Fallout 4

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Herby

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Herby247

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  1. Herby247
    Herby247
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    Sticky
    Long time since I've updated this mod. I haven't been actively modding for a long time, but I've had this update in the works since the last one and never uploaded it. Started playing Fallout 4 again so thought it was high time I put it out. Small changes and bugfixes, thank god I kept a change log because it's been so long since I worked on this I have no memory of what I actually did.

    I wouldn't be surprised if this is the last update I make for this mod - depression has been kicking my arse. I still hold this project close to my heart though so I might return to finish the ammunition crafting module one day, I've always wanted to integrate it with automatron. For now, if you want a more complete ammunition crafting module, go use another mod.

    Also apparently the Xbox One version was just sent to the fucking shadow realm, so if you really want it, send me a note and I might upload it again months later.

    - Herby
  2. MihaiL
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    I'm already using Looted World and I would to ask you if these two would work together. This one looks very interesting and I'd really wanna try a playthrough including these both.

    Thanks in advance! 😊
    1. Herby247
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      Did a quick check on xEdit to confirm: The two mods will conflict, but as long as you put all the looted world modules after all lootbalance in your load order, they should mesh together fairly well. The conflicting records will be overwritten by looted world, while leaving the lootbalance records it doesn't change. The bandages the lootbalance health module adds in may not spawn where they're supposed to, but that fits with the theme of looted world.

      My general advice is to always load lootbalance before other conflicting mods, since it mostly only makes balance changes which can be overwitten without causing massive issues.
    2. MihaiL
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      Awesome!!! Will do so. Thank you so much! 🤝🤩
    3. Avaton
      Avaton
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      Same issue here but I can't figure out how to load LootBalance before Looted World since Looted World is marked as a master esl and Vortex basically slaps my face with a "LOOT reported a cyclic interaction between rules!" error when I try to change their load order so that LootBalance loads first. Any ideas?
  3. ssskoopa
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    You should make it so Mini Nukes stop spawning in fours too. Already saw two in my playthrough.
    1. Herby247
      Herby247
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      Yeah that's been on my list of things to do for ages (years) now. It's caused by the exact same bug that causes fusion cores to spawn in fours as well. I've just been going back and forth on whether or not to actually do it, because it's an ammunition type which is only used for one weapon, so reducing the spawn rate will massively affect the usefulness of that weapon, which isn't what I set out to do.

      I might just make an optional patch for it so people can choose whether to do it or not.
    2. ssskoopa
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      I personally don't see that as a problem given all the fixed spawns, all the suiciders running around, and the fact that Fat Man is a niche weapon to begin with, but I see where you're coming from. Thanks for the reply.
  4. Starsickle
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    Would appreciate some notes about how this stacks up against FLO 2017 - would love something in a single mod that takes care of what I try to do with several.

    Maybe a "What mods won't you need anymore" list?
    1. Herby247
      Herby247
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      Haven't played with loot overhaul so I can't really say. Quick check in xEdit show's many of the same changes, though notably, loot overhaul adds new levelled lists, changing which items spawn in which containers. From the beginning I wanted lootbalance to have near-identical distribution to vanilla, just less of it. Lootbalance can also be installed as different modules if you don't want a particular change.

      As for features other mods might also do, everything listed on the main page is representative of the mod, with detailed descriptions of each feature if you want to read through them. At the end of the day, everything in the mod is included only to complement the main objective - making less stuff appear.
    2. Starsickle
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      The general idea with FLO is to somewhat realistically redistribute and reduce, which I appreciate since normal vanilla distribution tends to put things in unreasonable places and floods you with stuff. Appreciate the response!
  5. Nartaga
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    Something I noticed in one of the patches you have included, the one for Scrap Everything does not recognize the Ultimate Edition esp of scrap everything, so it's flagging a missing master for that patch.
    1. Herby247
      Herby247
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      Thanks for pointing this out, I forgot there were two versions of Scrap Everything. Will fix for the next update.
    2. validas
      validas
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      Please, please, please hurry  
      I can't wait to use your mod, but it causes all kinds of buggery with ScrapEverything. 
    3. kingmiamikdn
      kingmiamikdn
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      2023. Still bugged.
    4. Herby247
      Herby247
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      thanks, thought I fixed this but apparently not. Sure I've got a fix in the files.
    5. Herby247
      Herby247
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      I didn't have a fix, I do now. Two scrap everything patches included in 1.5.4.
  6. Maderasnobile
    Maderasnobile
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    i only wanted the loot reduction, any recommendation?
    1. Herby247
      Herby247
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      I made the fomod installer capable of installing each module individually just for this purpose. If you pick just levelled list and world changes, then you won't see anything else in the game. I'd still recommend the health module though as it provides a more consistent experience than the alternative healing methods already in the game. There's a short article about it with a full explantion on the mod page. 
  7. dethpugg
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    A great mod. Wanna get a feel for the reduction? Just run on over to Wicked Shipping at the start-you'll walk outa there with 75% less stuff than vanilla. THERE ARE NO CANS ANYWHERE. I've wandered everywhere across the river from Diamond City, and found only 2 cans-in containers. Oddly enough, you'll still find lotsa bottles, jut not as many as vanilla. NOT FOOLING AROUND with stimpack placement. Think I found 14 without buying extras by level 21. So this does make for a harder progression, and a better appreciation for any useful "finds." Thank you kindly!
  8. Vorsutus
    Vorsutus
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    ignore
  9. Insers
    Insers
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    can you post me percentage values of recovered health and rads using medical perk lvl 1, 2, 3 and 4 ?
    1. Herby247
      Herby247
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      I couldn't remember what it was and the perks are really cryptic in FO4Edit, so I went and threw myself off a cliff to check.

      Stimpaks start at 20% with no medic perk, and increase by 10% for each level in the perk.
      Bandage starts at 50 HP, and increases by 10, 20, 20, and 20 for each level respectively.
      Treated Bandage starts at 70 HP, and increases by 20, 30, 30 and 30 for each level respectively.
      Radaway starts at 200 Rads (20 HP) and increase by 100 for each level.
    2. wonszlol
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      Bandages should restore %based health instead of a flat amount as well to avoid inconsistencies between mod loadouts. For example, I'm using Mornedil's Combat Rework which completely disables Health scaling so a 50 HP restorative Bandage amounts to roughly 50% of my total health pool, making it way more potent than a Stimpak.

      %based restoration values would make your mod far more compatible with all the various combat/balance mods out there.
  10. Praetoriax
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    With so little left in the commonwealth to scavange, prices should be on the rise shouldnt they? ;)
    I always hated bethesda never introduced a dynamic economy, based on items in the world/vender and player inventory.

    Any ways, good looking mod. I am about to start a new playtrough on the harshest settings! I will leave some feedback if I have anything worth mentioning.

    PS: Ammo crafting as a seperate option gets my compliments. As most people wont need it cause they have an ammo mod installed. I use ECO myself.
  11. Nibelung44
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    Bandages are too weak. If you compare HP restored, overall, with their cost (HP per credits), the clean water is better.
    Please do not tone down clean water.

    And too bad it's not possible to tweak data ourselves. I wanted to up slightly to 25% the stimpack, and restore some interest into the food which are so toned down that they are now meaningless.