Fallout 4

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Blooddragon5

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blooddragon5

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About this mod

Most common complaint in Fallout 4 is how there is something missing in a game, that devs have made all wrong choices in making it. I decided to look it from different perspective - underneath of all problems is a hidden gem of a game that just needs some love and attention to bring out its potential. This mod is my try at making it shine.

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Most common complaint in Fallout 4 is how there is something missing in a game, that devs have made all wrong choices in making it. I decided to look it from different perspective - underneath of all problems is a hidden gem of a game that just needs some love and attention to bring out its potential. This mod is my aspiration at making it shine.

This is a mod created with one simple idea: "Change very little, when possibly within game limitations" to make a light and yet expansive overhaul to the game.

I find that game balancing that worked in Elder Scrolls titles simply doesn`t in Fallout. Leveling makes guns do many times more damage than at the start of a game which always broke my immersion (How can a bullet do a 500% increase in damage?). So I remade weapon damage across whole playthrough to give you the feeling of progression and not being absurd in the numbers game. 

Legendary enemies do not spawn! Their nature was not immersive at the least with instant life regen and much higher than normal health. Plus legendary attributes were unbalanced with this mod. Recommended for Survival






Whole game is balanced to around 120 HP both in NPCs and player. You will not find supermutants with 1500 health or raiders with 30. Every NPC was manually adjusted.


Now the game is static! Player will not get increased health when leveling up so your choice of endurance actually becomes vital when creating character.
NPCs will not level! They will get better weapons but not increased health. Few exceptions are bosses (covered lower). This idea is similar to S.T.A.L.K.E.R. series where player only felt stronger with stronger guns and harder plate.

Weapon damages are much more belivable now, doing enough damage that you will be able to combat Gunners if you`re skilled enough but even raiders will not be a breeze to take down. Pipe and other lower tier weapons have been buffed, higher ones nerfer or balanced a tiny bit. Goal was making damage very close to armor rating (you probably didn`t like it when wearing your prefered mid-tier armor "ate" all of the bullets, but got oneshoted by a perked up enemy.

Explosives
are made so they do huge damage but tend to not kill you.

Super weapons like Fatman are as strong as they were in vanilla, giving you an option to kill the very hardest oponent but have a huge disadvantage in their weight and scarce ammo. Weapon damage multiplier is 1x so most moded weapons will fit very nicely. Other heavy weapons changed so fast firing one do bit more damage (with loot overhault, you have reduced ammo), while ones like rocket launcher nerfed a tiny bit to "almost" kill you in one shot.


Attachments have been completly remade and now instead of plain dmg buff give you options depending on your play style. Choosing the right ones for you will be more than just making the most bottom one, because everyone has its benefits and drawbacks. Unused attachments like lighter recievers now serve a purpose, as do ones that increase your critical damage.

Automatic problem was solved. No more 35% reduction of your favourite assault rifle just for being automatic.

Melee weapons have been boosted a little - you dont really have alot of time to survive.

Limb damage: ghouls now have higher damage resistances but much higher cripple chances and headshot multiplier, giving you more variations on combating them.






Perks are made so you can use more or less any weapon but provide small bennefits, that slowly narrow your playstyle into your prefered one. Damage increase per level is very low but they can give benefits like increased accuracy or even greater cripple chance. (Rifleman, Commando, Gunslinger,...)

Damage reducing perks like toughness have little extra addons to make them more viable for less armored players.

Demolition perk got some explosion resistance added to it.

Other perks were adjusted and are being adjusted for fine balancing, like removing grenade arc,....

Rifleman
- Each level increases damage by 5% and lowers enemy armor resistance. It also increases accuracy by 5%.

Gunslinger
- New perk level increases damage by 5%. It can either increase range of weapon by 25% or cripple chance.

Commando
- Each level increases damage by 5%, accuracy by 5% and stagger chance.

Big Leagues
- Increases damage by 5% and limb damage with a chance of decapitation.

Heavy Gunner
- Increases damage of heavy weapons and explosion damage by 5%, while also increases accuracy by 5%.

Demolition Expert
- increased damage by 13% per level and last two perks also increase explosion range by 25%.

Toughness
- Perk increases resistance by 10 points and also gives a flat 4% incoming damage decrease.

AND MORE




Compared to previous games damage resist is calculated on a great formula that gives you higher resistances in early game compared to your armor and diminished when having great gear. easiest calculation is when player is damaged the same amount as his armor, the damage will get halved. Main problem in vanilla was endgame where inflated numbers and different ranges of damage and armor gave you an feeling of one second wearing too much armor, it being redundant and the next running for your life behind cover on 20 health. 

I hated Skyrim`s system, including earlier games where armor number was just a fixed % of damage reduction. 
If you had armor of 20 it gave you like 3% reduction, so Bethedsa included 100 "fake" invisible armor so the early armor wasn`t absolute garbage.

Fallout 4 does it like that if you get hit with 100 damage: 
Raider armor with rating of like 20 gives you ~25% reduction. Combat armor with rating of 100 gives you 50% reduction. Armor with rating of 200 gives you ~ 67% resistance.

Armor now scales beautifully with damage. With weapon damage now scaling with about the same speed as armor you will quite easily get around 50% DMG resist and wont be oneshoted by projectiles from ludicrously buffed weapons. With that its easy to make 
More info about damage resist
Armors from mods tend to be stronger than vanilla and should be used from around midgame onward.




Most of your encounters will have a base health about the same as a player. 

flys and mosquitoes are nothing more than a nuisance, a little blood drining creepies.

Robots and synths are made a bit stronger, with health around 250. "Tin cans" should be stronger than squishy commonwealthers.

Radscorpions and similar creatures have 250 health but a tiny bit less resistances than robots. That is made so Radiation zone will not be simply a" walk in a park". To succed there either rely on sneak or power armor.

Bosses are intentionally made super hard and if you see a Deathclaw or Sentry bot when not prepared, RUN!




                                                               1. Drag and drop into Fallout/Data folder
                                                               2. Or use a NMM

Starting a new game is HIGHLY ADVISABLE, maybe even necessary, for it changes some
character traits which have to be either changed in console or are not possible
to change. 
Possible console changesfor OLD saves are:

HC_OutgoingDamageMult 1
HC_IncommingDamageMult 1  -  ( I haven`tried editing them through console but its possible those 2 will not change )

fNPCHealthLevelBonus 0
fHealthEnduranceOffset 0  - (or just manually adjust health to player.modav to + or – so around 120hp is achieved)
 
fDiffMultLegendaryChance_SV 0
fDiffMultLegendaryChance_TSV 0 – (incase legedary enemies start appearing)
 
fHealthEnduranceMult 0
 
Again I don’tknow if those commands will work in a running gam
e.







When playing mod without any loot overhauls it drops more ammo, chems and stimpaks (the values are still default) than u need and the whole experience becomes much easier so using a mod like Fallout 4 Loot Overhaul is HIGHLY INCOURAGING AND RECOMMENDED for playing the mod as intended. there is a minor conflict with elite enemies with grenades but its is solved by placing my mod lower in the order or making a merged patch.

No legendary drops is substituted with Unique Uniques that nicely fills the gap of wanting something with a pop*.

Pip-Boy Flashlight is another great addon for having a more stalkery feeling ingame.




                                                                                   


This is an OVERHAUL that means it will be incompatible with mods that alter NPCs, although followers should work. PLayer stats were also changed bit not all, most notably endurance. Perks, weapon attachments and vanilla weapons changes will conflict also. Gas mask is fixed so it can be used with helmets.

                                                                                                                  


     - BETA version will be a complete redesign of perk chart; changes perk order, some stats are adjusted and S.P.E.C.I.A.L.                requrements added - Rank 1 perk can have attribute of 1, while Rank 4 perk has a requrement of 6. Intent of perk                overhaul is to make you specialize instead of being a Jack of all trades type of character. You will have to sacrifice
             some things to gain others and make a better roleplaying character.

     - version 0.96 finally fixes Mutant Skirmisher health pool to be balanced with the others
     - version 0.94 fixes some perk text descriptions, adjusts raider health a little and fixes the BLOODBUG bug.
     - version 0.92.2 now adjusts ghoul limb cripple chances, limb damage and headshot multiplier. 
      - added Lite version which only includes static deleveled NPCs and player.


Suggestion are encouraged so the mod will stand the test of time.