Fallout 4

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RhinoW

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v1.0 Additions (2 comments)

  1. RhinoW
    RhinoW
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    A more detailed list of the changes on v1.0
  2. RhinoW
    RhinoW
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    General:
    - 2 new damage types for their respective users: Cryo and Fire

    Enemies:
    - All hp's and resistances have been re balanced to make them more realistic and make sense depending on the enemy
    - Super mutant armor also re balanced
    - 2 new enemies: Feral Ghoul Trooper (Found in the national guard armory) and Ravenous Feral Ghoul (added to the leveled lists), this isn't their final version btw.
    - Variants now have more uniqueness to them and spawn earlier (maximum minimum level required for an enemy to spawn is 45~55):
    - Glowing variants have an innate heal rate ability that they use in combat
    - Deathclaws all have a small heal rate considering their reptile nature
    - Albino variants now have crit chance, improved cryo resistance and significantly decrease fire resistance
    - Rabid and such variants are now the highest damage dealers of their kind (some have less than their type's last variant), have increased resistances (to simulate their rabies that ignores all pain) and some have more movement speed.
    - Chameleon deathclaw now is invisible and only loses that ability when about to attack, when on fire (for the duration) and when he gets staggered (For the duration of the pain animation, see the video);
    he also has a new combat style that makes him have a more trickster and flanking fighting style (once again you can see the video)
    - Glowing Ones have the healing ability but stronger, and all 3 have been re balanced for their own qualities (Bloated is a tank and doesn't do as much damage and his radiation damage per hit takes
    longer, but has more limb health; Putrid is the bruiser and highest damage dealer, takes less limb damage, deals all his rad damage per hit in 1s; The normal glowing one is the first one you encounter,
    and he is mostly the healer, he has the highest regen rate of them all, takes only a bit less limb damage, but his rad per hit takes just a bit more than the putrid one)
    - Feral ghoul trooper and ravenous don't dodge/evade and will will never stop attacking you.

    Weapons:
    - All gun/melee/grenade's damage has been re balanced to make them all viable and powerful. (You know, like actual guns)
    - All grenades are now more or less unique:
    - Cryo grenade now freezes instead of slowing enemies down for 5s, BUT it's the lowest damage dealing grenade (70 cryo damage). Use it wisely.
    - Pulse grenade remains more or less the same, BUT it deals increased damage to robots only (200 extra, if im not mistaken, ELECTRICAL damage to robots, basically ignores all resistances).
    - Baseball grenade now is thrown like a baseball, has significantly increased speed and explodes on impact. "Hey catch!"
    - Frag grenade remains the same boring sh*t =P
    - Molotov now deals a tiny tiny bit of damage on impact and ignites it's target for a low damage in a small duration. BUT if you stand in the fire, you'll get a serious sun burn, you better have some fire
    resistance when fighting raiders.
    - Nuka is just a nuke, period.
    - The mines retain the same effects previously mentioned (though i might me wrong, there was a lot going in my head when doing all this)

    Armor:
    - All armors have been re balanced considering this mod's damage, and all have the new resistances.
    - Leather armor = Very Good against energy and cryo
    - Metal armor = Very Good against ballistic and fire
    - Combat armor = Buffed, but remains the balanced armor it was.
    - Synth = Extremely good against energy, decent against ballistic and fire.