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GromdalOrcbane

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GromdalOrcbane

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About this mod

-New healthpool for both the player and enemies
-Better combat AI
-Rebalanced weapons, armor and legendary effects.
-Healing difficult in combat on very hard/survival

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-New healthpool for both the player and enemies 
-Better combat AI
-Rebalanced weapons, armor and legendary effects
-Healing slow in combat

Fallout 4 is a fantastic game but the combat is very uneven. Low level raiders with 30 health and nuka world raiders with 1300+. Weapons that do almost no damage (thompson submachine gun etc) and weapons that deal thousands of damage in less than 10 seconds (furious handmade rifle etc). This mod seeks to fix that by having you and your enemies more balanced yet still give you that awesome rpg feeling of becoming more and more powerful. 

The player now gains +2,5 hp/level.
 
No enemies get extra hp/lvl anymore. They all have their healthpools and that is it, and these have all been rebalanced. Now most humans have between 100-300 hp (which means lowest level raiders that had 30 hp have gone up in hp alot and no enemies are bullet sponges at high levels). Super mutants that before could have well above 2k health now go from 250 hp for lowest level ones (more than vanilla) to 500. The biggest monsters like mirelurk queens, behemoths and the like are all around 1000 hp (same as vanilla for regular behemoths but ancient ones have less hp).

Enemy combat AI is now more intelligent and dangerous. It seeks to flank you and is more aggresive. If you sneak attack a group they will investigate in the general direction of the gunfire trails, sounds etc faster and are less likely to give up looking for you. Enemies will also try to overwhelm you with their numbers more often.

Weapon damage has been rebalanced. I have taken the base damage of the better guns in the game like handmade rifles, guass rifles etc and brought many guns closer to their damage potential. This means for example that the tommy gun, hunting rifle, pipe weapons, shotguns, revolvers now all deal alot more damage. Some of them have had their damage increased by as much as double their vanilla values. None of these weapons outmatch the high tier weapons but they are now all deadly, this helps NPCs to deal good damage to you no matter what weapon they use.

Low level regular armor has also gotten buffs, it is now much more useful. Power armors defense rating is now connected to how upgraded it is. Power armor can take alot more damage before it breaks. Most clothes, helms and hats now accept ballistic weave.
 
Legendary effects are not nearly as powerful as before and the highest bonuses are things with +5% damage (replacing explosive, wounding, furious). Many useless legendary effects have also been replaced with these useful but not gamebreaking effects. In vanilla only a handful legendary effects makes enemies die fast. Now all weapons are deadly, even if they are not legendary.
 
New smaller buffs for food items and only water heals (outside combat). Chems are less powerful. Stimpaks heal 50 health over 10 seconds (healing is x2 slower on hard, x5 on VH and survival). Healing cannot be stacked, doing so just resets the timer as the new one starts its effect. Stimpaks no longer fixes crippled limbs. 

Companions wounded in survival now always have to rest a while after getting wounded (if you help them with a stimpak they will catch up to you on your next transition screen rather than going home). You can now teleport to most locations after reaching the institute on survival. Many other tweaks to survival (less food needed etc).

Damage has been rebalanced to be much more even.

All load screens, help hints etc has been changed to show the right info for the mod.

Some perks have been rebalanced. Many damage perks have had their damage reduced (the lost damage has been added to general gameplay so that both you and your enemies are more dangerous without heavy perk investment). 

Like all previous Fallouts you now get 40 starting Points to spend on your SPECIAL stats.

You now take normal damage while in VATS (was reduced by 90%).

Some of these changes means you need a new character to get the full experience. Nothing from the creation club is part of my mod (I deleted the cc files from my fallout 4 data folder that was included in the next gen update) so if you want to balance anything from there you will need to do so yourself. I also like to use the no full heal on level up mod in addition to my mod. 

All of these changes makes for a much more even challenge in combat. Low level enemies will put up a good fight when they outnumber even at high levels. Neither the player nor enemies will reach absurd healthpools.