some robots with very little hp were given more
deathclaws given more hp, and some other wasteland creatures
some more npcs I missed had their hp tweaked as well
no changes to any of the dlc esp files (yet)
Version 1.05
added crafting tweaks.esp
Each of the crafting tables require their respective perks to craft (for example armor table requires armorer), and the local leader perk requirement was removed. Cooking tables and Weapon tables don't require any perks
npc tweaks.esp changes
tweaked a lot of locational damage to be more realistic instead of just flat 1x values, well placed shots in certain enemies should matter more now
more NPC health tweaks, like companions being too weak
added perk tweaks.esp
added the damage perk changes to this esp since they weren't in any other esp
adrenaline increases in increments of 2% instead of 5% now
tweaked weapons.esp changes
some NPC weapons were underpowered, this was fixed. Overall the wasteland should be a LOT more deadly
Companion weapons also given more damage
fixed some more automatic weapon mods
base mod.esp changes
fDefaultHealth from 50 to 100
deleved perks.esp
fixed some leftover values in this esp still affecting damage perks
Version 1.04
fActorArmorDesirabilityDamageMult .5 to 1 (pretty sure this makes npcs use armor to their full potential)
fActorWeaponDesirabilityDamageMult .5 to 1 (pretty sure this makes npcs do full damage)
fCombatDamageScale .5 to 1 (not sure what this does, but figured what the heck might as well regularize it)
fPowerArmorNPCArmorDamageMultiplier from 3 to 1 (same as player value)
Removed the 5% increment changes for weapon damage perks from the modular version of the mod
Most NPCs can appear at level one now
Tweaked HP values of a lot of NPCs who either had too much health, or not enough health (for example certain humans only having 40 and some supermutants only having like 100)
Weak spot for ghouls is now the head (3x damage) while other body parts deal 50% less damage. Glowing ghouls weren't changed.
these changes are in the "test - npc tweaks.esp" optional file, for those who like their game being modular
Version 1.01
V1.01
Buffed some automatic weapon mods
Institute laser buffed to be a bit better than wasteland laser
Minigun base damage doubled
fixed certain values I thought I saved that I didn't
made mod more modular, 4 esps now
test - just deleveled gear.esp : all this esp does is make it so any vendor or any npcs can carry all loot starting at level 1
test - no deleveling : the damage and health values, as well as the weapon perks rebalanced
test - only deleveled perks.esp : this esp just lets your character take any perk at any time
test - tweaked weapons.esp : for now it's just the minigun and laser buff, as well as the automatic weapons buff
the test.esp is just all of these combined into one
MAIN RELEASE
Health
iNPCBasePerLevelHealthMult 4 to 1
fNPCHealthLevelBonus from 5 to 1 (make NPCs less bullet spongey)
PCBaseHealthEnduranceMult from 2 to 1
fNPCAttributeHealthMult .5 to 1 (make it fair so NPCs as well)
iLowLevelNPCBaseHealthMult .2500 to 1 (since less HP is being given to both NPCs and yourself on levelup, it's important to have even the low level NPCs having a fair chance to survive)
fAVDHealthStartEndMult 5 to 10 (since less hp is given on level up, made it so endurance gave more HP)
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
no idea if it does anything, but I the "NPCs Use Ammo" flags were ticked on for grenades in order to stop molotov spam, I haven't fully tested this, but if it seems like perhaps it stops NPCs from using grenades or something I'll be sure to turn it off, I just haven't had a chance to fully test this mod
MolotovCocktail changes:
explosion dmg 50 to 15 (nerfed since damange will mostly be DOT 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 think :S)
Weapons
All weapon perk values have been changed to increase in increments of 5 instead of 20, unarmed only was only reduced by half
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)