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About this mod

Hello everyone! This is my first attempt in the creation kit and modding in general. With this mod I aim to overhaul every aspect of the game and make fine additions to it, resulting in a "reborn" and refreshing experience, not straying to far from the vanilla and only enhance it.

Permissions and credits
The point of this mod is to make that RPG feeling pop out, but at the same time get a little piece of realism going on, because no one likes human or small critter bullet sponges. But enough introductions, let's get right to it.

What has been added so far?
Consider the mod in an alpha stage

[General changes]

- Some small tweaks in special stat buffs and player sprint speeds and other costs (more info on the forum tabs)
- 2 new damage types (unused by the game): Fire and Cryo
- Removed health scaling from both the player and the enemies (do not worry, this is where the fun begins)
  - Player gets200HP with max Endurance and thats as about tank as a normal human enemy can get (stronger variants can have slightly more health if they are tanks or you need a challenge in the endgame)
  - Life Giver can get you to 300HP and thats it.
- Every point in Lucknow increases your critical chance.
- New knockdown mechanic in two handed heavy weapons depending on your strength, power attack or not and the weapon you're using.
- New bleed mechanic for knifes and machete depending on power attack or not and the weapon you're using. (bleed effect seems to stack quite a bit after a few hits.)

[Weapons and Grenades]

- Re-balanced all the vanilla weapon damages to something more realistic and useful (flamer now actually does fire damage and burns :o)
- Remade and retweaked the grenades to make use of the new elements and also to work as they are supposed to.
  - Molotovs burn to death and deal fire damage (you can zone enemies by creating a "pool" of fire around them)
  - Cryo nades actually freeze enemies and do cryo damage (utility nades more than damaging ones)
  - Pulse grenades deal extra raw damage to robots (bypasses defenses)
  - Baseball grenades are weaker, but faster and explode on impact.
  - Nuka nades make things go big boom and will knock down stuff if they survive.
  - Pulse nades have multiplepersonality disorder and deal 3 types of damage (physical, energy and radiation)

[Perks and leveling]

- You now start with 3 points in every stat + 14 to use (35 points in total) on character creation. 
- Re-balanced all the vanilla perks for more satisfying build paths (still a little buggy some of them, and a complete overhaul will come in a specific update)

- Re-balanced all the vanilla enemies body part data (includes non lethal dismemberment and correct damage multipliers to the limbs)
- Re-tweaked all the vanilla enemies' base stats to support the new damage changes
- Super mutants are stronger when their brothers are around.
- Super mutant armor now actually makes the difference between a tanky one and a weak one.

- Raiders have a wider variety of armors to use

- All the animal variants have something unique to them 
  - ex: albinos are incredibly strong to cryo but weak to fire, they have critical chance
  - ex: glowing animals have passive health regen and are resistant to energy
- Deathclaws have new abilities!
  - (unused already existing perk) They become stronger the more enemies are around them: more damage and damage reduction
  - Deathclaws have innate armor piercing
  - Deathclaws (being reptiles) have a passive health regen ability countered by fire.
  - Chameleon deathclaws are now invisible and will try to disorient you during the fight.

- New ghoul variant: Feral Ghoul Trooper (Found in national guard barracks)
 - All 3 glowing ghouls have been tweaked to be their own thing and have a strong regenerating effect
  - Normal glowing one: Decent damage and rather fast radiation exposure on hit, more of a healer (stronger aura), fastest regeneration
  - Putrid glowing one: Fighter one, his damage is outmatched, very strong and fast rad exposure on hit, good regeneration
  - Bloated glowing one: Tank, damage is weak but he can tank for a bit, strong damaging aura, slow exposure on hit and slow regeneration


- Re-balanced most of the vanilla armors to correspond with the new damage types 
 - More variety in what to choose depending on what you're fighting (metal good vs ballistics and fire, while leather is better against cryo and energy)
 - The values are more based on how the armor looks rather than the tier ( alternative tier raider armor just looks like a walking tank)
 - Glasses + bandana + helmet is a thing now :)

[Check the Forum tab for a more detailed description on the updates, seriously, just spend a bit of time reading it so you know what to expect]



As of right now, i suggest loading this last in your load order, it changes the game quite a bit.
AI affecting mods like arbitration or Pack attack shouldn't really affect your gameplay (since I only changed the chameleon deathclaw combat style and aggro).
Big overhauls are a big no no, they're usable but load them before if you want these changes to overtop those mods. (i will try to make patches in the future once i get my mod to a stable release)

Requirements (v2.0+)

AWKCR  (because of the workbenches, not used as of v2.0)
Far Harbor  (because of the perk changes)
Nuka-World (because of the perk changes)

What do i plan on adding in the next update?

- Fix everything thats wrong (i really want to, but there's things i don't know how to do and i would appreciate some help from fellow modders)
- I will probably work on adding some new armor mechanics and upgrades to the game.
- Nerf stuff that are op (double barrel shotgun with 50% adrenaline is just insane)

Personal questions to you reading this.

- How can i make an enchantment to disable robots (i want to make the pulse grenade disable them for a short duration). 

Email: [email protected] (in case you want to privately say something)


Well folks, enjoy what I currently made! Let's hope this grows more! Sorry for the inactivity, school and lack of knowledge kinda sets me back on this one.