatible with the vanilla game will not be compatible with this realism framework. We have already started documenting the features of the mod but they too are WIP, so if you have specific mod you want to get started on for Fallout 4 Redefined, let us know so we can make a compatible document instructions for you sooner rather than later

DOCUMENTATION for adding patches

Documentation of ideas and working features
Ideas and working features
Armors
Npc Damages
Perk tree
Race Stats
Back Stories
Blocking Values

Documentation For Weapons
Real World Cartridge Values
Ranged Weapons Chart

Permissions
Currently you can use anything found in this mod so long as you credit us, as it takes time and effort to make this all we ask is you acknowledge that.
All Source scripts have been included
, contact WolfmanMODS if you have questions about the weapon ones.


Credits
See-Through-Scopes Framework by henkspamadres