Fallout 4

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RhinoW

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v2.0 (ALPHA TEST PREVIEW) (1 comment)

  1. RhinoW
    RhinoW
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    - Good ol special stats, start with 5 on each SPECIAL and have an extra 7 to spend [CHANGED IN UPDATE 30/07/2018]
    - You now start with 3 points on each SPECIAL stat and 14 extra to spend (35 in total)
    - Very hard difficulty 1:1 damage ratio.
    - Stimpak now heals for 20hp in 2s
    - Stimpak doesn't heal limbs (will make it so with medic03 you will regen 25% limb health when i go to the intelligence perks).[NOT WORKING]
    - Unarmed attacks cost 10action points on vats (from 22) I believe that was what the value was about.
    - Sprint now drains 10 ap per second (you can sprint longer with the new ap changes)
    - Reduced vats hit chance when head damaged(more than vanilla)
    - Nerfed deathclaw regen except the glowing variant, (it was impossible trying to kill a deathclaw with bare fists ^^, stength build of course)
    - Player has 100 ap base and gains 10 per agility point (not changed) You're no longer a guy with asthma (like myself rofl).
    - Buff mirelurk queen's HP from 1600 to 2000

    - Body part data changes so far: [EDITED]
    All the enemies (except dlc) have had their body data values changed for a more strategic approach and realism, with the exceptions of things like radroaches, flying insects and the goddamn vertibirds (cuz no one cares let's be real here).

    - Re balanced STRENGTH perks (some got just a few nerfs, some got new abilities, some remained the same)
    Bug: For some reason the basher perk and blacksmith (since their requirements were switched) got their positions all screwed up.

    19/7/2018
    - Re balanced ENDURANCE perks (same thing as strength, though some changes are more noticeable, will make another post with the details on the perks.
    - Added the unused vanilla deathclaw rage perk and tweaked, essentially the deathclaw gains more attack damage and damage reduction depending on the number of enemies facing him.

    30/7/2018

    - All perks have been tweaked/remade/rebalanced.
    - Added player critical chance based on luck (1% per luck point; equipment/ingestibles that buff luck will boost the crit chance too...at least i hope so)
    - Changed the requirements on crafting grenades and chems because of the perk changes.
    - Added recipes to craft mini nuke and nuke grenades, and added more option to craft molotovs.
    - The mod now requires AWKCR for future updates and crafting changes.

    [NOT WORKING PROPERLY/TO BE CHANGED]

    - The refractor perk didn't make any sense so i changed it to "Intuiton" and gave it utility stats for a perceptive character. The second rank is not working and i'm still trying to find a way to make it work, so don't bother wasting a skill point on it.
    - The rank 2 night person perk is also not working as intended, but it's still useful at night...and day (and the problem is that it works with any movement at night, and with crouching only...but at day...).
    - Life Giver combat regeneration isn't working, but it's still worth leveling it up because of the out of combat regen.
    - Some other perks with barely noticeable changes might not be working as intended (like the ghoulish), so if you spot that it isn't doing what the description is saying, warn me on the BUGS tab.





    And i believe that's all folks, for now. Test it out, enjoy it while I work on the rest.

    PS: This is really tiresome, holy moly. It's not hard, but takes too long.