Lunar Fallout is a comprehensive overhaul of Fallout 4 in a deceptively small package. This mod overhauls nearly every system in the game to work together and create a cohesive balanced experience. This aims to hit that sweet spot where you feel your character growing stronger and more capable, but the world continues to offer challenges.
Required for patchers, scripts will run without it though
Permissions and credits
Author's instructions
I will gladly give permission for people to rip out parts of this mod to edit or release as their own thing (I'll even offer advice if I can). However, any parts that are included in this mod and created by other authors, I will direct you to them to seek their permission. Simply PM me with your request and I will gladly help as best as I can.
File credits
axle356258 for the use of Settler Sandbox Expansion frog345 for the use of Increased Weapon Mod Distribution
Gunslingher rank 5 limb damage only applies to semi-auto pistols now (fix).
Version 91c
Fix: Life Giver rank 1 still had a flat health buff from vanilla (removed).
Version 91b
fixed versatile legendary aromor effect
Version 91a
Fix for the "Mercenary" Legendary effect stats.
Uploaded German translation of recent version to optional files.
Version 91
Survival Focussed balance pass of food items
All foods crafted with Wasteland Gourmet perks are disease free
Molerat chunks and Mutt chops have a chance to give disease
Prewar foods (except snacks) have a chance to give disease.
Summerset Pie given a "type food" keyword
Check the Articles section for a more detailed description.
Version 90
Added a missing recipe for psychobuff.
Exeperienced Settlers should no longer be protected and fully mortal. There are a few edge cases with settlers remaining protected or essential, but this is largely intentional because they use the same spawn pool of unique settlers, like the ones you talk to to initiate quests to gain a settlement.
Nuka World raider faction settlers should finally no longer be protected (except for "spokesperson" variants who are quest related).
Version 89
Moved Lightstep effect for floor boards from Ninja 3 to Sneak 4 for the sake of companions.
Moved Lightstep effect for floor boards from Ninja 3 to Sneak 4 for the sake of companions.
Version 88
Fixed some dirty edits in the Nuka World market auto created in construction kit.
Removed a few identical to master changes caused by recent changes.
Vanilla FO4 has wooden planks that break if you walk on them. Sneak rank 1 prevented this from happening. Now you need Ninja rank 3.
Version 87
Lorenzo's Artifact now uses standard fussion cells instead of gamma rounds, making it even more unique and valuable.
Combat Rifle full stock now only requires Engineering 2 to craft.
Machine Gun in MA state house and NW market should now spawn as random automatic variants.
Settlers (and Minutemen) now have radiation resistance as it was killing them in some settlements.
Version 86
I accidentally removed the first automatic Machine gun reciever recipe in the last patch (fixed).
I Changed all Machine Gun templates to use automatic recievers, which should further prevent them from showing up in game.
I went through and did a more thourough pass editing leveled lists to prevent the Machine Gun showing up too early. I had missed a few including gunners and some vendor lists. Should be very hard to find them early on.
There are a few unique instances where you can get a Machine Gun early, but I left them untouched.
Increased weight added by submachine gun .45 receiver and cost to craft it.
Latest version ESM added to optional files section
Version 85
Machine Gun now only has automatic recievers. The recievers still exist in game you just can't craft or buy them. So existing ones will remain if updating mid game. Let me know if you encounter any in a new game.
Machine Gun .308 reciever range reduced and action points cost raised.
Machine Gun base damage reduced from 54 to 52.
Raised level at which Machine Gun shows up to 38 (with a few instances at 35) making it more of a mid to late weapon.
Version 84
Fix: Pipe gun .45 Reciever damage reduced (dumb math error on my part). Should be comparable to damage of a .45 submachinegun at the level it can be crafted.
Pipe Revolver got a slight damage buff (eaxtra 2 points to base damage). This brings the max potential damage at gun nut 3 with .308 reciever closer to the hunting rifle at the same level.
Added the material keywords to the laser musket, so it can use Creation Club skins.
Version 83
Nuka Nuke Explosion buffed. Damage is between normal and big boy explosions with a slightly smaller radius than normal mininuke.
Levels at which Power Armor types spawn increased further. T-51 spawns at level 25 and up. T-60 at level 50 and X-01 doesn't spawn until level 85. Remember that this is also a Less than or equal list now, so unlike vanilla you will still find lower level Power Armor. At level 85 a set has only a 1 in 10 chance of being X-01. I've also removed X-01 sets from "partial" lists meaning it will only spawn as a full set. The Nuka World Quantum X-01 suit is the only level independent way to get early X-01. I realize T-60 and X-01 spawns aren't very lore friendly, but keeping a variety of armor types makes the world more interesting, so I'm not removing them completely.
Version 82
Cannibal Perk rebalanced: Rank 1 heals 50 points (from 40). Rank 2 heals 100 points (from 40, but still only allows eating humans). Rank 3 heals for 100 points (from 80) and allows eating ghouls/supermutants. Essentially swapping rank 2 and 3 then buffing the health gain. Rank descriptions show numbers to help decide if it's worth taking.
Fixed: Unique Forged armor showing up in some vendor inventories.
Boxing Glove does equal base damage as knuckles but comparably higher damage with mods.
Molerat disease optional cure is now a unique item located in Med-Tek.
Minigun got a new "Improved" barrrel (unlocks with Accelerated barrel). Functions the same as the standard barrel only with increased damage. Damage output of other barrels increased as well.
Gatling Laser Charging Barrels damage increased again. However you are still sacrificing DPS for ammo efficiency.
Rebalanced Supermutant armors. Increased their damage resistance (doubled or more) and changed how they spawn on NPCs. Equipping diferent pieces on Strong might actually be worthwile now. Higher level Supermutants will have a little more damage resistance.
Some Vault 88 defense structures have buffed defense ratings.
I've added a new power armor arm modification. The "Stabilized Servos" mod basically uses the Stabilized mod from regular armor to reduce scoped sway. Available on T-45, T-51, T-60 and X-01 suits.
Version 81
Unarmed damage while wearing power armor is increased significantly (from 18 to 40). Making it very effective right at the start and devastating with arm mods.
I increased the damage of all unarmed weapons and reduced the action point cost of bare fists, knuckles and boxing gloves. So mid to late you have the option to hit hard or hit often.
Boxing glove damage is between knuckles and power fist as it's not as common and shows up later (less logic, more balance reasons).
Duck and Weave (Blitz) Perk description changed to note that you don't have to be moving for damage avoidance to occur (just need the weapon type equipped).
Adjusted the base distance at which enemies show up on your compass (Perception still largely determines how effective that is).
Added a loading screen message explaining that you need to assign settlers to farm crops for you.
Added a new "Lobber" muzzle to the Flamer which fires projectiles that arc. Decent damage and range, but slower rate of fire and a noticeable arc.
Stimpaks reverted to vanilla 100% limb damage healing. I thought it was working but seems to work incorrectly in certain situations (or completely go away affter leveling up medic at all).
Gatling Gaser charging barrel damage increased.
Reduced the effect Heavy Gunner 2&3 has on hip fire accuracy.
Version 80
Stimpaks now only restore 25% of limb damage per dose. Rank 4 of Medic raises this to 50%. This increases the rarity of stimpaks (you will use more) and makes Adamantium Skeleton more atractive.
Damaged limbs now take somewhere between 10 minutes to an hour real time to start auto healing.
Adjusted Vertibird minigun barrels. Tri-barrel version only increases damage slightly.
Improved the damage falloff of the Gatling Laser Charging barrels so they are much more effective at range.
Increased per round damage of the Minigun Accelerated barrel quite a bit to make it more atractive.
Changed Pipe Bolt-Action .38 receiver to .45 caliber conversion.
Duck and Weave perk now has a 15-30% chance to remove all damage (up from 10-20%). I've also edited the description to note that it works with unarmed weapons also.
Commando description changed to note that it only affects automatic Rifles and Pistols.
You can craft the weapon workbenches if you have Engineering 1 or Blacksmith 1 (for pure melee builds).
Increased the amount of steel you get from some junk items (like Tube Flange) to 1 per unit of weight. Still not great but at least something.
Version 79
Increased distance that weapons visibly impact surfaces by 5x.
Fixed stingwing barb weight (now 0).
Lowered weight of bone from 1 to 0.1
Lowered the weight of concrete from 3 to 1. Still the heaviest scrap item by far. Note: I don't see the value in raising the weights of any scrap items for realism sake. I'd rather the gameplay emphasis be on finding scrap rather than hauling it.
Behemoth thrown Rock does more damage, but doesn't have a magic target seeking effect so you can dodge it.
Vertibird side miniguns can now spawn with different barrel types in higher level areas, making them more of a threat.
Vertibird health increased.
Version 78
Fixed Fatman MIRV projectile so you can shoot it at a downward angle without guaranteed killing yourself.
Bottlecap mine and frag mine now shoot out shrapnel, making them more deadly.
Changes to miscelaneous item names, weights, values. In particular reducing weight of many quest items to zero to prevent carry weight bloat.
Drasticly reduced the weight of the Silver Shroud armor (since it's locked in your inventory until you complete the quest) and increased the armor rating as it levels up.
Improved Armor rating of Mechanist Helmet and armor.
Adjusted loot drops from meat bags. Slighty less drops and better meats don't drop until higher levels.
Increased the range of the Assaultron severed head, but it has a fair amount of damage falloff. Still an overall improvement.
Fixed some shipment crafting recipes that are 50x instead of 25x of scrap.
Automatron robot parts crafting requirements further split among ranks of Robotics Expert.
Added 1 circuitry to synth components to make scrapping them a little more worth while. Also gave them a small amount of weight.
Slight tweak to shotgun effective range to keep the intended higher damage falloff.
Added rank 3 to VANS perk, which adds all map locations to your Pip Boy.
Strong's companion perk also affects unarmed damage.
Nerfed distance at which enemies show up on the compass (Perception still increases the range they show up).
Basher rank 2 adds a 6% chance to knock down opponents with shotguns.
Energy weapon "splitter" mods now significantly increase damage while decreasing ammo capacity. Performance is now much closer to conventional shotguns. It's an improvement, but not perfect. These mods don't perform well with VATS and the range stats are misleading/wonky, but they are effective at very close range, which is the point.
Version 77
Assault Rifle (and loose weapon mods) renamed to "Machine Gun". This weapon is now considered a heavy weapon and affected by those Perks. There are plenty of Rifle class weapons and not enough Heavy weapons to justify a pure heavy playthrough. This is a change I've wanted to make for some time, but held off until I was certain.
Machine Gun weight, damage and ammo counts rebalanced. Masterwork semi-auto and Advanced Auto receiver now converts it to .308 Caliber (ouch!). Suppresor now requires Engineering 5. The Machine Gun automatic receivers also got a damage buff to make the weapon excel in that role.
I did a heavy rework of the manufacturing builders. Changing what they make and what the requirements are. I'm fairly limited in what I can change without adding new scripts, but I think I've made them much more useful and interesting. Tip: there are quite a few recipes that don't show up until specific criteria are met.
All vault suits have an armor rating of 2 and a value of 30.
Fix: some jacket and jean outfit stats.
Fix: Institute Cleanroom suits can use balistic weave.
Fix: Allow leg armor with Gunner uniform.
Fix: Forged outfit leveled list had helmeted cage armor as a helmet option. Also added a Forged specific armor variant.
Power armor arm mods tweaked: Bleed effect lasts 4 seconds(3 damage per tic). Optimized requires Blacksmith 2 and also increases unarmed damage slightly. Hydraulic Bracer unarmed damage increased and now stacks if using two mods of that type. Tesla Bracers now require Blacksmisth 4 and Science 1; do much more damage over 2 seconds instead of instant. These changes should carry over to other power armor frames like CC or other mods as I edited base effects.
Returned Fatman and Missle Launcher to Heavy Weapon class. Found a better work around so that Heavy Gunner Perk affects explosion damage but Demolitions Expert does not for those weapons. I feel like this is a superior solution to the issue.
Increased base damage of fat man (950) and Big Boy (1400) Explosion. Increased their blast radius to account for no influence by Demolition Expert. Reduced damage and blast radius of individual MIRV explosions (5x400 base damage) and increased the spread slightly.
Reduced blast radius of missile launcher explosion a bit more.
Reduced frequency of Automatron random encounters.
Hunting Rifle .38 receiver converted to .45 receiver. More damage, makes more sense (combat rifle can convert to .308)
Improved Junk Jet muzzle upgrades.
Improved Flight helmet armor ratings.
Improved Combat Armor helmet rating.
Removed Perception debuff from gasmasks as it just lead to inventory management and/or confusion.
Added Food item "M.R.E." it's a high quality packaged food. Quite rare. It currently uses the Institute Packaged food model for now.
Added Drink item "Mutfruit Juice" craftible with Life Giver rank 2. It should hydrate you much more than purified water does in Survival.
HalluciGen Gas Canister now a weightless, unscrappable misc item (so you don't accidentaly scrap it or dump it in a workshop). It was only worth 1 steel anyway. Let me know if there are any more semi-quest items like this.
Removed negative effects from Ghoulish Perks.
Fix: Aquaboy/girl rank 1 Perk now adds 200 rad resist (was 10).
Made few edits to loading screen messages and added a few new ones.
Fixed a couple of minor Creation Kit errors. I feel like a big boy now.
Made another pass with Unofficial FO4 Patch to make sure I'm not overriding anything important.
Version 76
Improved cap stash amounts generally 20-100 but averaging closer to 40-60.
Molerat meat, chunks and jerky are more radioactive and less valuable.
Commando rank 2 increases range of automatic weapons by 10%.
10mm and Deliverer Suppresors have less of an effect on range.
Increased the value of a few silver and gold items.
Fix: Rearanged perk requirements for crafting handmade rifle stocks.
Adjusted the base AP of a few weapons that were too high or low for their class.
Increased armor rating of Vault Tec and Covenant security armors slightly.
Fix: Some Vault suit linings were missing keywords that a allow changing the color and number of the suit (Creation Club item).
Version 75
Further adjustments to weapon ranges. In particular, shorter barrels (and pistols) have less range, but also less damage falloff than long barrels.
The range difference between short and long barrels has been reduced slightly.
minigun, 10mm pistol and .44 cal weapon damages increased slightly.
Submachine gun muzzle spawning fixed.
Medium and heavy armor variants have more logical values. In particular medium and heavy Raider armors are devalued, while leather and combat armor values slightly increased.
Version 74
hotfix: this should fix submachine guns spawing with .45 cal receivers early game. modcol was set up incorrectly.
Version 73
Demolition expert, removed rank 4 bonus to shot explosives.
Missile Launcher and Fat Man are no longer considered heavy weapons and only get a damage bonus from Demolitions Expert perks. This is the easiest way to balance them so they do decent damage without perks, but aren't insane with 4x damage buffs. Base damage increased to compensate.
Gunslinger 2 & 3 no longer affect pistol range. Many weapons allow pistol grips and long barrels, allowing pistols to easily outrange rifles. Those ranks now just have a lower chance to disarm than rank 4 (1% and 3%). I've increased the base range of pistols to compensate a bit so it isn't a huge nerf to pistols.
Sniper perk now increases range of all pistol and rifle weapons 15% at rank 1 and 30% at rank 2 (vanilla gunslinger perks increased range by 25% and 50%).
Balance pass of weapon barrels. Generally speaking you have standard/light/ported (for short and long). Added a slight range increase to ported to make it a more appealing option over light. Tweaked short and long barrel range modifiers for a most weapons.
Further differentiated Laser and institute laser. Institute laser does slightly more damage, but has a reduced effective range.
Increased plasma gun damage also and increased crafting requirements for a few of it's mods.
Fixed Submachine Guns only spawning with .38 receivers. All attachments should scale with level just like every other weapon. I've also made it so boss NPCs and Operators will only spawn with .45 variants of Submachine Guns (after level 20).
Increased the range of many projectiles (different from weapon ranges). One of the more notable changes is an increased range of the cryolator and plasma flammer streams. Mosy other changes will only impact combat at extreme ranges.
Adjusted the base weight of pipe guns.
Tweaked some vendor inventories.
Fixed "Big Boy" fatman not spawning into Arturo's shop in Diamond City. Unfortunately this is done with a script at the start of the game so won't work with existing saves.
Mysterious Serum duration reduced to 30 minutes. It's still a very powerful tool, still plenty of time, and the duration can be extended with Chem Dependent. I've also increased the value of the serum from 25 to 600 caps.
Food and drink balance pass. Most foods that add SPECIAL buffs valued over 100 caps. Lots of price adjustments. Low quality/value foods have more rads to encourage players to be picky.
Spotlights no longer require biometric scanners to craft at settlements.
Fixed an armor equipping issue with Disciples.
Fixed an armor equipping issue with Disciples.
Version 72
A vault-tec chest in vault 81 is now treated like a boss chest with rewards.
Fatman weight reduced from 30 to 25.
Missile Launcher weight reduced from 20 to 15.
Missile Launcher mods increase weight by a smaller amount. Full modded missile launcher weighed 40+ making it hard to justify carrying around.
Fixed: power generators in the world were no longer affecting lights when you took the fusion core.
Version 71
Operator weapon pool changed. Replaced submachine gun with plasma gun to keep them competitive and interesting.
Nuka World combat zones adjusted so some areas are higher level than others. The power plant being the most challenging (min level 60). Most areas are unchanged, but completing all quests (especially claiming the different parks) should be more of a challenge and more of a late game activity.
Far Harbor combat zones tweaked. A few locations got levels raised. Notably a few locations required to complete the main quest have a minimum level of 35-45. Still set up to be played mid-playthrough.
Tweaked a few vanilla combat zones. In particular around Boston Airport and Prydwin so that the BoS should be a little tougher in those locations.
Righteous Authority comes with a reflex sight, just because.
Fusion power generators in the world now give fusion cores at 25, 50, 75 or 100% charge (in therory, haven't tested much and only getting 100% cores).
Bloatfly projectiles have a small chance to infect targets (so they spawn a bloatfly on death) similar to the bloatfly larva syringer dart.
Workshop traps function for 100 hits before needing repairs. attempt to make them unbreakable seems to have just made them worse.
Reduced the missile launcher explosion damage a bit.
Version 70
buffed missile launcher explosion damage quite a bit. Damage is now 300 at the center of the blast but it has a tighter center (meaning further out in the blast radius the damage won't be as high. Previously the damage was almost the same as a frag grenade, making it not worth carrying.
Reduced the base weight of Pipe Revolver and Syringer.
Changed Syringe naming system: "Berserk Syringe" to "Syringe - Berserk"
Further improved syringer ammo effects. Also tweaked the recipes to remove any scrapable junk items.
Version 69
Standardized Perk requirements for suppressors. In general Pistols=Engineering 2, Rifles=Engineering 3, Heavy rifles/shotguns=Engineering 4.
Standardized Perk requirements for Scopes. Short/Med/Long=Engineering 1/2/3, Night Vision=Science 1, Recon=Science=Science 3. So for example all medium night vision scopes will require Engineering 2 and Science 1.
Reduced weight of green hood (was 3 for some reason).
Changed loading screen description of Refractor perk (now Laser Focused).
Reduced crafting requirement for double barrel full stock to Engineering 1 (same as pistol stock) so pistol and rifle players have equal access at the start of the game. Both grips should also have an equal chance of spawning on NPC weapons.
Fixed: Legendary effect "Resilient" now only allowed on guns.
Increased chance of certain vendors carrying syringer ammo.
Increased chance of certain vendors carrying syringer ammo.
Balance pass on levels that armor mods spawn on NPCs to better match similar changes to weapon spawns.
nice!
Version 68
Changes version label to strait numbers for simplicity (yes, this is the 68th public version of this mod )
fixed overly high assaultron shock and stun mod.
fixed Vans perk XP bonus effect.
Version 2.0.8
At this point, I'm considering the mod "content complete". So any updates will be purely bug fixes.
Added Resilient legendary effect that adds +50 DR while reloading.
Added Relaxed legendary effect that adds 5% damage while hip firing.
Added Versatile legendary effect that adds +5 resist to each damage type.
Added Versatile legendary effect that adds +5 resist to each damage type.
Note: New effects will spawn on an existing save without legendary name tag. New effect names will show on a new game (minor issue).
Basher perk is now 2 ranks instead of 4 (you get the full effect of all 4 ranks).
In vanilla you did 3x damage against NPC power armor. Reduced to 2x. Expect tougher fights against NPCs with power armor!
Refreshing beverage now heals and removes rads 4 points per second for 30 seconds instead of 2 points for 60 seconds. Still a long heal over time effect.
Glowing Blood Pack now causes 300 rad damage(ingested, so wasteland gourmet will lower this). Rad X does just fine as an anti radiation chem and there were was a need for a food/chem that radiates users on demand (for reasons).
Edited courser template actor so that coursers have the custom weapons leveled list I designed for them ages ago, instead of just institute lasers (oops).
Version 2.0.7.8.5
Improved a leveled list that decides what weapon to reward for various side quests. Much better pool of weapons and a chance to get weapons earlier than normal. Example: find a letter that gives the location of a combat shotgun a few levels before they spawn int the world.
Further adjustments to what weapons spawn when and where.
Slight improvement to nukacade rewards.
Pipe bolt/revolver/gun edited to have a slightly slower fire rate and higher AP cost.
Raised level at which Raiders spawn with hunting rifles from 7 to 11 to make early game a little easier.
Brotherhood of Steel NPCs have a broader selection of weapons.
Diamon City Security have a better pool of weapons.
Reworded Masterwork recievers to say "Incredible" instead of "Insane" damage (better match to vanilla naming).
I think I fixed the rank 4 ghoulish perk so your melee attack radiation burst does not count as a hostile attack (no unwanted friendly fire). Which will make that strange feature a little more viable.
Version 2.0.7.8
Hopefully all of the most dire issues resolved from the 2.0.7.7 "Test" build
Basher perks fixed
Various weapon mods fixed (naming issues, perk requirements, stats,...)
Version 2.0.7.7
Created a 5th rank to Science and Engineering perks. These are unlocked very late game (level 85, 88). Created new recievers for many weapons that require these new perks. (Needs lots of testing).
Also added a 4th rank to blacksmith. Created a few new mods for melee weapons and shifted a few to the higher rank.
Added rank 6 to each weapon perk, adding an additional 20% damage at level 110.
Weapon and armor mods now show up much later on enemy gear, making crafting perks more appealing and slowing down "free upgrades".
Edited V.A.N.S. Perks to "Pip Boy Upgrade" Each rank increases experience point gain by 10%.
Merged my optional file "LF Level Scaling" into the mod (slower leveling, less health per level and no survival xp bonus). The optional file will only be needed for older versions. The V.A.N.S. changes should offer a balanced counter to this if you want.
Lots of adjustments to weapons for balance (improvements to niche weapon stats mostly).
Some unique legendary items with overpowered effects got new effects.
Fixed a line in the legendary script that should increase the chance of finding legendary heavy weapons. Needs testing to make sure none of the effects are game breaking.
Version 2.0.7.6.1
Various weapon mods got increased crafting perk requirements. Mostly early game for balance.
Double barrel shotgun: Base damage raised to be equal to the combat shotgun.
Pipe Bolt Action: Increased damage to be closer to hunting rifle. Switched .44 conversion receiver to .308 Advanced.
Pipe Revolver damage increased, .38 cal reciever converted to Advanced .45, .308 Cal reciever damage buffed.
Toughness Perk now gives +10 damage and energy resistance per perk (taking on the effect of Refractor). Each rank's level requirement has been increased.
Refractor Perk renamed to "Laser Focused" and only has 3 ranks. Each rank improves ranged energy weapon damage and accuracy.
Brahmin milk is more common in a few vendor inventories.
Added a treat to the locked cellar in Sanctuary.
Version 2.0.7.6
Did another pass, carrying over fixes from Unofficial Fallout 4 Patch.
Antibiotics are now more expensive ( from 75 to 200 caps base value) and much harder to find outside of doctor vendor inventories.
Antibiotics now require Chemist 2 to make.
Herbal remedies now require Wasteland Gourmet 2 to craft (still in chem workbench).
Herbal remedy values increased from 20 to 50 and slightly harder to find.
Tweaked a few vendor inventories.
Version 2.0.7.5
Some lining upgrades given a flat weight adjustment to armors.
Railroad Balistic weave adds 5 units of weight per rank (up to 25) to the outfit it is installed. This is still pretty good compared to pre-lined armor options.
Settlements dump less food and water (25% less) into the workshop inventory.
Barter changes: Max price you can sell items is 70% of their value and minimum price vendors sell items is 165% their base value. Each rank of Cap Collector only improves prices by 5% (however this stacks with charisma bonus). Generally it's a little harder to get the best possible prices, but those prices are better than previous versions of this mod. These changes may only show up on a new game.
Version 2.0.7.4.1
Hotfix: The change that kept food effects active while hungry in survival didn't get into the last version.
Version 2.0.7.4
Automatic weapon receiver damages reduced slightly for balance (still higher than vanilla). A few were fixed that I calculated wrong (thanks for the fedback!)
Settlement water pumps (hand operated) now give irradiated water on use and give dirty water when filling empty bottles in survival. They still function the same as far as counting towards water in settlements and adding purified water to workshops.
Raised the service cost of medical treatments: 100 for minor wounds, 200 for severe wounds, 350 for addiction, 750 for plastic surgery, 50 to rent a room.
Removed a survival feature that removed food effects when you were suffering from hunger. Now you get the full healing, rads and other effects every time you eat or drink something. This is done by editing a perk only used to do this so should not interfere with other survival mods.
Commando perk bonus to automatic damage reduced from 5% to 2% per level.
Double barrel shotgun "pistol" grip increases AP cost to fire for balance and logic.
Some underarmor items were fixed (still allowed balistic weave).
Version 2.0.7.3
Slightly less food/drugs/ammo/weapons placed directly in the world (random).
Buffed Deathclaws, Gatorclaws, Synths, Yao Gai, Supermutant Behemoths.
Fog Crawler buffed. Also buffed "Shipbreaker" to be a real threat above all other Fog Crawlers.
Slight reduction to max level of Settlers and Experienced Settlers.
Chance of extra meat from wastland survival mag reduced to 40%.
Some Encouter Zones Tweaked (increased min/max lvl of a few more areas).
Weapon workbench crafting is now unlocked with gun nut OR blacksmith (for melee only builds to get access to the workbench).
Fixed: NPCs that spawn with double barrel shotguns can now have any configuration of mods (was always just the base gun).
Fixed: Mirelurk Jerky only craftable after you learn the recipe in Far Harbor (could also learn recipe with Wasteland Gourmet).
Reverted a double barrel shotgun change that increased crtical damage multiplier as it was just too powerful.
Version 2.0.7.2
Power armor repair costs rebalanced. Each class requires an additional type of component to repair. So while Raider power armor only requires steel, X01 power armor requires steel, circuitry, aluminum, rubber and ballistic fiber. Ballistic fiber is X01 only in case you are worried.
Commando perks buffed and description improved for clarity. You get 5% damage buff per rank (for a total of 15%). This should bring automatic damage closer to single fire modes.
Raider power armor: most upgrades removed as crafting options (existing ones should remain).
Adjusted leveled lists so that T-45 power armor is more common than other types.
Nuka World raider melee pool tweaked.
Added combat shotgun, combat rifle and assault rifle to Nuka World raider weapon pool (but they will still mostly carry handmade rifles).
Nuke mine/grenade weight set to 1.
Tweaked Companion damage buff I added to apply at level 60 and 80 instead of 40 and 60.
Assault Rifle damage buffed.
Gattling laser damage buffed.
Gauss rifle weight increased and damage buffed considerably.
Flamer nozzles damage to range exchange improved.
Raider power armor parts offer slightly less damage resistance, but got a large heath buff (should last longer in a fight).
Raiders with power armor have a chance to spawn T-45 parts after level 25 (25% per limb).
stealthboy value increased
Version 2.0.7.1
Reverted changes to Deliverer. (Vanilla perk, 10mm). Custom changes are available as an optional file.
Replaced dirty water with purified water in the last few recipes I missed.
Nuke Mines now in mines section of chem workbech instead of grenades.
Nuke Mines now in mines section of chem workbech instead of grenades.
Version 2.0.7
Vault 88 pip boy has zero weight in your misc inventory.
Settlers and Experienced Settlers now have unique combat styles.
Doctors and Dealers have a chance of selling wild plants from their region (vanilla/DLC).
Some merchants have a chance of selling syringer ammo.
Raider chem medkits have a low chance of containing syringer ammo and reduced chance of containing stimpaks.
Flamer nozzel ranges increased slightly for compressed and vaporizer (2/3 and 1/3 of standard range).
Added crafting recipe for nuke mine (similar to nuka grenade recipe). Both Nuke mine and Nuka grenade require Demolitions 5.
Buffed Gatorclaws.
Reverted Combat Rifle 5.56 reciever back to .308 reciever(I had forgotten about December's Child). Also, the .308 mod is a nice/needed upgrade from the hunting rifle.
December's Child now does the appropriate damage for using 5.56 ammo instead of 45.
Increased .44 ammo counts in vendors.
Deceased base damage of Deliverer.
Fixed: Supermutants carry less meat.
Gasmask protection added to Pack Elephant Helmet.
Adjusted mod availability in stores.
Cap Collector perks now improve buying and selling by 10, 20 and 30%.
Fixed: Power Armor spawning. Not only will better variants spawn later in game, but earlier variants (like T-45) will continue to spawn (so X-01 shouldn't show up until levle 75, and at that point you won't find only X-01 sets in the world). You can still get better sets earlier from quests like Brotherhood or DLCs.
Vendor ammo counts adjusted. Stock should rotate more between visits and ammo will generally not be as plentiful late game. You will still find more ammo of each type (and a wider selection) in stores as you level up.
Courser's buffed: More hit points. Better weapon pool. Tweaked combat style. Courser uniform comes in five variants (like railroad armor). Armor no longer fits balistic weave. Stats are similar to railroad coats except damage and energy resistances are swapped (more base damage resistance).
New recipe "Cat Soup", adds night vission.
Atom Cats and Brotherhood both sell power armor parts and have a slightly better inventory.
Adjusted vendor shipment inventories.
Added a new legendary effect "Lightweight": reduces weight by 30%. Possible for any weapon.
Version 2.0.6.1
Hotfix: Experienced Settlers list of weapons they spawn with included a combat rifle attachment instead of a combat rifle (doh!). Fixed. It was an old error that of course I didn't see until after releasing a big update.
Version 2.0.6
Diamond City Security has a 25% chance of carrying baseball grenades.
Minigun base damage increased, and barrel upgrades increase damage more.
Gave companions appropriate companion ammo to make sure they can use their guns (some were having issues).
Strong got a health and damage resist buff (more in line with other super mutants in this mod).
Increased settler weapon pool and fixed a low chance that an experienced settler might spawn with no weapon.
Hancock and Curie's combat style tweaked.
Hancock's combat shotgun given a long barrel (will only change on a new game).
Gulper Slurry weight reduced and effect duration increased.
Far Harbor Sludge recipes use purified instead of dirty water.
Minutemen have a wider variety of gear and named varients. Recruits are poorly equiped settlers. Standard Minutemen. Specialists (dress like Ronny Shaw and have best guns). Officers (High level, good gear and dress like Preston Garvey).
Adjusted Brahmin milk spawn chance in settlements.
Increased chance of vendors carrying Brahmin milk.
Minor tweaks to leveled lists.
Rare chance of finding shipments in boss chests (level locked 1-50 by value).
Giddyup Buttercup Toy Parts made unscrappable and zero weight as they are a unique quest item.
Deliverer Action Point cost increased for balance (equal to 10mm pistol).
Hunting rifle .50 cal reciever got a massive buff (slightly higher damage than lever action).
"Boss" supermutants have better weapon pool
Alien blaster buffed.
Legendary item "Tessa's Fist" is now a T-45 power armor arm instead of Raider (rquires a new game).
Legendary Marine Armor legs are available for sale in Far Harbor (no fall damage effect). Only available on a new game. Fits in line with making the armor an alternative to power armor and is an option for the ultra rich.
Submachine Gun got a major revision. Standard round is .38 caliber for gun nut 1 and 2 recievers. Then Gun Nut 3 and 4 recievers convert it to 45 caliber. This should make the gun more viable for a longer window of gameplay.
Version 2.0.5.1
De-swapped face morphs on NPCs (thanks for the heads up)
Deathclaws buffed further. Damage and health scale better and are generally higher.
Yao Guai scaling improved.
Higher level/better equipped "guard" settlers renamed "Experienced Settler" for better tracking. This should help keep track of them late game, as the only vissible difference to regular settlers was the equipment they spawn with.
Tamed creatures from cages offer better defense ratings for settlements.
Version 2.0.5
Lifegiver ranks 1 and 2 now heal an additional 20 points instead of 10. This means that water can heal 60 points at rank 2.
Artillery Defense raiting raised from 12 to 22.
Tweaked workshop fertilizer/brahmin milk production some more.
Improved some vendor inventories at General Atomics Galleria.
Several Nuka World armor upgrades got their requirements reduced from 4 to 3 (where there were two tiers of the same update like pockets and deep pockets).
Added chance for NPCs to carry baseball grenades after level 20.
Baseball grenade damage reduced (to vanilla dmg) and the explosion radius is a little smaller, but the fuse time is reduced from 2.5 seconds to 1.5 and crafting requires 1 adhesive instead of 2.
Brahmin milk and Fortified Brahmin milk buffed.
Roasted Mirelurk Meat renamed "Roasted Mirelurk Steak" and rads reduced from 16 to 12.
Cooked Softshell Meat renamed "Cooked Softshell Steak" and recipe changed.
Mirelurk, Radscorpion and Deathclaw Omelettes reduce 10 points of radiation.
Version 2.0.4
Cap Collector: each rank now affects barter prices. Perk description now shows the % difference. Also, the % differences from each rank are fixed (don't stack like vanilla). Note that the game caps the ammount you can affect prices to prevent buying items cheaper than you can sell them.
Settlers given immunity to limb damage and a slight heal buff.
Settlement feed trough now has a chance of spawning Fertilizer, brahmin milk or (rarely) brahmin meat. The leveled list that determins this has also been adjusted so you get as much fertilizer as you would in vanilla (on average). This should make taking animal friend to get brahmin in settlements more appealing.
Removed changes to workshop produce yeilds (amount of crops that end up in workshop). You should see a general increase and this should make the mod more compatible with mods like Sim Settlements and Workshop Framework. Not a conflict issue, just balance.
A few unique armors adjusted. Beter stats, enchantments and ability to put vault suit lining on them. They might seem high at first, but underarmor with legendary armor parts will always outperform against an outfit.
Removed all requirements for crafting a chemistry workbench. It is needed for so many mods, and all of the vanilla crafting recipes have perk requirements so this doesn't really imbalance things.
Robot Repair Kit now requires Science 1 to craft.
Version 2.0.3
Values of some foods and drugs adjusted. (in particular radaway and stimpak values) raised slightly.
All addictive chems have had their addiction chances lowered and tweaked.
All addiction penalties raised. Generally a SPECIAL and AP or DR penalty per chem.
Reduced chance of unpreserved prewar foods being extra radioactive (5% chance).
Fixed a few articles of clothing stats.
Biometric scanners should be a little more common in appropriate vendor inventories.
Slightly easier to sneak.
Added a .38 caliber reciever to submachine guns.
Fix: added missing loose weapon mod items to new recievers.
Version 2.0.2.3
Removed molotov changes (back to vanilla now).
Removed weight of biometric scanner.
Raised value of prewar money.
Version 2.0.2.2
Hotfix: Price of Purified Water restored to vanilla (Institute and Dirty water values raised a little). Turns out that survival mode determines hidration by the caps value of the item.
Version 2.0.2.1
Hotfix for molotovs (had their damage over time effect extended too much)
Version 2.0.2
Adjustments and vanilla fixes to Far Harbor Gulper Devourer and it's legendary variants.
Increased the level at which medium and heavy variants of armors appear.
Further adjusted Legendary store item prices.
Reduced the food rad resist you get from Wasteland Gourmet. After the first rank, food rads were a non-issue.
Fixed Frag grenade and mine damage (they were doing 80% instead of 20% vanilla damage).
Big Leagues perk now also affects bash attack damage (which stacks with basher).
Far Harbor Marine Armor base value increased about 50%.
Adjusted molotov: small radius explosion with a larger DOT fire area that stays in the world a little longer.
Version 2.0.1
further adjustments to legendary store items. They should all get a flat 2000-4000 cap increase in value (before vendor markup!). That may sound like a lot, but Far harbor marine armor was given a 12000 cap value increase in vanilla.
Halved the reward of a small quest that gives you a ton of chems (you still get a lot)
Adjusted ferral ghoul loot (less chance of silver and gold items).
Adjusted Forged headgear options.
Forged should carry less flamer fuel now.
Forged should all get a resistance to energy damage.
Power armor durability decreases at 50% vanilla rate instead of 30%.
Multiple vendors in Diamond City sell produce for your settlement or personal cooking.
Reduced the number of Robot Repair Kits you will find.
Miscelaneous minor loot adjustments.
Version 2.0
Removed the Lead Belly/Wasteland Gourmet Requirement for planting some crops as it was uneccessary. -Fixed a few Power Armor repair recipes (DLC parts) that contained legacy requirements (including ranks for science for some).
Shotgun ammo is a little bit rarer in stores early game, and more common in better quality weapon shops.
Changed the possible value of "asperational" items (legendary items sold in shops). Average prices should be higher, but Far Harbor prices should be reduced (still high though). It was too easy to get Legendary items early game and some of the effects are unique.
Postman uniform now adds 20 carry weight and 1 charisma.
Changed the perk on Deliverer. Base stats are less than 10mm but it should be more viable for stealth/crit/gunslinger builds.
Handmade rifle bayonets require ranks of blacksmith, not engineering.
Double checked edited NPCs for possible unintended face body morph edits.
Version 1.9.9
1.9.9 Is a massive jump in progress. Too much to cover here. I'm releasing this just short of 2.0 status because I'm sure I will need to fix something shortly. However myself and a friend have been playtesting this mod and I'm confident it is ready for release.
The largest changes in this version are removing AWKCR as a master and adding my own settler changes and ranged weapon overhaul to the ever growing list of changes. Also, splitting from my 1.6.3 "legacy" page. Many other smaller changes included, but reading the full change list in the Documents section will give a better idea of where things are now.
Welcome to the Wasteland that should have been requires all DLC except texture pack available for Xbox and PS4 (mirror section)
Lunar Fallout is a comprehensive overhaul of Fallout 4 in a deceptively small package. This mod overhauls nearly every system in the game to work together and create a cohesive balanced experience. This aims to hit that sweet spot where you feel your character growing stronger and more capable, but the world continues to offer challenges. While I consider the mod complete, I still track the comments section and occasionally fix any bugs reported. At this stage it is a very stable mod.
The original design goal was to make Fallout 4 feel more like the FPS-RPG many of us wanted and expected on launch. I feel I accomplished this within the confines of my skills and what the vanilla game offers. In the process, the mod has made the game more challenging. This was a natural evolution as I fixed the balance of many systems and tied everything together. Very few changes were made to make the game difficult for the sake of difficulty. However, do be prepared for a challenge and know you may need to relearn the game to some extent.
This is especially true for Survival players. You may wish to read Survival in Lunar Fallout before jumping in.
All in One? Yes, this mod encompasses almost every element of the game I felt needed fixing or balancing (as well as suggestions other users have made). The goal was to make one mod that covers all critical areas of the game. If you could only use one mod to improve fallout 4 I'd want this to be your choice. My personal limits set have been no added scripts, no third party mod requirements and no files other than the esp. There is very little "new content". However the changes are significant enough that the game should feel fresh. This mod is a great excuse to try Fallout 4 again if you lost interest shortly after release (or just want to try another play through with a different overhaul). Okay, Okay! What's in it? For a more complete list of changes check the readme in the Documents section, but here is a quick overview.
Perks have been balanced so that there are more good choices available and fewer overpowered/game breaking choices or useless/throw away perks.
Settlement management feels like part of the game, with perk requirements for many structures that are more than just cosmetic and mortal/diverse settlers you actually need to defend. Defense structures are rebalanced to require less turret spam.
Combat AI has been tweaked to be more interesting/challenging.
All weapons have been rebalanced to match the new progression flow of the game. Base damage is higher, but upgrade requirements are more spread out. Effort was made to better split and balance Heavy, Rifle, Pistol and Melee class weapons so that each is equally viable and balanced.
New weapon damage perks and some new receivers added to the game (level 85+) means your damage output will continue to match the health increase of NPC (and vice versa) well into the game. As a comparison, in vanilla FO4 you can obtain all weapons and max a weapon class perk by about level 35.
Armor has been rebalanced. More options are viable while exploits have been removed. Railroad ballistic weave can now only be added to full outfits (no hats or under armor). Some full outfits are pre-armored with effects.
NPCs and creatures have been adjusted to increase diversity in the world and how the world evolves as you level up.
Raiders are much more diverse and balanced. They will be tougher, while not being a source of endless combat armor and stimpaks.
Companion changes and improvements. Some have better default weapons. Missing perks fixed. At higher levels they get damage buffs to keep up. Each is given a unique combat style to match their personality.
My Food and Drink Overhaul integrated and expanded with a perk requirement to craft better quality foods. Lots of new recipes and highest tier foods buff 1-2 SPECIAL.
DLC integration and tweaks. DLC ammo and weapons integrated into main game (stores and NPCs) where it makes sense.
Economy tweaks that make merchants more interesting and getting rich more challenging.
A soft limit to power armor at early levels. You can equip power armor at any point, but ranks in Armorer are required to repair parts.
Legendary effects added (and OP/magic effects like exploding bullets removed).
Only Legendary humans, supermutants and synths carry legendary items (no legendaries from creatures).
Loot tweaks for immersion and increased rarity (an expanded version of my Loot Logic and Reduction mod, integrating DLC items).
Hazards more hazardous. Traps do more damage and sources of radiation like water and storms are more of a threat.
Some early game freebies removed (like being given one of every crafting bench at Sanctuary).
Slower leveling to create a soft cap (higher levels will require much more experience to unlock). However the V.A.N.S. perk counters this if you don't want it. By design, you will likely not level up enough to unlock max level requirement perks unless you use a lot of quest mods.
Lots of little quality of life changes.
Survival gameplay changes (compatible with most survival mods). Antibiotics are much harder to find.
Optional Files I have set up a separate mod page to handle Patches and Optional Settings. Check it out as it offers some nice options and if I'm ambitious I will make more in the future. Of particular interest, there is a patch to help support use of other weapon mods and a patch to allow supply lines with Cap Collector.
I've also made a Lunar Fallout Weapon Pack which is a patch mod for a set of 3rd party weapon mods to add them to the game balanced with the rest of Lunar Fallout.
I have included an ESM version of the main file.I don't believe it is preferable to the esp version, but I added it as an option. I simply uploaded it in case other modders would like to use it as requirement instead of the esp. It is not compatible with any patches made for the esp version.
NSGM has been kind enough to share their German Translation of Lunar Fallout Overhaul. I will include the most recent version they share in the optional files section. Thanks!
Compatibility Check the Articles section of this mod page for a list of recommended mods. Because this is such a large overhaul it will likely conflict with many mods. And when it doesn't, there is a good chance other mods will throw off the balance I have created here. In many (hopefully most) cases, conflicting mods will simply not be needed with this mod as that element of the game is handled here. I will attempt to help as much as possible to guide you in figuring out if a mod works well with this. Care was taken to touch as little as possible that would cause conflicts outside of what I was directly editing (so things like quests and settlement workshop manager were not touched). For the most part, if something conflicts with my mod, I've probably already handled what that mod is trying to do.
Weapon mods will likely need a patch to be balanced. Damage, perk requirements, attachment stats, ammo scarcity and what level weapons show up in game all likely need adjusting.
Anything that touches Legendary weapons system or Addiction manager will need patches to not break things.
Settlement mods should be compatible. I use Sim Settlements and Conqueror with no issues. I've edited Settlers, settlement structures and leveled lists that determine what gets placed in your workshop storage. Adding decorative items to the workshop will have no balance impact so go ahead.
Anything that edits NPCs (especially raiders and settlers) will likely be incompatible or need a patch.
AWKCR/Armorsmith: are both not compatible and not recommended. Not only would they conflict a lot, they by design break the balance of the game in ways that would be counter intuitive to use along side this mod.
Unofficial Fallout 4 patch: recommended, but should be overridden by Lunar Fallout. Any changes my mod overrides at this point are non-essential or intentional (though you can always make a patch if you like).
Special Thanks: axle356258 for letting me include Settler Sandbox Expansion in the mod. frogs345 for letting me include Increased Weapon Mod Distribution in the mod. colorlessness for playtesting (and giving FO4 a second chance) shamelesscreature and many others in the comments section for lots of great feedback