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Ethical Lune

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EthicalLune

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About this mod

A fairly extensive overhaul that will give you a more consistent, challenging and fun experience with many neat features.

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Fallout 4 was majorly bogus, so I made it totally gnarly.


This gameplay overhaul is an attempt at making the game more fun and interesting with many new features like bullet & laser projectiles, non-VATS random crits, deadly combat AI, big perk alterations, harder stealth, new craftable attachments & items, NPC health scaling & ranges, food & chem alterations, new chems, fun lootboxes, faster melee & more.
You will have a more challenging and fun experience where the game world won't feel like it revolves completely around you and what matters the most is your perks, equipment and your own skill, your level is mostly irrelevant.

The intended difficulty the overhaul is balanced around is Very Hard.

However any difficulty below that which you prefer is fine too.

A patch for Survival users is available, all it does it make consumables (food, stims etc) have vanilla heal rates which prevents them from becoming super slow in survival mode.
Please note that it's not balanced for survival mode and as such you might have to use something like Create Your Own Difficulty Rebalance to make it balanced properly or to your personal preference.






Please check out the bottom of the description page to see highly recommended mods that go great with this overhaul.





Weapons will fire real projectiles, both bullets and lasers, bullets are based on real life statistics and lasers are like 'laser blasters' from your favorite cheesy sci-fi movies, next to no performance impact
Many alterations to almost every single weapon in the game, both player and NPC weapons
Automatic receivers do the same damage as their semi-automatic counterparts
Explosives are deadlier, most things explode in a wider radius and nukes are quite massive, Duck and Cover!
Pulse Grenades only work on non-organic targets
New custom attachments, for example Dragon's Breath receiver, Quad Missile Pod and minigun Destroyer Barrel
New craftables, for example Flashbang Grenades, Incendiary Grenades and Bouncing Betty
NPC's will use up grenades, no more infinite grenade spam!
Vertibirds will fire explosive projectiles from their front cannons, keep an eye on the sky
The Flamer will shoot realistic-ish flames that go in a stream with gravity and will burn the ground for a duration, quite fun if I do say so myself
Lower caliber weapons will not be able to dismember anything
.50 and 2mm EC will penetrate through obstacles at all times
The Flare Gun has custom attachments, like Combat Flares, Volatile Flares or the very powerful Lightning Flares
Molotovs deal no impact damage but will burn stronger and for longer
Missiles fly much faster & have some trajectory drop
Homing Beacons(which are craftable) will call down a massive devastating explosion
Recoil is more intense in general for firearms but can be reduced
Assaultron Head does not inflict any radiation damage to the player, what a weird feature that was
Weapons will deal more damage when 'Out of Range'
Tesla Rifle is a high-end weapon with very high ammo efficiency and powerful upgrades
Alien Blaster fires slow-moving target seeking exploding projectiles, to use target seeking simply aim down sights at something
Most guns are "Very Loud" instead of "Normal or "Loud", this will make NPC's notice gunshots a lot better and give you an even bigger incentive to use a silencer
Beam Splitters will be something you might want to use for a change, a good choice for short range combat, but will still suffer at longer distances
Double Barrel Shotguns have increased range and deal more damage at a distance, and the long barrel has much smaller spread and increased range
Various name changes to weapons, for example a 10mm is now "N99 10mm" and a Laser is now "AER9 Laser"
Some overpowered Legendary effects have been fixed, for instance Bleed deals 5dmg over 10s instead of 25dmg over 5s, incredibly broken in vanilla as it stacks and ignores all resistances
New legendary effects, like "Shocking" which inflicts bonus energy damage and has a small chance to knock targets down or "Freezing" which will freeze enemies that are below 10% HP
Tactical Distraction Cans and Distraction Grenades allows you to distract enemies to a certain location, useful for sneaky characters
Receivers typically work as following:
-Hardened/Boosted = +15% damage & -15% recoil
-Powerful/Maximized = +30% damage & -30% recoil
-Advanced/Overcharged = +50% damage & -50% recoil
This was done to make the game scale smoother and give some logic to receivers, as a side effect more guns & modification combinations are more viable than they normally would be.

Melee damages are more intense, both dealt and received
One handed weaponry use knife animations which makes them faster
Ripper and Buzz Blade do decent damage
Grognak's Axe has gotten a juicy buff and can be upgraded to make it viable for longer
Unarmed power armor punches do the same basic damage as a plain power fist punch
You will find less ammo, meds & good stuff in general from various loot sources
Vendors will have less of rare ammo and more of common ammo
Indoor mines will have the same trigger radius as outdoor mines
Fusion Cores have 300 'Health' instead of 500
Energy damage will almost always be more effective against robots and armor compared to physical damage, in vanilla it was kinda all over the place

And more!



Alterations to many perks, making bad perks useful and rebalances overpowered ones
New perks, like Luck o' the Irish, Critical Thinker or Brutal Tactics
Passive healing perks work in combat
Several companion perks have been changed to be more interesting, useful, or simply fix bugs
Pain Train will work outside power armor, like it should've!
Ghoulish has been turned into Rad Child which gives you increasingly powerful HP regen based on how many rads you have
Aqua Boy/Girl rank 2 will give you +40% swim speed
Refractor will grant you increasingly powerful damage reduction while above 90% health
Toughness will additionally grant you poison resistance, and rank 5 will decrease incoming damage based on how many enemies you face at once
You can attempt to pacify targets every 10 seconds instead of every 60 seconds, and the perks are available much earlier
Blitz will additionally grant you increased movement speed at all times
Moving Target will grant you an increasingly high chance to dodge any attack at any time
Medic gives you 20/40/60/100% additional healing & rad removal, this means that rank 4 will have the same effectiveness as vanilla rank 2(base 30% healing + 100% effectiveness = 60% healing), now you'll want to go beyond the first rank of Medic for a change!
Medic rank 2 & 3 will additionally increase the effectiveness of Med-X and Rad-X, and rank 4 will grant you damage reduction when below 25% health, which gets even stronger if facing 3 or more enemies while it happens
Rad Resistant gives you 10/25/50/100 Radiation resistance instead of 10/20/30/40
Sneak is slightly less effective at hiding you in plain sight, rank 2 & 3 no longer disable traps or mines and rank 5 lets you ignore floor-based traps
Ninja only applies to 1H and Unarmed weapons and additionally grants you faster movement speed while sneaking and makes you a bit harder to see in the dark each rank
Critical Thinker will increase your chance of dealing a non-VATS critical hit per point of Luck
Luck o' the Irish grants you higher Luck depending on how low your health is
Action Boy/Girl additionally gives you increased jumping height while sprinting and decreased fall damage each rank
Magazines and Bobbleheads have various alterations, for example Speech bobblehead makes passing speech checks slightly easier, Ballistic, Heavy, Melee, Unarmed and Energy bobbleheads give you +5% respective damage instead of +25% crit damage and Medicine Bobblehead gives you 10% additional effectiveness to both stimpaks and radaway
Sniper will increase your ranged sneak attack multipliers
Lead Belly will slowly purge radiation from your body over time, allowing you to effectively ignore small amounts of radiation if you're patient
Nerd Rage triggers earlier and has stronger effects
Scrounger 4 has a 15% chance to give you all lost ammo back when firing the last loaded round in your weapon instead of 5% chance
And more!




Food will do their healing over a much longer time, don't bring a steak to a gunfight!
Stims work 5 times slower, and RadAway works 20 times slower
Various things have altered heal rates, in general you'll want to actually cook food and not just binge on purified water
New custom Chems, like Truffle Mentats which will highlight corpses, Cat Eye which will grant you Night Vision, and Rushing Water which will grant you a temporary movement speed buff (has a cap, this ain't Skooma!)
Stealth Boys last 2 minutes instead of 30 seconds, like in New Vegas
Addictol has been turned into Second Wind, it grants you massive health regen & various buffs at the cost of 100% addiction rate
There are no ways to cure yourself of addictions except finding a doctor
Perfectly Preserved Pie now grants you +50% XP gained for 24 hours
X-111 is grants very powerful rad resistance and slowly removes rads for a long duration
There is a craftable cure for the infamous molerat disease, only shows up if you have the disease
Unspoiled versions of prewar food will now be prefixed with 'Preserved' instead of nothing, now you can tell them apart
Unspoiled prewar food will have some extra benefits and have greatly increased value
Recipes that require dirty water now require purified instead
All drugs that utilize big needles hurt you slightly on use, ouch
Heavy abuse of stimpaks may inflict addiction
Med-Tek Bandages will heal a small amount of health and a moderate amount of limb health, useful to avoid addiction or not waste stimpaks
X-Cell lasts 48 hours instead of 2 minutes, for such an incredibly rare item it should be at least somewhat useful
And more!



The list the lunchbox can pick from is 'much' larger, like random clutter, valuables, useful materials, etc
Lunchboxes spawn 5 random items instead of 1
Lunchboxes may spawn baseball grenades and molotovs
Lunchboxes may spawn meds and chems
Lunchboxes may give you a small amount of random ammo, if you're very lucky you may even get rarer ammo like missiles or fusion cores
Lunchboxes may explode into a nice heap of caps flying all over the place, if you pick one cap up you get them all at once
ps: You can safely go pick another version of Unbogus Lunchboxes and use it with the complete overhaul, simply load it after the overhaul
, the only minor downside is that you will not have a chance to find custom chems in the lunchboxes if you do



NPC's have a FoV of 145 instead of 190
NPC's are far more aggressive, they will try their best at ending you
Humans and Super Mutants can be dismembered without killing them
NPC's will deal less bonus damage, for example Legendary enemies or unique foes
NPC's will engage you from further away, which also means they will engage eachother from further away
Base health is now 100 instead of 80
Health per Endurance point invested is 20 instead of 5
No bonus health from leveling up, player or npc
No additional invisible bonus from endurance & player level
NPC's will have more narrow health ranges, so no Raiders with bloatfly health nor Gunners with Tankbot health
Balancing alterations to nearly every single variation of every single enemy my poor fingers..
Super Mutants, Behemoths, 'Glowing' NPC's, Ghouls and Children of Atom will have varying degrees of Health Regeneration
Legendary Enemies will take 35% less damage, but if they have health regeneration that regeneration will be severely reduced
Locational Damage changes to most things, in general things will take less limb/armor damage and more head/weak spot damage
Ghouls are fairly tough to kill, can have their heads taken off without dying and can inflict poison and radiation damage, aim for the legs!
Synths can have their heads blown off without killing them, and they take very little additional head damage
Only enemies that should be tanky are tanky, like super mutants, behemoths or deathclaws, humans are roughly as tanky or squishy as you the player can be
Workshop Turrets will not use up any energy, but you'll still have to wire them up
Human NPC's have varying chances of possessing & using a Stealth Boy, of course a lowly raider will very rarely have one, but it can happen
Brahmin will shut up for once, praise be!



Comes with Unofficial Patch fixes (for what this mod touches, not everything Unofficial Patch does of course)
Cymbal Monkey Toy Trap triggers much faster, now it's an actual threat (.5s instead of 3s)
Limbs no longer heal on their own after 30 seconds
Default jumping height is 150 instead of 90 (it's not as high as it might sound, vanilla jump height can't even get over a picket fence)
The screen effect of getting hurt is a lot more noticeable instead of a gentle blur, getting hurt hurts!
Stealth is more difficult with longer search times, longer sight distances and various other tweaks
You will no longer see hostile blips on your radar, no more magic senses for you
Workshop lights have been tweaked to have wider & softer light, there's a gif in the images section
Bartering will be more difficult, nothing too hard but you'll want high charisma and Cap Collector if you're gonna trade a lot
Shipments are cheaper, especially for common materials
Lockpicking is harder but picks will break much slower, it requires very gentle fiddling so pick up the optional Easy Pickings file if you use a controller or just don't like this change
Ballistic Weave is much weaker and only grants DR, but the first two ranks are available from the start
World radios have increased radius and volume, compatible with anything since it only alters generic outputs
The rates you gain XP at have been tweaked, -50% cooking & crafting, -75% workshop building and +75% for discovering new locations
Power armor has x5 vanilla health but also take x10 as many materials to repair
VATS slows time by 70% instead of 96% and grants 50% damage reduction instead of 90%





Note: In order for the flamer effect to look decent, you will need to raise your particle limit, to do so;
1. Go to "C:\Users\[username]\Documents\My Games\Fallout4" and then open Fallout4Prefs.ini
2. Scroll down to [Particles]
3. Change iMaxDesired= to at least 5000, 10000 if you want to push it a little, or go beyond 10k if you're brave.
This will not affect your performance, but push the number too high and the engine may eat dirt during an intense firefight.







Compatibility:
-Weapon mods will not be compatible without a patch, be careful as they can easily ruin the intended balance otherwise
-Armor mods will be compatible, I'd recommend loading them before the overhaul though
-Power Armor mods will require a patch to work properly, they will work but they wont receive health & crafting alterations
-Survival Mode related mods should be fine if you load them after the overhaul & the Survival patch
-Food & Healing mods will not be compatible without a patch, they'll work but the healing rates will be wrong
-Companion mods will be compatible, no companion records have been altered directly, recommend loading them before the overhaul anyways
If you have any doubts about any other kind of mod, load them before the overhaul, this is a good idea for any overhaul out there

Compatibility patches are available for
10mm SMG version 1.2
A Bundle of Tape version 1.3 (has a few naming issues, will fix at some point)
Crossbows of the Commonwealth version 1.4
OTs-02 Kiparis SMG version 1.0
Sig Sauer P220 version 1.03
DLC Leveled List Integration version 0.5
New Recipes version 2.2.3 (Far Harbor + VIS version)
Heckler und Koch - G36 Complex version 1.1
Wasteland Melody's Service Rifle version 1.0.2
Wattz Laser Gun version 1.3.1

Most patches will require AWKCR and Valdacil's Item Sorting
it will technically work without VIS but the in-game names will be different from everything else




Special thanks to Merge Plugins by matortheeternal for making merging mods less of a nightmare.


Feel free to give feedback on anything I could improve, balancing or general ideas.


---[Other Unbogus Modules]---

Individual modules are no longer really supported,
but still functional and there if you want them.

- Ranged
- Melee

- Health Scaling
- Health Ranges & More
- Lunchboxes
- Grub 'N Drugs
- Perks *also contains various misc changes


---[Highly recommended mods]---

- Sim Settlements, just in case you didn't know about this masterpiece yet
- Start Me Up to quickly get into a fresh character
- Bullet Time, combine it with FO4 Hotkeys and you're golden
- Better Low Health for more intense combat situations & awareness, 35% version recommended
- Create Your Own Difficulty Rebalance for tailoring the difficulty to your liking, can be used to make combat even fiercer if you so desire
- Intense Realistic Gun Sounds for a much better schüt experience
- Commonwealth Warfare Explosions for much better EXPLOSIONS
- Pip-Boy Flashlight for having a flashlight at all times instead of the dinky omni-light, very recommended

- Settler Sandbox Expansion for having less braindead settlers
- True 3D Audio for greatly improved sound quality, do not use if you play third person for whatever reason
- Place Everywhere for building your settlements the way YOU want
- RAW INPUT for greatly improved mouse control, very recommended
- CROSS Crit Gore-verhaul for gnarly critical kills







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