Fallout 4

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Ethical Lune

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EthicalLune

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About this mod

Alters health ranges for almost all NPC's & locational damages.

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Health ranges were majorly bogus, so I made them totally gnarly.

This mod changes almost all NPC health ranges, and by health ranges I mean the lowest and the highest health any type of NPC can have, and everything inbetween.
For instance, in vanilla a regular ol' Gunner's health could range from 40 to 1260, and that's without health scaling taken into account. Ridiculous.
It also alters locational damage for a few things, for example making human limbs take a bit less damage, robot weakspots more damage, having ghoul limbs come off more easily and having limbs on most things cripple a lot more easily which gives you a reason to not just always aim for the head.
It also comes with the ability to dismember humans & super mutants without killing them, which lets you disarm enemies by shooting their arms which can make them flee if they can't fight back or make them fall to the floor by shooting their legs where they will continue to fight back while sitting down but will be unable to move.

This means that lower-level combat will be more difficult for the most part, but it won't become borderlands when you get to higher levels.

I tried my best but I couldn't figure out how to properly edit Unique NPC's, they have very bizzare forumlas that seem almost hardcoded, so any unique enemies you come across may still be tanky.


The individual Unbogus files are no longer really supported due to
difficulties in keeping separate mods with separate entries
up to speed, they will still work just fine but
Unbogus Fallout Overhaul
is now the main focus





Features include:
All humans have average health, kinda what you'd expect, no raiders with bloatfly health nor gunners with tankbot health
Radroaches are decently tougher, they're giant mutated roaches after all and roaches are pretty decent at not dying
Molerats are somewhat hardier, you'd imagine their hide would be extremely resilient like a honey badger's if not more so
Bloatflies are more fragile at higher levels, god damn bloatflies
Bloodbugs are decently resistant but no longer tanks
Deathclaws are more resistant
Ghouls have more health in general and weak health regen
^combined with the locational damage change, I highly recommend grabbing Unbogus Melee to deal with ghouls and not waste too much ammo
Radscropions have less health at higher levels but a little more at lower levels, still want them to be intimidating
Synths are considerably tougher at lower levels and slightly weaker at higher levels
Turrets have plenty more health, they are designed to defend, not to blow up if looked at funny
Vertibirbs have higher resistances at lower levels, but are now more susceptible to energy damage
Yao Guais have higher resistances but slightly lower health to represent them having ridiculously strong hides
Supermutants are tougher at lower levels and a bit weaker at higher levels
Supermutants regenerate health passively which gets stronger with higher levels, this was intended to be a vanilla ability but was cut for some reason
^supermutants can be tough to deal with at lower levels until you get decent gear and legendary ones can really piss on your parade, keep this in mind
Mirelurks are a bit tougher
Mirelurk kings are decently tougher
Mr.Gutsy..ies have slightly less health, however the lower level units have a bit higher resistances
Assaultrons have more health and higher resistances, they're supposed to be one of the finest battlefield units after all
A certain unique visitor will put up a fight now
Coursers are pretty dangerous, approach with caution
Melee varieties of enemies are tougher
Energy damage will almost always be more effective against robots and armor compared to physical damage, in vanilla it was kinda all over the place
Different Protrectron models have different health & resistances, for example Fireman models will be resistant to energy while Construction will be resistant to physical
Legendary enemies take 40% less damage, this was designed with 'Unbogus Health Scaling' in mind so I can't guarantee balance without it
Behemoths have fairly strong health regen
Children of Atom have some health regen
Glowing variants of NPC's have some health regen
Companions have limb damage immunity to help ward off a vanilla bug where they can get stuck being crippled until you fast travel, this was done via a perk called CompanionInspirational, so it will be fully compatible with any companion mods unless they alter that perk
Workshop Turrets will no longer use up any energy, you still need to wire them up however
Several other changes & DLC things



Locational Damage changes include:
Limbs on Humans & Supermutants can be blown off without killing them, adding a new tactical layer to the game
^If you play with Unbogus Ranged, low-caliber weaponry will be unable to cause non-lethal dismemberment, which is neat!
Limbs can be crippled more easily, perhaps giving you a reason to not always go for the head
Limbs will spew forth some extra BLOOD when crippled to give you a better visual indication on when you cripple something

Humans take less damage to limbs and slightly more damage to the head
Robots take less damage in general but their weak spots take increased damage
Deathclaws take a bit less damage to limbs
Mirelurks take a bit less damage to everything except the head
Power Armor takes half damage to everything, you may want to bring explosives against these now
Ghouls can lose their heads without dying and take less headshot damage
Sentry bots take less damage to everything except head, and take massively increased damage to the fusion core
Synths take less damage and take very little additional head damage, but their limbs can be shot off more easily
Synths can lose their heads without dying
Vertibirbs take increased damage to wings & tail, and slightly less to body
Other similar changes to DLC stuff






---[Other Unbogus Modules]---

- Complete Overhaul
- Ranged
- Melee

- Health Scaling
- Lunchboxes
- Grub 'N Drugs
- Perks *also contains various misc changes


---[Highly recommended mods]---

- Start Me Up to quickly get into a fresh character
- Arbitration for better combat AI & harder stealth
- Critcal Hits Outside VATS for if you don't really use VATS like myself
- Bullet Time for the same as above, combine it with FO4 Hotkeys and you're golden
- Rebalancer (outdated but still mostly functional) for various changes like XP sources, limb regen speed, carry weight, fall damage etc
- Loot Logic & Reduction for much better loot and less ammo & meds, if you want something very drastic instead check out Loot Overhaul
- Better Low Health for more intense combat situations & awareness, 35% version recommended
- Create Your Own Difficulty Rebalance for tailoring the difficulty to your liking, I personally like 0.5 dealt and 2.0 recieved
- Intense Realistic Gun Sounds for a much better schüt experience
- Commonwealth Warfare Explosions for much better EXPLOSIONS
- Legendary Modifier Rebalance for more interesting and generally better balanced legendary effects, only 'Survival' version recommended
- Pip-Boy Flashlight for having a flashlight at all times instead of the dinky omni-light, very recommended

- Settler Sandbox Expansion for having less braindead settlers
- True 3D Audio for greatly improved sound quality, do not use if you play third person for whatever reason
- Place Everywhere for building your settlements the way YOU want

- RAW INPUT for greatly improved mouse control, very recommended