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Okradion

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  1. Okradion
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    v1.0 is out! Check the Changelog. 

    Been a while, I know, but I've been neck-deep in all kinds of other games/stuff.
  2. Okradion
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    Just noticed that some of the perk descriptions are too long for the in-game frame to display. I have no idea how to fix that (if anyone does, let me know), I'll be adding full perk descriptions in the mod readme.
  3. 10controlado
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    Does this mod change anything in the game's language/text? It's because I play in PTBR and I know very little English, so I'm wondering if this mod just fixes a problem while messing with the game's translation (ptbr)
  4. kevin02w12
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    Hey there is a mod that just came out called Baka Interface that makes a new levelup interface. It might fix the problem with perk descriptions 
    here is a link to it: https://www.nexusmods.com/fallout4/mods/48730?tab=description
    1. Okradion
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      That doesn't look like it adds more space for perk descriptions, so, probably not.
  5. MeteorJunk
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    Will enemies still be bullet sponges? Instant deal breaker if the player is weaker overall but raider can still take like 3 shots to the head
    1. Okradion
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      Yes well, Fallout 4 is an RPG, giving the protagonist player character a multitude of advantages the NPCs don't have. First and foremost being an actual human brain behind it. That means bullet-sponging is one of several reliable ways (I've come up with several other perk-based ones, in this mod ;) ) to level the field and make certain enemies a challenge. At least until AI advances far enough to simulate a proper PvP fight where it can think creatively and improvise. And if that day ever comes, I think we'll have a Terminator future, before too long.

      if you want a realistic combat simulator, go play ARMA 2 multiplayer. Fallout 4 is not it, and this mod isn't meant to reinvent the wheel. It's meant to make the wheel a bit more - spiky - to deal with XD
  6. dragoonslayer123
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    I understand Pain Train is OP but Pain Train is the only way for the game to make power armor actually feel heavy and Tanky. Either you could rebalance it or add another way to re-orient the melee aspect or physical power of power armor during close-ups with a foe. 
    1. Okradion
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      Well, Power Armor already adds a ton of Strength (and obviously a ton of damage resistance for close-up staying power). There's the physical power aspect. And given how relevant Strength is in my mod, when it comes to Melee/Unarmed damage, and given the fact SPECIAL stats aren't capped in F4... you do the math.

      But Pain Train is ridiculous. It just trivialises most combat encounters while wearing PA. Plus I don't think it would even work conceptually irl. Most people would just jump out of the way of a charging mecha-suit. That goes double for animals and their reflexes.
  7. lowl
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    This mod is so underrated. The reward systems in Fallout 4 that are most satisfying for a large % of players is loot and class fruition. This mod nails it without making you OP.
  8. RuvaaktheSlayer84
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    Would love to see a video on this
    1. Okradion
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      One is planned, for the full release (non-beta). I'm still not completely satisfied with certain balancing elements, doing some heavy testing with various character builds, and am making more adjustments as we speak.
  9. Jakoporeeno
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    I've got a few questions before I decide whether I should use this mod: Does it require a new game? Though I have a feeling you're gonna say yes to that and I'm willing to do it if it's required. Does this turn enemies into bullet sponges to a certain degree? How does armor affect your health protection in a fight? Also, I'm not sure if I feel committed enough for the ability of my named non-quest-giving settlers to die in attacks. In case I don't, is there a way to go without that option?
    1. Okradion
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      New game? Yes, since any perks you already took would conflict with the reworked perks in my mod. I mean, you can use the console to unassign and reassign perks, but that's up to you. 

      Bullet sponging? Certain enemies, and to a certain degree, yes. Heavy robots, deathclaws, high-ranking supermutants, and Coursers won't go down easily no matter how good you are. But that's as it should be, they're supposed to be a challenge. But then it all depends how you set up your perks. If you spread out, yes, you won't be very combat-effective. If you specialize, you'll get better result with the kind of weapon you specialized in, to the point of 2-3 shotting weaker enemies. Jacks-of-all-trades-masters-of-none will have trouble in my mod, that's for sure.

      Armor? Same as vanilla, it reduces the damage you take. But certain perks in the Agility tree are set up to only be effective if you don't wear armor. So keep that in mind. Also, Resilient perk won't work if you're in Power Armor, and Exoframe Optimizer perk won't work if you're out of Power Armor. Those two Perks are mutually exclusive.

      All Named settlers are still unkillable, don't worry (Finch, Abernathy, etc). The rule of thumb I used is - if they're named, and they're not an enemy, it stays Essential. Since there's a reason they're Named. Only the generic "Settler" settlers aren't. 
    2. Jakoporeeno
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      Since writing that comment I've decided anyway to choose Horizon for my new playthrough but thanks
    3. Okradion
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      Have fun. To be fair, Horizon is way more polished then my mod. :P You'll like it, even if it changes a bit too much from vanilla for my taste (hence why I made my own overhaul mod).
  10. KenNewell
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    Any chance of a version which doesn't require the Automotran, Nuka World and Far Harbour DLC?
    1. Okradion
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      Not really, sorry. The rebalancing is meant to affect the entire Fallout 4 vanilla experience. That includes DLCs. 
  11. geala
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    Sounds to be well thought out. It's not for me as you seem to keep the insane health from levels while I want consistent fixed hp and related damage (based on Better Locational Damage mod), more a shooter so to say, and I also modded out most modern weapons and armor, and tried to minimize differences between player and NPCs as far as possible. But for a vanilla-based RPG combat system, congratulations.

    Two remarks:
    Before I made my C. rather primitive and ammo a very (very) rare find, I also used strong turrets (= stats five to ten times higher, and same damage as guns of the caliber), because stationary armored killer robots should not explode after two hits with handheld weapons. No way to fight such a turret from the open. As little consolation I made special loot lists with much higher ammo numbers from destroyed turrets (you wasted a lot of ammo to destroy them, so ...).

    I tried mortal settlers a lot but in the end it's just a useless annoyance in my opinion. Even with Less Aggressive Settlers mod and heavily walled and defended settlements they are just too dump to be mortal. Maybe I had more problems because my C. is full of enemy patrols (Endless Warfare + NPCs Travel), but who would play without spawn mods? I would overthink using mortal settlers, at least I would make it optional.
    I have a much better experience with Knockout Framework mod, which sends also essential and protected NPCs prone and ko for a long time, so no longer I see every-10-sec-I-rise-after-hit-by-20-bullets settlers. Enemy patrols can now waste settlements but you don't need to micromanage replacements of settlers.
    1. Okradion
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      Well, yes. Fallout 4 is an RPG, so I've kept some RPG elements. Like I wrote in the description, my goal wasn't to make a twitch shooter out of it (if that's all I wanted to do, I could have just upped the weapon damage by 5x times, and be done with it :P ), my goal was to make combat more challenging within the RPG premise. So bullet sponging is still a thing (especially with more powerful enemies, like those in Power Armor). However, both you and the NPCs have a lot of damage boosting perks at your disposal. So if you mismanage your perk points, you'll be very much NOT bullet spongy, for NPCs :D . And they will be very bullet-spongy for you. On the other hand, if you invest into perks wisely, you can get to the level of 2-3 shotting some weaker enemies. 

      I happen to like a more RPG based combat. I like when I first hear that I'll have to face a Courser to get the chip, to have cold chills go down my spine, thinking "oh s#*! i'm in trouble". The way they were hyped up, I'd expect them to be demi-gods in a fight (and vanilla is DISAPPOINTING there). I like giving Mama Murphy a purpose, when she gives us the shutdown code. In my mod, you'll save yourself a LOT of pain, just using that code, instead of going head-to-head with that SOB. I like it that when I see someone in Power Armor, I think twice whether or not they're worth the risk to engage. And for my kind of playstyle (I restart from the beginning, if I get killed in game), thinking twice about things when it comes to combat, and being tactical about it, fits in very nicely. Do you engage the enemy? Do you avoid? Do you sneak up on them and plant a live grenade? When you see a hostile Vertibird flying overhead, do you find cover to duck into, or do you run like hell? Or do you actually attack it, if you feel cocky? Also gives companions more usage. They're now valuable backup in fights, not just annoyances that get in the way. You'll NEED their help.

      As for mortal settlers, the upside is, they aren't a total waste in fights anymore. They have improved weapon list and can spawn with some half-decent armour on them. Also they level with the player, and have innate damage resistance. They can easily hold their own against common Raiders and most average critters. And I don't use Wasteland spawns (too much chaos for my taste, and with my mod it would be one crazy-brutally-hard experience XD ). The only spawning i use are Combat Stalkers (which only go after me, they don't bother settlers or bystanders).
    2. geala
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      Yup. that's personal taste. Fallout 4 is a kind of RPG, wether a good or bad one is debated, as we all know. But it's a very good survival shooter in any case, with some mods.

      Your changes to coursers for example seem to be very good. I like it if enemies and fights in games correspond with the descriptions. In Bethesda games (which are my favorites) mostly only achievable by mods ... In my game there are some terrible foes, but no coursers. But normal synths alone are frightening, you better run from direct confrontations (especially as most available weapons in my game are slow firing bolt/single action black powder pipe crap). Here companions shine, they are too dumb to run and suck up the bullets and die while you hide. Just bad when you run into a deathclaw while fleeing.

      What I cannot accept at all is RPG stuff going totally against common rules. A human in FO4 is a human and it is absolutely unexplainable and in so far garbage when he/she isn't dead after a clip to the bare head. For this reason vanilla based FO4 combat is not for me.
  12. Trazibol
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    cela semble très intéressant en termes de gameplay,
    je vais tester cela dans une nouvelle partie qui est en cours de préparation ......;)

    What Creative Club Content is required to run your MOD?
    1. Okradion
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      Creation Club Content? None. The requirements are listed. DLCs only.

      Edit: Sorry, i just noticed i had CC content highlighted in the Req section. My mistake :P . You don't need anything from CC. 
    2. Trazibol
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      vous thank pour votre réponse rapide;)