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Jibbyjab123

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Litraviolibruh

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About this mod

Completely changes many aspects of the game to make it more immersive and challenging.

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Survival Overhaul changes:

This mod is intended for survival is a combination of all the mods that I have been working on these last few months in my spare time. the main goal of this mod I to introduce several large changes to the economy and some realism changes that increase the difficulty of both the main game and survival mode as well. I strongly recommendthat you use this mod on a fresh save file, since any containers that were loaded without it can have a chance of having Chems that are not supposed to be in them with the mod installed. If that is the case then some of the prewar Chems (specifically Med-X) in those containers will still have the buffs that this mod gives them, this does include Chems in your inventory as well. This mod is best enjoyed in survival since it buffs Chems before perks, so all Chem related perks are unchanged, the buff to Med-X specifically was done with survival in mind. Here are all the changes, if I missed something it’s probably because I forgot to include it I the main changelog document I was working on. Most of the parts of the mod were worked on separately and it’s a rather long list so I hope you will forgive me if I missed anything.

Enemies:

Raiders:

·        Raiders now drops Chems and are less likely to drop Stimpacks, their aid item drops have been changed to make them much rarer and more valuable as a result.
·        Raiders drop all base Chems with about a 1/4thchance as they drop Stimpoack in the vanilla game, they still do drop Stimpack just less common than they do Chems. The will never drop Med-X however.
·        Raider bosses are more likely to drop Chems but are not guaranteed anymore to drop any aid items.
·        All regular containers owned by raiders have a chance to have Chems in them, especially safes and food coolers.

Gunners:

·        Gunners now also drop Chems and Stimpacksoccasionally from the reduced loot list (excludes rare Chems, pre-war, and med-x) Gunners are more likely to drop Stimpacks than Chems and raiders are more likely to drop Chems than gunners.
·        Gunners now have a chance to drop several items, like company script from old times, Gunners’ wages. Their base value is 100 caps each and they weight nothing, since all the gunners are mercenaries, why would not they have payment on them?

Feralghouls:

·        Ghouls of all kinds no longer have any chance to drop any Chems or Stimpacks of any kind, leaving more room for junk items and caps.

Animals:

·        Animals like Radstgas and Mirelurks should no longer have small junk items in their loot tables, any mods that overwrite the LLD or LL files for these animals will probably break this, however.

Aid Items:

Chems:

·        All Chems are now much more valuable, and fewer of them are sold by vendors, including Chem vendors. Prewar Chems that cannot be crafted are much stronger.
·        Rare and Prewar Chems are no longer found in random containers like trash cans and dumpsters. This however does not work retroactively, any container loaded without this mod installed pulls from the vanilla or otherwise modified leveled lists.
·        All base, special, and prewar Chems have had their base effect duration increased greatly, mostly to an hour, and other more temporary effects have been increased to 10 minutes.
·        The only Chem effect that has had no major alteration is jet itself and its related slow time effect, it still possesses native vanilla duration, so the slow time effect is unaltered for all Chems that use the effect.
·        Buffout is now able to be crafted with one plastic, one steel, one bloodleaf, and one mutated fern flower, now all the base Chems in the game that can be crafted because it does not make much sense for that not to be the case because it's implied, they can be through several quests and vendor interaction.
·        Stimpacks and rad Chems are now much less common in all vendors accept doctors and are now much more expensive.
·        Stimpacks now cause lethargy (-50% AP regeneration)for the whole time they are healing you, your body needs the energy to heal you so use them carefully.
·        Changes in Stimpack rarity in all containers put more of an emphasis on Stimpack crafting by making them much less common but their components like blood packs more common. However, the containers that would normally contain Stimpacks will still contain them, the chance is just reduced not completely eliminated. The in-game vanilla mechanics centered around doctors specifically healing rads, removing addictions, and healing the player as well as sleeping to restore limb and health conditions are much more useful.
·        Stimpacks and rad Chems are now much less common in all vendors accept doctors and are now much more expensive.
·        The loot tables of Medkits both placed and walls have been changed to decrease the number of Stimpacks they contain to a maximum of one per container, on top of the decreased chance for them to contain them at all.
·        Antiseptic as a loose component is now commonly sold by doctor merchants, along with their normal junk, because what doctor would not have any antiseptic in the dirty wasteland this is to help encourage Stimpack crafting.
·        Containers that can contain radiation Chemscontain them about ¼ as much as vanilla values, since it is rng heavy results may vary.
·        Adictol’s base price and rarity have been greatly increased I, vendors, making other addiction curing alternatives much more useful.
·        The base addiction chance of all the stronger Chemssuch as Berry-Mentats and Day-Tripper has been increased.

Alcohol:

·        Alcohol and all liquors are now much longer-lasting and more expensive from vendors to compensate, ice-cold variants of alcoholic beverages have a longer duration than their room temperature counterparts.
o  All alcohol appears less frequently in containers like coolers and lunch boxes.

Food:

·        All food items no longer restore any health, only hunger/thirst, and many of the magical effects of foods have either been nerfed or removed, with some buffs from rare items. This feature is mainly intended for survival because otherwise outside of survival, food has little to no value to the player as a consumable.
·        Wild plants no longer drop items that are useless, they drop regular domestic plants, wild Mutefruit drops Mutefruit, wild Corn drops Corn, wild Tato plants drop Tatos, Wild Tarberries drop Tarberries and Wild Razorgrain drops regular Razorgrain.
·        All the wild plants that are needed to craft the herbal Chems in survival are unchanged except Wild Razorgrain, it’s been removed from the recipes and replaces with the normal Razorgrain.
·        All recipes for the Survival Herbal Chems have been buffed to only need a max of one of each ingredient, because of the slower growing time of plant in survival. Finding some of the rare plants like Ash blossoms can be hard, hopefully, the herbals will be more useful as a result.
·        Any steak or roast recipe that requires more than one of its required meats have now been reduced to only need one to balance the hp being removed.
·        The HC_IgnoreasFood keyword was removed from all organic wild plants including all flowers and most food like Chems, so now everything functions as food based on value like all other food items. This means that if you eat a Glowing Mushroom it doesn't just disappear into your stomach, it refills 8 caps of hunger to the player.
·        The price of most food has been increased to offset the decrease in value to the player from the loss of health regen from food items, and to make them refill a more realistic amount of sustenance.
·        Many changes to food recipes that need more than one same item to craft a food item and elaborate recipes for the chicken and rabbit food items has been reduced to just the base animal meat and one piece of wood.
·        Many small-item descriptions changes because why not. Mostly to change inconsistencies caused by mod changes, and to give some items that do not have a description I tried to be a little witty, but I’m not a comic so change it yourself if it bothers you.
·        Sap from Far Harbor is now a food and drink item. You might want to save it though for Ware’s Brew which I’ll get to in a bit.
·        Changes all the soup and food recipes that need dirty water to now need clean water and removed the alcohol requirements from soups that had them.
·        Added a cooked chicken thigh item to the game so you can craft chicken meats without having to find everything for chicken noodle soup. Craftable at the cooking station under the roasts section. This item should appear in leveled lists that include all food items, including vendors, though it might take a day or two. As you can probably tell from the fact that it is chicken, you need the far harbor DLC for it to appear in-game as something you can craft. This addition pairs well with the mod: Unique NPCs
- Creatures and Monsters of the Commonwealth: ( https://www.nexusmods.com/fallout4/mods/24357)because it adds chickens and rabbits to the commonwealth.
·        Almost all soups are now easier to craft and less resource-intensive to balance the removal of healing. The ones that have status effects have been largely unchanged so there is reason to craft them over just plain meat.

Water:

·        All drinks that are mostly water in real lifelike sodas and beer now restore hydration, the hydration based on their value game rule is unchanged, however. This does not apply to any kind of liquor.
·        Removed healing from all drinking water, including from fountains and natural sources.
·        Purified water is now much more expensive because that's the only way I can compensate for the game determining hydration restoration based on item value. Since the Chems are now much more valuable, the dehydration in survival they cause is tied to the value of the item like how much hunger a given item restores.
·        Most sodas still give ap still, and I have added hydration keywords to all the soda beverages except the two alcoholic ones from Nuka world.
·        Ware's brew from far harbor DLC is now easy to craft and does not cause immunity debuff, and restores hydration, so now it's actually useful and not just another filler DLC item.
·        Changes the recipe of purified water in the cooking station from three dirty water to now only one to make up for changes and to make dirty water worth picking up.

Specific changes to vendors:

TheDrumlin Diner:

·        Trudy in the Drumlin Diner now has a 0% chance to sell any Chems of any kind since she addresses them as poison and in my opinion, it’s not very lore-friendly for her to sell them at all.

Vendors and med-x:

·        Maddox in Nuka world, Mackenzie Bridgeman in NukaWorld, Doctor sun in Diamond City, Jacob Forsythe in Vault 81, Knight-Captain Cade on the Prydwin, and the tier 3 workshop Surgery Center all sell one med-x per restock.

Maddox and Calm-x:

·        Maddox in Nuka world sells Calm-x because he provides Calm-x silk, so it would make sense for him to sell Calm-x as well, always at least one.
 
The Dugout Inn:

·        The Dugout Inn now sells much more of Bobrov’s BestMoonshine, separate from the other tables that include moonshine. They make it why would they only have one?
 
GeneralAtomic Galeria:

·        Mr. Handy in the Slocum’s Joe in the general atomic Galleria sells Buzz Bites because why not right? It is a promotional item being sold in a promotional gallery.

VendorCaps:

·        Due to many carry weight and economic changes the number of caps each vendor has across the board been raised significantly. This should encourage even the stingiest of loot hoarders to sell their items.

WorkshopVendors:

·        The workshop vendors have had their inventories adjusted to remove Chems for the most part, though a small chance for them still exists.
·        The income from Workshop vendors has been greatly increased so now it is not really something that you just ignore until you find like 10 caps in a workshop.
·        Workshop vendors scrap for the same amount of scrap and caps that they cost.

Quests:

“DiamondCity Blues”:

·        This quest is unchanged and thus is kind of broken. This is just for fun and to give the quest a bit more weight and make it more of a moral decision and less of a no brainer.

Boss and Dungeon chests:

·        Boss chests now have a chance to have a good number of caps as well as Chems, as in addition to regular loot.

Player changes:
 
Player SPECIAL changes:

·        The base special of the player character is set to 35, from 28 for balance reasons, due to the character carry a weight penalty. In nearly all fallout games the total special a person has is 40, so this seemed better to include as a balance change.
·        The players base ap had been increasing from 60 to100, the Agility stats effect on total max ap has not been changed, however.
 
Carry weight changes:

·        Survival carry weight has been reworked including the perks that increase the player carry weight being significantly nerfed.
o  Survival base carry weight has been reduced to50, and strength only increases it by 5 per level instead of 10.
o  Strong back tier-one increases carry weight by15, the second tier by a total of 30.
o  The first rank of the Lone Wanderer perk adds 10carry weight to the player, the second add 10 more for a total of twenty.
o  Lone wanderer perk increases the max carry weight of the player by 15. Still works with dogmeat.
o  All mods that increase carry weight for the armor of all kinds have been reduced by 50%, because why would adding pockets negate the weight of the armor? It's not removed but heavily nerfed.
o  Regular game base carry weight is reduced to 150from 200.
·        The weight of nearly all junk items has been modified, mostly reduced to as close to real life as I can estimate, this is not game-breaking but for the most part, should make most junk items weigh what they do in most cases. There are no longer junk items that weigh nothing, however, but the weight these items ad is minuscule none the less.

Player damage:

·        Headshots on most enemies do 20x damage, enemies that are tough like mutant hounds and YaoGuai’s headshot damage is increased by 2-5 and Fogcrawlers, Anglers, and Deathclaws and other large boss enemies are unchanged.
·        Blood packs, and Glowing blood packs, as well as Stimpackshealing, should be the only sources of healing in the game, if you find one from
the base game that is still available, then that is an oversight or a mod conflict. Feel free to let me know.
·        The base damage of most heavy weapons has been greatly increased, greatly increasing the value of them as actual guns in survival.
They are useful now so you can deal damage instead of tickling enemies. Now when you face a boss enemy with a heavy weapon its more of a challenge instead of just a playful experience.
·        The Minigun, Gatling Laser, Missile Launcher, and Flamer are all buffed to a useful level in survival.
·        The weight of the ammo for heavy weapons is largely unchanged, except missiles, they now only weigh 3 pounds instead of seven. Their value has not been changed.
·        5mm ammo is now available from level one and onward instead of appearing around level 10 as in the vanilla game, this is changed to make heavy weapons at least somewhat viable from the beginning of the game, as you normally can't buy ammo for the minigun until long after you would have run out.

Bartering changes:

·        The max sell price and the max buy price for items are both changed to 1.0x and items base value to change the economy and encourage charisma and the barter items, and to offset the carry weight penalty. You still need all the perks and items you normally would to close the gap from the min base sell price of 2x, it's more to squeeze extra caps out of vendors and encourage not hoarding if you can. Enemies
 
Armor& Weapon changes:
 
The Wedding Ring:

·        The wedding ring that the player has equipped when leaving the Cryopod, increases the Charisma of the player by 1, useful for all builds and makes a largely useless item practical to keep instead of just selling it.

Army Fatigues Dirty & Clean:

·        The active enchantment on the army fatigues has been changed from adding one Strength and one Agility to one Strength and one Endurance since the Military Fatigues and the Minuteman Outfit already accomplish the agility bonus for under armor clothing items.

Handmade Rifles and Ammo:

·        Handmade rifles and ammo appear in raider inventories around the time that combat rifles appear in them as well. The ammo also appears in containers. They draw from the same leveled list as Nukaworld, so they should be just as dangerous and powerful. The ammo is also sold by vendors when they enter the weapon pool.