About this mod
Mod aims to provide subtle changes to Fallout 4 while preserving the vanilla game. It tries to balance issues that arise particularly in mid-late game. Mod prioritizes fun/logical gameplay over realism and is intended for Survival Mode but can be used for any difficulty. Changes have been kept to a minimum so other mods are not unbalanced.
- Requirements
- Permissions and credits
- Changelogs
This mod will conflict with any mod that makes changes to leveled lists directly. It should work with mods that add to leveled lists via a script though as long as they are later in the load order. In the future I would like to do my leveled list changes with a script as well so as to avoid this conflict. This mod will probably conflict with other mods that aim to make balance changes.
Full list of changes below.
NOTES:
SV = Survival Mode
Fallout 4 = F4
* = possible change to be made in future
----GAMEPLAY----
-Incoming Damage SV: 2 -> 1.5
-Outgoing Damage SV: 0.75 -> 0.80
-HoursToRespawnCell: 168 -> 49
-HoursToRespawnCellCleared: 480 -> 70
-ConsoleEnabledDuringSV: Yes
-Sneak Attack Multiplier: 3 -> 2 for melee
-RadStorm Rads per second: 5 -> 8 rads/sec
-RadStorm Glowing Sea Rad Storm Rads per second: 6 -> 12 rads/sec
-APDrain from sprinting rate: 12 -> 24
-Radiation received from fog of Fah Harbor: 3 -> 6 rad/sec
-Cost to rent a room: 10 -> 50 caps
----DOCTORS----
-Cost for doctor to cure rads: 40 -> 125 caps
-Cost for doctor to cure addiction: 75 -> 150 caps
-Cost for doctor to cure for >40% health: 15 -> 75 caps
-Cost for doctor to cure disease or <40% health: 35 -> 150 caps
Note: prices displayed in dialogue options will only update if you haven't talked to a doctor yet or if you start a new game. Applies to renting a room too.
----VATs----
-VATs player damage changed from 90% reduction -> 67% reduction
*-make mines and traps not highlightable in VATs
*-make hidden enemies not targettable in VATs until awakened (i.e. sleeping ghouls, hiding mirelurks, hanging gulpers, anglers, etc.)
----HEALTH----
-NPCHealthLevelBonus: 5 -> 0.5
-PCHealthLevelBonus: 0 -> 0.5
-HealthPerEnduranceLevel: 5 -> 20
-HealthPerEnduranceOffset: 2.5 -> 0
-HealthEnduranceMult: 2 -> 0
----PERKS----
SNEAK PERKS
-Light Step is no longer part of the sneak perks. You will trigger mines and floor based traps.
-Invisibility effect removed from last rank.
MEDIC PERKS and MEDIC BOBBLEHEAD
-Still have the same effects but had to edit them to work with the faster stimpaks (see below).
LIFEGIVER
-Each rank now gives +40Hp.
-With the little Hp gain from leveling this is now a great perk to take.
SCROUNGER
-.45-70 and 7.62 now affected by scrounger.
BLITZ
-Blitz perks nerfed. Rank 1 now increases distance to 1.5 and Rank 2 to 2.0
NINJA
-Rank 1
guns: 2.5 -> 2.3
melee: 4.0 -> 2.5
-Rank 2
guns: 3.0 -> 2.6
melee: 5.0 -> 2.8
-Rank 3
guns: 3.5 -> 3.0
melee: 10.0 -> 3.25
CRITICAL BANKER
-took away chance to fill crit meter on rank 3.
BETTER CRITICALS
-Rank 1 30% better crits, Rank 2 60% better crits, Rank 3 2x better crits.
GRIM REAPER SPRINT
-Rank 1 15% -> 10% chance to refill
-Rank 2 25% -> 20% chance to refill
-Rank 3 35% -> 30% chance to refill
LONEWANDERER
-Rank 1 15% -> 5% Damage Reduction, 50 -> 20 carry weight
-Rank 2 25% -> 15% Damage Reduction, 100 -> 50 carry weight
-Rank 3 25% -> 15% Increased damage
-Rank 4 25 -> 30 action points
MISTER SANDMAN
-Rank 1 15% -> 5% increase of damage on silenced weapons
-Rank 2 25% -> 10% increase of damage on silenced weapons
-Rank 3 50% -> 25% increase of damage on silenced weapons
COMMANDO
-buffing the damage multiplier here to compensate for automatics being so weak
but they are harder to use since ammo drops have been reduced.
-Rank 1 20% -> 30% more damage.
-Rank 2 40% -> 50% more damage.
-Rank 3 60% -> 80% more damage.
-Rank 4 80% -> 100% more damage.
-Rank 5 100% -> 125% more damage.
----WEAPONS----
*May make blocking not reduce all damage.
-Add lever and hand made to humanoid leveled lists.
-Added lever action and hand made gun to vendor leveled lists.
-All suppressors now reduce damage by 15%.
HUNTING RIFLE
-Damage: 37 -> 45
-.50 Receiver damage multiplier: .75 -> 1.22
-.50 Receiver weight multiplier: .45 -> .50
-Changes were made b/c the hunting rifle quickly lost its usefulness b/c of combat rifle, handmade rifle, and gauss rifle.
DOUBLE BARREL
-Damage: 35 -> 45
-There was no reason to use this once you got the combat shotgun which did more damage and had more shells. Now this packs more of a punch but limited ammo.
GAUSS RIFLE
-weight: 8 -> 12
-AP cost: 30 - > 40
-Increased the weight and AP cost to offset the weapon's high damage.
HANDMADE RIFLE
-Weight: 8 -> 7
*Probably change the perk requirements for mods in future.
MOLOTOV'S
-Explosive Radius: 5 -> 4 meters
44 REVOLVER and WESTERN REVOLVER
-brought damage of both weapons to 54.
-Western revolver uses 5 less AP and fires 0.02s faster.
----ARMOR/CLOTHING----
ALL CLOTHES (doesn't include hats, armor pieces, or accessories)
-now have ballistic weave
-removed ballistic weave from the few pieces of headware.
GAS MASK, RAIDER GAS MASK, & GREEN HOOD GAS MASK
-Rad Res 15 -> 40
-can now wear gas mask and raider gas mask with helmets.
Marine ARMOR
-Marine helmet weight: 10 -> 7
-Chest piece weight: 19 -> 15
-arm pieces weight: 10 -> 8
-leg pieces wieght: 10 -> 8
----ITEMS----
-Bobby pin boxes will have fewer pins on average.
CHEMS
-Reduced spawn. Especially radx and radaway.
STIMPAKS
-Heal faster; 5 -> 4 seconds (50 -> 40 in SV)
-Stimpaks were just too slow in SV. Other than limb regeneration they had little use.
-Lower chance of finding stims. No longer have 100s by mid game.
NUKA COLA QUANTUM, ICE COLD NUKA COLA QUANTUM,
-Duration: 10 -> 20 seconds
-Radiation damage: 5 -> 50 rads
-Still a great healing item but now they don't outpace stimpaks (especially with medic perks) and radiation damage is non-negligible.
NEWKA COLA, ICE COLD NEWKA COLA, NUKABERRY, ICE COLD NUKABERRY
-Duration: 10 -> 20 seconds
*Need to finish balancing Nuka World mix drinks. Need to look at how they combine to make sure they are balanced and make sense.
----WORKSHOP ITEMS----
DECONTAMINATION ARCH
-now requires Science 2 and Medic 2.
*add 7.62 and .45-70 to ammo maker in future.
----AMMO----
-change ammo leveled lists where entries have counts lowered. Higher tiered weapons impacted more. This should reduce amount but not frequency of ammo appearing.
-also adjusted the scrounger perks leveled list. Still gives more ammo but a about half as much.
-Added .45-70 and 7.62 to leveled lists with levels 19 and 22 respectively so you can find them in the Commonwealth now.
2MMEC
-weight: 0.128 -> 0.15
FUSION CORE
-Weight: 4 -> 2.5
MISSILE
-Weight: 7 -> 4
MINI NUKE
-Weight: 12 -> 8
----COMPANIONS----
-All companions now have at least 80% ranged accuracy.
-Companions no longer receive fall damage. Reviving companions or temporarily losing them b/c of fall damage was just annoying.
*Couldn't add this to Codsworth b/c of an error. Need to test.
-Companion weapons were changed to match the changes in the weapons above.
-Valentine's pistol now has second rank damage receiver mod.
-Dogmeat's carry weight increase by +20.
-Strong now has an automatic pipe rifle with largest clip. Also got a 40Hp boost.
----ENEMIES & NPCs----
* Want to Increase some agression stats of Anglers, gulpers, deathclaws, and yao guai
-All enemies and NPCs with 100% accuracy now have 90-96% maximum.
ANGLERS
-arms/legs multiplier 1.00 -> 0.70.
-head multiplier 1.25 -> 1.50
GULPERS
-arms/legs multiplier 1.00 -> 0.70.
WOLF
-arms/legs multiplier 1.00 -> 0.70.
CAVE CRICKET
-head multiplier 1.00 -> 1.50.
GHOULS
-arms/legs multiplier 1.00 -> 0.70.
-Reavers given +20 to Damage Resistance and Energy Resistance.
DEATHCLAWS
-arms/legs multiplier 1.00 -> 0.70.
-head multiplier 1.00 -> 0.80.
DOGS
-arms/legs multiplier 1.00 -> 0.70.
HUMANS
-get a +20Hp bonus.
-arms/legs multiplier 1.00 -> 0.70.
MUTANT HOUND
-arms/legs multiplier 1.00 -> 0.70.
MIRELURK KING
-arms/legs multiplier 1.00 -> 0.70.
RADSCORPION
-stinger multiplier 1.00 -> 1.25.
-body multiplier 1.00 -> 0.75.
SUPERMUTANTS
-arms/legs multiplier 1.00 -> 0.70.
BEHEMOTHS
-Stone throwing accuracy decreased to 80%.
-arms/legs multiplier 1.00 -> 0.70.
SYNTHS
-arms/legs multiplier 1.00 -> 0.70.
VERTIBIRDS
-gave race a 100 Hp boost.
-accuracy boosted 0.75 -> 0.80.
YAO GUAI
-arms/legs multiplier 1.00 -> 0.70.