Fallout 4

About this mod

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.

Permissions and credits
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!


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).

Compatibility Patches and Useful Tools
Whisky's Lunar Fallout Scripts: AWKCR, Chem Redux and more
Ruddy88's Simple Sorter I've been told this works well with Lunar Fallout
Nedned has released several patches related to Lunar Fallout.

My mods not included (that are compatible, not necessarily recommended):
Cappy in a Haystack Easy Find
Alternate Trashcan Carla
Younger Patrick at Drumlin Diner

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