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Content as of version 1.6.2
----Perks------
Adamantium: Skeleton no longer reduces limb damage by 100% (max 65%)
Aquaboy/girl: Swim faster. Rad resistance instead of immunity. Flipped so unlimited breathing underwater is a 2nd rank.
Big Leagues: Removed sweeping attack, Ranks unlock at higher levels.
Blitz: No longer VATS teleport cheat. adds percent chance to avoid damage for melee builds
Chemist: only unlocks recipes (all locked at start) more recipes available and all make batches of 5.
Chem Resistant: now extends the effects of chems instead of reducing addiction chance.
Commando: No longer buffs damage, just improves hip-fire and stagger, fewer ranks
Demolition Expert: added 5th rank that reduces incoming explosive damage
Rad Resistant: RP description, stronger effects, more ranks
Gunslinger: Handles semi and auto fire pistols. Ranks unlock at higher levels
Hacker: removed 4th rank and unlock hacking holotapes to each rank.
Heavy Gunner: Ranks unlock at higher levels
Iron Fist: Ranks unlock at higher levels
Lead Belly: required to unlock cooking recipes. No longer completely removes radiation.
Lockpick: Removed 4th rank. Made locks below master slightly harder.
Ninja: Heavily nerfed sneak attack damage (max 3x instead of 10x). But base melee dmg almost doubled so...
Party Boy/girl: no longer completely removes addiction chance.
Rifleman: Handles semi and auto fire rifles. Ranks unlock at higher levels.
Robot Expert: is now required to make any New robot parts at the robot workbench (you can still do the quest without the perk and use looted parts).
Sneak: Removed 5th rank. Removed player immunity from mines/traps (companions still default immune).
Sniper: non-Vats bonuses for all ranks
Gunsmith: renamed "Engineering" and description changed to note it is needed for some settlement building
Blacksmith: renamed "Weaponsmith"
Armorer: renamed "Armorsmith" and descrption changed to not requirements for settlement crafting
Life Giver: now offers increased healing from purified water instead of increasing max health
Scrounger: now rewards more ammo, but much less frequently. More ammo types (including DLC 7.62 and 45-70).
Fortune Finder: now rewards more caps but much less frequently.
-----NPCs------
-Creatures only drop meat (no junk).
-Legendary creatures don't drop legendary items (just humans, supermutants and synths).
-NPCs drop fewer stimpaks and carry immersive items.
-Non Automatron robots have a low chance of droping robot parts.
-Raiders are tougher and have a broader selection of apparel. Less likely to have combat armor and broader weapon selection.
-Gunners: Tweaked weapon pool.
-Minutemen: Tweaked weapon pool.
-Synths in the Brotherhood quest at Arcjet have fewer ranged weapons to try and limit ammo you collect.
-Various tweaks to combat styles to hopefully achieve more variety in behavior.
-minor companion tweaks (should be compatible with most companion overhaul mods).
-NPCs will spawn with a greater variety of weapon attachments, but over a wider range of levels.
-Radscorpions no longer tunnel.
-NPC FOV changed from 190 to 160
----Food, Drink & Chems----
Almost every consumable item has been edited.
-Lots more food of varying quality.
-Chems last longer by default.
-Soda is an AP focused consumable.
----Crafting-----
-All gun mods require at least gun nut 1 (except iron sights). This means that without gun nut (engineering) all you can do is swap sights on guns.
-Bayonets require blacksmith.
-Most melee weapon upgrades require blacksmith.
-All armor mods require armorer (except materials).
-Nuka World weapons and armor have stupid extra requirements removed from mods (like gunslinger from revolver)
-molotov cocktail requires demolitions expert
----Melee Combat----
-Many creature, robot and unarmed attacks have been buffed.
-All melee weapons have had base damage increased aproximately 80%.
-Some mods were tweaked.
-Some melee weapons were rebalanced against the rest of the melee weapons in game (DLC items in particular).
----Merchants----
-Vendor inventories will vary more, between each visit as well as compared to each other.
-Vendors sell DLC Ammo (harpoons, 7.62, .45-70)
-Costs of medical services raised considerably.
-Cure addiction is now 250 caps.
-Cure rads is 150, healing costs up to 100 caps.
-Bartering changed so buying and selling prices will be much less to your advantage.
-Ronnie Shaw sells flare gun.
----Armors----
Armors balanced.
No Railroad lining on hats or underarmors.
More outfits can use Railroad lining.
Some outfits are pre armored appropriately, where it makes sense.
----Loot----
-Most containers in the game have new leveled lists.
-Containers have more immersive loot, but fewer items you need (like stimpaks).
-Ammo drops reduced considerably (especially high end ammo like .50 and 2mmEC).
-further reduced chance to find bobby pins
-Folder renamed paper (consider it writing paper, which has believable value in the world).
-Desk Fan/Office Desk Fan values increased from 4 to 8. Restored Desk fan value increased to 15.
-Hot Plate value increased from 7 to 10.
-Kitchen Scale value increased from 6 to 12.
-Military Ammo Bag value increased from 4 to 10.
-Pencils can no longer be scrapped for lead and wood. Are you going to make a wall with pencils?
-Pre War Money value reduced to 1. Yes, some quest rewards will now be "funny".
-Typewriter value increased from 11 to 17.
-All robot models you get in lunch boxes got their value cut from 100 to 25 (it's still a weightless, valuable item).
-Biometric components removed so it is just a miscelaneous item (can't be scrapped).
-Addictol returned to vanilla effects, but it's quite rare.
-Mentats effects include an xp % increase effect.
----Automatron----
-Creating new robot parts requires Robotics Expert.
-You can still build/upgrade robots with looted parts.
----Settlements----
-You will get a smaller percentage of food and water from settlements placed in the workbench (settlers are taking a fair share now).
-Non-decorative, functional settlement pieces now require ranks in various perks to build.
-The scavenging workstation now gives components instead of junk items for player convenience.
-Much care was made so these changes do not lock out quests, but building settlements is now a proper part of the game. Building nice settlements will be hard. Example: you can't build turrets without Science, so you will need to designate settlers with guard posts if you lack that skill.
-Turrets now require a biometric scanner to build, further slowing settlement growth.
-Cars can be scrapped for more resources.
-----Power Armor------
!!!!I have added perk requirements to gate repairing power armor pieces. however the game won't tell you what you need, so you will just have to remember (and I will keep it consistent and logical)!!!!
-All Power Armor is more durable to compensate for the increased damage of weapons.
-Raider Power Armor heavily nerfed. It's just scrap wrapped around a frame. Reduced resistances and durability quite a bit, but still better than regular armor. You now need armorer 1 to repair raider power armor.
-T-45 requires Armorer 2 to repair.
-T-51, T-60 and X-01 require Armorer 3 to repair.
-Drastically increased the levels at which you will find higher quality power armor in the world (T-51 lvl 22, T-60 lvl 35, X-01 lvl 75) except special cases. This is jut the free suits scattered everywhere.
-Power armor condition should degrade more slowly.
----Miscelaneous Changes----
-Some loading screen messages changed to reflect gameplay changes
-Wasteland Survival mag #9 now only adds a 50% chance of extra meat.
-Vertibirds are much more durable (weapons are unchanged)
-Encounter Zones (about 10%, mostly early-mid game areas) tweaked for better level scaling and challenge.
-HazmatSuitRadResistancePerk now reduces incomming rad damage by 50% instead of 98% (suit stats unchanged).
-DLC04_PerkRaiderOperators increases sneak attack damage with silenced guns instead of a flat damage boost.
-DLC04_PerkRaiderPack reduced damage resistance from 25% to 15%.
-Disabled some workbenches in Sanctuary and nearby Red Rocket for early game balance.
-Disabled half of the weapons, ammo and stimpaks you get in Vault 111.
-chem addiction requires a doctor now (addictol only has a 20% chance to work and all other consumables no longer remove addiction).
-Lead lined armor mods 3 times more effective.
-Respawning sniper rifle at the Red Rocket in Cambridge is now just a leveled hunting rifle.