Fallout 4

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Brutality :

Goal :
-Making fallout admit that the fun part of an RPG is not bullet sponges but roleplaying.
-Making fallout admit that the fun part of an FPS is not bullet sponges but long zooming of a zone followed by fast paced action and tense firefights.
-Making fallout that the fun part of sneaking is one shooting ennemies with a well placed headshot or backstab, not exploting the IA by having your bullet do twice the damage to bullet sponges.
-Making fallout admit that the fun part of a game is not bullet sponges.

Effects :
-Changed the gameplay, itemization, and exploit of OP perks from something designed as an ARPG (Diablo, Borderlands...) to something allowing "nerds" to be a viable path.
Basically tuning down the "draugh are training" effect : https://i.imgur.com/8M1cj3Q.jpg
-Enjoy guns that hit harder and are much more consistent trough the game.
-Melee character are now much more vulnerable but deal (after training) much more relative damage.
-Now all perks are more viable, no more mandatory OP damage upgrade the game was balanced around. Damage perks are now a bonus, not a requirement, and you can use much more variety in your arsenal instead of being stuck with one kind
of playstyle trough the whole game.


Changes :

-Nerfed HARD the health per level of NPC (from 5 to 1.5)
-Redone the damage localization of all creatures so that weakspot do consistently more damage (on humanoids headshot is X5 damage instead of X2) + added the torso as a "softspot" (for 1.25 damage) on most living things.
(Not robots, not feral ghouls).
-Nerfed the HP of the biggest npc offenders (namely the gunners but a few others too)
-Nerfed the player hp per level to 0 per level. Only END above one give HP now (0.5 per END per lvl). To compensate, starting SPECIAL have been increased. Investing end from the start is now worthwhile.
-Ennemies are less spamming molotov and grenades.
-Some immersion breaking fix : Vertibirds especially do ACTUAL damages and are much more sturdy. You should see them crashing in flame less often. Shoot them in the engine if you want to take one down.
-Indirect power armor buff : Because weapons do overall more damage, lower armor is overall less effective than before. Hence power armor are relatively more powerful.
-Rebalanced the damage of guns (Mostly incresed the damage and reducing the gap between each weapon).
-Rebalanced weapon mods. Now a gun can only be improved up to around +30% damage (instead of more than double).
-Improved automatic weapon at low level : nearly no damage reduction over non-automatic.
-Thanks to their increased damage, automatic weapons are now very competitive midgame weapons. (instead of being endgame weapons used to dump old ammo on sponges).
-Reduced armor piercing receiver efficiency from +20% effecive dps to +10%.
-Nerfed damage dealing perks. Now a 0 perk player will do only around half the damage of a fully perked player, instead of around 6 time less in vanilla.
-Improved the non-damage bonus of secondary perk such as black widow and lady killer.
-Nerfed ranged stealth damage to 1.5xdmg (from 2.0 in vanilla)
-Melee weapons and perk unchanged from vanilla. Because of buffed base guns damage, melee character start very vulnerable, and then thanks to the humongous vanilla scaling can deals tons of damage.
-Changed survival setting damage done to and from you to 1.0 (To enjoy the 1.5 beta). This mod balances is done around damage ratio set to 1. Fights are BRUTAL, and hence changing the damage down by you and to you do not change the
ammount of ammo you need to take a foe down/your consumption of stimpack (such difficulty, woah, gz bethesda), but instead is the difference between you getting one shot or one shooting foes.







Compatibility :

Mostly everything excepts mod that have functions that overlap this one (but why the hell would you use several balance mods !?)

-Not compatible with mods that changes body parts (For example those that "improve headshots")
-Not compatible with mods that alter weapons/weapons mods. I can release compatibility patches on request though.
-Not compatible with mods that modify damage perks or explosion damages.

-Compatible with : any content mods (the weapons there will feel weak though), armor mods (I touched nothing there), bugfix mods, mods that change npcs, etc...


Some things that I wish i could change but haven't :
-In the real world, the receiver of a weapon will mostly impact it's ROF and reliability (no more weapons damage in fallout) but do very little to the actual muzzle speed of the bullet.
Yet in fallout, the receiver is THE damage component, and not the barrel lenght of the gun. I have left it this way because the component requirement are designed around it. Maybe in the future i'll switch around this, and make the
receiver increase the ROF instead of the damage.

-Remove the current damage system and replace it with a DT + %red one. right now effects such as armor piercing are totally counter intuitive (Armor piercing increase your effective dps by a fixed %, completely unrelated to your foe's armor value).
The only "intuitive" damage you do according to your weapon sheet dps (double the sheet dps = double the effective damage) is against very armored foes. On softer (medium armor) target, high damage per hit weapons do much more effective dps than high sheet dps low dph weapons.
Sadly to do that one would need to decompile/recompile fallout4.