Sorry, I encountered the 'every word stick together'issue when copying the description from word to nexus detailed description. It's not the best looking thing. But it's at least readable now.
Why did you buff the companions so much? More than doubling some of thier damage? I'll admit early game all but requires thier assistance on hard-core modded play through but that seems a bit OP
OP only on paper. Even after the buff, Robots(fully modded) > Gage > Danse > other companions. Just like vanilla. Robots and Gage damage not changed. Only buffing the underpowered companion so they don't feel like total pushover. Like Preston, he actually needs to crank up a few times before he could shoot, then he will miss. I never found them OP all these years.
Only OP situation I can think of is, if you use mod like Scourge to lower every enemy health to about 100. In that case. They should have something to reduce companion damage too. Otherwise, even vanilla Gage or Danse, and especially robots, will all be super OP. They will one-shot everything on the way.
i wanted to know if there is the posibiity that some unique weapon with legendary effects can become normal weapons? because my overseer guardian,spray and pray ,bigboy and the gainer become normal weapons once i save them in containers and after a time i found them with normal name weapons and glitched like spay and pray like a normal submachinegun with 30 attack but when i am going to weapon workbench it disapear and the same with others weapons , except kellog pistol and furius servpunch . maybe for legendary effects base in their creation of these unique weapons?
Do you have the remove legendary mod? It's probably that one having some script issues. Feels like you installed something changing base game mechanisms.
My mod doesn't change any of the core mechanisms of the game. Just some adjustment to numbers and effects.of specific items. Just vanilla+, nothing more.
About the power armor, I probably need to put it on hold, as other armors and clothing are also in the picture. Then it's also related to perk bonuses of armor/energy ratings. Too many things attached. I can't change just the power armor without having a total balance overhaul for all these.
I only have 22 mods: - vaultman hardcore settings - vaultman enemies and bosses - vaultman perks and some changes - a mod that increases my carrying capacity a lot. - a mod that adds walter ppk's weapon to the list of vendors and enemies, which is a weapon that uses the design of the deliverer but gives it its own ammunition and its own modifications. - a mod that adds the wabbajack revolver to the game that allows you to turn enemies into anything random in the game - a mod that adds the slasher sword that allows you to send enemies away with a fiery blow as if they were dolls - a mod that adds an alien blaster with the same ability as the slasher sword - a mod that adds the winter blade which is a sword that freezes almost everything in one hit - a mod that increases the ability to plant more things to my settlers up to 25 each - the nytra mod that disables some effects, lights and grass to increase the fps - A mod that improves power armor by reducing the damage received by a percentage, the durability of the fusion core and preventing the jetpack from consuming action points - a mod that removes the building limit on settlements - a mod that allows me to create in the manufacturing machines anything in the game including weapons and unique items but without legendary effects including dlc - a mod that allows me to create cages of all the npc of the game including dlc - the unofficial patch for fallout 4 ps4 - a mod that lets you create a ring with ballistic defense in the chemist workbench - a mod that lets you increase more ballistic defense in addition to the 5 levels of ballistic defense in the base game. - a machine mod that allows you to store all your items in a single container and open it from any settlement. - a mod that greatly reduces the effects and fog of far harbor due to performance - a mod that allows me to recruit any npc in the game as a partner - a mod that allows me to create members of the brotherhood of steel with power armor in the settlement that will defend the indentation regardless of whether it is an enemy of BOS or has killed elder maxxon But dont worry, simply i will farm those weapons with legendary enemies. About bigboy is easily replaced for defiand fatman or never ending fatman actually.
It might be that 'cloud' container mod you're having. Though I'm not sure.
You're basically looking for a mod with scripts affecting equipments. Because Fallout 4 use scripts and quests to distribute legendary effects to items. You might need to deactivate the mods one by one until you find the problem(typical troubleshooting process), OR if you're on PC and have knowledge about the scripts, use FO4Edit to identify the issue.(which I can't)
Again, I never touched these scripts in any of my mod. Thus, I don't have too much knowledge about it.
i was testing in my ps4 and maybe i cant notice so much but now incendiary , posion and bleed legendary effects are similar in damage ,maybe for enemies with scaling level mod and my character in lv 114 and vaultman boss and enemies mod they get really a lot life . two shoot and hitman are similar in damage now but two shoot have maybe a extra damage like 2% or less than hitman but it has more recoil and worse accuracy , powered which have 25% damage is the most balanced now for vats and fight in real time for all weapons, and hitman for real time fights for all weapons and two shoot like best option only for snippers and pistols but the worst option for automatic guns and shotgun for the recoil and acuracy but it can be used still in vats in the case of use fire concetrated perk but being only for 1 or 2 enemies max for the really bad acuracy of two shoot while powered can choose more enemies without lose acuracy and more probability to hit them and being better and some aspect if we apply gun fu perk to increase more the damage to targets. Violent is more relevant now that it include limb damage but with similar problems of two shoot except the part that is easier break legs with it. All legendary effects with specific enemies condition 50% extra damage are more relevant now that two shoot was nerfed. the defense extra in some weapons for reloading and aiming are really good in special for snipper with a sentinel set , and extra defense for reloadin is perfect for double barrel shotgun , harpon,misile and fatman sincerelly. Defiant is the only reason why double barrel shotgun still have less damage than combat shotgun because x4 damage all time is really useful for that weapon like for harpon and lever action and hunting rifle because have min 5 shoot in magazine so x4 damage really help these snipper and double barrel shotgun. Explosive is ok with all these restriction which can be boosted until be the same that it was before but taking more time to get all benefits for explosive effect because they are now separated in diferents perks which become explosive combat shotgun op after a long farm of exp but dont kill defiant double barrel shotgun because it still can be used in short range without die for your own shoots from explosive combat shotgun, so it is still a good option, unfortunelly never ending double barrel shotgun is only useful when rifleman perk is maxed because with a shotgun is really easy break legs in speacil with that fire rate , i know that explosive do the same but is more dangerous for enemies indoor running for you and kill yoursself for the explosive. Resolute is really perfect for revolvers and maybe double barrel shotgun but in special revolvers and lever action.( with fatman and misiles and harpon is good too but these weapons reduce your speed for some reason even in slow time and it dont let you run so much with all those heavy weapons reloading even with faster reload perk), for that revolvers,lever action and double barrel look better option for the faster reload and fire rate to let empty the magazine so fast and use slow time all time. speed armor set with legendary extra speed from aim gun are really insane, literally you can be flash now and can be faster way to move in the conmowealth now, really good with 10m pistol,combat rifle, combat shotgun,assault rifle,handmade rifle and all automatics guns because is easy shoot with that speed and scape for reloading all time, is so funny. extra damage for low defense or low life are really ok, it even destroy two shoot and the rest of extra damage legendary effects now except defiant and maybe explosive in somme cases,but it work all time and dont kill yourself but is near to your death if you arent careful, these weapon legendary effects combine perfectly with Bolstering legendary effect that give insane amount of defense with low life now. My character was lv 114 and only a metal chest with this effect gave me 220 defense or less with 25 % of hp, tecnically i can have 1000 defense or more with all armor and ballistic wave and extra defense from new effects in perks of this mod. If i combine it with strongh companion perk and extra defense from legendary weapons , it can work in a lot build sincerelly.
The only bad part is that you cant use mods which remove and apply legendary effects to another weapons or armor with this mod because those mods use basic effect of legendary effects and overwrite the modification of this mod letting original disbalanced old legendary effects of the game using a mod like that. And be careful with weapons like zeta gun, lorenzo artifact, kreen tooth and nuka launcher and another which let you remove unique mod of weapon because their mods included in their weapons can be removed but cant be appplied in another weapons anymore like if it was glitched and the game dont see it like a mod anymore once you removed it from original weapon you wont can apply in the original weapon anymore . So explosive lorenzo or z gun isnot posible and the same with a incendiary,poisoner or bleed kreen tooth . Be careful with this.
For removable legendary mods, you probably need a patch with it. OR simply don't use these as they remove the randomness of legendary loot, which might be the core of a loot-shooter.
Nuclear material can be easily converted from steel with Fortune Finder lvl4 from my other mod.
Not everything is perfectly balanced as everyone has different opinion on things, with different skills, mod list, PC/PS4/XBOX. I'm just trying to make everything useful, compared to GOD POWER vs GARBAGE LOOT as in vanilla. Like when you have a poisoned gun, you know it's perfect for sniping, even with non stealth build.
About the power armors, I might not want to touch it for the moment, for: 1. Many power armor mods seem to be designed around vanilla stats 2. I don't have a clear idea yet, regarding what to change, and what not. 3. With Strong Back lvl5, you can carry unlimited numbers of power armor, and walk around just fine.Which means weaker power armor like T45, T50 and Raider PA can still be used from time to time.
I think that those power armor can be rebalance about defenses and durability like: Raider power armor more durability but only ballistic defense increased and poison defense to combine wit medx in some cases because with bosses and enemies poison for some reason can be stacked in their attacks so medx become an alternative to reduce poison damage but no eliminate all damage of poison attacks anymore and that can be explain why there is raider power armor in the glowing see where the most of enemies can use poison. T45 more durability but more ballistic damage than energy damage defenses. T51 more durability and simiar ballistic damage and energy defense and being te power armor with more durability t60 more energy defense than ballistic defense . x01 keep energy and ballistic defense but reducung durability because it is a prototype. Overboss power can be better than t60 but worse than a x01 except in the durability which can be near to new durability of t51. So the best option against ballist enemies would be t45, against energy enemies would be t60, against all but being less defense than the others but with a big durability t51,against poison enemies which dont energy attacks raider power armor,against all in general but the risk to break faster the power armor would be x01,and against all but worse than x01 and more durability but less than t51 would be overboss power armor.
The reason for this is because the T45 was created for a certain battle which failed because they only focused on ballistic defense but didn't expect the enemy to counterattack with more energy attacks.
The t51 was created with an improvement for the problem of the t45 but with a balance and more durability to survive the mission in the winter that it had to survive it but the ballistic defense had to be reduced to increase that durability and defense against the energy being similar both and more balanced.
the t60 was created by BOS and focused more on the fight against the biggest enemies in the conmowealth and seeing the arrogance of this faction and sometimes the way they trust themselves they focused more on defense against energy taking into account the enemies like the institute, the gunners, the enclave and bigger threats like technology like robots ignoring the other dangers like raiders, creatures and a good part of the conmowealth seeing that they could defeat them thanks to their arsenal of powerful weapons for that reason the defense energy was a priority.
The x01 was a prototype that sought to reinvent itself, not only surpassing the t51 by far in defense of both types but in some other aspects but with the price of durability as it was not perfected, so it was not a power armor that they would use a lot or They would use so much for battle, lacking details to perfect until they launched better power armor, so x01 would be like a failed experiment in a certain case.
The overboss armor was created based on the enemies of the conmowealth that cage managed to know as the institute, BOS, the minutmen among other threats but seeing that what abounds the most are ballistic and energy damage and in the field of the overboss and Considering that nuka world is a place where enemies with poison are not very abundant, they focused more on defense against both since they still had the gunners pending, achieving powerful armor on the part of the nukaworld raiders veterans and their resources in comparison with those of the commonwealth ignoring the poison damage.
The raider power armor is an armor created by the same raiders of the Comowalth for their leaders or more veteran raiders considering that the threats that surround them in the Commonwealth and its resources, the most dangerous in their time were the creatures that use poison and the Conmowealth in general in his time where everyone used more ballistic weapons, they created the raider power armor to protect themselves from it until BOS, the institute, the gunners and new threats arrived. For this reason, it would be an imperfect power armor like the x01 and a half-failed attempt to protect itself at the time but using good protection against poison and ballistic protection even greater than the t45 and similar durability to it but without resorting to protection against energy because it sought to protect itself from the dangers in general of the conmowealth at that time such as the deathclaw, radscorpion, insects for the most part, ghouls among others and those who maintained resistance until moving threats appeared.
two shoot damage was balanced with powerful legendary effect and hitman effect? gaus rifle was nerfed? freezing legendary effect wasnt buffed because it is op with a 10m pistol and vats armor in a lucky character for all critical hits frozen enemies? infused legendary effect wasnt buffed for the benefit of getting nuclear material from enemies with it and sell it because is the componet with more value in the game? Fatman with infused effect can become all enemies of 1 hit in a nuclear material farm , in my case it happen when i use cages to farm a lot nuclear material with infused legendary effect using molerat cages,etc. and become me rich usin pipe pistol .38 infused to farm it because use a plasma gun is a waste for the cost of ammo comparison with 1 nuclear material component. Are you interested to balance power armors in the game with all dlc?
I want to use this mod, but I don't know how to use it. If I turn on actual settings, or if their turned on already. And if they are, then what does "Enable consol" mean? And I play on the Playstation so I don't know if that's what's interfering with the mod.
It's just download and use, no different from other mods. Enable console is for PC users only. To check whether the mod is loaded, look for 'survival stimpak' under 'Healing' in Chem station. You can also check other aspects described on the mod page.
I recommended console users to read this page because BethNet doesn't allow such long page, nor any post anymore.
If I play on a different localization, does this mod translated some names of mobs and stuff into English? I really like this mod, but I'm afraid for the changed translation...
I checked.English names of some chemicals and weapons.Not critical for me. I don't understand English well, but it's bearable.I was afraid that the English translation from the mod would affect the name of the npc / bosses / companions.
This mod touches mostly legendary effects, equips, companion perks. Some will definitely be affected as the descriptions were changed accordingly. Sorry, I can't help with the translation thing. But all descriptions affected in this mod should be easy to understand anyway. And, you can either google them, or check the detailed effects on the mod page.
Does it work with Survival Configuration Menu/Gameplay Configuration Menu? I like SOME of the changes, I'd change the rest via the configuration menus, does your mod overwrite the changes made by them if loaded before said mods?
Should work together. My mod is just a vanilla overwrite. Nothing fancy. So, a higher position in loader order should make my mod overwritten by others. If it doesn't work, it's definitely on their side, They probably messed up something with the in game configuration.
Awesome, just as a suggestion if you are interested. I did some tweaks to the radiation related perks to push radiation resistance to much later in the game in order to avoid cheesing hard areas by swimming/and ignoring radiation in dangerous areas such as Glowing Sea, Far Harbor etc. Feel free to copy/integrate those if you like.
I also nerfed the Mysterious Serum and increased radiation damage in areas where it made sense (those are not perk related changes.
I already increased radiation damage of storm, glowing sea and far harbor. There're actually more ways to cheese these areas like hazmat suit, drawing enemies out and kill them one by one.
Even with the huge benefit of cheesing, many players are already ignoring Radiation Resistance, as you can easily get that with power armor. Or, with my Vaultman Perks mod, Gouhlish is a much better choice (not only remove radiation, but also heal you, You become godlike with huge radiation source around, constant healing).
Also, cheesing by swimming is actually fun and exciting for lots of us. We don't wanna go all hero like. One of the attractions of Bethesda games is that, you can do it the way you want.
I would say, if you use both my Hardcore Settings and Hardcore Enemies, the difficulty would be higher. It's a different sets of survival challenges when I developed these. I mostly run out of ammo and supplies when I visit Glowing Sea. Even in the normal areas, a few enemy bosses can cost almost all my supplies and I will have no way to continue the adventure before I got new supplies somewhere. So, unless you take all the eating/drinking/cannibal/ghoulish/scrounger perks, it would be a very challenging experience as your resources are constantly being depleted by enemies and unexpected things like disease, radstorms, etc. The combined experience of all my mods now, is hardcore enough for most players. They're actually designed to be used together. I find myself constantly trying to avoid enemy bases and bosses like Queens and Fog Crawlers. They just waste all my resource. It forces us to make a choice, and actually give us that choice, which is 'be smart and live with your choice' just like real life. I real loved it when I needed to avoid the same Fog Crawler on a small island every time I travel to that area. ( it kills me in 1 or 2 shots, while I need over 100 ammo to kill it). That was fascinating. I don't know if you have tried to use this mod with my recently updated enemy mod, but if together, the results can be amazing.
However, i'll see what I can do with those stuffs in the next update.
If you wanna say something, just say it. I won't be offended and I don't have a big ego. I'm just sharing something I made for my own taste with you guys. If you wanna share some opinion/ideas, of course.
Neat. Are you planning to keep this lightweight, or might this eventually grow into a "director's cut" style survival overhaul?
The reason I ask is, the FO4 modding scene is a little confusing compared to NV because of the fact that there's no community consensus on which combination of mods offer the best overhaul for survival players. So when I read the main page, I think yeah that's exactly what needs to be fixed about survival, among some other things, but then I realize that BLD is one of the rare consensus picks for FO4. and it might be better for larger overhauls to build around these consensus picks rather than overlap with them. Are you using BLD by any chance? Maybe you just disagreed with BLD's approach to balancing combat.
I never used BLD. I noticed the non-consensus issue you mentioned too, which is vastly different from Skyrim. It seems BLD has a very different way than mine to approach this problem. I did built this mod around my other mods. It's a very vanilla flavored set of mods, with some extra sweeties like summon turrets in my perk overhaul. It's also developed alongside the following:
If you do use all my mods and those I mentioned here, it should provide you with a quite satisfying experience. I don't know about BLD as I never played with all its patches installed.
However, if you do want something added, or simply have a very good idea, by all means, you can just mention it. I might try to add things overtime. As far as now, it seems my several mods covered most of the things that lots of mods didn't, and the game experience is actually quite good with all of them, as I played 5 characters on it, 2 survival, 3 very hard.
So, let's say I'll definitely add what is needed if I'm capable of doing that. I just don't know what else I need with all those mods available. It's really quite satisfying with all them together. So, just let me know.
Not sure what the scope of the mod is. Have you considered changing any perk requirements that would suit a survival playthrough? None of Bethesda's difficulty settings alter any perk requirements for settlement items. At least in survival, you would expect higher gun nut and science requirements for every turret, water pump, non-wind power generator, decontamination arch and maybe some other things I'm forgetting.
Even in survival, it's too easy to get your hands on purified water. This mod already addresses the economy problem. But there's also the problem that survival isn't really survival unless one of these things happen:
1. Every water pump has a perk requirement 2. Water pumps create sanitized water (free of disease, not of rads) 3. Only perk-locked and/or electricity-requiring water purifiers generate purified water
This way you'll force players to rely on doctors, or invest in science early on when they could be spending it on something else. It just enhances the ability to role play and makes people choose more deliberately between doing a settlement build or a wanderer build.
As for combat, I guess my suggestion would be to accommodate BLD users with a compatibility option. It seems unlikely at this point that BLD will ever be replaced by something more universally endorsed.
I agree with the idea of an overhaul not trying to do everything, and instead recommending a list of mods intended to go smoothly with it. You may want to look into recommending some of these and building around them: - LBPAC (in vanilla survival, power armor is not lore-friendly and downright broken) - PANPC (sure to become the consensus pick for those looking for harder more realistic AI, rather than Arbitration) - Insult to Injury (still active, unlike Agony) - Damn Apocalypse (most immersive and realistic loot overhaul) - ACO (unless you want to do some tweaks of your own to the armor/clothing system) - Immersive Scrapping (although it's not maintained and a little unbalanced, still it is the only mod doing what it does)
32 comments
Even after the buff, Robots(fully modded) > Gage > Danse > other companions. Just like vanilla.
Robots and Gage damage not changed.
Only buffing the underpowered companion so they don't feel like total pushover.
Like Preston, he actually needs to crank up a few times before he could shoot, then he will miss.
I never found them OP all these years.
Only OP situation I can think of is, if you use mod like Scourge to lower every enemy health to about 100. In that case. They should have something to reduce companion damage too. Otherwise, even vanilla Gage or Danse, and especially robots, will all be super OP. They will one-shot everything on the way.
because my overseer guardian,spray and pray ,bigboy and the gainer become normal weapons once i save them in containers and after a time i found them with normal name weapons and glitched like spay and pray like a normal submachinegun with 30 attack but when i am going to weapon workbench it disapear and the same with others weapons , except kellog pistol and furius servpunch .
maybe for legendary effects base in their creation of these unique weapons?
My mod doesn't change any of the core mechanisms of the game. Just some adjustment to numbers and effects.of specific items. Just vanilla+, nothing more.
About the power armor, I probably need to put it on hold, as other armors and clothing are also in the picture. Then it's also related to perk bonuses of armor/energy ratings. Too many things attached. I can't change just the power armor without having a total balance overhaul for all these.
- vaultman hardcore settings
- vaultman enemies and bosses
- vaultman perks and some changes
- a mod that increases my carrying capacity a lot.
- a mod that adds walter ppk's weapon to the list of vendors and enemies, which is a weapon that uses the design of the deliverer but gives it its own ammunition and its own modifications.
- a mod that adds the wabbajack revolver to the game that allows you to turn enemies into anything random in the game
- a mod that adds the slasher sword that allows you to send enemies away with a fiery blow as if they were dolls
- a mod that adds an alien blaster with the same ability as the slasher sword
- a mod that adds the winter blade which is a sword that freezes almost everything in one hit
- a mod that increases the ability to plant more things to my settlers up to 25 each
- the nytra mod that disables some effects, lights and grass to increase the fps
- A mod that improves power armor by reducing the damage received by a percentage, the durability of the fusion core and preventing the jetpack from consuming action points
- a mod that removes the building limit on settlements
- a mod that allows me to create in the manufacturing machines anything in the game including weapons and unique items but without legendary effects including dlc
- a mod that allows me to create cages of all the npc of the game including dlc
- the unofficial patch for fallout 4 ps4
- a mod that lets you create a ring with ballistic defense in the chemist workbench
- a mod that lets you increase more ballistic defense in addition to the 5 levels of ballistic defense in the base game.
- a machine mod that allows you to store all your items in a single container and open it from any settlement.
- a mod that greatly reduces the effects and fog of far harbor due to performance
- a mod that allows me to recruit any npc in the game as a partner
- a mod that allows me to create members of the brotherhood of steel with power armor in the settlement that will defend the indentation regardless of whether it is an enemy of BOS or has killed elder maxxon
But dont worry, simply i will farm those weapons with legendary enemies.
About bigboy is easily replaced for defiand fatman or never ending fatman actually.
You're basically looking for a mod with scripts affecting equipments. Because Fallout 4 use scripts and quests to distribute legendary effects to items. You might need to deactivate the mods one by one until you find the problem(typical troubleshooting process), OR if you're on PC and have knowledge about the scripts, use FO4Edit to identify the issue.(which I can't)
Again, I never touched these scripts in any of my mod. Thus, I don't have too much knowledge about it.
two shoot and hitman are similar in damage now but two shoot have maybe a extra damage like 2% or less than hitman but it has more recoil and worse accuracy , powered which have 25% damage is the most balanced now for vats and fight in real time for all weapons, and hitman for real time fights for all weapons and two shoot like best option only for snippers and pistols but the worst option for automatic guns and shotgun for the recoil and acuracy but it can be used still in vats in the case of use fire concetrated perk but being only for 1 or 2 enemies max for the really bad acuracy of two shoot while powered can choose more enemies without lose acuracy and more probability to hit them and being better and some aspect if we apply gun fu perk to increase more the damage to targets.
Violent is more relevant now that it include limb damage but with similar problems of two shoot except the part that is easier break legs with it.
All legendary effects with specific enemies condition 50% extra damage are more relevant now that two shoot was nerfed.
the defense extra in some weapons for reloading and aiming are really good in special for snipper with a sentinel set , and extra defense for reloadin is perfect for double barrel shotgun , harpon,misile and fatman sincerelly.
Defiant is the only reason why double barrel shotgun still have less damage than combat shotgun because x4 damage all time is really useful for that weapon like for harpon and lever action and hunting rifle because have min 5 shoot in magazine so x4 damage really help these snipper and double barrel shotgun.
Explosive is ok with all these restriction which can be boosted until be the same that it was before but taking more time to get all benefits for explosive effect because they are now separated in diferents perks which become explosive combat shotgun op after a long farm of exp but dont kill defiant double barrel shotgun because it still can be used in short range without die for your own shoots from explosive combat shotgun, so it is still a good option, unfortunelly never ending double barrel shotgun is only useful when rifleman perk is maxed because with a shotgun is really easy break legs in speacil with that fire rate , i know that explosive do the same but is more dangerous for enemies indoor running for you and kill yoursself for the explosive.
Resolute is really perfect for revolvers and maybe double barrel shotgun but in special revolvers and lever action.( with fatman and misiles and harpon is good too but these weapons reduce your speed for some reason even in slow time and it dont let you run so much with all those heavy weapons reloading even with faster reload perk), for that revolvers,lever action and double barrel look better option for the faster reload and fire rate to let empty the magazine so fast and use slow time all time.
speed armor set with legendary extra speed from aim gun are really insane, literally you can be flash now and can be faster way to move in the conmowealth now, really good with 10m pistol,combat rifle, combat shotgun,assault rifle,handmade rifle and all automatics guns because is easy shoot with that speed and scape for reloading all time, is so funny.
extra damage for low defense or low life are really ok, it even destroy two shoot and the rest of extra damage legendary effects now except defiant and maybe explosive in somme cases,but it work all time and dont kill yourself but is near to your death if you arent careful, these weapon legendary effects combine perfectly with Bolstering legendary effect that give insane amount of defense with low life now.
My character was lv 114 and only a metal chest with this effect gave me 220 defense or less with 25 % of hp, tecnically i can have 1000 defense or more with all armor and ballistic wave and extra defense from new effects in perks of this mod.
If i combine it with strongh companion perk and extra defense from legendary weapons , it can work in a lot build sincerelly.
The only bad part is that you cant use mods which remove and apply legendary effects to another weapons or armor with this mod because those mods use basic effect of legendary effects and overwrite the modification of this mod letting original disbalanced old legendary effects of the game using a mod like that.
And be careful with weapons like zeta gun, lorenzo artifact, kreen tooth and nuka launcher and another which let you remove unique mod of weapon because their mods included in their weapons can be removed but cant be appplied in another weapons anymore like if it was glitched and the game dont see it like a mod anymore once you removed it from original weapon you wont can apply in the original weapon anymore . So explosive lorenzo or z gun isnot posible and the same with a incendiary,poisoner or bleed kreen tooth . Be careful with this.
For removable legendary mods, you probably need a patch with it. OR simply don't use these as they remove the randomness of legendary loot, which might be the core of a loot-shooter.
Nuclear material can be easily converted from steel with Fortune Finder lvl4 from my other mod.
Not everything is perfectly balanced as everyone has different opinion on things, with different skills, mod list, PC/PS4/XBOX. I'm just trying to make everything useful, compared to GOD POWER vs GARBAGE LOOT as in vanilla. Like when you have a poisoned gun, you know it's perfect for sniping, even with non stealth build.
About the power armors, I might not want to touch it for the moment, for:
1. Many power armor mods seem to be designed around vanilla stats
2. I don't have a clear idea yet, regarding what to change, and what not.
3. With Strong Back lvl5, you can carry unlimited numbers of power armor, and walk around just fine.Which means weaker power armor like T45, T50 and Raider PA can still be used from time to time.
Raider power armor more durability but only ballistic defense increased and poison defense to combine wit medx in some cases because with bosses and enemies poison for some reason can be stacked in their attacks so medx become an alternative to reduce poison damage but no eliminate all damage of poison attacks anymore and that can be explain why there is raider power armor in the glowing see where the most of enemies can use poison.
T45 more durability but more ballistic damage than energy damage defenses.
T51 more durability and simiar ballistic damage and energy defense and being te power armor with more durability
t60 more energy defense than ballistic defense .
x01 keep energy and ballistic defense but reducung durability because it is a prototype.
Overboss power can be better than t60 but worse than a x01 except in the durability which can be near to new durability of t51.
So the best option against ballist enemies would be t45, against energy enemies would be t60, against all but being less defense than the others but with a big durability t51,against poison enemies which dont energy attacks raider power armor,against all in general but the risk to break faster the power armor would be x01,and against all but worse than x01 and more durability but less than t51 would be overboss power armor.
The reason for this is because the T45 was created for a certain battle which failed because they only focused on ballistic defense but didn't expect the enemy to counterattack with more energy attacks.
The t51 was created with an improvement for the problem of the t45 but with a balance and more durability to survive the mission in the winter that it had to survive it but the ballistic defense had to be reduced to increase that durability and defense against the energy being similar both and more balanced.
the t60 was created by BOS and focused more on the fight against the biggest enemies in the conmowealth and seeing the arrogance of this faction and sometimes the way they trust themselves they focused more on defense against energy taking into account the enemies like the institute, the gunners, the enclave and bigger threats like technology like robots ignoring the other dangers like raiders, creatures and a good part of the conmowealth seeing that they could defeat them thanks to their arsenal of powerful weapons for that reason the defense energy was a priority.
The x01 was a prototype that sought to reinvent itself, not only surpassing the t51 by far in defense of both types but in some other aspects but with the price of durability as it was not perfected, so it was not a power armor that they would use a lot or They would use so much for battle, lacking details to perfect until they launched better power armor, so x01 would be like a failed experiment in a certain case.
The overboss armor was created based on the enemies of the conmowealth that cage managed to know as the institute, BOS, the minutmen among other threats but seeing that what abounds the most are ballistic and energy damage and in the field of the overboss and Considering that nuka world is a place where enemies with poison are not very abundant, they focused more on defense against both since they still had the gunners pending, achieving powerful armor on the part of the nukaworld raiders veterans and their resources in comparison with those of the commonwealth ignoring the poison damage.
The raider power armor is an armor created by the same raiders of the Comowalth for their leaders or more veteran raiders considering that the threats that surround them in the Commonwealth and its resources, the most dangerous in their time were the creatures that use poison and the Conmowealth in general in his time where everyone used more ballistic weapons, they created the raider power armor to protect themselves from it until BOS, the institute, the gunners and new threats arrived.
For this reason, it would be an imperfect power armor like the x01 and a half-failed attempt to protect itself at the time but using good protection against poison and ballistic protection even greater than the t45 and similar durability to it but without resorting to protection against energy because it sought to protect itself from the dangers in general of the conmowealth at that time such as the deathclaw, radscorpion, insects for the most part, ghouls among others and those who maintained resistance until moving threats appeared.
gaus rifle was nerfed?
freezing legendary effect wasnt buffed because it is op with a 10m pistol and vats armor in a lucky character for all critical hits frozen enemies?
infused legendary effect wasnt buffed for the benefit of getting nuclear material from enemies with it and sell it because is the componet with more value in the game?
Fatman with infused effect can become all enemies of 1 hit in a nuclear material farm , in my case it happen when i use cages to farm a lot nuclear material with infused legendary effect using molerat cages,etc. and become me rich usin pipe pistol .38 infused to farm it because use a plasma gun is a waste for the cost of ammo comparison with 1 nuclear material component.
Are you interested to balance power armors in the game with all dlc?
Enable console is for PC users only.
To check whether the mod is loaded, look for 'survival stimpak' under 'Healing' in Chem station. You can also check other aspects described on the mod page.
I recommended console users to read this page because BethNet doesn't allow such long page, nor any post anymore.
If I play on a different localization, does this mod translated some names of mobs and stuff into English? I really like this mod, but I'm afraid for the changed translation...I checked.English names of some chemicals and weapons.Not critical for me. I don't understand English well, but it's bearable.I was afraid that the English translation from the mod would affect the name of the npc / bosses / companions.
Sorry, I can't help with the translation thing. But all descriptions affected in this mod should be easy to understand anyway. And, you can either google them, or check the detailed effects on the mod page.
If it doesn't work, it's definitely on their side, They probably messed up something with the in game configuration.
I also nerfed the Mysterious Serum and increased radiation damage in areas where it made sense (those are not perk related changes.
https://www.nexusmods.com/fallout4/mods/40342
There're actually more ways to cheese these areas like hazmat suit, drawing enemies out and kill them one by one.
Even with the huge benefit of cheesing, many players are already ignoring Radiation Resistance, as you can easily get that with power armor. Or, with my Vaultman Perks mod, Gouhlish is a much better choice (not only remove radiation, but also heal you, You become godlike with huge radiation source around, constant healing).
Also, cheesing by swimming is actually fun and exciting for lots of us. We don't wanna go all hero like. One of the attractions of Bethesda games is that, you can do it the way you want.
I would say, if you use both my Hardcore Settings and Hardcore Enemies, the difficulty would be higher. It's a different sets of survival challenges when I developed these. I mostly run out of ammo and supplies when I visit Glowing Sea. Even in the normal areas, a few enemy bosses can cost almost all my supplies and I will have no way to continue the adventure before I got new supplies somewhere. So, unless you take all the eating/drinking/cannibal/ghoulish/scrounger perks, it would be a very challenging experience as your resources are constantly being depleted by enemies and unexpected things like disease, radstorms, etc. The combined experience of all my mods now, is hardcore enough for most players. They're actually designed to be used together. I find myself constantly trying to avoid enemy bases and bosses like Queens and Fog Crawlers. They just waste all my resource. It forces us to make a choice, and actually give us that choice, which is 'be smart and live with your choice' just like real life. I real loved it when I needed to avoid the same Fog Crawler on a small island every time I travel to that area. ( it kills me in 1 or 2 shots, while I need over 100 ammo to kill it). That was fascinating. I don't know if you have tried to use this mod with my recently updated enemy mod, but if together, the results can be amazing.
However, i'll see what I can do with those stuffs in the next update.
The reason I ask is, the FO4 modding scene is a little confusing compared to NV because of the fact that there's no community consensus on which combination of mods offer the best overhaul for survival players. So when I read the main page, I think yeah that's exactly what needs to be fixed about survival, among some other things, but then I realize that BLD is one of the rare consensus picks for FO4. and it might be better for larger overhauls to build around these consensus picks rather than overlap with them. Are you using BLD by any chance? Maybe you just disagreed with BLD's approach to balancing combat.
It seems BLD has a very different way than mine to approach this problem.
I did built this mod around my other mods. It's a very vanilla flavored set of mods, with some extra sweeties like summon turrets in my perk overhaul. It's also developed alongside the following:
Arbitration - Combat AI - Stealth - Speed - Damage - Gameplay Overhaul
Dynamic Difficulty
Sim Settlements - Conqueror
VATS Tweaks
If you do use all my mods and those I mentioned here, it should provide you with a quite satisfying experience. I don't know about BLD as I never played with all its patches installed.
However, if you do want something added, or simply have a very good idea, by all means, you can just mention it. I might try to add things overtime.
As far as now, it seems my several mods covered most of the things that lots of mods didn't, and the game experience is actually quite good with all of them, as I played 5 characters on it, 2 survival, 3 very hard.
So, let's say I'll definitely add what is needed if I'm capable of doing that. I just don't know what else I need with all those mods available. It's really quite satisfying with all them together. So, just let me know.
Even in survival, it's too easy to get your hands on purified water. This mod already addresses the economy problem. But there's also the problem that survival isn't really survival unless one of these things happen:
1. Every water pump has a perk requirement
2. Water pumps create sanitized water (free of disease, not of rads)
3. Only perk-locked and/or electricity-requiring water purifiers generate purified water
This way you'll force players to rely on doctors, or invest in science early on when they could be spending it on something else. It just enhances the ability to role play and makes people choose more deliberately between doing a settlement build or a wanderer build.
As for combat, I guess my suggestion would be to accommodate BLD users with a compatibility option. It seems unlikely at this point that BLD will ever be replaced by something more universally endorsed.
I agree with the idea of an overhaul not trying to do everything, and instead recommending a list of mods intended to go smoothly with it. You may want to look into recommending some of these and building around them:
- LBPAC (in vanilla survival, power armor is not lore-friendly and downright broken)
- PANPC (sure to become the consensus pick for those looking for harder more realistic AI, rather than Arbitration)
- Insult to Injury (still active, unlike Agony)
- Damn Apocalypse (most immersive and realistic loot overhaul)
- ACO (unless you want to do some tweaks of your own to the armor/clothing system)
- Immersive Scrapping (although it's not maintained and a little unbalanced, still it is the only mod doing what it does)