Fallout 4

About this mod

The mod reduces amount of loot and ammo you can find in the world of Fallout 4. Also you can install different options that make settlement expansion harder, reduce settlement production, make your crops to grow for several days, less healing effect from stimpaks and Medic Perk, harder enemies and so on.
There is the fomod NMM installer!

Requirements
Permissions and credits
Changelogs
The russian description is here.
Русское описание мода тут.

I am not playing the game now so I assume the mod may have conflicts with newest versions of Fallout 4.  I guess I'll be back to work on the modification after the hardcore mode from Bethesda will be released.

The main purpose of the mod - make the game more challenging but not too boring. 
It reduces amount of loot and ammo you can find in the world of Fallout 4 ("How could there be so much stuff after so many years of looting by raiders and scavengers..").
Also you can install different options that:
  • change the drop rate of legendary items from legendary enemies (make your life harder but not hardcore), 
  • reduce the production of resources in your settlement (now become THE KING of the Boston Wasteland is not so easy), 
  • make your crops to grow for several days (instant crop ripening is nonsense!),  
  • increase the number of resources and perk requirements needed to construct serious production objects in your settlements (otherwise why are all these settlers so stupid to make it themselves?),
  • and more else (see "Optional esps" part of the description).

Vanilla was just an easy walk? Try to survive now.

P.S. See "Recommended mods" list at the bottom of the page to rebalance and improve aspects of the gameplay that are not changed by my mod.

Thank you for your comments! I read all of them. Since English is not my native language it takes a lot of time to answer your comments and so sometimes I cant do it quickly. But I always take them into account.



New:
1.83 Added Weapon Balance Overhaul v.1.4.1 compatibility patch (see in "Optional files" on the Nexus).
1.82 Harder Enemies 0.75: Added the flag "Calculate from all levels <= PC's level" to NPC leveled lists that didnt have it before (some types of supermutants, synths and others) except "legendary" and "boss" lists. So levels of these enemies should  be in "all levels" range now (Earlier they all were always the highest lvl (more correct in a small range near a player level)). The plugin is still considered as experimental.
1.8 upd New file was uploaded incorrectly. Fixed.
1.8 Started using FO4Edit scripting now! New option - "Harder Enemies". See the description below.
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1.72 The value of bobby pin increased 5 times. Added "decorative" junk into cooler containers (with 75% chance). Russian fomod installer was translated into russian.
1.7 Harder Barter 0.7: The plugin makes selling prices 20% / 40% / 60% / 80% less and buying prices 25% / 67%/ 150% / 400% higher. Charisma impact on pricing remains the same.
1.67 Harder Barter 0.1: In vanilla "Cap Collector 1" gives you 10% bonus to selling prices and -10% to buying prices. But "Cap Collector 2" gives 32% and -28% respectively. This plugin fixes this Perk. Now it gives only 20% bonus to selling prices and -20% bonus to buying prices. Added as an optional file, will be integrated into the fomod installer later.


Plans:
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Installation:
  • I highly recommend to download FOMOD version and install it using Nexus Mod Manager.
  • Manual installation: place desired esps into your Fallout 4 Data folder and use any mod manager to activate them.
  • Load order: the main esp should be AFTER mods that affect leveled lists. Also the main esp changes some weapons so it's incompatible with mods that affect vanilla weapons. Optional esps may have additional installation requirements - see their descriptions.
  • Recommended load order:
  • Main Esp
  • Ammo/Guns, Meds/Chems, Food, Junk reduction rate options
  • Less Settlement Resources, Less Legendary Items, Less Flora Outcomes, Less Loot from Animals,  Less healing but faster, Harder crafting of chems, Harder Barter
  • Harder Expansion of Settlements
  • Hardcore Defense System


Description:

My mod contain the main esp and several optional esps. For a challenging game I recommend to install all of them.

Main esp:

In containers:
  • Stimpaks, purified water and bloodpacks reduced by 90%. Chems reduced by 95%.
Can be adjusted with "Less Meds and Chems" options. 
(First aid kits, chem boxes and mirrors have different "decorative" items with big chances. Made for greater immersion and less number of absolutly empty containers.)

  • All other loot (Junk, Clothes, Food, Ammo, Guns, Bobby Pins etc) reduced by 70%. Can be adjusted with "Less Stuff" options.
  • "Unique" junk (like duct tape) reduced by 85% (not 70% as other junk). Can be adjusted with "Less Stuff" options.
  • Fusion Cores reduced by 85%. Can be adjusted with "Less Ammo" options.


* Mod touches all common containers. ONLY CONTAINERS (not directly placed items). I tried to make that containers are not often empty.
** Big containers with reward ("Boss container" usually at the end of quests, "dungeons", after killing Bosses, etc) stay untouched (mm.. almost:)
*** Safes have something with big chances (minimum 85%) but amount of loot reduced (by 70%). So less disappointing that you found the safe but it's empty.
**** Many containers have something "decorative" (low value junk) with big chances.


In the corpses of enemies:
  • Ammo reduced by 60%. Can be adjusted with "Less Ammo" options.
  • Ammo that come in your inventory directly from the weapon magazine when you pick up it of a fallen enemy are removed at all. Can be enabled again by "Less Ammo" option.
  • Enemy using GatlingLaser drops fusion cores with lower charge than in vanilla.
  • Turrets, robots and ghouls also have reduced chances to drop any junk. Can be adjusted with "Less Stuff" options.
  • Destroyed Sentybot contains only 1 fusion core
  • Chance to get stimpack from corpses of raiders, gunners, triggermans, BoS reduced from 15% to 5%. Can be adjusted with "Less Meds and Chems" options. 

* I tried to make that my mod affects leveled lists of dead enemies only. I'm sure it doesnt touch LL of vendors. But maybe something else is influenced by mod.


What else:
  • Ammo in ammoboxes (not in containers) reduced by 60%. Can be adjusted with "Less Ammo" options.
  • The value of bobby pin increased 5 times. Bobby pins in Bobbypins Boxes (not in containers) reduced by 60%.
  • Mod reduces the income from Scrounger perk by 70%. Can be adjusted with "Less Ammo" options.
  • Mod reduces the income from FortuneFinder perk by 70%. Can be adjusted with "Less Stuff" options.
  • Caps reduced everywhere, not only in containers (I didnt touch medium and large rewards, for example for the job or quest)


Optional esps:

  • Less Ammo:
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different options of reduction rate. 
"clip ammo enabled" - ammo that come in your inventory directly from the weapon magazine when you pick up it of a fallen enemy are NOT removed

NEEDS MAIN ESP and MUST BE LOADED AFTER MAIN ESP. USE LESS LOOT AND AMMO 1.3.


  • Less Meds and Chems:
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different options of reduction rate.

NEEDS MAIN ESP and MUST BE LOADED AFTER MAIN ESP. USE LESS LOOT AND AMMO 1.3.


  • Less Stuff:
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different options of reduction rate.

NEEDS MAIN ESP and MUST BE LOADED AFTER MAIN ESP. USE LESS LOOT AND AMMO 1.3.


  • Less Settlement Resources: 
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1.0 - the reduction in the number of clean water, food, fertilizer, junk (from Scavenging station, not tested by me), caps (from vendors, not tested by me) player can collect from his settlements. Options: 10%, 30%, 50%, 70% of initial production.


  • Less Legendary Items: 
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1.0 - the chance of drop legendary items is 0%, 25%, 50%, 75% (choose the desired esp). The chance of appearance legendary enemies is unchanged.


  • Less Flora Outcomes: there are two versions of the mod. 
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1.0 - Harvested flora regrows after 24 hours, the chance to harvest fruits or flowers is 70%, 50%, 30%, 10% (choose the desired esp).

2.0 Experimental - Harvested crops in your settlements regrow after 3-7-14-30 days (options), the chance to harvest WILD fruits and flowers is 100% (as in vanilla) or 50% (options).  WILD flora respawns with a cell where it located (7 days in vanilla, 20 days "cleared" locations). This version uses the feature that added in the game by Bethesda but not used. Big question why. I tested the mod and found no problems but still it may cause unpredictible issues (or maybe it's just my paranoia :). 


Examples:
LessFloraOutcomes2.0 (farm-14d wild-100).esp means time to respawn the crops in your settlements - 14 days, the chance to harvest WILD flora is 100% (as in vanilla)
LessFloraOutcomes2.0 (farm-3d wild-50).esp means time to respawn the crops in your settlements - 3 days, the chance to harvest WILD flora is 50%


  • Less Loot from Animals:
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0.7 - This plugin reduces the chance to find meat in the corpses of Bloatflies, Bloodbugs, Dogs, Molerats and Radroachs by 50% (you see that only weak and small animals are affected). Also it makes that Wasteland Survival #9 Perk gives you extra meat with a chance of 50% (almost all animals are affected). The original idea of the plugin is reducing all loot (teeth, proboscises, glands etc) not only meat but I am still not sure that it has the meaning. Give me feedback if you have any ideas.
0.6 - The older version of the plugin without a nerf of Wasteland Survival #9 Perk.


  • Less healing but faster: 
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1.0 - Stimpaks heal 20% and RadAways remove 200 rads by default but 2.5 times faster (it's still slow at survival difficulty level). Perk Medic increases to 30%, 40%, 50% and 60% healing effect of stimpak and to 300, 400, 500 and 600 rads removing of RadAway (in vanilla 40%, 60%, 80%, 100% and 400, 600, 800, 1000 rads). This mod indirectly adds an additional scarcity of stimpaks and RadAways.
1.1 - Radaway is no more affected by Chemist perk.


  • (new) Harder Enemies:
Spoiler:  
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0.75 - Added the flag "Calculate from all levels <= PC's level" to NPC leveled lists that didnt have it before (some types of supermutants, synths and others) except "legendary" and "boss" lists. So levels of these enemies should  be in "all levels" range now (Earlier they all were always the highest lvl (more correct in a small range near a player level)). The plugin is still considered as experimental.

0.7
 - playing with the hardest options of my mod I find the game is still not enough challenging. The enemies are often low level and weak. So thinking that adding more scarcity or reducing player's damage or something like that is not cool I decided to increase difficulty by making that higher level enemies are encounetered more often.

After few tests I found that an enemy level grows with a player level but different "encounter zones" have min and max levels that limit level of enemies. These zones use NPC leveled lists to spawn creatures and NPCs. So changing NPC leveled lists we can increase a level of enemies we can encounter at a certain player level and indirectly increase min and max levels of encounter zones.

There are several options were created. The first type of plugins reduces level requirements to encounter a higher level enemy by a certain number (5, 10, 15, 20). So using a plugin with "-10" modifier you will encounter 30 lvl enemy at your 20 lvl very often and 70 lvl enemy at your 60 lvl. You will still encounter all range of lvls enemies (1 lvl / 5 lvl / 35 lvl and so on) but the average level will be increased by 10.

The second type of plugins reduces level requirements to encounter a higher level enemy to a certain percantage of vanilla requrements (80%, 70%, 60%, 50%, 40%). This means that level requirements are reduced by a percantage you choose. For example using 70% multiplier 30 lvl enemy will be encounetered often at your 30 * 0.7 = 21 lvl but 70 lvl enemy will be encounetered often at your 70 * 0.7 = 49 lvl.
I prefer this variant because in the late game player will become much stronger, has a large selection of weapons and chems and is "prepared for the future" so enemies should be much stronder too.

Whatever option is chosen there are still min and max levels of encounter zones and player cant encounter high lvl sentrybot in Concord :)

The mod is considered as experimental since I didnt play with it enough hours. But what I've played already is very cool and more challenging.

P.s. I didnt touch "fLeveledActorMultVeryHard" and "fLevelScalingMult" game setting because I did not understand clearly how they work.

P.P.s. started using FO4Edit script tools so made this plugin for half an hour. Can make more options with different level adjustment formulas at your request.


  • Harder crafting of chems:
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1.0 - amount of crops needed to craft most of chems increased 3x times, the number of some resources increased too. Also you have to have perk Chemist (1 and 2) for some chems. Stimpaks are untouched. Refreshing Beverage heals 100 hp, removes 600 Rads (no need perk to craft it). Nuka-Cola Quantum heals only 200 hp, a cold one - 300 hp. 
Now you can cook soups and some other food with Purified Water instead of Dirty Water (added new recipes). Food cooked with purified water is a little more salutary. 
Vegetable Starch needs 5 corns, 5 mutfruits, 5 tatos and 2 purified water. Gives 5 adhesives as in vanilla.
1.1 - Increased value of Psycho (because it is better than MedX)
1.2 - Perk Chemist gives only 25%, 50%, 75% and 100% bonus to the duration of chems.


  • Harder Barter: 
Spoiler:  
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0.7 - The plugin makes selling prices 20% / 40% / 60% / 80% less and buying prices 25% / 67%/ 150% / 400% higher. Charisma impact on pricing remains the same.
Cap Collector 2 Fix - In vanilla "Cap Collector 1" gives you 10% bonus to selling prices and -10% to buying prices. But "Cap Collector 2" gives 32% and -28% respectively. This plugin fixes this Perk. Now it gives only 20% bonus to selling prices and -20% bonus to buying prices.



  • Harder Expansion of Settlements: 
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1.0 - number of resources needed to build defense, energy production and water production objects increased 1.5x, 2x, 3x times (choose desired esp). Some objects have increased perk requirements (Science and Gun Nut). Common objects like walls or sofas are untouched so you can still create your beautiful castles without any penalties.


  • Hardcore Defense System (Experimental):
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1.0 - This mod continues the idea of Harder Expansion of Settlements mod. Now construction of any turrets isn't quite easy. I think it may be called hardcore. Because you need Biometric Scanner as the main part of any turrets to create them. Biometric Scanner doesn't consist of 1 asbest, 1 fiber optic and 2 nuclear materials now. It consists of 2 parts of itself (called "Biometric Scanner Part"). I did this so that you can gain Biometric Scanner Part back when disassemble turrets (to upgrade it for example). The value is 100 caps now (about 300 caps at vendors without perks and charisma 4). The value of Biometric Scanner Part is 50 caps and it is considered to be a component like steel or glass.

You can find it in the places where it usually was. In containers, from traders (big chances by default), in destroyed turrets or robots.. The chance to find Biometric Scanner, Biometric Scanner Part or two Biometric Scanner Parts  is 33% in turrets (19% in ver 1.1), eveh higher in robots. Traders and containers have 1,5 times more chances than in "Less Loot and Ammo" main esp.

Since creating defense system based on turrets is much more difficult with this plugin you may decide to construct more Guard Posts and Traps. As in vanilla one person can provide 6 points of defense. And Guard post provide 6 points now. So there is no need to create 9 Guard posts to have 18 Defense Rating, you may create only 3. And the number of people needed to assign to posts remained the same as in vanilla.

To construct 1 turret (no matter Turret Tripod, Heavy Laser Turret or any else) you need 2 Biometric Scanner Parts or 1 Biometric Scanner (already contains 2 necessary parts). And other resources of course that are shown in the recipe. If you decide to disassemble turret you'll get back only 1 Biometric Scanner Part. 
And finally with perk  Science 4 (41 lvl) you can craft 1 Biometric Scanner Part from 4 aluminium, 1 asbestos, 1 circuitry, 1 fiber optics and 2 nuclear matireals using Chemistry Station. 

All this can significantly slow down your Settlements Expansion, reduce amount of resources produced safely in settlements. Will you be able to adapt?

Notice: No necessary to repair broken turrets and spend 1 Biometric Scanner Part since it can be repaired automatically after some time (usually the second visit of its location). Maybe game developers decided that the settlers shouldn't be so useless and should be able to repair broken stuff by themselves.

Installation:
I recommend using Nexus Mod Manager.
There 4 esps with
certain multipliers: 1x - the number of resources needed for craft turrets (except Biometric Scanner) is as in vanilla, 1.5x, 2x, 3x -  1.5, 2, 3 times greater.
Place the desired esp AFTER "Less Loot and Ammo" main esp and "Harder Expansion of Settlements" esp in load order (if you use them).

P.S. Want more hardcore? Try this plugin with Mortal Settlers.



  • (new) Weapon Balance Overhaul v.1.4.1 compatibility patch: 
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Load order - after Less Loot and Ammo 1.3.esp and Weaponry Overhaul.esp

For example:
Weaponry Overhaul.esp
Less Loot and Ammo 1.3.esp
Less Loot and Ammo 1.3 - WBO compatibility patch.esp
All other options



Created with FO4Edit Alpha.
Please report about any issues.

Recommended mods:


P.S. Sorry if my english is not very good.