Fallout 4

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Ethical Lune

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EthicalLune

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62 comments

  1. Bertengkar
    Bertengkar
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    For people manually adjusting the values, I highly recommend making all human beings to have 100 or 200 health, some raiders might be mutated to have more health but, Poison and stuff. Some spells affected by other mods sometimes use fixed health values as a means of damage, resistance values can be refined too. So, once find a suitable base health for each races, and don't touch the health ever again. Resistance values are also affected by their randomly given armors so it won't be much of a problem, but do we really need the resistance values varying though. For example, we have gangster, they only wear clothes. They might be wearing ballistic vest underneath, the only problem is when they are naked. Because they don't visualize the imaginary vest. Fine. I get it. But there is a limit with that. Values are too damn extreme, that's the only problem. 100 HP with high DR compared to 200hp with low DR, it might take the same amount of bullets to take one. But it varies with the condition too, so it's not the same. With this mod, a lot of npcs still have unreasonably high resistance values and health as such, I highly recommend revising them as an user. And health should be more consistent. We all have different tastes in balancing the game. I can upload an unofficial patch file requiring this mod as a master, so that others can enjoy actually neutralizing the health values. Like, changing the value 450 to 455 and calling it a day is questionable. The point is that Supermutants having 300 health or 750 health depending on the randomness right? This mod changes it to mid point, but the npcs have sub-variants changing their base health drastically, and it's fucking random. So the system-added randomness and individual npcs having different health out of their names aren't the same. And the way this mod interfering with every records of the npcs, other balancing mods can't be used at the same time. Making this mod extremely obsolete unless you actually override every values to the mod in the last (Make a blank ESP with CK, set every other mods master in that case. Put it in the last ). This mod only fixes the problem "NPCs of the same variant having random health" but not "NPCs of the same species varying with sub-variants." The way basic health and stuffs are manipulated in this mod is just weird. I don't think it makes sense in any ways. I feel sad because this mod could do more with the simplest form of effort.
    1. DioDem2
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      Hello. Tell me what values to change? Should I turn off “Auto-Calc” or change “Calc Health” to 0? Should I touch “Template”. I'm confused about all this.
  2. AmmahaFan
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    Do this work with BLD and MAIM ?
  3. Bertengkar
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    I came up with this idea of making the flying swarms have like extremely high damage resistance to the point of making the every damage source except explosion damages be 1, and give it HP of 10 or 20. And the player has to shoot 10 or 20 times depending on the HP. But the size of the individual damage doesn't matter.  Better using shotgun or a flamethrower anyway, or even a smg. 
  4. Bertengkar
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    You guys realize that the numbers on the certain enc records are adding to the base stats not their independent health pool right, and you are adjusting the health values as if they are their own stat. Do you realize what those numbers correspond to.
  5. Bertengkar
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    The way it's edited and defined is super dirty like holy hell. It's some way worse than the vanilla, I know these NPCs are lot to look at. But guess what, I manually edit them one by one and I'm fine with it I guess. I use the mod for the base, so thanks for that. But damn, Holy. The resistance value and Health is still fucking bogus.
  6. Alank2p
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    My absolutely, 100% favorite Fallout mod. No doubts. It is the only reason I can still play this game (alongside Health Scaling). No having bullet sponges everywhere just makes this game so better. It's like removing obsidian armor from bandits in Oblivion - good from gameplay and immersion perspective.

     I've been literally using this mod for years at this point. Thank you.
  7. tinymusic
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    Saw NPC surrounded by mongrels, shot all mongrels, NPC  l i t e r a l l y  got his arm ripped off by the last dog before I took it out. Still came over and thanked me..without an arm.

    Excellent 5/5
  8. Raelic
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    Heads up for anyone trying this: No longer compatible with Health Scaling. Game will crash if you have both running.
    1. DonLasagnaMod
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      it worked for me at least starting the program. It crashes immediately when paired with live dismemberment though. This mod already has dismemberment, but there is no option to change the rate the dismemberment occurs like with live dismemberment. So it's a trade off, but these two mods do work together.
    2. tinymusic
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      for anyone reading this months later: I use both these mods^, Health Scaling before this one, 190 active/170 plug ins, no issues
  9. PrRasch
    PrRasch
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    Despite the warnings I tried Health Scalings and at least it started on worked a bit. Didn't tested it too much as I was only after the cripple part, so I edited out everything else via FO4Edit. Works well so far.

    While we're at it. What do I need to edit to not send crippled opponents flying on death? 
  10. storvon
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    is this compatible with your unbogus health scaling mod?