Fallout 4
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Bretton

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BourneMcReady

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About this mod

My personal take on balancing Fallout 4

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**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 mod rebalances Fallout 4 for people who mostly enjoy the vanilla experience, but feel it could use some balance adjustments.

Relatively simple and subtle changes that are usually compatible with most other mods. I think most people will agree with these changes.
Load this mod early on in your load order so your other mods can overwrite any changes.


Requires all official DLC.


Recommended Mods
Unofficial Fallout 4 Patch

Power Armor ReFrame
Cryo-Freeze Bug Fix
Perception Bug Fix
Fatman MIRV Projectile Fix
Flamer and Plasma Thrower Fix
Molerat Disease As Perk
Doors Not Walls

Immersive Teleportation 2
Upgradable Clothing
Clarity UI
Sprint Stutter Fix


Fallout 4 Balance Patch Change List


Legendary Effects

Some legendary effects were so bad they weren't even worth considering. The worst offenders were compensated, while some of the more exploitable effects were slightly toned down.

Buffs:


Assassin's Does 50% more damage against humans.
50% more damage⇒100% more damage. These enemy specific effects were interesting, but simply didn't compete with other effects that work on all targets.

Exterminator's Does 50% more damage against Mirelurks and bugs. 
50% more damage⇒100% more damage

Ghoul slayer's Does 50% more damage against ghouls.
50% more damage⇒100% more damage

Hunter's Does 50% more damage against animals.
50% more damage⇒100% more damage

Mutant slayer's Does 50% more damage against Super Mutants.
50% more damage⇒100% more damage

Troubleshooter's Does 50% more damage against robots.
50% more damage⇒100% more damage

Plasma infused Adds 10 points of energy damage and can turn enemies into goo.
10 energy damage⇒12 energy damage. This is only increased to 12 because it scales off of perks for some reason (most effects don't)

Staggering Chance to stagger on hit.
New Condition - 50%⇒15% Chance to stagger for rippers. For comparison auto weapons have a 5% chance to stagger. This looks like an oversight.

Poisoner's Target is poisoned for 10 seconds. (3 points poison damage per second)
30 total damage⇒40 total damage This effect doesn't stack like some other similar effects, so it needs some help.

Incendiary Sets target on fire for 15 points of damage.
15 damage⇒25 damage Similar to the poisoners effect, this doesn't stack.

Charged
10% chance to deal 100 Electrical damage on a successful block.
10% chance⇒50% chance Blocking is risky and hard to pull off, these effects need to be... charged up.

Blazing
Blocking has a 25% chance to set attackers on fire for 50 damage.
25% chance⇒100% chance.

Frigid
20% chance to freeze the enemy when you block their attack
20% chance⇒40% chance

Hitman's
Does 10% more damage when looking down the sights.
10% damage⇒25% damage This is still a lame effect, but at least it's usable now.


Nerfs:

Explosive Bullets explode on impact doing 15 points area-of-effect damage.
15 damage⇒10 damage Thanks to shotguns, this effect needs to be toned down a bit. Thanks, shotguns.

Wounding Targets bleed for 25 points of additional damage, spread over 5 seconds.
25 damage⇒15 damage This damage ignores all resistances and stacks, making it possibly the best vanilla legendary effect. It needs to be... wounded.


Miscellaneous Adjustments:


Deadeye
Time slows down for a moment while aiming.
The "Legendary Slow Time!" Debug message that shows up in the corner of the screen has been removed.

Resolute
Slows time momentarily as the last round is chambered
The "Legendary Slow Time!" Debug message that shows up in the corner of the screen has been removed.



Weapons
For the most part, weapons are relatively balanced. A few small base damage adjustments and weight tweaks to smooth things out and we'll be on our way.
Energy weapons receive a larger boost because they do no benefit from any armor penetration effects.

Guns

Pipe Gun
13 base damage⇒17 base damage. This helps raiders remain relevant throughout the game, as well as make a pipe weapon usable if it has a good legendary.

Pipe Bolt Action

34 base damage⇒35 base damage.

Pipe Revolver
24 base damage⇒26 base damage.

Assault Rifle
30 base damage⇒33 base damage. This weapon shows up late in the game and the ammo is rare, but the damage didn't reflect that.

Minigun

8 base damage⇒10 base damage. This weapon is the main reason heavy weapons feel lacking

Institute Laser Weapons
21 base energy damage⇒27 base energy damage. More usable if you get one with a legendary effect now.

Salvaged Assaultron Head

35 base energy damage⇒38 base energy damage. Some unique weapons are cool, but couldn't compete with standard legendary weapons

Tesla rifle

32 base energy damage⇒42 base energy damage. Base damage only applies to standard and automatic, charging variants are not changed

Acid Soaker

5 base damage⇒20 base damage, 5 enchant duration⇒8 enchant duration. More the like the Acid Sucker


Melee Weapons

Assaultron blade 

17 base damage⇒19 base damage. This weapon is pretty rare and needs some help to be compared to similar swords.

Mr. Handy Buzz Blade 

5 base damage⇒6 base damage. This item cannot be spawned as a legendary effect and has limited upgrades, so it needs some help.

Shishkebab
13 base damage, 13 base energy damage⇒16 base damage, 16 base energy damage. This very rare weapon had very low DPS.

Paddle Ball

1 base damage⇒5 base damage
All upgrades have 20 more damage. The ammo is so rare. Weapon is still a joke, but you can actually kill something with it now

Commie Whacker

10 base damage⇒15 base damage Democracy is non-negotiable
Bladed upgrade +21 damage⇒+20 damage #cleannumbers


Throwables

Molotov Cocktail
50 initial explosion damage⇒40 initial explosion damage These were just too darn good, and too frustrating on higher difficulties


Ammo
Some ammo types were just too heavy to use in survival mode and made the game more tedious rather than challenging.

Mini-Nuke

12 Weight⇒5 Weight.

Missile
7 Weight⇒4 Weight

Fusion Core
4 Weight⇒3 Weight

.38 Round
0.015 Weight⇒0.035 Weight One round equals one cap and these are far too common. Carrying thousands of these now has a slight downside.

Modified Bowling Ball

1 Weight⇒0.5 Weight

Cannonball

1 Weight⇒0.5 Weight



Crafting Recipes + Settlement Objects
Crafting is a huge part of the game, and crafting recipes can really make or break the balance.

Ammo


Acid Concentrate

20 acid⇒10 acid, 1 ammo created⇒5 ammo created I'm not entirely convinced 1 ammo for 20 acid was even intentional


Beds

Vault-Tec Beds
+1 Steel, +3 Cloth. Now requires the same materials as other beds.

Mattresses
-1 Cloth. Now Requires same amount of cloth as other beds.


Water

Basic Water Pump

+2 Screws, +1 Concrete This was too easy to craft and made some of the other water purifiers not worth it in early stages of the game

Industrial Water Purifier
+2 Ceramic, +4 Copper, + 4 Oil, +6 Screws
40 Water Output⇒20 Water Output Ah yes, the biggest cheese in the entire game. You can still water farm, it's just slightly less ridiculous.
5 Power Requires⇒ 10 Power Required

Water Purifier
+2 Ceramic, +2 Copper, +2 Oil, +4 Screws
2 Power Requires⇒ 5 Power Required

Water Pump - Powered
+2 Ceramic, +4 Copper, +4 Oil, +4 Screws
4 Power Requires⇒ 6 Power Required

Vault-Tec Water Purifier

100 Water Output⇒50 Water Output Did somebody say project purity?

Sink 

+3 Aluminum, +2 Screws, +1 Gear.
Requires you to be in Vault 88 or Finish the Vault 88 quest to craft in other settlements. Too easy source of water in survival mode.

Water Fountain 

+3 Aluminum, +2 Screws, +1 Gear.
Requires you to be in Vault 88 or Finish the Vault 88 quest to craft in other settlements.


Miscellaneous

Decontamination Arch [Wasteland]
+Science 4 Perk This object completely removes the threat of radiation from the game, and looks incredibly fancy to not require science.
+8 Aluminum, +4 Copper, +5 Rubber

All Plantable Crops
+1 Fertilizer, +1 Purified Water Crops were very easy to mass produce within minutes. This will slow things down in a lore friendly way.

Generator - Small
+1 Ceramic, +2 Copper, +2 Gears, +2 Rubber, +4 Steel
3 Power Output⇒6 Power Output Less generator spam required. A small generator should be able to run quite a few lights, and now it can.

Generator - Medium
+1 Ceramic, +3 Copper, +3 Gears, +3 Rubber, +7 Steel, +3 Screws
5 Power Output⇒10 Power Output

Generator - Large
+12 Aluminum, +10 Copper, +6 Gears, +2 Nuclear Material, +4 Rubber, +5 Screws
10 Power Output⇒20 Power Output

Generator - Fusion
+3 Nuclear Material, +2 Rubber, +2 Screws

Windmill Generator

+2 Copper, +3 Gears, +10 Steel
3 Power Output⇒7 Power Output This thing takes up a lot of space and required a lot of materials. There was really no reason to build it.

Vault-Tec Reactor

150 Power Generated⇒100 Power Generated Gameplay-wise this nerf should go even further, but it's still nuclear after all.

Vault-Tec Super Reactor
500 Power Generated⇒300 Power Generated



Consumables

Jet

+1 Glowing Fungus This prevents exploiting jet for XP while not hindering normal jet use in the slightest.

Iguana Soup
Dirty Water⇒Purified Water Since there is no way to get dirty water without bottles, all soups were changed to use purified instead.

Noodle Cup

Dirty Water⇒Purified Water
+1 Razorgrain

Vegetable Soup
Dirty Water⇒Purified Water
+1 Tato, +1 Carrot



Consumables
Pretty straightforward adjustments to make consumables more competitive with eachother, and fix some bugs along the way.

Food

Keyword Removed (DamageRadiationChem)
Removed Keyword: ChemEffect. Despite having Chem in it's name, chems never irradiate you. This bug fix prevents food from being considered as chems.

New Keyword (FoodNotChem)
Also added to the hardcore perk that turns off food effects when hungry. Required because of the previous change.


Chems

Jet
Slow Time for 10 seconds⇒Slow Time for 8 seconds. On harder difficulties where it mattered, jet was stealing the spotlight.

Stimpak
0.10 Weight⇒ 0.20 Weight Hoarding 10 thousand stimpaks should come at a cost, even if it's a mild one.
50% reduction in generic stimpack leveled lists

Radaway
50% Reduction in generic radaway leveled lists

Rad-X
50% reduction in select leveled lists


Drinks

Purified Water
+40 Health⇒+20 Health Purified water was better than stimpaks and all other healing items, and it was easy to get a near infinite supply within minutes.

Institute Bottled Water
+40 Health⇒+20 Health


Perks
A few perks are abnormally strong due to the way the game stacks benefits, while a few others are horrible.

Wasteland Survival Guide 9
100% Chance of collecting extra meat⇒50% Surprisingly one of the best perks in the game, and you get it for free... in a shack... at the start of the game.

Chemist
200% max increase⇒120% max increase. Due to how chem duration stacks, chem durations become absurd. Don't be fooled by the small numbers on this perk

Lifegiver
20 HP per rank⇒25 HP per rank. Due to how player health scaling works, this perk quickly became useless

Grim Reaper's Sprint
35% Max Chance⇒ 30% Max Chance. Crit on AP refill unchanged



Radiation
Slight adjustments to Rad numbers, because for the most part radiation is a non issue in Fallout 4.

Radroach

1 Rad Damage⇒3 Rad Damage

Molerate
2 Rad Damage⇒3 Rad Damage

Car Explosion
5 Rad Damage⇒10 Rad Damage

Radiation Storm
5 Rad Damage⇒10 Rad Damage

Token Radiation
5 Rad Damage⇒10 Rad Damage

Light Radiation
Variant #1: 10 Rad Damage⇒20 Rad Damage
Variant #2: 5 Rad Damage⇒10 Rad Damage
Variant #3: 3 Rad Damage⇒9 Rad Damage

Glowing Sea Radiation
Variant #1: 6 Rad Damage⇒12 Rad Damage
Variant #2: 3 Rad Damage⇒5 Rad Damage
Variant #3: 1 Rad Damage⇒2 Rad Damage


NPC's
Very subtle adjustments to NPC stats.

Vertibird

+10 Base Health⇒ +50 Base Health It's not a lot, but it helps prevent the occasional bug from taking down a helicopter.

Ghoul
+40 Base Health⇒ +50 Base Health

Feral Ghoul
+0 Base Health⇒ +10 Base Health

Glowing Feral Ghoul
+0 Base Health⇒ +10 Base Health

Gatorclaw
+510 Base Health⇒ +600 Base Health

Quantum Deathclaw
+510 Base Health⇒ +600 Base Health

Deathclaw
+510 Base Health⇒ +550 Base Health



Vendors
Adjustments to vendor prices

Legendary vendor weapons cost
10x base cost⇒17x base cost. "Small" legendary weapons were too cheap when compared to armor or large weapons. Lookin' at you, overseers guardian.

Doctors
HP Large: 35 Caps⇒130 Caps
HP Small: 15 Caps⇒80 Caps
Rads: 40 Caps⇒120 Caps
Addiction: 75 Caps⇒150 Caps Somehow, healthcare is still virtually free after the war. I guess that's a silver lining.



Game Settings/Misc
Settings that are made to be easily adjusted, but usually have quite a large impact on gameplay.
Also contains some miscellaneous changes that don't have their own group yet.


Workshop Experience
2 Base XP⇒1 Base XP If you really liked settlements you would quickly find yourself leveling too fast and ruining the game's progression
0.10 Mult XP⇒0.05 Mult XP
25 Max XP⇒20 Max XP

Damage Taken in VATS
0.10x⇒0.25x Players who know about this mechanic can cheese the game very hard with VATS. It was only meant to make up for not being able to move.

Power Armor Fusion Core Drain
.05⇒.09 Despite the lore, fusion cores are incredibly common. This change won't prevent you from hoarding 100 cores, but it may put a dent in it.

AP Drain While Holding Breath in Scopes

10 AP drain⇒15 AP drain. This was never as big of a concern as it should be. This gives the "Sniper" perk's hold breath bonus some meaning.