Fallout 4
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spiderleet

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spiderleet

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About this mod

A 99% less frustrating survival experience! Now with 70% less bullet sponges and 65% less aggravating deaths! With optional esp files to delevel the Commonwealth and tweaks to other values. Now compatible with all DLC.
Formerly known as 'TEST - Truly Enjoyable Survival Tweaks'

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Changelogs
I DO NOT HAVE ANY PLANS TO UPDATE THIS MOD AT THE MOMENT, currently using Horizon as I feel it does a much better job at achieving what I wanted to do originally, it gets updated more often, and does much more amazing things I wanted to add but did not have the skill nor the time to learn how to add. If anyone would like to take over this mod let me know.





I was tired of dying in 1-3 shots in survival early on and killing other enemies in 10+, oh, and dying to a stray molotov every now and then really ticked me off, so what I decided to do now that the official tools to do so are out was tweak the new survival mode to be:

1. Full of less bullet spongey enemies.
2. More fair with the damage done/given (think hardest difficulty in stalker games).
3. Deleveled, as in I can encounter any gear at any point in the game, and get any perk I want at any point in the game.

I did this by tweaking these values:

Health

  • iNPCBasePerLevelHealthMult 4 to 1
  • fNPCHealthLevelBonus from 5 to 1 (make NPCs less bullet spongey)
  • PCBaseHealthEnduranceMult from 2 to 1
  • fNPCAttributeHealthMult .5 to 1
  • iLowLevelNPCBaseHealthMult .2500 to 1
  • fAVDHealthStartEndMult 5 to 10
  • fHealthEnduranceOffset 2.5000 to 0
  • fHealthEnduranceMult .5000 to 0
  • Actor Base Health from 40 to 100 (raised the base hp too because of level up not giving as much hp)

Explosives

  • All grenades had their 'npcs use ammo' tag ticked on to prevent grenade spam

MolotovCocktail changes:

  • explosion dmg 50 to 15 (nerfed since damange will mostly be damage over time to be less one shotty)
  • inner radius from 150 to 100 (I felt as if their radius was too big, will adjust accordingly if need be)
  • duration of fire from 5s to 10s

Damage Value

  • fDiffMultHPByPCSV .5000 to 1.0000
  • fDiffMultHPToPCSV 2.0000 to 1.0000
  • HC_IncomingDamageMult 2.0000 to 1.0000
  • HC_OutgoingDamageMult 1.5000 to 1.0000
  • fDiffMultHPByPCTSV .5000 to 1.0000
  • fDiffMultHPToPCTSV 2.0000 to 1.0000 (all these values just make damage taken/given 1:1 for survival, I hope, all these added value and calculations make very little sense to me so I just settled for a flat and fair 1:1 damage)
  • fActorArmorDesirabilityDamageMult .5 to 1
  • fActorWeaponDesirabilityDamageMult .5 to 1

Weapons

  • All weapon perk values have been changed to increase in increments of 5% instead of 20%, unarmed only was only reduced by half
  • Weapon damage on most weapons was increased to make combat much more deadly and fast, for a full list of these value changes please see the changelog tab

Deleveling

  • Leveled item tweaks (they can all appear at lvl 1) vanilla items done (I think, let me know if I missed any as this was a very tedious thing to do), on the to do list are dlc items
  • All perk requirements lowered significantly (requirements no higher than lvl 5, made so sense to me to have to wait until like level 50 to take certain perks, will adjust if they break the game in any way)
  • Most NPCS can appear at any level, and their health has been tweaked. Some NPCS had too much health (a level 60+ gunner with 2000 base hp, no thanks) or not enough (a level 1 raider with 40 hp)


This Is What Each Of The esp Files Does:

  • test - base mod.esp: all the health, explosives, and damage value changes; nothing else
  • test - deleveled items.esp: makes it so any items/gear can appear on any vendor/npc
  • test - deleveled perks.esp: makes it so you can start taking any perk at any level
  • test - npc tweaks.esp: HP values of a lot of NPCs changed, as some had either way too much or not enough. Vertibirds were also given a lot more HP. :P Oh, and I also made it so that most NPCs can appear at level one, and tweaked a lot of locational body damage
  • test - tweaked weapons.esp: some automatic weapons were buffed to be on par with their non automatic counterpart mods, and a lot of base damage values of weapons were raised, see changelog tab for full list of changes
  • test - crafting tweaks: removed the requirements from crafting benches that made no sense (local leader) and instead added some that made sense, such as armor tables requiring armorer perk, chemistry station requiring the chemist perk, etc. Cooking stations and weapon stations require no ranks in anything
  • test - perk tweaks: damage perks increase damage in increments of 5% instead of 20%, and adrenaline increases in increments of 2% instead of 5%
  • test - combat stealth.esp: a long list of tweaks to make stealth a bit more realistic. Enemies won't give up so quick when searching for you, attacking them will alert them more, they will be more responsive and aggressive when searching for you, see the 1.06 changelog for a full list of values changed
  • test - dlc deleveled perks.esp: fixes the white uninteractable perks you get in your pipboy when you use the 'test - deleveled perks.esp' in conjunction with the new Far Harbor DLC
  • test - tweaked weapons dlc1.esp: weapons tweaks to automatron weapons
  • test - tweaked weapons dlc3.esp: weapon tweaks to far harbor
  • test - npc tweaks dlc1.esp: Automatron deleveled npcs, health tweaks, and body damage tweaks
  • test - npc tweaks dlc3.esp:Far Harbor deleveled npcs, health tweaks, and body damage tweaks
  • test - deleveled items dlc1: deleveled items for automatron
  • test - deleveled items dlc3: deleveled items for far harbor


How Your Load Order Should Look


Fallout4.esm
DLC esms
any other mod esm/esps

test - base mod.esp
test - npc tweaks.esp
test - tweaked weapons.esp
test - deleveled items.esp
test - deleveled perks.esp
test - crafting tweaks.esp
test - combat stealth.esp
test - perk tweaks.esp

test - dlc deleveled perks.esp
other future test dlc esp patches here



Overall what I hope my mod does for you and myself is turn this game into a true action RPG with realistic difficulty, instead of being an awkward shooter trying to be a difficult RPG with super inflated health values and RPG elements that make no sense. I want the player to slowly get stronger than the world around him, and at the same time not get punished for not choosing to level up his magic perk that makes his bullets do more damage because the player decided that choosing other perks could be fun. I'm choosing to delevel the whole world because the kind of progression bethesda has chosen for in their recent games makes no sense to me, what's the point of getting stronger if enemies end up having 10x more HP than you and take 20 shots to kill with a weapon that should realistically kill them in 1-3 shots depending on where you hit them.


if you have any suggestions on something I should add to my mod, don't hesitate to ask, I'm open to most suggestions :P

on my to do list atm:

Tweak certain NPC HP values to be less bullet spongey or too weak(currently working on this, top priority) (mostly done, now just need to do dlc, will tweak along the way if some npcs are still too weak or strong)
Make most NPCs appear at level 1 (working on this alongside npc hp values) (mostly done, now just need to do dlc)
Tweak certain armor values
Tweak certain weapon values
force certain NPC weapons to use ammo and give those that need more ammo more in their loot list as balance dictates
tweak certain perks to make more sense and be more balanced
get rid of stupid requirements, like building a cooking station requiring a leader perk (done for now, let me know if there's anything else with dumb requirements)
tweak automatic to be a bit stronger (mostly done)
get rid of legendary weapon drops and instead add them across the world as unique weapons guarded by legendary enemies (hopefully easy to do lol), if not possible just make it so only humanoid npcs drop legendary gear and remove some op legendary weapons from the drop tables
tweak the values of some items (too expensive or too cheap)
edit the locational damage on a lot of npcs (now just need to do dlc npcs)

The choice to stop making a merged version of this mod was because keeping up with the changes I did and didn't do in each of the esps was pretty tiresome, and FO4edit is not as perfect as I'd like it to be with merging and I have no idea how to do it if at all possible to do it in the CK, once I am happy with all of the changes I have made and feel as if the vanilla base of the mod itself is perfect then I'll start making the merged version again. You can merge them yourself for now using FO4edit and overriding all the values into a new esp, or using the Merge Plugins xEdit Script, thanks to pokerguy365 for letting me know this tool was available.

Some recommended mods to enhance your survival experience

True Storms
Light Tweaks
Darker Nights
Weapons of Fate
Fill'em Up Again
Survival Tweaks


I'd like to give special thanks to these people for the inspiration to make this mod:
Trainwiz and ChocolateNoodle, I wouldn't have been able to play Skyrim as long as I did without the help of their mods, so I hope this mod enables me and maybe others to do the same.
Joshua Sawyer, his mod that tweaked certain values in New Vegas was amazing.

Credits to TheTalkingBeard on Deviantart for making a proper image for my mod!