Fallout 4
0 of 0

File information

Last updated

Original upload

Created by

TmaxCreation

Uploaded by

TmaxCreation

Virus scan

Safe to use

Tags for this mod

About this mod

Improved survival mode, settlement production nerf & perk requirements, tougher bartering, lowered max resistance, weapon rebalance, companion rebalance, legendary effect rebalance, dog armor deadly rad storms, etc.

Requirements
Permissions and credits
Changelogs
My mods to use together
Vaultman Perks - A Minimal Intrusion Perk Overhaul
Vaultman - Hardcore Enemies
Vaultman - Hardcore Settings


Overview

Reasonable survival mode
Settlement production nerf
Tougher bartering
Lowered max player resistance
Ballistic weave nerf
Underpowered weapon buffs
Legendary effects rebalance
Companion rebalance
Deadly rad storms/FH fog/NW gas
Increased settlement perk requirements
Dog armor with stats

Requirements
All DLCs


Survival mode
Enable console
Enable compass location detection
Enable compass enemy detection
Faster Stimpaks/RadAway craftable
Missile weight 7 to 5, mini nuke 12 to 9


Settlement production
Reasons: easy to farm, instant rich, makes money/ammo perks obsolete

Mutfruit
Price 8 to 4

Buffout, Jet and variations
-30% price

Robot repair kit
Price 48 to 30

Molotov Cocktail
Price 20 to 14

Water
Dirty/purified/institute water, 1/3Value, 1/2healing
Water Purifier – Industrial, 40 to 25 water production

Tougher merchant bartering
Reasons: selling stuffs too profitable, especially water
fBarterSellMax(max selling price) 0.8 to 0.4
fBarterMin 2 to 3
fBarterMax 3.5 to 5

Max damage reduction
Reasons: Overpowered endgame player resistances, low damage/high speed weapons like minigun dealing less damage due to the high resistance caps, overpowered power armor defense
Fire/frost/shock/physical/energy 0.99 to 0.8
Poison 0.85 to 0.7
Radiation 0.99 to 0.95 (can’t get too low, as certain quests have high radiation)

NPC health bonus (per level)
Reasons: player growth outpaces enemy growth too much after mid-game, boss characters not enough buffs over minions
npchealthlevelbonus 5 to 15
npcbaseperlevelhealthmult 4 to 6

Ballistic weave
Rating from 30-110 to 10-50
Institute killer weave
Rating from 20 to 30
Dmg from +10% to +30%, also including robots and turrets




Weapons

Laser musket
Base damage 30 to 39

Automatic laser musket
+5 damage

Salvaged assaultron head
Base damage 35 to 46

Tesla rifle
Base damage 32 to 35
+mod damage

Institute laser gun
Base damage 21 to 22
Clip size 30 to 50

Double barrel shotgun
Base damage 45 to 47

Submachine gun
Base damage 13 to 17
+ mod damage

Assault Rifle
Base damage 30 to 35

Hunting rifle
Base damage 37 to 39

Lever action rifle
Base damage 35 to 35

10 mm pistol
Base damage 18 to 21

Deliverer
Base damage 25 to 22

Pipe gun
Base damage 13 to 15

Pipe bolt-action
Base damage 34 to 37

Pipe revolver
Base damage 24 to 26

Junk Jet
Base damage 40 to 60
Increased fire and electric damage

Missile Launcher
Base damage 15 to 13

Fatman
Base damage 18 to 16

Broadsider
Base damage 33 to 37

Striker
Base damage 100 to 180

Minigun
Base damage 8 to 9
+ mod damage

Vertibird minigun (player)
Base damage 25 to 27

Flamer
Base damage 9 to 11
+ mod damage, GunNut requirements
Reduced range penalty for higher damage muzzles, 50% and 25% range, to, 75% and 50%

Cryolator
+flame damage

Harpoon gun
Base damage 150 to 160

Caltrops & bear traps
Significantly increased damage and decreased weight

Acid soaker
5x damage
10s improved debuff and acid damage

Assaultron blade
Base damage 17 to 18
+mod damage

Mr. Handy Buzz Blade
Base damage 5 to 7
+mod damage

Ripper
Base damage 4 to 5
+mod damage

Meat hook
+mod damage

Chinese officer sword
Base damage 16 to 16

Combat knife
Base damage 9 to 10

Machete
Base damage 14 to 15

Grognak's Axe
Base damage 25 to 29

Revolutionary Sword
Base damage 16 to 19

Shem Drowne sword
+radiation dmg

Shishkebab
+mod damage

Baseball Bat
Base damage 16 to 16

Board
Base damage 16 to 16

Lead pipe
Base damage 11 to 14

Pipe Wrench
Base damage 13 to 14
+mod damage

Pole hook
+mod damage

Baton
Base damage 11 to 13

Super sledge
+mod damage

Tire iron
+mod damage

Walking cane
Base damage 10 to 14

Power fist
+energy damage

Mines/grenades
Dmg rebalance
Cryo +slow duration
Pulse/Plasma/nuka +energy damage




Legendary effects

Armor


Bolstering
Low health armor buff 35 to 45

Duelist’s
Disarm chance 10% to 18%

Poisoner’s
25 to 35 poison resistance

Punishing
Damage reflection 10% to 20%

Sprinter’s
10% to 15% speed

Incendiary
Damage 50 to 150

Cryogenic
Freeze chance 10% to 20%

Cloaking
Duration 10s to 30s

Unyielding
Stats +3 to +5

Auto Stim
CD 60s to 40s

Rad Powered
+1 at 100 rads, +4 at 700

Safecracker/Freefall/Acrobat's
Energy resistance from 2 to 10

Inquisitor’s Cowl
+intelligence with rads

Atom’s Devoted
Easier rad immunity with rads

Nuka-Girl rocketsuit
Waterbreathing+2 AGI/CHA/INT

Weapon

Bleed
From 25 to 15

poison
From 3pts for 10s to 15pts for 10s
+slow

Explosive
From 15pts to 5pts

Incendiary
Damage 15 to 75
+weaken armor

Two shot
2 shots and -15% damage

Blazing
Damage 50 to 200

Defiant
2x dmg to 4x

Resolute
Slow 3s to 9s

Hitman's
+dmg 10% to 30%

Steadfast
Resist 50 to 180

Deadeye
Slow 3s to 4s

Resilient
Resist 150 to 750

Duelist's
Chan% 25 to 40

Charged
Dmg 100 to 450

Frigid
Chan% 20 to 30

Stalker's
Half cost, 2x accuracy

Junkie's
Per addiction dmg 15% to 25%

Bloodied
+10% damage

Crippling
Limb dmg 50% to 100%

Nocturnal
Day dmg 33%~66% to 80%~90%

Berserker's
Eased armor requirements

Enraging
Frenzy 30s to 60s

Nimble
+speed 75% to 120%

Companion

Cait
Shotgun damage 45 to 100
Fixed and improved perk: Thanks to your relationship with Cait, Action Points regenerate faster if your AP is below 25%.

Codsworth
Flamethrower damage 1 to 5
Perk: Thanks to your relationship with Codsworth, you shield 70% robot energy weapons damage while losing 4 Perception.

Curie
Laser damage 27 to 59
Thanks to your relationship with Curie, once per day you heal 6000 Hit Points in 30 seconds if your health falls below 10%, while losing 3 Agility.

Danse
Laser damage 27 to 51
Thanks to your relationship with Danse, you deal +40% more damage against Feral Ghouls, Super Mutants and Synths, while losing 40 damage resistance.

Deacon
Perk unchanged
Rifle damage 40 to 80

Hancock
Shotgun damage 45 to 100
Knife damage 10 to 25
Perk: Thanks to your relationship with Hancock, at 200(was 250) rads or higher you get criticals 60%(was 20%) faster.

McCready
Perk unchanged
Rifle damage 40 to 80

Nick Valentine
Pipe revolver damage 24 to 48
Perk: Thanks to your relationship with Nick Valentine, you get 10 extra guesses (was 1) and 50% faster terminal cooldown when hacking, along with +1 Intelligence.

Piper
Pistol damage 18 to 41
Perk: Thanks to your relationship with Piper, you receive 10x XP for speech challenges and discovering new locations, 20% reduced speed, and 35% slower reload ..

Preston Garvey
Laser musket damage 18 to 54
Thanks to your relationship with Preston, you deal +40% more damage and gain +40 Damage Resistance when facing three or more opponents, while losing 5 Endurance..

Strong
Hammer damage 15 to 55
Perk: Thanks to your relationship with Strong, when you fall below 50% health you deal +30% more melee weapon damage.

X6-88
Laser damage 21 to 49
Perks: Thanks to your relationship with X6-88, you receive +120 Energy Resistance and -100 Damage Resistance..

Old Longfellow
Lever action rifle damage 26 to 52
Thanks to your relationship with Old Longfellow, the Damage Resistance and Energy Resistance of animals and sea creatures is reduced by 40%, while you lose 40 Poison Resistance..

Porter Gage
Rifle damage 32 to 37
Perk: Thanks to your relationship with Gage, you gain +10% more XP per kill and +15 Damage Resistance, while suffering -5 Charisma.



Misc.
Far Harbor Survivalist perk
Damage resistances 5 to 8
All dog armors +resistance



Recommended mods
Arbitration - Combat AI - Stealth - Speed - Damage - Gameplay Overhaul
Dynamic Difficulty
JOURNEY - Survival Settlement Fast travel
Sim Settlements - Conqueror
SURVIVAL QUICK SAVE - No Sleep Till Bedtime
VATS Tweaks