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Created by
shad0wshayd3Uploaded by
ShadowShaydeVirus scan
About this mod
Project Massachusetts overhauls Fallout 4's perks, leveling, Survival mode, Radiation, and Addiction systems. It takes inspiration from the other Fallout games while doing so, reintroducing gameplay mechanics like Skills, Radiation sickness, Addiction recovery, Ammo Crafting, and clearly defined Hardcore needs.
- Requirements
- Permissions and credits
- Changelogs
- Donations
It's important to preface this by saying the mod is incomplete. A lot of it works. A lot of it doesn't. More will work in time. Building some of these features from the ground up in an otherwise complete game is difficult, and time consuming. Many features are difficult to implement. Most of what is here now works. If dealing with potential save loss, game instability, or other technical problems isn't something you want to bother with, wait. I wouldn't want your first impression using the mod to be a bad one.
Features
13 Skills: Barter, Energy Weapons, Explosives, Guns, Lockpick, Medicine, Melee Weapons, Repair, Science, Sneak, Speech, Survival, and Unarmed.
120+ Perks, 15+ Traits: Mostly from Fallout 3, and Fallout: New Vegas, and their DLCs.
Survival/Hardcore Mode: Completely remade with some modular control, via the MCM.
Damage Resistance: Damage Resistance has been simplified to be a simple percent reduction.
Radiation Sickness: Radiation Sickness returns, along with the 5th Stage of Radiation from Fallout 1/2.
Addiction Expansion: Addiction has been completely revamped, with new effects for some chems, recovery over time, and proper effect display.
Ammo Crafting: Scavenge materials, and give new life to spent casings that you use yourself, or pull from the corpses of your enemies.
New Chems: Wasteland Imports has almost been completely absorbed into Project Massachusetts, bringing with it a variety of chems from Fallout 3 and Fallout: New Vegas.
Skills
Skills are largely based on their Fallout: New Vegas mechanics. They are calculated the same way, are dependent on the same SPECIAL values, and do many of the same things. The Melee Weapons and Unarmed skills do not affect attack speed, due to an engine quirk with the weapon types. Speech is currently unused, and Repair is only really used to determine what you can build at Workbenches and in the Workshop. No Skill Checks in dialogue have been implemented yet, a couple have been implemented in quests. The Fallout wiki goes into much greater detail, if you are interested in what they do.
Perks and Traits
A full list of the current Perks and Traits can be found here.
Other mod authors can add Perks and Traits very easily, with specific details available on the Articles tab.
Survival/Hardcore Mode
Hardcore Mode has been decoupled from the difficulty setting. At the moment, the "Hardcore" difficulty mode is still selectable, and still enables Ammo Weight, and the Save Mechanics, but this will be removed in a future update and moved to the Project Massachusetts MCM page. Hardcore Needs now have specific values associated with them, with Food and Drink restoring specific values, affected by the Player's Survival skill. Other Hardcore mode features can be enabled or disabled with the MCM, such as Companions requiring Player aid when downed, Damage while Over-Encumbered, Fast Travel, and Stimpaks/RadAway working instantly or over time.
Damage Resistance
Damage Resistance has been changed to work as it did in Fallout 3 and Fallout: New Vegas. 50 DR is equivalent to 50% Damage Reduction, with max resistance being capped at 85%. Armor has not been rebalanced to account for this yet, so extreme values are still possible to achieve, but are all internally capped to 85.
Radiation Sickness
Radiation Sickness returns, along with the "Fatal" stage that existed in Fallout 1/2, as opposed to instant death at 1000 Rads. You have 24 hours before death when above 1000 Rads, and are greatly crippled with debuffs. At the moment, Fallout 4's Rad Health system has been removed, but it will return with a toggle in a future version.
Addiction Expansion
The negative effects of Addiction are now properly summarized on the Active Effects widget, and Addictions can be removed simply by "Getting Sober" as was possible in Fallout 1/2. The time you have to wait with an addiction varies based on the Chem, and some addictions cannot be cured this way at all, such as Jet addiction, or the new Mysterious Serum addiction.
Ammo Crafting
Ammo can be crafted (or recycled) at the new Reloading Bench. Casings, or Drained Ammo is gained when shots are fired (by the player or otherwise), and powder and primer can be bought or found in the world, and used to craft ammo. Ammo Types and Ammo Switching are planned to have full integration in the future.
Minor Features
Power Armor can quickly be entered by looking at an empty suit and pressing Space.
Empty bottles can always be filled at pumps or bodies of water.
All bottled drinks return a corresponding empty bottle when drunk.
Workshops no longer provide free water.
Many stat functions have been returned to their Fallout 3 and Fallout: New Vegas versions. Health Calculation, Experience needed for Levels, Carry Weight, base Radiation Resist, and base Poison Resist currently.
Planned Features
Weapon and Armor degradation and repair, proper Damage Threshold, more Perks, Skill and Speech checks, a Power Armor overhaul, further Food/Drink/Chem balancing.
Compatibility
Incompatible with just about everything. New Weapons won't be properly affected by skills without a patch, new Armors might not function with perk correctly, new Ammo types won't drop casings or be craftable, new items in Workshops will still depend on the original (currently un-obtainable) Fallout 4 perks to be crafted, most UI mods will conflict, new chems won't be affected by the Addiction changes, new Food/Drink won't properly restore values in Hardcore mode.
Installation
- Have all the Dependencies.
- Extract the mod archive to the Data folder.
- Ensure that loose files are loaded.
- Enable
ProjectMassachusetts.esm
- Start a new game.
- No really, start a new game.
- Project Massachusetts cannot be installed in an existing save.
- Don't try it.
- I have the high ground.
Uninstallation
- Remove the mod's files from your Data folder.
- Maybe with a mod manager.
- Start a new game.
- Again, no really.
- Project Massachusetts cannot be removed mid-playthrough.
- You underestimate its power.
FAQ
There aren't any. The mod hasn't released yet, so no one has asked me about it.
It's always "What's Project Massachusetts" -never "How's Project Massachusetts."