Balance overhaul inspired by the mod "Thrive" and "Fallout 4 Balance Patch", both made by BourneMcReady. Fixes balance issues with the original game and makes it more challenging by removing shortcuts and silly mechanics.
No se requiere, pero si te gusta el mod, ve aquí y aválalo :)
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Removed the Mr. Handy fix for future integration in CFM.
Removed the vegetable soup edit for consistency with the iguana soup.
Version 3.4.2
Ported minor fixes from Community Fixes Merged.
Version 3.4.1
Removed unused masters again.
Version 3.4
Fixed bug with the legendary incendiary effect.
Tweaked legendary effects on guns.
Survival needs can now be deadly.
Applied water rebalance also the world's water and fountains.
The vegetable soup now requires purified water.
Version 3.3.2
Removed unused masters.
Version 3.3.1
Swapped master for FATE 1.7.
Version 3.3
Remade to fit the changes from the FATE Tweaks module.
Version 3.2.1
Forwarded a fix from FATE.
Version 3.2
Cleaned up changes overlapping with FATE, added it's Fixes component as requirement.
Removed FOMOD and unsupported patches. Moved remaining patches to the optional files section.
Version 3.1
Rebalanced steaks.
Rebalanced turrets and throwables crafting.
Added back crafting for the MIRV grenade, the Nuka grenade and the Nuka mine.
Fixed damage types of robot weapons.
Rebalanced damage dealt by traps.
Fixed traps having a frag grenade explosion assigned.
Rebalaced the weight of mines.
Removed ammo weight rebalance.
Version 3.0
Rebalanced windmill power output.
Buffed the Vault-Tec Super-Reactor.
Included UFO4P generators in the existing generator rebalance.
Rebalanced scrapping rewards in the workshop (some fixes as well).
Rebalanced crafting recipes for terminals.
Rebalanced the stagger of small car explosions.
Rewrote description to be up to date.
Fixed robot shock effect from self-destruction only affecting shock type robots, it should be the opposite.
Removed unused record.
Version 2.5.2
Rebalanced crafting of generators, purifiers and beds.
Many other small adjustments to chems crafting to make perks such as chemist more important.
Removed some weapon edits to make room for Streamlined Weapons 2.0.
Omelettes now take oil and an egg to cook, instead of blood or water (why?).
Version 2.5.1
Removed 2 perk edits because Perk Up already does it.
Version 2.5
Removed LL and weapon edits to make room for the recommended mods in the description.
Version 2.4.3
Fixed napalm tank damage type, vanilla uses energy instead of fire.
Fixed robot self-destruct only applying to non-robot NPC's, now it's the opposite as intended. Also edited the shock duration from 3 to 6 seconds.
Fixed confusing FOMOD notes about the patches.
Reworked LL edits, this also makes the mod compatible with LIF out of the box.
Version 2.4.2
Rebalanced crafting XP instead of a complete removal.
Reverted PA AP edits, fusion cores were draining too quickly.
Version 2.4.1
Fixed merged patch.
Version 2.4
Fixed Sweet Roll keywords after i realized i cannot read.
Added M38 Gas Mask patch.
Forwarded some things from UFO4P.
Rebalanced all Nuka Cola drinks and fixed some vanilla bugs.
Added merged patch between Nuka Cola (and Vim) Addiction and The Nuka Project.
Version 2.3.3
Removed adrenaline removal, use Survival Configuration Menu for this.
Version 2.3.2
Fixed some empty fields just to hide false conflicts.
Version 2.3.1
Forwarded Med-X description fix from Fallout 4 Fixes.
Disabled some refs properly.
Rebalanced a few containers.
Version 2.3
Reworked all ingestibles.
Version 2.2
Fixed incorrect descriptions.
Removed feature creep with weapon mods since it takes way too long and ends up in unbalanced gameplay.
Fixed effects rebalance.
Updated for the latest UFO4P.
Minor fixes.
Version 2.1
Removed unsupported patch for Armament.
FOMOD layout changes.
Added patch for Nuka Cola (and Vim) Addiction and Burst Impact Blast FX.
Version 2.0
Rebalanced quests XP.
Removed ITPO with UFO4P.
Version 1.9
Finished heavy weapon modifications rebalance.
Rebalanced night vision scopes crafting.
Version 1.8.2
Removed FC leveled list edit that prevented progression.
Version 1.8.1
Updated patch for Armament.
Version 1.8
Added missing ammo edits.
Added patch for Armament.
Version 1.6
FOMOD layout changes.
Removed some early workbenches.
Buffed Sack hood with hoses.
Removed perk level requirements changes, this will require more specialized builds.
Reduced SPECIAL points from 33 to 32.
Increased Vertibird health.
Version 1.5
Changed image.
Slightly reduced the weight of ingots.
Rebalanced all ballistic weapon modification perk requirements and crafting recipes.
Fireworks and weather manipulation items now have perk requirements to be crafted.
Fixed wrong damage effect in various OMODs.
Fixed typo in the FOMOD.
Nerfed squirrel stew.
Added small AP bonus to dirty water and drugged water.
Rebalanced gas masks.
Added UFO4P as master.
Increased bobby pin box LL chance a tiny bit.
Version 1.4
Removed useless record.
Removed patch for FALLUI - Inventory, use the complex sorter script instead.
Added back 1 baton to vault 111.
Added perk requirement for the repair kit crafting recipe and MIRV grenade recipe.
Increase gold, silver, and copper bars weight.
Fixed some perk condition types.
Fixed crafting recipe for a mine.
Rebalanced car hazard zone.
Rebalanced deathclaw and radscorpion egg.
Version 1.3
Increased cost of services.
Increased house purchase cost.
Fixed FOMOD image and versioning.
Version 1.2
Rebalanced ammo weights.
Re-added a few items to vault 111 and added a leveled list to the lockers.
Rebalanced fusion core spawns.
Removed changes from an unused leveled list.
Rebalanced many foods and chems, fixed a few things.
Rebalanced explosions, added radiation area to fatman explosions, fixed a few things.
Rebalanced and fixed many weapons, their effects and their modifications.
Rebalanced perk level requirements.
Rebalanced XP gain from quests.
Donations
No donations accepted
List of changes
The Decontamination Arch consumes more energy.
Rebalanced the weight of various foods.
Water now restores AP and not Health, also rebalanced its weight.
Rebalanced gas masks (weight, value, protection) to make them more viable.
Removed early gold bars and abundance of items in Vault 111, also a couple workbenches in Sanctuary (too convenient especially since everyone choose either this or RR as first base).
Fixed stagger exploit with the Ripper.
Removed water fountain and sink from the workshop because they're a very cheap and unrestricted infinite water source.
Reduced XP given by quests, building, crafting, lockpicking, discovering locations and disarming mines.
Increased the cost of services.
Increased cell and vendor reset time.
Increased damage the player receives during VATS.
Removed the fire shader if the player is swimming.
Increased weight of the copper, silver, and gold bars.
Buffed various legendary weapon effects to make them viable.