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This page was last updated on 02 December 2019, 12:42AM
- Changelogs
-
-
Version 4
- -removed healing when you sleep
- -only one mini nuke available on the dead bos paladin at the gnr plaza, only one shot on the behemoth, make it count!
- -no items of value from creatures, only meat (applies to gore bags, centaurs, ghouls, trogs, and abominations)
- -removed invulnerability in VATS, you take full damage
- -pre-war money has value of 1
- -removed RBAR, barter skill no longer affects cost of repairs
- -cost of repairs is now equal to the value of weapons instead of the vanilla x2 cost
- -distance attenuation of all gunfire sounds increased x2 including DLC weapons, you should be able to hear more distant gunfire for muh immersion
- -updated loading screens to match with simple realism changes
- -changed effects of radiation levels to reduce total HP by 40 per tier instead of reducing special stats
- -removed tag skills giving 2 points per point added due to engine bugs which allowed you to keep pumping points in to a skill past 100 without benefits
- -added power armor size scaling depending on the armor so that you look like a tank
- -edited anchorage simulation t51b to match wasteland version
- -tag'd skills now give 20 points
- -readjusted all NPCs that offer repair services to provide better diversity of skill
- -head cripple effect reduces perception by 4 and action points by 40
- -your gun follows the crosshair in first person like most fps games
- -altered camera shake from explosions to drastically reduce the time that you wobble
- -raised the skill requirements for all types of traps
- -raised the skill requirement to interact with the megaton bomb to 50
- -deathclaws drop two hands, because they have two of them
- -removed the change to overall weapon degradation back to vanilla for balance purposes
- -power armor no longer has carry weight for helmet because it gives a strength bonus already
- -doubled speed of mines so that they land in front of you instead of at your feet when placing them, closer to the animation
- -all ballistics have had their tracers re-enabled. Speed changes re-enabled as it worked fine and hitscan is still removed. No VATS bugs with tracers enabled
- -vehicles can detonate again, but it takes three times the damage of normal to get them to explode
- -tripled chinese pistol and .32 pistol damage so that they are viable and not completely and utterly useless
- -the mailbox outside vault 101 now only has 1 grenade
- -the first aid kit in your bedroom in vault 101 now has only 3 stimpaks
- -all plasma weapons have had their damage and crit damaged increased by 50% of vanilla values
- -all laser weapons have had their damage and critical damage increased by 100% of vanilla and no spread except for tri-beam laser rifle, metal blaster, and protectron's
- gaze
- -all gatling lasers have had their damage and crit damage increased by 50% of vanilla
- -microwave emitter damage and crit damage increased by 50% of vanilla
- -carry weight base reduced to 35
- -health endurance multiple returned to vanilla 20 per point, base hp reduced to 40, hp per level reduced to 3
- -action points base reduced to 20, AP per point in endurance reduced to 4
- -all skills have had their base levels reduced to 0 and their associated special point multiplier increased to 3 to make starting special a bit more important
- -first aid kits are now guaranteed to have exactly 1 stimpak and no more
- -increased DR of all power armors, removed agility penalties, rebalanced bonuses, rebalanced sneak penalties, and increased rad resistances
- -all creatures health reverted back to vanilla because I don't like bullet sponges. All creatures (and robots) have had their damage doubled. Super mutants have a special
- perk called FEV Enhancement that gives them +25 DR, unarmed damage, and melee damage. Applies to all super mutants. Reavers, albino radscorpions, super mutant overlords,
- creepers, bruisers, and trackers have had their HP values cut in half. Radroaches are very aggressive. Centaurs have had their melee attack range doubled. Ghoul roamers
- have a perk that gives them combat armor DR and reavers have a perk that gives them metal armor DR. All super mutant overlords are level 15. Mirelurks can't open doors.
- -You can't pickpocket dogs. Enclave eyebots help friends and allies. Alien workers are unaggressive and you won't lose karma for killing them.
- -stimpaks and radaway have been reverted to heal equal to vanilla values, but they heal over time
- -reduced unarmed base and mult to x3 vanilla, melee strength damage mult reduced to x3 vanilla
- -power armor training is now a perk that can be taken at level 16 if you haven't made it to that point in the questline or been to anchorage
- -all chems now weigh 0.2 lbs
- -removed spread from all ranged weapons, except for shotgun-type weapons, so that you actually hit what you're aiming at like a real FPS
- -doubled gun sway from crippled arms and from skill points. With tracers re-enabled and all weapons having their spread removed the bullets will now follow where the gun
- is pointing and not necessarily where your reticle is pointing. Crouching and aiming down sights still reduces weapon sway. This change gives weapon skills more appeal
- even with the change in damage multipliers so that you can potentially remove all weapon sway/spread
- -pulse grenades and mines now do 80 damage to users of any type of power armor EXCEPT tesla power armor. This change will allow alternative means of taking down walking
- tanks (as is the case in new vegas) as well as remaining lore friendly with directed energy dispersion given to users of tesla power armor.
- -tesla armor damage resistance to energy weapons removed and the skill bonus is now +5 to the armor and +5 to the helmet, durability reduced to 2000 for armor and 200 for
- helmet, weight increased to 85 for armor and 15 for helmet
- -the cut unique power armors have had their stats updated to match the existing power armor changes in the case that you use a mod that spawns them in the world. Now the
- Shocktrooper armor gives +5 to big guns and the Robo-Thor gives +5 to melee weapons and their respective helmets also give +5 to the appropriate skills
- -removed darts and railway spikes from all loot lists, now you must find them as items in the world
- -trogs have a 2d10s DOT, don't get swarmed!
- -removed fDetectionViewCone as it caused bugs
- -increased the sneak sleep bonus to -1, you shouldn't be able to detect anything when you're asleep
- -removed Luck giving 1 to each skill per level. This was a potential additional 65 skill points making this SPECIAL too powerful
- -reduced the number of possible chems in first aid kits
- Changes to Perks:
- -Impartial Mediation: +15% to Poison, Fire, and Radiation resistances with the same requirements, renamed to Impartial Meditation
- -Cyborg: 50% less hp loss from rad sickness and 10% critical chance with all Energy Weapons.
- -Scoundrel: 10% cheaper prices, requires 4 charisma
- -Master Trader: vendors carry 20% more caps
- -Gear Nut: 25% less equipment degradation, works properly now, removed perception requirement
- -Here and Now: restored, no good reason to not keep it
- -Chemist: requires 80 Medicine and increases duration of all chems by 3
- -Swift Learner: reverted to vanilla values, requires level 2, can't take along with night person
- -Educated: no longer has requirements, cannot take along with Tag!
- -Strong Back: requires 8 strength, removed endurance requirement, reduced to +30 carry weight
- -Comprehension: requires 7 intelligence
- -Explorer: requires level 8 and 7 perception
- -Light Step: requires 7 agility and intelligence and 8 perception
- -Nerd Rage!: at 25% or less health +20 unarmed and melee damage, 30% damage resistance, requires 50 unarmed or melee and 8 intelligence
- -Quantum Chemist: 80 science required, renamed to Quantum Alchemy, only 5 nuka colas needed to convert to 1 quantum
- -Rad Tolerance: back to 7 endurance required, requires level 12
- -Robotics Expert: 50 science and repair required, 30% damage to robots
- -Sniper: increased to +50% chance to hit an opponents head in VATS, but only with scoped weapons
- -Chem Resistant: requires 6 luck and endurance increased to 75% resistance
- -Silent Running: returned to vanilla requirements
- -Daddy's Boy/Girl: requires medicine and science 40
- -Comprehension: requires 6 intelligence
- -Rad Resistance: doubles rad resistance of radiation suits, no requirements
- -Party Animal: removed additional benefits, still restores hp from alchohol
- -Silent Running: requires level 10
- -Fortune Finder: requires 5 luck and perception
- -Tag!: available at level 2, gives 20 points, cannot take along with Educated
- -Swift Learner: vanilla values, can not take along with Night Person
- -Thief: removed critical damage bonus, removed sneak requirement, requires 40 unarmed and melee weapons
- -Wired Reflexes: reduces AP costs by 25%
- -Toughness: requires 7 endurance and level 8
- -Pyromaniac: back to vanilla level requirement
- -Animal Friend: reverted back to vanilla ranks and effects, requires 8 charisma
- -Better Criticals: removed perception requirement, requires 9 luck
- -Infiltrator: requires 50 lockpick OR science and 7 luck
- -Grim Reaper's Sprint: requires 9 agility
- -Nuclear Anomaly: changed health threshold to 60 and the explosion causes far more damage
- -Major Leaguer: 15% more damage per level, requires 6 strength
- -Commando: +20% chance to hit and -20% ap costs with rifles
- -Size Matters: +20% chance to hit and -20% ap costs with big guns
- -Warmonger: requires 7 intelligence 60 repair and level 14
- -Cannibal: requires level 10, more hp and karma loss
- -Night Person: +20% experience at night, can't take swift learner
- -Lead Belly: 75% less radiation from drinking sources, requires 6 endurance
- -Life Giver: reduced to +40 hp, requires 5 endurance and 7 charisma
- -Child at Heart: charisma requirement restored
- -Power Armor Training: Description changed to match the changes to power armor, requires level 16, renamed to Power Armor Proficiency
- -Demolition Expert: reverted to normal attributes, requires level 8
- -Action Boy/Girl: lowered to 10 AP per rank, requires level 8
- -Nerves of Steel: effects changed to match UUF3P script, requires 8 agility
- -Iron Fist: reverted to vanilla 5 points of unarmed damage per rank, requires unarmed 40 and endurance 4
- -Black Widow/Lady Killer: reduced to +5% damage, requires 5 charisma
- -Dream Crusher: enemies have a 75% reduced chance of landing a critical
- -Intense Training: only 7 ranks, one for each special
- -Mister Sandman: requires 70 sneak
- -Gunslinger: +20% chance to hit and -20% ap costs with pistols
- -Ninja: requires 80 unarmed OR 80 melee weapons
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Version 3.0
- __________________________________________________________________________
These are the modules that were in version 2.0 that have now been modified
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Grenade and Explosive Changes - added better grenade bouncing physics; increased damage, force, and radius for missiles excluding EVE versions.
Barter is Important - renamed to Reasonable Barter and Repair (REQUIRES FOSE), now repair price from traders is affected by repair and barter skill. Changed Buy base to 1.75 and mult to -.75, changed sell base to .15 and mult to .6 preventing you from being the richest person in the wasteland at level 5.
Stimpak Changes - renamed to Stimpak and RadAway Changes, increased cost of radaway and rad-x by 3 making it 80 and 60 respectively, radaway heals over time 6 per 10 seconds (10 more than normal because of the severity of radiation), decreased stimpak cost from 125 to 100.
Loot is Rarer - made loot rarity more balanced, made vendor chance none lower, made loot chems healing chance none higher, stimpaks are no longer guaranteed to be found in first aid kits.
Rebalanced Health - removed endurancemult, removed behemoth and gargantuan (MMM), altered overlord health to 920 for MMM users.
Skillpoint Changes - reduced skill point base from 6 to 5 because of the stronger Tag skills, luck giving 1 skill point per, and books in the wasteland, changed agility formula from base 65 to 30 and mult from 2 to 6.
Increased Weapon Damage - renamed to Increased Damage, melee mult to 1, avdunarmedmult to 1, unarmedmult to 1, avdunarmedbase to 1.
Crippled and Burning Effect Changes - renamed to Stronger Negative Effects, doubled negative withdrawal effects, removed flame fleeing effect.
Increased Maximum DR - renamed to Maximum DR and RR 95%, added 95% radiation resistance.
Increased Radiation - increased wade from .4 to .5, swim from .8 to 1.
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These are new modules that are included in the full version.
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(NEW!) Bullets and Physics - bullet shells stay put, better death physics, autoaim fixed, realistic projectile speed, bullet impact view distance increased, vehicles no longer detonate, 25% less weapon and armor degradation, increased chance of weapon jamming, natural pipboy light.
(NEW!) Stealth Tweaks - Tweaks the gamesettings for stealth to put more emphasis on line-of-sight, audio actions have more penalties (firing in a building WILL get you spotted), light also plays a more significant role, armor weight affects sound more (works well with power armor tweaks).
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These are new optional modules that operate the same way as the other modules, but are not included in the full versions.
_________________________________________________________________________________________________________________________
(NEW!) Perks Overhaul (REQUIRES FOSE) - A lot of stuff. Check out the perks list in the level up screen to see more, I'm too busy to list them all here. Just know that I highly recommend it as it provides a much needed balance and re-working of the vanilla perks.
(NEW!) Flee When Burning - I made a separated module for this effect, removed from the full Simple Realism packs, fixed bugs so it should work as intended.
(NEW!) Power Armor Tweaks - Adjusts strength bonus and agility penalty for all power armors. All power armors carry themselves by adding carry weight equal to the armor weight. Increased radiation resistance and added rad resistance to helmets. Tesla armor no longer boosts energy weapons skill, but instead, gives 15% bonus damage resistance to incoming energy weapons fire. All power armors give a significant sneak penalty depending on the model, increased value, increased conditition, increased damage resistance, increased weight for all vanilla power armors, awesome stuff!
(NEW!) Higher Vendor Repairs - Simply increases the the repair skill of the prominent repairmen around the wasteland and in a few DLC's to make fixing your gear at merchants more enticing than putting points into the Repair skill.
- __________________________________________________________________________
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- Author's activity
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December 2022
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27 Dec 2022, 4:01AM | Action by: alexchasewhite
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'Simple Realism'
December 2019
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02 Dec 2019, 12:42AM | Action by: phoenix0113
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November 2019
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13 Nov 2019, 8:12PM | Action by: alexchasewhite
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Simple Realism
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13 Nov 2019, 8:12PM | Action by: alexchasewhite
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March 2019
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09 Mar 2019, 6:48AM | Action by: phoenix0113
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Simple Realism 4 - Modular [version 4]
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09 Mar 2019, 6:20AM | Action by: phoenix0113
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09 Mar 2019, 6:18AM | Action by: phoenix0113
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Mod version changed to 4.
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