Fallout 4
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LibertyBull

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LibertyBull

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About this mod

I brought all of the NPCs Travel actors' health in line with BLD, removed the perks they are given (Sneak 4, Radiation Immunity, Inspirational, etc), and removed the minigun from the lists that would result in every raider and mercenary group having one. I also edited the leveled lists to de-level it so all armor variations have a chance to spawn.

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Requires Nuka World, Far Habor and Automatron, the same as the Full NPCs Travel does.

The only items edited is the custom NPCs Travel actor health, actor perks, and custom NPCs Travel leveled item list. I edited the leveled lists to de-level it so all armor variations have a chance to spawn. This patch also simply replaced the "minigun or gatling gun" custom "NPC Travels" leveled list and replaced it with a vanilla gunner leveled item so that wont conflict at all since it's a new NPC Travels added leveled list anyway. I did not edit robots or dogs, I may do it in an update. I edited all of the Feral Ghouls, Humans, (Raiders, Gunners, Mercs, Adventurers, Scavengers, etc), and Supermutants. These are all custom NPCs added by NPCs Travel so again should not conflict with anything outside of overwriting NPCs Travel. I also removed the perks they are given (Sneak 4, Radiation Immunity, Inspirational, etc).

An example of the edits done to an NPCs Travel raider NPC:




Examples of why this patch is needed:

- By default in NPCs Travel there are perks added to every NPC which makes them immune to radiation, sneak level 4 making them very stealthy, and a perk to raise NPC's damahe resistance as the player rises in level. For one, making NPCs immune to radiation makes gamma gun, radium rifle, etc not work at all against these NPCs. I left the Children of Atom and Ghouls immune to radiation as thats lore friendly. Giving the NPCs high sneak makes them hard to spot by other NPCs which gives them an unfair advantage but also makes them not trigger traps or mines. It was probably done to prevent NPC travelers from getting into firefights left and right or falling over mines but I feel like that is a good thing. Lastly, the damage resistance scaling is completely removed in BLD so this patch makes the perk not do anything.

- Human NPCs health is very varied, just like vanilla, and that doesnt fit in with BLD. Some human NPCs have 5 health, some have 400. This gives them all 150 (in BLD humans have between 135 and 165 health but there are so many NPCs to edit I just gave them 150 for ease of updating). Feral ghouls also have had their health standardized to 185 like in BLD. In NPCs Travel, supermutants have too low of health, some as low as 130. I put them up to 385 like in BLD. Again this only affects the custom NPCs Travel NPCs and doesnt change anything from the game or BLD.

- Every mercenary, gunner, and some raider travelers have a minigun by default in NPCs Travel. This breaks balance because in BLD miniguns actually do damage and as a result one merc can clear out entire supermutant camps. Conversely, coming against a gunner or raider with a minigun randomly on the road will kill you, your friends, your gods and your soul before it can leave your body. I simply edited the one leveled weapon list that has minigun and gatling lasers in it and replaced them with a vanilla gunner weapon leveled list, which has rifles.

- Armor/clothing custom NPCs Travel leveled lists were, well, leveled. I unleveled them so everything has a chance to appear at any time. Thankfully, the NPCs Travel leveled NPC lists actually reference vanilla templates to BLD's edits automatically work with NPCs Travel, but it's the only thing that doesn't need to be patched.