Starfield was a disappointment but it gave me the Bethesda Bug again. I am currently Playing through a modded Skyrim, after that I will play through Fallout 4 again. From memory, this mod is as complete as I'd like it to be, but I MIGHT do some updates (no promises) What I can say is likely, but again not promised, is I will patch some weapons/quest mods for my own use and then upload them here. When I made this mod, I could mod at work (I didn't have to do anything unless a system went down, and stuff almost never broke) Sadly I moved to a job where I actually have to do work at work. Lame. So no timeline. Thank you to everyone who enjoyed the mod. I may do a similar mod to this for Starfield, time permitting, no promises, no timeline.
Also, I'm just going to say this as a mass reply: The mod works, and works well, I spent hours, days, weeks, months testing and tweaking, I spawned and shot at/was shot by gunners/raiders/robots/animals 1000's of times and killed them 1000s of times. If you are dying in 2-3 shots from a normal gun in power armor, if a gun is doing vanilla damage, it it's way too easy or way too hard, you have a mod conflict, period. I am in the process of modding Skyrim (with other peoples mods) as I type this, and 100% of the time it has been my fault when a mod seemed not to work as advertised, you REALLY have to read and look exactly what each mod does. Example, I used an armor replacer mod that replaced .esp files, and was not just a mesh/texture replacer. I was like "This difficulty mod sucks" then I found the armor replacer I had was over writing all its Bandit edits of the other mod. Also, I said it in the description but keep in mind this mod radically alters the game (for the better) but a quest mod adding new NPCs and weapons will have vanilla stats. I'm not smart enough to do something like the Requiem mod for Skyrim that runs a patcher to boost weapons/armor/perks.
Although I love this mod and can only imagine what amout of work it had been to put all this together, I wonder if there is a possibility to get a little more of the light variants of the armors in the leveled lists. I have some hundreds of hours with D&RO but I've yet to envounter an NPC with a light chest armor, whatever material it is. I understand you wouldn't make another version of your mod for me but could you explain to me where I change those parameters in the Creation Kit ? (hoping it doesn't affect the more coherent equipment of the NPCs) Thanks !
I Think its in outfits. It's been a long time, I'm relearning it modding Skyrim. (modding other peoples mods like Requiem to fit my tastes) If I do recall, and again it's been years, I pretty much modded out the light variants because I thought they were useless. No insult to you, just my opinion. I think having 3 variants of every armor was overkill, just as having right arm/left arm etc. I think Bethesda realized that and changed it for the better in Starfield. I think you can set what items NPCs will be equipped with, and what % chance an item has. I just gave everyone standard outfits so they don't look ridiculous, seeing a guy with heavy right arm armor, light left arm armor, one leg armored and the other not just drove me crazy. Apocalypse or not, nobody is going to do that.
Really REALLY awesome mod! Can not give it enough praise tbh!!
Any chance you can add the Next Gen Edition content to this? Currently the Enclave units are underpowered (in particular the X-02 Power armour you find, which with this mod is fare weaker than the X-01 etc). If you can do that, I'll love you forever!!
So I checked some of the damage values in fo4edit.
The Deliver has a vanilla base of 25 and a mod base of 168. The Combat Rifle has a vanilla base of 33 and a mod base of 157.
In game, these two weapons still use their vanilla base while other weapons (pipe rifles, laser guns and shotguns for example) use the modded base.
There are other weapons that aren’t using the modded damage. Any idea how to fix this? It’s odd having to use a pipe automatic because the combat and assault rifle damages are so much less.
Is it normal for ghouls, bugs, and super mutants to take so little damage? I got to level 25 and my sniper with sneak dmg is only doing about 1/8 of their hp. I get that's its suppose to be more difficult but a bloat fly taking several shots with a full kitted hunting rifle seems like alil much.
Mod conflict. From the sound of it, you are shooting my modded enemies with a vanilla damage gun (maybe one added by the mod) you need to read the description carefully, a lessen I myself have learned over the years. In this case, You would either need to fix your load order, or follow what I said in the description and mod your downloaded weapon to be compatable with my mod. It's very easy, like 2 mins of work in FOedit if you know your way around it.
Coming back to FO4 I immediately installed this mod like 2 years ago. When I discovered it it totally changed the game to the best for me and I think it deserves much more recognition. This is the best overhaul IMO
Thanks, I have a similar mod for New Vegas I neve published, I might get around to it someday. Literally edited every NPC in the game, was a nightmare.
Thank you Cruor34 for making this mod! I love all the changes, especially the increased number of spawns overall. This mod creates a fun tactic where you can shoot gunners and raiders into the same spot, where they then fight each other in a big war. I also really like how terrifying the robots are, now. It has come to a point where if I hear a robot, I try to hide from it! It also makes it much more fun when you can program a robot to fight for you, and watch it destroy all the raiders in a subway. Overall my favorite mod for fallout 4.
My only suggestion is to lower turret health. I in the vanilla game, you need to peek a turret 2-3 times to kill it. But this mod buffed their health, and now I have to peek a turret 6-7 times to kill it. It is a little tedious. I think a good update would be keeping the new turret damage but lowering their health. Especially the ceiling turrets. Thank you again for this awesome mod!
Open the mod in fallout 4 edit and look at the base weapons, there aren't that many. You can also just start the game up, spawn 1 weapon of each ammo type then just write the damage down. I can not recall all the damages off the top of my head.
Hey all, I'm using this mod with the Combined Arms mod and the new combined arms weapons have much lower damage numbers than the vanilla ones now. Is there an easy way to patch or alter this across the board so they are balanced? Thanks!
Just wanted to say thank you for making this mod. I'm really enjoying it. I've only played in the opening areas, but so far the damage choices feel right to me. I feel like I have about the same survivability as other humans, creatures hit hard but go down with what feels like the right amount of damage It makes the world feel balanced in the way I enjoy. I have to really pay attention if I want to survive. Big enemies are still tough, but no one is a bullet sponge. Really enjoy it so far, thanks again
Could you go into a bit more detail on how to edit mod weapons to be compatible. All you say is 5.56 should be X damage. That's not much to go on! Do I need to edit the damage values myself for each weapon? Also do you need to edit armor as well?
edit: obligatory I'm an idiot edit, it's in the desciption
342 comments
Also, I'm just going to say this as a mass reply: The mod works, and works well, I spent hours, days, weeks, months testing and tweaking, I spawned and shot at/was shot by gunners/raiders/robots/animals 1000's of times and killed them 1000s of times. If you are dying in 2-3 shots from a normal gun in power armor, if a gun is doing vanilla damage, it it's way too easy or way too hard, you have a mod conflict, period. I am in the process of modding Skyrim (with other peoples mods) as I type this, and 100% of the time it has been my fault when a mod seemed not to work as advertised, you REALLY have to read and look exactly what each mod does. Example, I used an armor replacer mod that replaced .esp files, and was not just a mesh/texture replacer. I was like "This difficulty mod sucks" then I found the armor replacer I had was over writing all its Bandit edits of the other mod. Also, I said it in the description but keep in mind this mod radically alters the game (for the better) but a quest mod adding new NPCs and weapons will have vanilla stats. I'm not smart enough to do something like the Requiem mod for Skyrim that runs a patcher to boost weapons/armor/perks.
I understand you wouldn't make another version of your mod for me but could you explain to me where I change those parameters in the Creation Kit ? (hoping it doesn't affect the more coherent equipment of the NPCs)
Thanks !
Any chance you can add the Next Gen Edition content to this? Currently the Enclave units are underpowered (in particular the X-02 Power armour you find, which with this mod is fare weaker than the X-01 etc). If you can do that, I'll love you forever!!
Great mod!!
The Deliver has a vanilla base of 25 and a mod base of 168. The Combat Rifle has a vanilla base of 33 and a mod base of 157.
In game, these two weapons still use their vanilla base while other weapons (pipe rifles, laser guns and shotguns for example) use the modded base.
There are other weapons that aren’t using the modded damage. Any idea how to fix this? It’s odd having to use a pipe automatic because the combat and assault rifle damages are so much less.
My only suggestion is to lower turret health. I in the vanilla game, you need to peek a turret 2-3 times to kill it. But this mod buffed their health, and now I have to peek a turret 6-7 times to kill it. It is a little tedious. I think a good update would be keeping the new turret damage but lowering their health. Especially the ceiling turrets. Thank you again for this awesome mod!
It makes the world feel balanced in the way I enjoy. I have to really pay attention if I want to survive. Big enemies are still tough, but no one is a bullet sponge.
Really enjoy it so far, thanks again
edit: obligatory I'm an idiot edit, it's in the desciption