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This page was last updated on 14 May 2024, 10:17PM
- Changelogs
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Version 1.5.4
- Added separate patch for Scrap Everything Ultimate Edition. If you were using the Scrap Everything patch before without issue, just select Scrap Everything Core during install.
- Removed unused records from original Scrap Everything patch.
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Version 1.5.3
- Brought back the health restoration effect of water to a minimised degree on par with the food restoration reduction. Tried to stop it restoring health when you're thirsty, as how food does with hunger, but Fallout refused to play ball.
- Brought back the No Health from Water module, in case you want to go back to no health from water. Must be loaded after the Health/Comprehensive modules.
- Changed the recipe for Baseball, Fragmentation, and Molotov grenades in the Ammo Crafting module.
- Changed the recipe for Bottlecap and Fragmentation mines in the Ammo Crafting module.
- Changed the recipe for Treated Bandage. The cost/return made it unworthwhile, it is now more beneficial.
- Changed ammunition recipes.
- Added 5mm to the ammunition recipes.
- Added Fusion Core scrapping and Crafting to the Ammo Crafting module.
- Reduced occurrence of missiles in both Ammo modules.
- Reduced occurrence of fusion cores in both Ammo modules. Was hoping No Fusion Cores in Fours would reduce it enough, but there're still too many.
- Reduced occurrence of mini nukes in both Ammo modules.
- Reduced chems found in Greater Mass Blood Clinic chem stash.
- Added a couple of Daytripper and X-Cell removals to the World module.
- Removed bobby pins and stimpaks found on Ken Standish in Jamaica Plain.
- Updated VIS patches
- Fixed bug where automatron robots wouldn't drop any ammunition.
- Fixed bug where a couple of changes from the last update weren't copied to the DLC modules because I'm an idiot who's out of practice.
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Version 1.5.2
- Added module Survival. I made this a seperate download because it edits a stock script HC_Manager (by use of a .ba2 files to override it). I discovered that the value of an item determines how much hunger/thirst it fills which is a problem since LootBalance_Health lowers the value of some items, so this patch doubles the fulfilment you get from food and drink. The .esp file doesn't actually change anything, but it's needed to load the .ba2 file. I may use this file in the future for more survival specific changes.
- Added patch for Give Me That Bottle.
- Added patch for Scrap Everything. This isn't actually a compatibility patch, it's just a private mod I thought would be a good addition.
- Removed patches for VIS and VIS-G for individual modules, too much work to maintain. VIS patches are still available for the comprehensive installation.
- Cleaned up the installer fomod a bit, backend stuff.
- Lowered stimpaks found on dead man found with Dr. Forsythes Note from 6 to 2.
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Version 1.5.1
- Reduced Robot Repair Kits dropped by Automatron robots.
- Reduced Fusion Cores dropped by Automatron robots.
- Reduced reward in safe at the end of QA Testing in General Atomics (Does not require Automatron to work).
- Added an "Extra" module which removes the Nuclear Material dropped when killing an enemy with a Plasma weapon.
- Fixed XML error with Mod Organiser FOMOD.
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Version 1.5
- Added module Ammo_Crafting, allows scrapping and crafting of ammunition at the Chemistry Workbench.
- Added module Automatron. It's just adjustments for loot dropped by Automatron robots. I didn't know where to put it so it's just and Extra module.
- Adjusted modules Ammo and Ammo_Mean. Ammo_Mean is much harder, I'll probably be making more changes to these as time goes on.
- Removed individual World modules. It became too cumbersome to maintain all of these, sorry, but it's all or nothing now.
- Fixed bug breaking precombines. As far as I could tell this only happened in General Atomics. Will be keeping an eye out to make sure this is fixed now.
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Version 1.4
- These changes are spread across many and multiple modules, too many to detail, it's easy to guess.
- Added module Extreme. Only trialling this right now, it affects meds, chems, food, and grenades, and also changes vendor lists.
- Added module Ammo_Mean. Reduces basic ammo by 4, reduces rarer ammo by 2.
- Removed some 10mm ammo from Vault 111 with ammo modules.
- Removed meat drop adjustments from the Health module, it's now only in the Food and Drink primary module.
- Removed Screws from Hubcap.
- Adjusted Cigarette Pack spawn rate, toned down a lot.
- Reduced recoverable components from traps. Some traps won't have any.
- Reduced loot from turrets.
- Added chance you won't recover all Grenades from hanging bouquets.
- Added chance of Bandages spawning in Wood Crates.
- Fixed bug where Bobby Pins in suitcases weren't adjusted.
- Fixed some bits in the Comprehensive module that weren't properly copied over, causing bugs.
- Fixed some bugs in the installer.
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Version 1.3
- These changes are spread across many and multiple modules, too many to detail, it's easy to guess.
- Added module Comprehensive. This is a comprehensive .esp which combines all recommended modules. This still requires _Core.esp.
- Added module Armor. Only includes a couple of small tweaks.
- Added module Item_Food. Only adjusts value of some food items.
- Changed name of module JunkComponents to Item_Junk.
- Changed name of combined module Extras to Extra.
- Removed module Extras_Base, as it is redundant.
- SmallGuns module has been replaced by the Context module.
- Moved HealthFood and HealthWater away from Extra module, while still available, they are no longer supported.
- Radaway effectiveness reduced. Don't know if this will remain.
- Removed all placed Radaway from Worldspace/Interior Cells (there's so much).
- Removed Radaway from the Dead Drop at Bedford Station.
- Increased spawn rate of bandages in First Aid Kits.
- Increased spawn rate of medical items in First Aid Kits by 10% to 20% when playing with _Health.esp.
- Added small chance of bandages being dropped by BoS Soldiers and Gunners.
- Added chance of bandages spawning in safes.
- Restored health from food but the HP has generally been reduced by a third (I started doing it manually and realised all the values I was doing made it about a third so just stuck with it).
- Lowered chance of meat spawning on most animals. Actual value varies animal to animal.
- Extra meat magazine perk now only has a 50% chance of actually providing extra meat.
- Mirelurk Queen will now spawn between 3 and 6 Mirelurk Queen Meat, rather than specifically 5.
- Slowed time Irradiated Blood takes to heal you.
- Reduced chance of Chems spawning in some containers.
- Stopped Chems spawning in some containers (seriously there's just too many).
- Increased value of several food items.
- Increased value of several junk items.
- Reduced spawn rate of Cigarette Packs.
- Added small chance of Preserved Cigarette Packs spawning in Cigarette Machines.
- Reduced Antiseptic content of Turpentine.
- Reduced spawn rate of Turpentine, Adjustable Wrenches and Scalpels.
- Removed some Turpentine and Adjustable Wrenches from Worldspace/Interior Cells.
- Removed Bobrov's Moonshine from Alcohol lists to stop it spawning in Pre-war locations.
- Removed Bottle Caps from some spawn lists to stop them spawning in Pre-war locations.
- Most Noodle Cup Stacks are replaced with single Noodle Cups.
- Changed Coolant Cap Aluminium to Steel.
- Removed a few extra items from Cambridge PD.
- Stopped Radstag Hide Outfit from spawning on lots of NPCs for no reason.
- Changed Raider Suitcase to normal Suitcase as the method for spawning armour in it was super weird. Plus what raider is gonna use a suitcase.
- Bobby Pins can spawn in some containers again.
- Synth Component value reset to vanilla.
- Lowered chance of Military-Grade Duct Tape spawning on Feral Ghouls and other creatures.
- Fixed the illogical Vim! and Nuka-Cola drinks (These were Bethesda bugs that were convienient to correct).
- Fixed bug where extra meat magazine did not spawn extra meat on some animals (again, Bethesda bugs).
- Fixed bug where Bloodpack restores 5 HP instead of 50 HP.
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Version 1.2
- Added new "Health" module. This rebalances healing items in the game by doing the following:
- Reduces amount Stimpaks heal to 20%, up to 60% with Medic 4.
- Adds two "Bandage" items to the game, which heal starting at 50 HP through a minute, and peaking at 180 HP through 30 seconds with Medic 4.
- Entirely removes the health that food and water recovers, excluding "Medical" items.
- Removes the additonal time health takes to restore in Hardcore mode as it's basically redundant.
This module is fairly experimental and I don't know how well it will be recieved, as such it is installed separatley for now. - Added new "Core" module. This is now a master to all modules, and simply serves to centralise all additional records added. It has the added benefit of making load order sorting slightly easier, as everything comes after this .esp file.
- Reduced basic Chem spawn rate further.
- Reduced basic Grenade spawn rater further.
- Added ESL flag to more of the .esp files. LootBalance_World.esp and LootBalance_World_Base.esp are excluded as they have the potential to go beyond the size limit.
- Nuka-Cola healing time has been doubled when using the doubled food healing time module.
- The "No Water Health" module now stops health gain from alternative water sources like water pumps, as well as water items.
- Fixed a bug that caused the "Locket" toolbox to not appear in USAF Satellite Station Oliva.
- Added new "Health" module. This rebalances healing items in the game by doing the following:
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Version 1.1
- Changed flag for removed Worldspace/Interior Cell items from Deleted to Initally Disabled (thanks to payl0ad for the advice).
- Added the ESL flag to many to the tiny .esp files that are added for each module when doing a custom installation.
- Added patches for AWKCR, VIS and VIS-G, available with installer.
- Moved about folder structure for easier manual installation.
- Moved Junk Components module to the optional category, I don't know why I made this a primary module in the first place.
- Split Bobby Pin world items into the world category, rather than installing them with the primary module.
- Removed some unnecessary rows I forgot to delete. In-game effects are minimal.
- Moved Mod Organiser 2 fix to the main file. Instructions on first step of the installer, or in fomod_MO\README.txt.
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Version 1.0
- Original Upload.
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- Author's activity
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May 2024
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14 May 2024, 10:17PM | Action by: Herby247
Attribute change
'Description changed.'
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10 May 2024, 10:00PM | Action by: Herby247
Mod edited
'Feature Details'
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10 May 2024, 9:56PM | Action by: Herby247
Attribute change
'Description changed.'
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10 May 2024, 9:46PM | Action by: Herby247
Attribute change
'Description changed.'
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10 May 2024, 9:44PM | Action by: Herby247
Mod article added
'Feature Details'
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10 May 2024, 9:39PM | Action by: Herby247
Attribute change
'Description changed.'
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10 May 2024, 9:27PM | Action by: Herby247
Primary image changed
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10 May 2024, 9:27PM | Action by: Herby247
Mod image added
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10 May 2024, 8:48PM | Action by: Herby247
Attribute change
'Description changed.'
December 2023
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01 Dec 2023, 3:44PM | Action by: Herby247
Attribute change
'Description changed.'
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01 Dec 2023, 12:32PM | Action by: Herby247
Readme file added
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01 Dec 2023, 12:32PM | Action by: Herby247
Changelog added
'Change log added for version 1.5.4'
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01 Dec 2023, 12:30PM | Action by: Herby247
File added
'LootBalance [version 1.5.4]'
September 2023
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17 Sep 2023, 3:16PM | Action by: Herby247
Readme file added
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17 Sep 2023, 3:16PM | Action by: Herby247
Changelog added
'Change log added for version 1.5.3'
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17 Sep 2023, 3:12PM | Action by: Herby247
File added
'LootBalance [version 1.5.3]'
June 2021
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23 Jun 2021, 12:27AM | Action by: Herby247
Attribute change
Description changed.
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23 Jun 2021, 12:22AM | Action by: Herby247
Attribute change
Description changed.
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23 Jun 2021, 12:08AM | Action by: Herby247
Attribute change
Description changed.
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22 Jun 2021, 7:33PM | Action by: Herby247
Attribute change
Description changed.
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