About this mod

These mods as a compilation attempts to address and align the vanilla survival mode's shortcomings and allow for a more immersive and fun RPG gameplay experience.

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Hi guys, I am back! Having joined the modding scene during FO:NV's era and went on hiatus till 3-4 months ago where I finally bought Fallout 4! Have since put in 800+ hours of game time for Fallout 4 just purely playing vanilla survival mode and nothing else. I must say I had a blast with this game mode and after exploring 70-80% of the game, I decided to start modding the shortcomings in my perspective and shape a perfect game for a 2nd vanilla-enhanced playthrough.


Immersive, Survival and Fun! Mod Compilation

1. Player Health
Having player's health no longer scaling with levels doesn't work. Yes I said it. I tried this direction but soon realized this removes the RPG element of "getting stronger". The question instead should be, how much health pool is enough at high levels? Well this number can only be derived together from working on weapon damages and perks increments adjustments. The conclusion I came to was that with relevant perks (Lifegiver rank 3) and 10-point Endurance, your max health will be in the range of 500-600. For each level, you will gain 1 health so with level 100 with Lifegiver rank 3 and 10-point in Endurance, you have like 600-700. At level 200, you get 700-800. This small gain is very important as you work towards a veteran status in the Commonwealth wasteland. In retrospective to Gunner Boss Level 94 Brigadier having 1260 healthpool AND you will need this healthpool at high levels to simulate Power Armor's ability to tank, otherwise PA becomes useless if you have low healthpool. Plus, most hardcore people get to likely gotten to level 200-300 (healthpool in the range of 800+) and ended the game already (I ended at level 101 with 1100+ healthpool in my 1st vanilla survival playthrough).

2. NPC Health
Yes this one work, NPC health no longer scales with levels. Their healthpool is used as a measurement to adjust the weapon damages, since weapon damages can't scale with levels, their healthpool should not be scaling as well. Thus low and mid tier enemies should get still one-shot in the head when you are mid-end game, no more bullet sponges.

3. Power Armor
Wearing Power Armor jumping, landing and doing melee attacks cost a minor bit of fusion energy now. You no longer possess extraordinary ability to destroy enemies' PA, Player's damage to NPC Power Armor is now x1 (was x3).

4. Time Scale
Game day pass by too fast, hunger and thirst for player became too frequent to be immersive. Timescale reduced by 40% (20 -> 12).

5. Minutemen Adjustment
Reduced minuteman's concurrent quests to 2 (from 3) and slightly lowered the chance for their events. In vanilla's setting, I can't even properly explore a place without settlements or minuteman asking for help.

6. Clothing Conceptualized
Redone most, if not all clothings,  to be based on the below concepts:
- All clothes wore under armor cannot be weaved but they provide a boost to stats.
- Under armor suit-type (e.g. BOS uniforms) can be improved with linings i.e. vault suit modifications. You know how to do it on vault suits, you can do it on other similar suits.
- Clothes that cannot have armor over them (e.g. Drifter Outfit), can all now be weaved and provide stats and/or better stats. Also added a legendary effect slot for other people's mod that allow you to detach/attach legendary effects as an attachment. (e.g. Legendary Modification - you need my ISF LegendaryMod Patch if you use this mod) In the end, you will need to decide whether you want looks (with stat points boost) or legendary effects from armor pieces or simply mix and match! My suggested gameplay experience will also require changing legendary loot drops from enemies / spawns to drop copper/silver/gold bars instead - ISF LegendaryItems Drops To CopperSilverGoldBars but this is your choice.- All hats cannot be weaved.
- Ballistic weave effect lowered 30% (still require to unlock from-you-know-where).

7. Damage
Perks' effects adjusted.
- 1st level of each weapon perks gives 25% increase and levels after only add 5% to 30% overall for 2nd level and ends at 50% for last level. This allows player to have an option to be somewhat of a jack of all trades for the start to mid game if they want, yet if they specialize they can still get pretty good at that weapon-type.
- Lifegiver gives a bit more health, Toughness adds a bit more resistance. With limited healthpool, these are worth some attention now!
- Strongback rank 4 level also gives +25 carry weight. Otherwise the effects for this level is irrelevant for survival mode.
- and some other immersive-game fitting changes.
Weapons' damage increased overall, to be in line with the reduction in damage % increase from Weapon Perks and player's higher healthpool at low levels.
- Too many to list but I spent a lot of time to tune the damage for nearly all of the weapons to be as immersive, logical and realistic as possible. Bearing in mind that most enemies use weapons that are unmodded, hence in vanilla you find them dealing little damage when you are at mid-end game. With these changes, the lower level enemies will pose some threats even at mid-end game.
- Some examples, 10% increase to missile and nukes damage (if you get nuked directly, you should die). All weapons get an estimate of 40%-70% increase from vanilla's numbers.
- Two Shot replaced (yay?) by Professional, +20% damage + 10% fire rate. Two Shot is simply too good to not use, taking away the opportunity for us to use other weapons, got to go, sorry! Standalone version download here.
- Gauss rifle damage reduced 15% and ammo reduced (again sorry, too OP. still has the best ballistic damage)
- Nukes, explosives' weight lowered slightly, vanilla numbers were too high to even allow someone to carry a few as backup.
- Expect to use explosives, etc to fight Mirelurk Queens and such.- Differentiate Institute weapons by giving it faster fire rate (they already have a lower damage than laser weapons).
- Modified settings below (ISF Core v1.1):
fDiffMultHPbyPCTSV = 1
fDiffMultHPtoPCTSV = 1
HC_OutgoingDamageMult = 1.0
HC_IncomingDamageMult = 2.5
- and some other game-fitting changes for you to find out.

8. Companions
- Minor tweaks to their AI to make their combat behaviour more in line to their ingame characters / personality. (In vanilla, they behave more or less the same)
- Gave them some perks so that they can be relevant in mid-end game. (In vanilla they have NO perks, hence whichever weapon-type you gave them doesn't matter, now it does!)
- No fall damage.



Install NMM
Download all main files
Load all .esps last


Endorse if you liked it.


My load order and suggested other mods:

GameMode=Fallout4
Fallout4.esm=1
DLCRobot.esm=1
DLCworkshop01.esm=1
DLCCoast.esm=1
DLCworkshop02.esm=1
DLCworkshop03.esm=1
DLCNukaWorld.esm=1
ccfsvfo4001-modularmilitarybackpack.esl=1
cctosfo4001-neosky.esm=1
Unofficial Fallout 4 Patch.esp=1
StarlightLOD.esl=1
FAR.esl=1
Backpacks of the Commonwealth.esp=1
Classic Combat Armor.esp=1
ImmersiveVendors.esp=1
FO4 NPCs Travel.esp=1
LegendaryModification.esp=1
ISF LegendaryMod Patch.esp=1
ISF Clothings.esp=1
ISF Weapons.esp=1
ISF Perks.esp=1
ISF Core.esp=1
UltraRareHelpfulItems.esp=1
Personal Taste.esp=1
EnableConsoleSurvival.esp=1
ISF LegendaryItems To CopperSilverGoldBars.esp.esp=1
VATST_Combat_SlowMo.esp=1
VATST_HitChance_Rebalance_7500.esp=1
PilesofCorpses.esp=1
LongerAreaRespawn.esp=1




That's all for now, will edit this as I received more comments or questions.

Luv yer all Fallouters :)