As of V2.4 1. All enemy limbs can be blown off by weapons/mines, etc. Once you blow off their legs, they won't be able to move 2. Removed all kneecapper(like Sergeant Ash) crippling immunity. EXCEPT Behemoth, Mirelurk Queen, Deathclaw, Glowing One, Fog Crawler and Hermit Crab 3. It's still harder to blow off limbs of tougher enemies like Deathclaws, Yaoguai and Mirelurk King. 4. It's quite hard to blow off limbs of Behemoth, Mirelurk Queen and Hermit Crab 5. Half limb damage was previously only 30% limb damage. Not it's actually 50%. So should be a bit easier to blow off limbs now.
If using my hardcore setting mod https://www.nexusmods.com/fallout4/mods/44686 Player can have increased damage throughcompanion perksand institute killer weave
+40% to +150% DMG
This effectively makes the game more like Call of Duty or at least Division 2
I think this somehow got affected in Unofficial Fallout 4 patch mod and it slighty reduced their resistance and health that is somehow defeating the boss with minimal companions (like vanilla for instances), without the UF4P they became more harder as intended, at least the legendary status to other boss is there but got beaten easily with multiple companions
I'm using the latest UF4P and everything's fine. And, I just checked, they don't have any major conflicts, only a few named bosses.
Maybe load order? But that's unlikely either. Usually, vortex load everything after UF4P.
Or, you might have other mods changing the enemies. You can try to load everything in FO4Edit. Find this mod, check the red section and see what mod is conflicting.
Or, maybe you're too powerful there with multiple companions? This mod is meant for Survival mode. They're meant to be only a bit more challenging then vanilla. Not like 10x 20x harder
Or you might have game changing mods like better locational damage, that makes you one shot certain enemies?
Im using mo2, I guess it seems this mod was meant for survival, but at least it gets harder the more you level up, bosses still got the legendary status, Im now putting it on Lowest to see if it gets affected
Most major mods were: -America Rising 2 (and some patches because why not) -Sim settlements 2 (lazy to do settlements but this will do [also changes the deathclaw in concord to "young deathclaw"{not a boss but a regular slight small sized deathclaw} and it will be mentioned in some sidequest]) -Power Armor to the People (makes the factions wear a designated power armor including modded ones added on the leveled list) -Feral Ghoul Expansion (because regular feral ghouls were boring) -More Feral Ghouls (tired of seeing the same feral ghouls, adds some lore friendly recently got feral ghouls named shamblers) -Lock and Loaded (Gunners adds robots) -Mutant Menagerie (expands animals and mutated animals including fishes [but some creatures were pretty much cut and paste on radscorpion, deathclaw, bloatfly animation skeleton]) -4estGimp - Raider Overhaul ONE (Revamped version of Raider Overhaul One without the use of AWKCR but instead rely on Leveled Item Framework and UF4P) -Institute Technology Overhaul (because why not [also the ammo uses for institute weapons were using Institute Fusion Cells, so it will not conflict with fusion cells])
Minor Mods: -Bastion (Not the Soviet PA) Power Armor Overhaul -Synth Overhaul C.A.S.T -Fallout TV PA (makes unarmed in PA pretty much powerful by knocking enemies every punch [using the nerfed for vanilla purposes to avoid one punching enemies] {bosses and large enemies cannot be knocked down at least})
seems moving the mod in lowest order works, now I have some hard time killing an abandoned sentrybot with 3 companions (I used Liga Companion [same as unlimited companion mod but has better settings])
Been considering this mod. Unfortunately it conflicts quite a bit with Super Mutant Redux AWKCR-Free Lite, and feral ghoul mods too. How safe is this mod to uninstall during a playthrough if it doesn't play well?
Compatibility section on description page. As stated: 1. You can use it with any mod even if they edit the same stuffs. You can simply load other mods after mine to enjoy their benefits. 2. If you uninstall a mod half playthrough and want to make sure nothing major breaks, use the Resaver from: https://www.nexusmods.com/fallout4/mods/22633?tab=description 3. My mod is minor edits to vanilla stats, only new records are a few perks to enemies. Should never break your game. 4. The mods you mentioned touches way more things regarding specific races. They do totally different things then my mod. Mine is to buff all enemies. They change one race. Doesn't matter. I use lots of them with my mod. Just load them after mine.
Hello, satisfying mod. Any chance it could have made a synth infiltrator invincible? (in a settlement attack; game stuck in combat mode even traveling elsewhere from the attack)
I have a mod that allows you to transfer legendary modifications and a mod that gives you very good clothing modifiers. I like it, but the enemies pose little to no threat on hard difficulty, which makes it a bit boring. I think this mod will fix the problem
Can you please add a version that removes the no limb damage and port it to Xbox? This is a great mod but I still want to be able to cripple a deathclaw running towards me. Thank You.
I do have an optional patch here that only retained no limb damage for behemoth and mirelurk queen. You should be able to cripple everything else.
It would be better if you could upload that to Xbox yourself. I am already keeping too many mods. More mods means I might miss click and upload the wrong mod at some point.
I downloaded and installed this mod, started playing with survival mode And....I can't kill a Wild Ghoul Hunter near Tenpines Bluff.... and I still have to go to Corvega and kill the leader of the raiders ...
With this mod, is it really possible to play in survival mode? HP of dangerous opponents does not decrease at all, but the legendary ghoul died from two shots
...or something is wrong with mod or I don't know .____. I don't have any other mods like this.
Yes, the mod works fine. I played with it for hundreds of not thousands of hours.
I assume you were trying to kill a ghoul. Some enemies, like ghouls and supermutants do regenerate health, especially those boss ones.. You have to take them out quickly.
Wild Ghoul Hunter(if you're naming it right) is not from vanilla. I assume it's a boss ghoul(with a skull next to its health bar) from a mod. It might got tons of health as well as the regeneration. Use jet and rain dozens of bullets on it. Yes, the mod is tough if you're not well prepared. Almost every dungeon has a boss by vanilla design. This mod just make the bosses stand out from minions. It's expected.
Still, with all my mods installed, I find most boss still a walk in the park. I won't increase the difficulty any further, as most player feedbacks say it's fair right now. The bosses might be a bit hard at first, but will be considerably easier later on because of player level/perks.
Also, if some enemies are actually invincible(can't damage them at all), they're definitely not from this mod.
Your sure you don't have other mods? Wild Ghoul Hunter is not a vanilla name.
Also, it's normal to have an enemy with a skull, even from level 1. Because they're bosses intended by Bethesda(even in their file name). With this mod, they will be usually 3x the level you are. So, you're level 6, they'll be level 18. If you're level 60, they will be 180. The minimum level for bosses is usually like level 5 something, same as vanilla. They level with you all the time.
I have never encountered a boss that can not be damaged. You might have some mods messing up with that(without telling the users in the description)
Wild Ghoul Hunter is the name of...uh...ghoul hunter? I have Russian localization and Ghouls are called Wild Ghouls... So yeah, I didn't have mods for new enemies. There was only an unkillable VANILLA ghoul hunter with a skull.
I see. You probably encountered a boss ghoul while you can't out DPS its HP regen. Options: 1. Be more prepared in game with situations like this 2. Recent main version largely nerfed healing for ghouls except Glowing One 3. Optional patch available to reduce HP regen of all enemies to 25% 4. Open FO4Edit, load my nerf patch, and learn to change the numbers of HP regen yourself.
Great work dude i am poor with english and i only wann to know if this is working with the Respawnable Legendary Bosses and Hard Legendary Giant Creatures and if i can share this mod so someone could make a chinese trans vision
Ghouls heal WAAAYYY too fast with this damn mod, im doing like the 3rd mission in the game and put a full clip into them, they heal everything back by the time im done reloading...i cant even out dps the heal when they are on the ground and i have dogmeat and my other companion attacking them at the same time... I like this mod but the ghoul regeneration absolutely kills it for me oh and also the fact that you cant cripple glowing ones...the glowing ones that move triple your speed and pretty much one shot you is also a bit much. Any way to disable this? I hope nothing else has added hp regen like these things.
Just uploaded an optional file that nerfed all heal to 25% of original. That should make your game much more beatable.
Though I'm surprised that it's actually an issue for your. Ghouls, if not the boss ones, are still quite easy to one shot, which means they won't even have the chance to heal.
The bosses can be easily focused down using jet combined with concentrated firepower, as well as preparation/expectation
The only problem I ever had is some mod added dungeon or Nuka World Kiddle Kingdom can sometime put hordes of high level ghouls all together. That's basically a game design choice. The developer/modder wanted that area to be lategame/hard/painful/unfair/etc...
So, overall, I never had any trouble easy-killing them. And, got quite used to that challenge that it became not even noticeable nowadays.
Especially with commando and heavy gunner builds, everything really feel like butter. Gunslinger and Rifleman builds(without stealth) need a bit strategy and choice of weapons. Melee(without stealth) should kill all minions first, then easily stagger kill the boss. Btw, I'm always on survival.
80 comments
Please inform me of any boss that I forgot to include. Thanks!
1. All enemy limbs can be blown off by weapons/mines, etc. Once you blow off their legs, they won't be able to move
2. Removed all kneecapper(like Sergeant Ash) crippling immunity. EXCEPT Behemoth, Mirelurk Queen, Deathclaw, Glowing One, Fog Crawler and Hermit Crab
3. It's still harder to blow off limbs of tougher enemies like Deathclaws, Yaoguai and Mirelurk King.
4. It's quite hard to blow off limbs of Behemoth, Mirelurk Queen and Hermit Crab
5. Half limb damage was previously only 30% limb damage. Not it's actually 50%. So should be a bit easier to blow off limbs now.
If using my hardcore setting mod
https://www.nexusmods.com/fallout4/mods/44686
Player can have increased damage throughcompanion perksand institute killer weave
+40% to +150% DMG
This effectively makes the game more like Call of Duty or at least Division 2
Maybe load order? But that's unlikely either. Usually, vortex load everything after UF4P.
Or, you might have other mods changing the enemies. You can try to load everything in FO4Edit. Find this mod, check the red section and see what mod is conflicting.
Or, maybe you're too powerful there with multiple companions? This mod is meant for Survival mode. They're meant to be only a bit more challenging then vanilla. Not like 10x 20x harder
Or you might have game changing mods like better locational damage, that makes you one shot certain enemies?
Most major mods were:
-America Rising 2 (and some patches because why not)
-Sim settlements 2 (lazy to do settlements but this will do [also changes the deathclaw in concord to "young deathclaw"{not a boss but a regular slight small sized deathclaw} and it will be mentioned in some sidequest])
-Power Armor to the People (makes the factions wear a designated power armor including modded ones added on the leveled list)
-Feral Ghoul Expansion (because regular feral ghouls were boring)
-More Feral Ghouls (tired of seeing the same feral ghouls, adds some lore friendly recently got feral ghouls named shamblers)
-Lock and Loaded (Gunners adds robots)
-Mutant Menagerie (expands animals and mutated animals including fishes [but some creatures were pretty much cut and paste on radscorpion, deathclaw, bloatfly animation skeleton])
-4estGimp - Raider Overhaul ONE (Revamped version of Raider Overhaul One without the use of AWKCR but instead rely on Leveled Item Framework and UF4P)
-Institute Technology Overhaul (because why not [also the ammo uses for institute weapons were using Institute Fusion Cells, so it will not conflict with fusion cells])
Minor Mods:
-Bastion (Not the Soviet PA) Power Armor Overhaul
-Synth Overhaul C.A.S.T
-Fallout TV PA (makes unarmed in PA pretty much powerful by knocking enemies every punch [using the nerfed for vanilla purposes to avoid one punching enemies] {bosses and large enemies cannot be knocked down at least})
At least no changes to enemies health
or maybe im using Robco Patcher
Either console commands or spawn grenade.
Even if they don't, they still have more HP due to this mod, depending on enemy level. High level = more HP
1. You can use it with any mod even if they edit the same stuffs. You can simply load other mods after mine to enjoy their benefits.
2. If you uninstall a mod half playthrough and want to make sure nothing major breaks, use the Resaver from:
https://www.nexusmods.com/fallout4/mods/22633?tab=description
3. My mod is minor edits to vanilla stats, only new records are a few perks to enemies. Should never break your game.
4. The mods you mentioned touches way more things regarding specific races. They do totally different things then my mod. Mine is to buff all enemies. They change one race. Doesn't matter. I use lots of them with my mod. Just load them after mine.
I removed no limb damage keyword with xedit and mirelerk queen still has invulnerable limb :(
Under Actor Effects (sorted), remove:
he111NoLimbDamageAbility
Under keyword, remove
NoCripple
That should do the trick.
It would be better if you could upload that to Xbox yourself. I am already keeping too many mods. More mods means I might miss click and upload the wrong mod at some point.
And....I can't kill a Wild Ghoul Hunter near Tenpines Bluff....
and I still have to go to Corvega and kill the leader of the raiders ...
With this mod, is it really possible to play in survival mode? HP of dangerous opponents does not decrease at all, but the legendary ghoul died from two shots
...or something is wrong with mod or I don't know .____.
I don't have any other mods like this.
I assume you were trying to kill a ghoul. Some enemies, like ghouls and supermutants do regenerate health, especially those boss ones.. You have to take them out quickly.
Wild Ghoul Hunter(if you're naming it right) is not from vanilla. I assume it's a boss ghoul(with a skull next to its health bar) from a mod. It might got tons of health as well as the regeneration. Use jet and rain dozens of bullets on it. Yes, the mod is tough if you're not well prepared. Almost every dungeon has a boss by vanilla design. This mod just make the bosses stand out from minions. It's expected.
Still, with all my mods installed, I find most boss still a walk in the park. I won't increase the difficulty any further, as most player feedbacks say it's fair right now. The bosses might be a bit hard at first, but will be considerably easier later on because of player level/perks.
Also, if some enemies are actually invincible(can't damage them at all), they're definitely not from this mod.
Also, it's normal to have an enemy with a skull, even from level 1. Because they're bosses intended by Bethesda(even in their file name). With this mod, they will be usually 3x the level you are. So, you're level 6, they'll be level 18. If you're level 60, they will be 180. The minimum level for bosses is usually like level 5 something, same as vanilla. They level with you all the time.
I have never encountered a boss that can not be damaged. You might have some mods messing up with that(without telling the users in the description)
I have Russian localization and Ghouls are called Wild Ghouls...
So yeah, I didn't have mods for new enemies. There was only an unkillable VANILLA ghoul hunter with a skull.
1. Be more prepared in game with situations like this
2. Recent main version largely nerfed healing for ghouls except Glowing One
3. Optional patch available to reduce HP regen of all enemies to 25%
4. Open FO4Edit, load my nerf patch, and learn to change the numbers of HP regen yourself.
Feel free to do any translation or something. I don't mind.
Though I'm surprised that it's actually an issue for your. Ghouls, if not the boss ones, are still quite easy to one shot, which means they won't even have the chance to heal.
The bosses can be easily focused down using jet combined with concentrated firepower, as well as preparation/expectation
The only problem I ever had is some mod added dungeon or Nuka World Kiddle Kingdom can sometime put hordes of high level ghouls all together. That's basically a game design choice. The developer/modder wanted that area to be lategame/hard/painful/unfair/etc...
So, overall, I never had any trouble easy-killing them. And, got quite used to that challenge that it became not even noticeable nowadays.
Gunslinger and Rifleman builds(without stealth) need a bit strategy and choice of weapons.
Melee(without stealth) should kill all minions first, then easily stagger kill the boss.
Btw, I'm always on survival.