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Cruor34

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Cruor34

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  1. Cruor34
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    I'm leaving this short guide here (not me it's someone else) Make A Patch: Super Easy & Simple xEdit / SSEEdit Guide (youtube.com) watch the guide, use that BEFORE saying this mod does XYZ wrong, you can see the conflicts. Also shows you how you can make a patch for my mod and say, a weapon replacer. 

    Also note: you can't just mod the base weapon damage and call it a day. If memory serves (it's been a while) Fallout 4 receivers can multiply a weapons damage by up to 1.75%. This is radically OP. I modded all the extra damage receivers out, UNLESS the receiver increases the caliber, like 5.56 up to 7.62 for example. Mod out the damage receivers, or change them to maybe... attack speed, less xp in VATS or something, which actually makes sense, smoother receiver action.
  2. Cruor34
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    Starfield was a disappointment but it gave me the Bethesda Bug again. I am currently Playing through a modded Skyrim, after that I will play through Fallout 4 again. From memory, this mod is as complete as I'd like it to be, but I MIGHT do some updates (no promises) What I can say is likely, but again not promised, is I will patch some weapons/quest mods for my own use and then upload them here. When I made this mod, I could mod at work (I didn't have to do anything unless a system went down, and stuff almost never broke) Sadly I moved to a job where I actually have to do work at work. Lame. So no timeline. Thank you to everyone who enjoyed the mod. I may do a similar mod to this for Starfield, time permitting, no promises, no timeline. 

    Also, I'm just going to say this as a mass reply: The mod works, and works well, I spent hours, days, weeks, months testing and tweaking, I spawned and shot at/was shot by gunners/raiders/robots/animals 1000's of times and killed them 1000s of times. If you are dying in 2-3 shots from a normal gun in power armor, if a gun is doing vanilla damage, it it's way too easy or way too hard, you have a mod conflict, period. I am in the process of modding Skyrim (with other peoples mods) as I type this, and 100% of the time it has been my fault when a mod seemed not to work as advertised, you REALLY have to read and look exactly what each mod does. Example, I used an armor replacer mod that replaced .esp files, and was not just a mesh/texture replacer. I was like "This difficulty mod sucks" then I found the armor replacer I had was over writing all its Bandit edits of the other mod. Also, I said it in the description but keep in mind this mod radically alters the game (for the better) but a quest mod adding new NPCs and weapons will have vanilla stats. I'm not smart enough to do something like the Requiem mod for Skyrim that runs a patcher to boost weapons/armor/perks. 
    1. Azmep
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      Although I love this mod and can only imagine what amout of work it had been to put all this together, I wonder if there is a possibility to get a little more of the light variants of the armors in the leveled lists. I have some hundreds of hours with D&RO but I've yet to envounter an NPC with a light chest armor, whatever material it is.
      I understand you wouldn't make another version of your mod for me but could you explain to me where I change those parameters in the Creation Kit ? (hoping it doesn't affect the more coherent equipment of the NPCs)
      Thanks !
    2. Cruor34
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      I Think its in outfits. It's been a long time, I'm relearning it modding Skyrim. (modding other peoples mods like Requiem to fit my tastes) If I do recall, and again it's been years, I pretty much modded out the light variants because I thought they were useless. No insult to you, just my opinion. I think having 3 variants of every armor was overkill, just as having right arm/left arm etc. I think Bethesda realized that and changed it for the better in Starfield. I think you can set what items NPCs will be equipped with, and what % chance an item has. I just gave everyone standard outfits so they don't look ridiculous, seeing a guy with heavy right arm armor, light left arm armor, one leg armored and the other not just drove me crazy. Apocalypse or not, nobody is going to do that. 
  3. Modbr
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    hi, player health no scalling file does not consider what the player already has in endurance, only when adding to the perk. is this right?
  4. spaloodacate
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    The Lever action damage is vanilla, 35.. I have no other weapon mods installed. I'm using vortex, any ideas?
    1. Cruor34
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      My guess is you have a mod conflict. I will give you an example: Years ago playing New Vegas, I modded the game just this mod I made for Fallout 4. However, some weapons were still vanilla values. I tore my hair out trying to figure it out. Turns out, it was EVE which is advertised as just adding lighting effects etc. Well, turns out to DO that, it had to edit weapons (muzzle flash etc) so it was over writing my weapon changes. 

      You have a similar problem, that is my guess. Could be a mod that adds animations, recoil, graphics, whatever. The fix is easy once you find the culprit, just change the values in that mod to this mods values, then you get the new effects and this mods damage. 
  5. xxserahxx
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    Tracking this till NG Update.
  6. CaosFR
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    Hi and thanks for your mod. Finally a real and diffculte challenge.
  7. Kais44
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    Really REALLY awesome mod! Can not give it enough praise tbh!!

    Any chance you can add the Next Gen Edition content to this? Currently the Enclave units are underpowered (in particular the X-02 Power armour you find, which with this mod is fare weaker than the X-01 etc). If you can do that, I'll love you forever!!

    Great mod!!
    1. Cruor34
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      At some point, when the next gen update chaos is over, I will update the mod. I was playing Skyrim during patch 1.6.170 and Jesus that was a nightmare, had to stop playing for a month while things got fixed, almost pulled my hair out over it. Not going through that again. Bethesda needs to stop screwing with old games. They had YEARS to patch and now they bite the hands that feed them, ruining mods.

      I will 1) Add a patch for weapons/armor I like myself and 2) make a guide for dummies so people can fix mods they like to work for this game. It's very easy. Soon TM. With that said, don't wait for me, I mean it's this easy: Download Fo4Edit. watch a 5 minute guide on youtube. Now, open my mod, look at like T 60 power armor. Now, open the new X-02. Make the X02 like, 10% better in armor etc. Done. Thats how I started out.

      Thanks for the praise. 
  8. Deofoldo
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    this mod is.. something. made my gauss rifle trash against anything an my lever action now deals 500 dmg.. ok i guess
    1. Cruor34
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      No it doesn't, you have a mod conflict. This is a pattern with mods for all Bethesda games. Check yourself before claiming the mod does it. My guess is, you have a replacer mod for the gauss rifle, and although the mod SAYS it just replaced the look, the guy had to include a .esp and that is over writing my changes. 100% the Guass rifle does more than a lever action. Gauss also has other bonus the lever action does not. This mod has to be loaded dead last in your load order, UNLESS you do the work to make the replacers compatable, THEN you can load them after. If you have weapon replacers, you need to open this mod and the replacer in xedit. Then you copy over the weapon replacers vanilla stats with my changes. Then you have the new looks and the proper function.

      Open my mod in xedit, look at the lever action and the gauss rifle BEFORE posting nonsense. 

      Posts critiquing this mod are welcome, but EVERY SINGLE post here saying "I die in 3 hits from a rad roach in power armor" or "10mm pistol does more than a rocket launcher" are just 100% wrong. User error. Not trying to be rude here, free advice: take an hour of your time to learn Xedit basics. Just basics. examine mods before claiming they are broken (you can open like 100 modas at a time and look for red meaning conflicts) Then you fix the conflicts. You will have WAY more fun for ALL Bethesda games made in the last 20 years. 
  9. Mightyevildoom
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    So I checked some of the damage values in fo4edit.

    The Deliver has a vanilla base of 25 and a mod base of 168. The Combat Rifle has a vanilla base of 33 and a mod base of 157.

    In game, these two weapons still use their vanilla base while other weapons (pipe rifles, laser guns and shotguns for example) use the modded base.

    There are other weapons that aren’t using the modded damage. Any idea how to fix this? It’s odd having to use a pipe automatic because the combat and assault rifle damages are so much less.
    1. deleted4719796
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      put dr as low in your list as possible. mine wasn't low enough and only certain items were changed.
    2. TarkelsonNexus
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      this man was a genius, put all DR mods at the bottom of your mod load and it will work flawlessly
  10. LuckcodD
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    Is it normal for ghouls, bugs, and super mutants to take so little damage? I got to level 25 and my sniper with sneak dmg is only doing about 1/8 of their hp. I get that's its suppose to be more difficult but a bloat fly taking several shots with a full kitted hunting rifle seems like alil much.
    1. Cruor34
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      Mod conflict. From the sound of it, you are shooting my modded enemies with a vanilla damage gun (maybe one added by the mod) you need to read the description carefully, a lessen I myself have learned over the years. In this case, You would either need to fix your load order, or follow what I said in the description and mod your downloaded weapon to be compatable with my mod. It's very easy, like 2 mins of work in FOedit if you know your way around it. 
  11. Azmep
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    Coming back to FO4 I immediately installed this mod like 2 years ago. When I discovered it it totally changed the game to the best for me and I think it deserves much more recognition. This is the best overhaul IMO
    1. Cruor34
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      Thanks, I have a similar mod for New Vegas I neve published, I might get around to it someday. Literally edited every NPC in the game, was a nightmare. 
  12. redge9987
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    Thank you Cruor34 for making this mod! I love all the changes, especially the increased number of spawns overall. This mod creates a fun tactic where you can shoot gunners and raiders into the same spot, where they then fight each other in a big war. I also really like how terrifying the robots are, now. It has come to a point where if I hear a robot, I try to hide from it! It also makes it much more fun when you can program a robot to fight for you, and watch it destroy all the raiders in a subway. Overall my favorite mod for fallout 4. 

    My only suggestion is to lower turret health. I in the vanilla game, you need to peek a turret 2-3 times to kill it. But this mod buffed their health, and now I have to peek a turret 6-7 times to kill it. It is a little tedious. I think a good update would be keeping the new turret damage but lowering their health. Especially the ceiling turrets. Thank you again for this awesome mod!
    1. Cruor34
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      Glad you enjoyed it. Making turrets high health was on purpose, they can't move. A rocket launcher or pulse grenade should take them out very quickly.