Fallout 4

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Created by

Bretton

Uploaded by

BourneMcReady

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About this mod

Increases the difficulty of the game at it's core without straying away from the original style. Greatly increases the effort required to THRIVE.

Contains a wide range of cohesive changes including perks, leveled lists, crafting recipes, and more.

Requirements
Permissions and credits
Changelogs
**This is a fan made modification made with unofficial tools. Use this at your own risk, and back up all save files and mods before using.**


This is a complete balance overhaul of survival difficulty and the world
around survival difficulty. It will refresh the game's difficulty for experienced players without completely changing the game or overdoing it.


It first increases the effort required to SURVIVE, which is the beginning of the game. This targets leaving the vault, establishing basic food and water sources, and early combat, and only impacts people who play on survival mode. This is a challenging time, but short lived. Many of these changes are related to crafting, settlements, and item placement.


   Then it increases the effort required to THRIVE, which is the mid and late game. This targets large settlements and world scaling issues and is the main focus of the mod, and impacts all difficulties. You will no longer be a God of the commonwealth a few hours after leaving the vault, you will have to slowly build up to it. Many of these changes are related to XP gain, leveling, perks, items, NPC's, and more.



Scroll through the images to get a quick look at the mod, or go to the bottom of this page for a more detailed list of changes. See the change log tab to see what's new in the updates.




The main 3 goals of THRIVE are as follows:

1: Increase the difficulty of the game at it's core - beyond simple damage adjustments.

2: Increase the time it takes to thrive - you must play the game far longer before becoming God-like.


3: Stay faithful to the game's design - this mod does not change things just for the sake of change.
(There are already overhauls that change the game completely, this does not try to be any of those)




Requires all DLC and a new save game.
Recommended to check compatibility with other mods in FO4edit.
Do not clean in FO4edit.



Essential Mods
The following mods are recommended to be used with THRIVE.

Unofficial Fallout 4 Patch
Fallout 4 Balance Patch
(Load the Balance Patch before THRIVE in your load order)
Sprint Stutter Fix
CryoFreez Fix
Cryo Explosives Fix
Flamer VATS Fix
MIRV Projectile Fix
Vault Pathing Fix



If you have anything from the creation club, check out my Creation Club Immersion Patches. One key change is that free items are no longer handed to you when leaving the Vault - a very important change when using THRIVE. There are also patches for workshop beds and food added by the slocums joe's add on, and a ton of balance tweaks.

I also highly recommend the mod Immersive Teleportation for a lore friendly, balanced way to travel between settlements.

You may also like my "Clothing Balance Overhaul" mod.



How to update: Just uninstall the mod and install the new one, but do NOT load your save game without some version of THRIVE installed. In other words, don't ever uninstall the mod completely and then continue on the character that started with it.



CURRENT LIST OF CHA
NGES (V2.0)



Survival Specific Changes

• Damage taken multiplier is now gradual. Starts at 280% and ends at 440%. Increases by 16% of base weapon damage every 5 levels, capping at level 50.
• Damage dealt by player is now 80%
Dehydration, hunger, and infection can kill you.
Damage taken from severe dehydration and hunger greatly increased.
• Hardcore manager script spawn rate multipliers reduced to x1. Includes VATS freez fix by JacobBruce. (not included in console version)
• Cell respawn rate set to x2 globally (not included in console version)
• Slightly increased carry weight in survival mode

Leveling
XP gain globally set to 75%
Quest XP rewards set between 60% and 70% depending on the type of quest.
Crafting and settlement building no longer grant XP
Start with more special points


Perks
All perk level requirements greatly reduced
Most perks condensed down to 3 levels.
Damage multiplication from perks reduced
Adrenaline removed
Perk descriptions simplified
Well rested special stat bonuses removed
Scrounger works with far harbor and nuka world ammo
Penetrator perk completely replaced with a new effect

•Misc balance tweaks


Settlements
Beds require more materials depending on the quality of sleep they will give

All water purifiers require more materials and power
Industrial and Vault-Tec water purifiers produce less water
Vault-Tec reactors produce less power
Vault-Tec reactors require more materials
Standard generators produce more power
Fusion generator produces slightly less power and requires more materials

All water purifier power requirement was increased
All crops require more materials
Vault sink has it's own crafting recipe
Decontamination arch requires science perk, more materials, and power
Some scrap-only objects provide less materials


World Changes

Vault 111 no longer has any scripted freebie items

Sanctuary no longer has as many scripted freebie items
Red rocket no longer has as many scripted freebie items
Gray Garden has less domesticated crops
Abernathy farm has less domesticated crops


NPC's
Companion's deal less damage
Companions take greatly reduced fall damage

Doctors charge more for their services
Vendors take longer to respawn
Radroaches and molerats do more radiation damage
Dogmeat has fixed 25 carry weight (bug fix)
Deathclaws have increased health

Radroaches have increased health
Behemoths have increased health
Vertibirds have slightly more health
All animals drop less meat. Sometimes no usable meat is found.


Player Character
Start with more special points
Damage taken in vats increased


• Base AP and AP regen lowered slightly
Holding breath while looking through scope costs more AP


Items
Legendary weapons from vendors are more expensive
• Water no longer heals you, restores small amount of AP instead.
• Water weighs more
• Food is no longer magic
• High Value foods restore AP
• Duration of chems reduced slightly.
Item descriptions simplified
• Heavy ammo weight reduced
• Common ammo weight increased
Chems spawn less often (especially stimpaks, rad-x, and radaway)
Loot from safes adjusted for low levels
Bobby pins are more rare


Armor
Power armor has less rad resist.
• Power armor drains fusion cores faster



Weapons
Craftable traps do more damage

Molotov cocktail does less initial damage



Crafting

Jet requires glowing fungus
Soups require clean water instead of dirty


Traps require more materials to craft
Grenade and mine recipes adjusted for demolition perk changes
(in the future I would like to condense the other crafting perks down, but I would need to edit every weapon and armor recipe...)