Fallout 4
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Clanggedin

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Clanggedin

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About this mod

This mod aims to gives a little more coherence to the game by overhauling the damage you do and you receive, and the experience gained depending of the kind of enemy you face. This overhaul is meant to be as light as possible and consists in a perk who will modify your damage dealt/received and experience gained depending of the enemy.

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Permissions and credits
This mod is a standalone version of Trinity perks - Perks items and companions rebirth
If you are already using it, don't take that mod as the two will be redundant.



I always felt the base game's balance was poorly done: some enemies, who are hailed as dangerous threats, like the Deathclaws, are only a little harder to kill than a naked raider; even at the highest difficulty levels, they are not as dangerous as they should, and the experience you obtain by killing those monsters is not rewarding at all.
Another opposite example is how some insects like the Bloodbugs are actually harder to kill than a legendary Radscorpion, in mean: seriously? They are fucking insects ! Even if they are giant now like the Radroach, they are still freaking insects ! You should just crush them under your boot and move on, period.

One last example: the robots. The robots are way to easy to destroy in the game, the Sentry bots are the worst: they are heavily armored and weaponized machines whose only purpose is to wage war, they are not workers or meant to maintain order, like the versatile Protectrons, they are WAR machines.

This mod aims to change that by giving you a perk you will be able to obtain from the beginning of the game, more precisely, after you left Vault 111.
The see exactly were to obtain the books, check the screens up on the description.

This perk modifies the damage you deal, the damage you receive, and the experience you gain against every enemy of the game, in the goal to make things more coherent and realistic.


Those values are fully detailled here, and also in a Ingame document, so you can know exactly what the numbers are.

Also, the mod has two variants to download: the first one will make the perk only affect your character; the second one will make the perk also affect every companion.

I made two variants because the second variant modifies the companions, therefore rendering that variant incompatible with every other mod who brings modifications to the companions.

In the second version, the values overhaul will only affect your companions if YOU possess the perk.


Also, note that there are two variants of the perk: one will only work when you are not playing in Survival mode, the other will only work if you are playing in Survival mode. The only difference between those two variants is that the damage you do to the enemies is halved, however, due to some limitations, when the results were giving a decimal number, i decided to round the value up.


Now, let's get to the numbers:

This is the complete list of the numbers modifications.

Details:
--> Damage done: Those are the damage the enemy is dealing to the player.
--> Damage taken: Those are the damage the enemy is receiving from the player.
--> Experience: This is the experience you will earn when killing the enemy.

--> The base value is 100%.

The Humans are the reference group.

1) Humans.
Damage done: 100%
Damage taken: 100%
Experience: 100%

2) Non feral ghouls.
Damage done: 85%
Damage taken: 115%
Experience: 80%

3) Feral ghouls.
Damage done: 75%
Damage taken: 130%
Experience: 70%

4) Glowing ghouls.
Damage done: 150%
Damage taken: 60%
Experience: 175%

5) Bloatfly, Bloodbug, Stingwing, Radroach, Rad-Ant, Flying Ant.
Damage done: 20%
Damage taken: 300%
Experience: 15%

6) Brahmin, Brahmiluff, Rad-rat, Cave cricket, Molerat, Bloodworm, Radstag.
Damage done: 70%
Damage taken: 125%
Experience: 65%

7) Dogs, Wolves.
Damage done: 75%
Damage taken: 130%
Experience: 65%

8) Angler, Gulper.
Damage done: 140%
Damage taken: 80%
Experience: 120%

9) Radscorpion.
Damage done: 175%
Damage taken: 65%
Experience: 220%

10) Yao Guai.
Damage done: 210%
Damage taken: 55%
Experience: 250%

11) Deathclaw, Gatorclaw.
Damage done: 250%
Damage taken: 40%
Experience: 300%

12) Fog crawler.
Damage done: 250%
Damage taken: 50%
Experience: 225%

13) Hermit crab.
Damage done: 300%
Damage taken: 35%
Experience: 350%

14) Mirelurk.
Damage done: 115%
Damage taken: 110%
Experience: 110%

15) Mirelurk hunter.
Damage done: 155%
Damage taken: 70%
Experience: 185%

16) Mirelurk king.
Damage done: 210%
Damage taken: 55%
Experience: 240%

17) Mirelurk queen.
Damage done: 300%
Damage taken: 20%
Experience: 600%

18) Mutant hound.
Damage done: 145%
Damage taken: 70%
Experience: 160%

19) Super-mutant.
Damage done: 180%
Damage taken: 80%
Experience: 145%

20) Super-mutant Behemot.
Damage done: 400%
Damage taken: 15%
Experience: 800%

21) Eyebot.
Damage done: 25%
Damage taken: 175%
Experience: 10%

22) Assaultron, Mister Handy, Robobrain, Protectron.
Damage done: 180%
Damage taken: 50%
Experience: 185%

23) Sentry bot.
Damage done: 250%
Damage taken: 10%
Experience: 650%

24) Turrets.
Damage done: 225%
Damage taken: 45%
Experience: 200%

25) Synths (1st and 2nd generations).
Damage done: 180%
Damage taken: 50%
Experience: 165%

26) Power armors.
Damage done: 200%
Damage taken: 30%
Experience: 275%


To clarify things (altought I don't think it's necessary, but best to be sure), the base value of 100% corresponds to the inchanged base game value, any number below 100% means the value is reduced compared to the base game, for example: if the experience gain is set to 50%, that means you will only earn 50% of the base game value, if the experience gain is set to 200%, that means you will earn 200% of the base game value, same for the damage formulas.


The values in the Survival mode are the following:

1) Humans.
Damage done: 100%
Damage taken: 50%
Experience: 100%

2) Non feral ghouls.
Damage done: 85%
Damage taken: 60%
Experience: 80%

3) Feral ghouls.
Damage done: 75%
Damage taken: 65%
Experience: 70%

4) Glowing ghoul.
Damage done: 150%
Damage taken: 30%
Experience: 175%

5) Bloatfly, Bloodbug, Stingwing, Radroach, Rad-Ant, Flying Ant.
Damage done: 20%
Damage taken: 150%
Experience: 15%

6) Brahmin, Brahmiluff, Rad-rat, Cave cricket, Molerat, Bloodworm, Radstag.
Damage done: 70%
Damage taken: 65%
Experience: 65%

7) Dogs, Wolves.
Damage done: 75%
Damage taken: 65%
Experience: 65%

8) Angler, Gulper.
Damage done: 140%
Damage taken: 40%
Experience: 120%

9) Radscorpion.
Damage done: 175%
Damage taken: 35%
Experience: 220%

10) Yao Guai.
Damage done: 210%
Damage taken: 30%
Experience: 250%

11) Deathclaw, Gatorclaw.
Damage done: 250%
Damage taken: 20%
Experience: 300%

12) Fog crawler.
Damage done: 250%
Damage taken: 25%
Experience: 225%

13) Hermit crab.
Damage done: 300%
Damage taken: 20%
Experience: 350%

14) Mirelurk.
Damage done: 115%
Damage taken: 55%
Experience: 110%

15) Mirelurk hunter.
Damage done: 155%
Damage taken: 35%
Experience: 185%

16) Mirelurk king.
Damage done: 210%
Damage taken: 30%
Experience: 240%

17) Mirelurk queen.
Damage done: 300%
Damage taken: 10%
Experience: 600%

18) Mutant hound.
Damage done: 145%
Damage taken: 35%
Experience: 160%

19) Super-mutant.
Damage done: 180%
Damage taken: 40%
Experience: 145%

20) Super-mutant Behemot.
Damage done: 400%
Damage taken: 10%
Experience: 800%

21) Eyebot.
Damage done: 25%
Damage taken: 90%
Experience: 10%

22) Assaultron, Mister Handy, Robobrain, Protectron.
Damage done: 180%
Damage taken: 25%
Experience: 185%

23) Sentry bot.
Damage done: 250%
Damage taken: 5%
Experience: 650%

24) Turrets.
Damage done: 225%
Damage taken: 25%
Experience: 200%

25) Synths (1st and 2nd generations).
Damage done: 180%
Damage taken: 25%
Experience: 165%

26) Power armors.
Damage done: 200%
Damage taken: 15%
Experience: 275%


With those numbers, you can see that some enemies are now way easier to defeat, that's true, like i said, some of them, like the insects or some wild animals, should not realistically pose a real threat, so they do less damage and receive more damage, but in the same time, because they do not pose a real threat, they don't give as much experience as before.
However, some enemies, notably the robots or the super-mutants, who are supposed to be extremely dangerous, NOW ARE really dangerous.
You can think that some of the damage numbers are really high, and indeed they are, because those foes are dangerous: the Brotherhood of Steel in Fallout 3 was torn appart by super-mutants in DC, we spent the entire game being warned about the super-mutants; they ARE dangerous.
Or the synths? The whole Commonwealth is scared by them, well, the synths are basically terminators, so yes, people should be scared of them, and now you should too !



Want the best perk overhaul available, with new original perks, the removal of old useless ones, a coherent sorting of the perks; rewarding companions perks, useful magazines, consumable items relevant for the entire game, new items, new weapons, tons of bonus? Then you have Trinity perks - Perks items and companions rebirth

Headshot and fusion core damage multiplier overhaul: Lethal headshot

You want to better know the people you meet in the Commonwealth and beyond? It's People have a name

Want to die a painfull death trying to overcome an impossible challenge? Try Superboss Swan

Want to have the control of how much experience you gain? It's here: Experience rings standalone (Note that everything featured in this mod is included in Trinity perks)

You want to roam the Commonwealth without having to worry about your power armor's health? Indestructible power armor

Want to fire at will, REALLY at will, without needing ammo ever? Want to give weapons to your settlers or companions without the need to resupply them constantly? Infinite ammo weapons

I also made smaller mods, like character presets or diverse perks, check my profile for more.