35 comments

  1. Dongeroman
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    May 15 Update: Removed Arthur maxson because it can conflict with Danse Dilemma and I love that mod. Made a different Bos NPC more powerful to compensate. Added a few more raiders / bosses along with Sarge from Castle. Also all NPCs should scale and be higher level then you. Kellog is now tougher and has a new nasty surprise. Removed Merchants and other NPCs that can conflict with other mods especially mods that make certain npcs essential.

    I've updated the file now you can choose the DLC enemies as well under optional files. Includes an ALL DLC edition as well.

    IF you want this mod to go lower in your load order double click on it in pugins and change the category to Fixes..Make sure to also click on locked to index and click on the space under it then unclick and it should sort the mod to the bottom. This is if you're using vortex.
  2. DPnavpoc
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    Kellog is a monster now.
    1. LtPapaSmurf
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      yeah I really had to go back and level up more before I went there.

      But damn! Oswald the Outrageous is Level 236!!! I'm level 59. There's no way I can beat him
    2. 2764855951
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      Nuclear World DLC Oswald, you use stealth melee and Hammer modification to deal 12 times stealth damage. If you have added the legendary attribute MOD, you can hit the limit of 30 times stealth, wear large head power armor, and discharge the helmet to make Oswald teleport directly
    3. crazyape85
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      Ya, I use the destiny weapons pack, which is like 7 times the damage of normal guns in some cases, and the revolver, which is one of the more powerful weapons, is only scratching him.  I never use the drugs, but I used all of them and he two shots me.  I used to do this on like level 20, I am a level 27 and Kellog is annihilating me.
    4. crazyape85
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      I guess I will have to play on very easy with him because I cannot defeat him, I tried 5 times and the farthest I got was half his health gone.
      -swan is a little bit better, but Kellog is OP in my opinion.
      -edit  even on very easy, he could kill me in 4 shots, I would get down to three before using a stim pack, but unloaded multiple clips into him with four companions helping, Piper, Preston, Nick, and Pupmeat.  I must say, he became and absolute monster with this mod, a complete bullet sponge. I am truly thankful I had a mod that allowed companions unlimited ammo because I was running out and I came in with 3000 rounds of 5mm, doing around 140 damage per shot, not that all were landing because he was moving quite a bit.  I am thinking some other mods were adding to his ferociousness, but even on very easy, I should have put him down much quicker than half an hour of emptying rounds into him.
      I noticed the
      Spoiler:  
      Show

      synth mayor in DC

      was also very beefy, putting down people pretty quickly.
  3. VladiZarth02
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    Holy crap, i shot wolfgang in the face with 4 crank laser musket and it only deals like 2% of his health, great mod
  4. MrBlueMurDerrr
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    В результате все враги стали банальными танками с 10000 ХП и с таким же уроном, мгновенно убивающим героя. Чтобы победить их нужно просто гриндить и фармить 100+ уровень и использовать классические грязные тактики, ломающие игру. Короче говоря, это тоже самое, что и ванили, но теперь это ГОРАЗДО дольше и утомительнее.
  5. acidhead420
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    ''Otherwise you wouldn't last long'' awesome mod! Great mod recommendations as well!
  6. 2764855951
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    这个MOD,我玩的非常困难难度,现在碰上最难打的BOSS就是精神病院的洛伦佐,固定主角五倍等级,一千抗性,防御力高到打都打不动,没带狂怒AK和碎膝武器,也没陌生人,差点就被憋死在密室了,只能开tgm慢慢打过去再说了
  7. deleted138817068
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    there was a problem with this mod. After its removal, the health of the NPCs remained the same high as before the removal. How to fix it?
    1. U1849KA
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      You'll have to go back to before you installed it.  Fortunately, I ran into this issue early when Wolfgang and Simone had impossibly high health for as early an encounter as it's supposed to be, so not Too much progress lost, but, yeah. 

      I'd say it could be something for endgame characters only, but by then most of these bosses will be dealt with, so...  I don't really understand the role of this mod.  Maybe intended for those super-high damage gun mods, where everything dies in two shots, so bosses need to be tougher?  Not sure.
  8. vladSith0
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    im my opinion this is too much OP, maybe  a softer version ?
  9. Sacremas
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    Love the idea, but maybe not change characters like Magnolia? I don't see how she'd ever be a boss of any kind, and there are a number of NPC Overhaul mods that change her looks, be it to fit various cards or to look more like Lynda Carter. In general should probably stick to characters that you are actually likely to end up fighting, including various faction people (so Glory is a good one yeah). Also might want to carry over Unofficial Patch details where they don't affect combat stats, like for example synth component on Glory, etc.

    Otherwise looking good, glad to see something like this for Fallout, with the exception of Kellogg when I've reached him at a low level the bosses have been sort of pitiful and I've mostly only known it was a boss when I found a named corpse... For other DLCs to account for Automatron would be a good one, both for Ahab, Ivey and possibly the Mechanist herself (though considering her background, maybe just make Sparks more of a threat instead if you end up fighting them). May also want to make those Robobrains more of a threat given they also act as bosses.
    1. Dongeroman
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      Only Magnolia's stats are touched nothing else so there should be no conflict. I haven't touched her model or anything so it should be safe. I edited some of the town NPCs only as optional bosses. Most cases people wont fight Magnolia or Kleo since there's no reason to, but if they want to start trouble there's an NPC now to give them a bit of trouble.

      And yeah I buffed up faction bosses like Glory or Father because it felt wrong to kill father in one head shot, he's the boss of the institute he shouldn't be a cakewalk. Most of the bosses are honestly optional and in a lot of cases you can use charisma checks to get out of fighting them or special phrases like the Courser or Skinny Malone.

      I don't mess with the unofficial patch or F4SE mainly because I get paranoid about Creation Club or other official Beth changes that would screw everything up. But if there is conflict with my mod someone can patch it that would be completely fine with me. I use only base game stuff and only health, resistances, and special stats are touched.

      And your feedback is very appreciated. I definitely want to buff up the Automatron bosses you mentioned, the Nuka World bosses including Overboss /Oswald, etc. , and definitely want to touch Far Harbor Unique enemies too.
    2. adammcbane
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      For immersion I'd buff the ghoul guard there in the Third Rail (Ham), instead of Magnolia, for father maybe buff up a synth instead as Father boss or not he is likely to be weak combat wise.
    3. Dongeroman
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      That's a great idea I'm trying to remember the guard's name . Some NPCs are difficult to find in F04Ediit , but definitely like the third rail idea I completely forgot about that guy honestly.

      I know some of the bosses that are optional are more like Joke bosses. For example Takahashi in Diamond City. I made optional bosses because it reminds me of old school games where you had secret bosses and I always found that fun.

      I'll definitely see what other NPCs I can buff up and edit later. Right now I'm tired of looking at Fo4EDIT for the moment lol I need a break this took me a while honestly to look through their names and find the right NPCs, but I'll definitely work more on it later today or so. I'm excited to look at the DLC bosses.

      Also if anyone knows the name of the first Deathclaw you meet with Preston I'd like to know its unique npc code because I was looking for that specific boss for a while. Another NPC I cannot find is Sarge , which is the Sentry Bot you fight at the castle.
    4. Sacremas
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      If you alter her NPC records then that will alter the same records that appearance overhauls touched. Look at this for example https://www.nexusmods.com/fallout4/mods/43825 this is just an outfit but to be able to put it on Magnolia by default you need to alter those same records, or make every dress of the type she's using by default look like that. Appearance overhauls likewise will change that same NPC record in order to alter the Head Parts section to add new hair or or other features, the texture lighting section, the morph keys section, etc, all of which is on the same record as their combat stats. It's of course possible to merge those alterations on the user's end, but it's probably much easier to just not touch NPCs likely to be altered by such appearance overhauls. Desdemona for example is altered by some of them, so buffing up Glory (who I've yet to see one touch for whatever reason beyond giving her new gear) is just better. KLEO, Takahashi etc is fine, ghoul NPCs likewise very few care about.

      Giving the 60 year old dying of cancer really badass stats seems a bit odd no matter how you look at it. Something like the ability to call in a couple of Coursers rapidly to defend him would be far better, otherwise those unique synth bosses should be all that's needed. It's getting to Father in the first place that's his protection, beyond that it's entirely reasonable that you could just walk in there and shoot his head off at any point (you'd be tossed out for it, at which point you have to fight your way back inside again, but you can still do it) since in the storyline he has purposefully let you close, and several of the inner circle even voices their displeasure about just that. Give him something else instead. Also giving Trashcan Carla (or any of the other vendors for that matter) 7500 health is just silly lol. Give her some proper buffed out caravan guards like the others have instead. And buff up caravan guards in general, these guys escort those traders across the entire map and I've seen a single deathclaw or a couple of Forged wipe them out entirely except for the immortal vendor.

      Also, you might want to buff a few specific bosses a lot more than they are currently. Lorenzo Cabot for example is mentioned in the lore as being an indestructible beast of a man that you cannot let out of that containment no matter what you do... but he dies stupidly easily. Should probably buff him even more than he is now, he should essentially be one of the (if not the) toughest bosses in the entire game to fight.
    5. Dongeroman
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      Altering her records is safe especially since it's just her combat properties. All you're doing is altering combat stats, if the NPC overhaul mod touches her combat stats that I edited (SPECIAL Stats, Resistances, Health value) then you can change the load order if it's an issue or edit it in FO4Edit to match. Your argument would apply to every single NPC in the game so I can't look through every NPC on Nexus that has their appearance overhauled and see if it somehow conflicts even though I only edited stats. I haven't touched Magnolia's appearance at all so like I said before it shouldn't conflict and if you can merge the mods together or change the load order I would suggest that. If it's a huge issue Magnolia can be removed in F04Edit from this mod very easily. Ultimately the main goal I have is just to buff up named NPCs in different ways. I can't just remove every NPC selectively otherwise I'lil have to make multiple versions of this mod and it'll be impossible to please everyone.

      If you load both mods and they play nice with each other perfect and if you're using two NPC mods that buff NPCs then your end goal for stronger NPCs is met either way and both Mods can work together or even compliment each other. All I would say is just load the game with both mods if it works great if not check your load order, I have no way of checking because I don't use appearance mods like that and other mods people may or may not have compatibility issues with.

      I know I buffed Lorenzo and he should be one of the stronger NPCs in the file, but I'll buff the NPCs a bit more in a more extreme edition . Right now this is just a more toned down version of what I want to do and I'm also testing it. I'm basing it more on base game and Lorenzo's legends are just that Legends. I'd imagine him being weakened over the years has kept his power down . Anyways Lorenzo is just a buffed up human and he's on par with a power armor in terms of his physical abilities / damage resistance and his powers are more telekinetic / psychic then anything.

      As far as Father goes it's a lot easier like every other NPC to just buff his stats rather then creating a script which would then make it hard or impossible to keep the file simple and ESL format. My goal is to just make the enemies / NPCS tougher like I said and keep the mod light weight. The mod should be as user friendly as possible and the last thing it needs is to be too big or cause CTD just to be fancy.

      If you want extreme difficulty check out some of the mods I posted like Wasteland ballistics or arbitration . The mod that boosts the damage taken based on your level is good too.
    6. adammcbane
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      Joke bosses are actually funny, I played WOW for years and there were lots of NPCs we kind of took as joke bosses but meant to be part of the open world one was Hogger. That also makes me think of the roaming bosses the game has that actually travel the world and you can run into in places you think is safe for travel Stitches, Fel Reaver etc, I think Fallout 4 has at least 2 who are random encounters, in base game they can be tough you could make them much worse. One is a cook the other some kind of Merc ( unless I'm confused and they are the same NPC lol).

      Near an electronic building there is an NPC who is hostile he has two dogs, you could make him a boss too, heck add an enrage for each dog that dies, WOW had this too his name was Shannox though he roamed in a Raid I'd love to see a version of him that roamed the world like a deathclaw hunter, maybe even a random encounter where you find him near 2 dead Deathclaws and he gives you a warning like gunners do if you get near him, ( guy is near 2 dead deathclaws you may want to listen lol). Give him lots of annoying grenades, also very fast dogs. For giggles once both dogs are dead and he enrages message pops up that he has used a death claw lure which summons a random deathclaw that attacks you, this deathclaw can be of any type the player has in their game.

      Third Rail guard is Ham. https://fallout.fandom.com/wiki/Ham

      That first Deathclaw seems like a great boss too you could get his ID number by just using a test character reaching the fight and opening console for his ID.
      Roof top Deathclaw ( he has a unique entrance sort of like first Deathclaw).

      Father maybe have him with a high HP but he runs away for the impression that he has an energy shield. If you can get the scripting going ( maybe someone could help you) once you go hostile on him Synth Coursers rush in phases while a courser is in combat with the player normal synths keep spawning to support the courser. Father perhaps teleport to a panic room of sorts. You have to get in there and find the shield control too.

      Regi Blataria ( the radroach guy near Corvega Factory)

      Lol the idea of true bosses gets my mind racing sorry.
    7. Dongeroman
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      I buffed Ham in the latest update. I figured he should be the badass in the third rail. I've also been looking for the ID of that first death claw it's very difficult to find. I don't want to make him too broken haha but I definitely do want to make him stronger. First time I fought him I just mowed him down before he could even get out of his hatch.
    8. Sacremas
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      I recommend just installing Deadlier Deathclaws for that. *Every* Deathclaw in the game should be much harder, not just the "boss" one, they are ALL bosses really.
    9. adammcbane
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      Yeah that deathclaw mod is pretty good I use it combined with Unique Creatures so not sure there is any difference but deathclaws are for sure tougher and edit could conflict, forgot that, so yeah.
    10. archosaur2
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      Modder should know that if single line changed you must copy ALL other lines or user must make own merged patch for mod.
  10. archosaur2
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    For me "better bosses" - its better smarter AI, new perks etc. What purpose to make 100x stats and force player to use nuke launchers and power armor? Player do moar dmg for boosted boss HP and nothig changed.
    If I want harder bosses I just go with 10mm pistol in vault jumpsuit without stims and other chems - game became horror hard instantly.
  11. meigong119
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    What difficulty do you guys play with? I looked it up in f4edit, most npc have got their health buffed 20-100 times compared to their vanilla records, which is a bit concerning to me if this mod is viable for survival mode/very hard etc.
    1. Anqayas
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      Woah, 100x! That's.. a lot.
      Love the idea but this seems to be a very extreme implementation. If the mod author is willing to make different variants that'd be pretty neat.