Fallout 4
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Mat1024

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Mat1024

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About this mod

Revisions of oddly neglected aspects of the game, such as damage type, resistance, multipliers. No new records, no cell edits, .esp flagged as .esl, always safe to uninstall.

Requirements
Permissions and credits
Changelogs
CONTAINERS

Boss Containers (Raider)
- finally contain large caps rewards (except pre-war)

Explosive Containers
- now have a 50% chance to contain cryo, plasma etc. grenade or mine
- follows default level requirements (ex: level 23 for plasma etc.)

Locked Containers
Less sad master loot.
- advanced locks "none chance" lowered from 80 to 60, have 20% to contain pre-war chems and/or caps, and 10% chance to contain copper/silver/gold bars
- expert locks "none chance" lowered from 60 to 40, have 35% to contain pre-war chems and/or caps, and 15% chance to contain copper/silver/gold bars
- master locks "none chance" lowered from 40 to 20, have 50% to contain pre-war chems and/or caps, and have 20% chance to contain copper/silver/gold bars

Pre-War Containers
Most pre-war containers will now only include pre-war items.
- cash registers will not contain bottlecaps anymore, but pre-war money instead
- pre-war coolers will not contain chems or ammos anymore, but more pre-war/rare/unique food/drinks instead
- pre-war safes & trunks will not contain pipe guns or metal armors anymore, but more basic ammo, cigars, pre-war chems and a chance for silver/gold bars instead.


DAMAGE

Damage Enhancement
Balance unexplainably weak items such as traps, make explosions fearsome again.
- most explosions are more powerful and have a larger blast radius, including vehicles, oxygen tanks etc., they finally provide a significant tactical advantage but beware!
- trap (bear, caltrop) damage increased by x1.5-3
- burn & poison last x2-3 times longer

Damage Multiplier
No more bullet sponge heads or single generic multipliers. x4 for most mammals & insects (from x1-2). x3 for two-headed creatures, mutants & robots (from x0.1-2). Only x2 for large bosses and other oddities (from x1).
- x4 bloatfly, bloodbug, cat, cave cricket, dog, ghoul, gorilla, human (including player), mirelurk, molerat, radchicken, radrabbit, radrat, radroach, sentry bot (fusion core), stingwing, wolf
- x3 alien, angler, assaultron (combat inhibitor), bloodworm, brahmin, fev hound, fogcrawler, glowing one, gulper, hermit crab, mirelurk king, mr handy (combat inhibitor), mutant, power armor wearer, protectron (combat inhibitor), radant, radscorpion (head & stinger), radstag, robobrain (combat inhibitor), synth, yaoguai
- x2 animatronic alien, deathclaw, mirelurk queen (spout), swarm (torso), turret bubble (mount), turret defender (combat inhibitor, was 0.1), vertibird (rudder)
- behemoth (x2), eyebot (x3 back panel) & liberty prime (x2) are unchanged

Damage Resistance
Damage types are now aligned to their matching resistances.
- all acid/poison damage resisted by poison resistance (RPS)
- all cryo damage resisted by cold resistance (RCD)
- all electrical damage resisted by electric resistance (REL)
- all fire damage resisted by fire resistance (RFR)
- normalised resistance names and abbreviations (RDM etc.)
- asbestos lining mods now provide fire resistance
- impact landing does not turn companions hostile
- Perk Rebalance adds cold/cryo, electric, fire and acid/poison resistance to some underwhelming perks.

Damage Type
The idea here is to align damage types to make non-ballistic/energy resistances worthwhile.
- all cryo/cold weapons (including robot, trap etc.) do cryo/cold damage instead of energy damage
- all fire weapons (including robot, trap etc.) do fire damage instead of energy damage
- all electric weapons (including, pulse, robot, trap etc.) do electric damage instead of energy damage


NPC
- combat AI improved, enemies should flank, special attack (melee), strafe & wait more often.
- radstags are now friendly by default
- settlers have an extended radius (x10) from the workshop
- merchants have +500 caps
- robots cannot bleed anymore
- stingwings and radscoprions are immune to poison


QUALITY-OF-LIFE

A few quality of life improvements.
- no more 1000 lumen cigarettes & glowing fungus, always annoyed me.
- synth will contain minor scrap (in addition to their armor)
- small/medium/large/fusion generators now output 5/10/25/150 from 3/5/10/100
- water purifiers now output 15/50 (from 10/40)
- settlement spotlight only require 1 energy (from 2)
- removed VATS green tint
- quieter workshop/settlements
- vague "Infected" disease description changed to "Mole Rate Disease"
- power conduit range increased form 500 to 1000


REALISM
No more cigarette pack hurling and farming cloth from money.
- junk jet ammo removal: cigarettes, cigars, dog tags, money, synth component
- component removal: cigarettes, cigars, dog tags, money (cloth, asbestos...)