Fallout 4
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FailFailWin

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Draagushnahk

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About this mod

A small .esp to lower the outlandish health of the Commonweath's human residents. And increase a few others.

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Aims

This mod should change the health of SOME (i.e. only those listed) NPCs to realistic, sensible levels. It's designed to be played with no legendaries, and all the suggested mods installed, as otherwise you may find the humans still too tough to be realistic. Feedback and bug reports appreciated.

Essentially I've edited the various levels of creature the leveled lists select from when spawning NPCs for a zone, so in theory it should work without a new save once areas respawn. That said, you will still be stuck with low level zones, my mod does nothing to fix that. It also probably won't effect every NPC for the same reason, it only messes with randomly generated bullet fodder. There are a lot of entries I didn't touch. Yet. If anyone wants me to try, feel free to offer suggestions...

Sensible NPC Health Changelog 1.0


Creatures

  • Red widow, infected and vampiric bloodbug - bloodbug health (those things look flimsy)
  • Vicious dog - Rabid dog brought down to albino levels (alpha too). Was going to bring these down further but I figure rabid dogs can be pretty nasty. Just not shrug off a missile level nasty.

Super Mutants

  • Mutant hound - Normal hound health moved to glowing hound levels (350 or so), glowing hound levels increased (to about 500). These things were way too weak for the way they look. Gnarly.
  • Super mutants - All mutants lower than brute given brute health (275 or so). Mutants should be damn scary to low level characters and provide more of a sense of victory when you can finally take on a group of them. 

Humans

All brought in line with highest sensible health. Aimed for around 2-300 MAX.

  • BoS Soldiers - all above knight brought in line with knight
  • Gunners - All above private brought in line with private
  • Minutemen - Brought into line with lvl 18 minutemen
  • Raider - survivalist and veteran brought in line with waster
  • RR agent - brought in line with lvl 21 agents

Sensible NPC Health Changelog 1.1

Creatures

  • Low end radscorpion health minimum moved from 250 to 400, high end moved from 1125 to 800. Should be a nice spread now.
  • All stingwings reduced to lowest level stingwing health (but are still tougher due to DR), speed increased to 3x original. They should go down in one or two shots now, even the high level ones, but are now scary fast. Well, not really. Just not slow like they were, you'll have moving targets now.

Sensible NPC Health Changelog 1.2

I've noticed that the endgame npcs that level with player health (basically the top level versions of the below) are stubbornly refusing to be altered. I have therefore removed these top level gits from the levelled spawn lists. The next highest versions are fairly similar in toughness, but for now we will lack the appearances (textures and models) of the endgame nasties. As far as I can tell this is unavoidable until the GECK is released.

Effected NPCs

  • Brotherhood soldiers (star paladin)
  • synths (eradicator)
  • stingwings (chaser)
  • bloodbugs (vampiric)
  • mirelurk kings (glowing)
  • super mutants (warlords)
  • sentry bots
  • gutsys (colonel)
  • coursers
  • deathclaws (mythic)
  • feral ghouls (charred)
  • glowing ones (bloated)
  • mirelurk hunters (albino, I think)
  • yao guai (dusky)
  • radscorpions (deathskull)

Vertibirds

I have increased their damage resistance from 60 to 300 on the lowest, and 115 to 600 on the highest. Their defences are now similar to power armour, which I thought was more suitable for a military gunship. Essentially this should mean they are far stronger against small arms fire, while still being sufficiently weak vs missiles etc.

Mole rat broodmother

Reduced health slightly so she isn't drastically more tough than standard rats, she's more 2x their health now, than 4x.

Sensible NPC Health plans 1.3

Legendaries removed (randomly spawned ones, at least)
Difficulty multipliers set to 1x for both
Low level human health increased

Suggested Mods

Alternative Health Scaling - Optional. Use if you want to feel human.
Customise Legendaries (choose none) - If you don't use this there's little point in this mod. Included in 1.3, alongside normal difficulty damage multipliers (1x). Feel free to tweak yourself, see below.
Better Locational Damage - Basically makes headshots almost always kill humans unless wearing lots of armour, and kill weaker super mutants. Crucial, otherwise 'sensible' ceases to apply. Feel free to find the 'make your own survival balance' mod and change damage taken or damage done to whatever you like. For easier balancing (npc damage vs player damage) I'm now working off the assumption of 1x for both, you can tweak from there. Just let that mod overwrite this one.
NPC Turret Enhancements - messing with them myself, may be in next version.

Installation

NNM or drag and drop into the data folder.