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About this mod
Fallout More aims to overhaul many aspects of the game in an attempt to provide a seamless VANILLA+ experience. My aim is to enhance the core mechanics of the game, whilst also providing many quality of life changes WITHOUT adding anything too intrusive.
- Requirements
-
DLC requirements
DLC name Automatron Wasteland Workshop Far Harbor Contraptions Workshop Vault-Tec Workshop Nuka World Nexus requirements
Mod name Notes Equipment and Crafting Overhaul (ECO) Only needed for the ECO module - Permissions and credits
-
Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
- Console modding permission This mod will not be available on Bethesda.net for console users
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is opted-in to receive Donation Points
- Changelogs
-
-
Version 0.6
- Cryo based weapons now deals Cryo damage (Why add cryo damage to the game and not use it?)
- Can place grenades in pockets at "Pick Pocket 1" (From Pick Pocket 2)
- Reworked molotov's recipes to require 1 of the 4 available spirits (Vodka, Bourbon, Whiskey, Rum)
- Reworked several weapon sound levels so NPC's react more realistically to the sounds around them
- Fixed a small issue causing some crafting recipes not to show up
- Fixed a bug causing issues with repairing some Power Armour pieces
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Version 0.5
- Reworked movement to look/feel more realistic for the player & NPC's
- Reworked power armour across all tiers to make them a viable but balanced part of the game
- Power Armour recipes have been adjusted to require more than just steel
- Reworked and changed some cooking recipes to require different ingredients & perks
- Crafting benches now unlock at Local Leader 1 (Instead of Local Leader 2)
- Herbals (HC only) now require Medic 1 to craft
- Settlement Stores can now be built from Local Leader 1
- Syringer ammo recipes have been reworked and now require the chemist perk
- Fixed a small issue with the recently implemented "raw molotov" levelled list
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Version 0.4
- Added raw versions of Molotov cocktails (Cloth + Alcohol + Lighter) to appropriate Levelled Lists.
- Added Cloth component to medical levelled lists
- Rebalanced some AI values
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Version 0.3
- Added exact % info to more perk descriptions
- Added Tags for weapon attachments to clean up their menus
- Fixed more inaccurate vanilla perk descriptions
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Version 0.2
- Rebalanced Perk Values
- Rebalanced Recoil values of all weapons
- Rebalanced some food and drink entries
- Critical hits now deal +50% damage by default (From +100%)
- Swan now moves faster and has higher damage resistance
- Increased scaling for specialist Perks like Commando to scale better with the player
- Energy weapons now have a more sophisticated cooldown system
- Fixed a handful of overpowered perks
- Fixed some inconsistencies in the item naming scheme (please report any you find)
-
- Donations
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Premium membership donations accepted
Fallout More Beta
This is anoverhaul revised reworked "better" version of Fallout 4 including many QOL features, bug fixes and many balancing changes.
I consider this mod as a personal project of mine, and it will receive updates dependant on what I think fits into the game, as well as community feedback.
Main features
Requirements
Fallout More - Eco Module
-Reworked recipes to require blueprints to improve player progression.
-Reworked recipes to have more appropriate crafting requirements.
-Reworked recipes to have more appropriate component requirements.
How to unlock blueprints:
Perk Requirements:
Fallout More Main Module
Difficulty:
Perks & Special:
Economy:
Combat AI:
Stealth:
Combat:
Survival Mode:
Item Sorting:
Food & Drink:
Meds & Chems:
Junk/Clutter:
Settlement:
Weapons:
Armours:
Environment:
Gameplay:
World:
Movement:
Compatability
-My mod contains hundreds of edited records, however it contains no scripts/bloat.
-Anything that edits the same records will conflict but shouldn't cause major issues (depends what you are using).
-My item sorting implementation edits every single ingestible and most misc/junk items as well as every note and book in the game. So if any of your mods overwrite these, then a simple patch will be needed.
-I personally use over 300 plugins and Fallout More only conflicted with a handful of records that I easily patched, but of course it depends what mods you are using. Just ask in the comments :)
Recommendations
No patch needed:
Reactor - A fallout4 ENB
We are the Minutemen W.A.T.M - Load after Fallout More
Survival Configuration Menu
Hud Plus Plus
Jolly Item Sounds
JSRS Sound Mod
Patch needed (and on the way):
Animated Chems Redone
Please report any bugs/inconsistencies no matter how minor, thanks.
This is an
I consider this mod as a personal project of mine, and it will receive updates dependant on what I think fits into the game, as well as community feedback.
Main features
- Complete economy overhaul.
- A simplified approach to item sorting.
- Rebalanced game difficulty.
- Enhanced AI & Stealth system.
- Locational damage & live dismemberment.
- Consumables rebalanced.
- Weapon recoils rebalanced.
- Perks rebalanced.
- Several hundred levelled lists records edited (Kill me... :D)
Requirements
- All DLC
- ECO - (For the ECO module, Highly Recommended)
Fallout More - Eco Module
-Reworked recipes to require blueprints to improve player progression.
-Reworked recipes to have more appropriate crafting requirements.
-Reworked recipes to have more appropriate component requirements.
How to unlock blueprints:
Spoiler:
-Companions-
-Strong will teach you how to craft Super Mutant armour after you reach maximum affinity with him.
-Dogmeats armour can be crafted after you take the perk "Attack Dog Rank 1".
-Preston's Outfit can be crafted after reaching maximum affinity with him.
-Nick Valentine's Outfit can be crafted after reaching maximum affinity with him.
-Hancock's Outfit can be crafted after you reach maximum affinity with him.
-MacCready's Outfit can be crafted after you reach maximum affinity with him.
-Cait's Outfit can be crafted after you reach maximum affinity with her.
-Piper's Outfit can be crafted after you reach maximum affinity with her.
-Longfellow's Outfit can be crafted after you reach maximum affinity with him.
-Gage's Outfit can be crafted after you reach maximum affinity with him.
-Factions-
-Institute Armour, Clothing & Weapons becomes available after you've visited the Institute.
-Brotherhood of Steel Armour and clothing becomes available after visiting the Prydwyn.
-Railroad Gear becomes available after meeting them.
-Nuka World Faction Gear becomes available after becoming Overboss.
-Far Harbour Gear becomes available after visiting the island.
-Unique-
-Kellog's outfit can be crafted after you have confronted him.
-Lorenzo's outfit can be crafted after meeting him.
-Maxon's Battlecoat can be crafted after you solve the dispute between him and Danse.
-Unique Nuka World gear can be crafted after powering up Nuka World.
-Minuteman General's outfit can be crafted after taking back the Castle.
-Weapons-
-The Gauss Rifle becomes available after visiting the Prydwyn.
-The Gatling Gun becomes available after visiting the Prydwyn.
-The Institute Rifle becomes available after visiting the Institute.
-The Laser musket becomes available after meeting Preston Garvey.
-Assaultron Blade becomes available after meeting Ada.
-Mr Handy Buzz blade becomes available after reaching max affinity with Codsworth.
Show
-Companions-
-Strong will teach you how to craft Super Mutant armour after you reach maximum affinity with him.
-Dogmeats armour can be crafted after you take the perk "Attack Dog Rank 1".
-Preston's Outfit can be crafted after reaching maximum affinity with him.
-Nick Valentine's Outfit can be crafted after reaching maximum affinity with him.
-Hancock's Outfit can be crafted after you reach maximum affinity with him.
-MacCready's Outfit can be crafted after you reach maximum affinity with him.
-Cait's Outfit can be crafted after you reach maximum affinity with her.
-Piper's Outfit can be crafted after you reach maximum affinity with her.
-Longfellow's Outfit can be crafted after you reach maximum affinity with him.
-Gage's Outfit can be crafted after you reach maximum affinity with him.
-Factions-
-Institute Armour, Clothing & Weapons becomes available after you've visited the Institute.
-Brotherhood of Steel Armour and clothing becomes available after visiting the Prydwyn.
-Railroad Gear becomes available after meeting them.
-Nuka World Faction Gear becomes available after becoming Overboss.
-Far Harbour Gear becomes available after visiting the island.
-Unique-
-Kellog's outfit can be crafted after you have confronted him.
-Lorenzo's outfit can be crafted after meeting him.
-Maxon's Battlecoat can be crafted after you solve the dispute between him and Danse.
-Unique Nuka World gear can be crafted after powering up Nuka World.
-Minuteman General's outfit can be crafted after taking back the Castle.
-Weapons-
-The Gauss Rifle becomes available after visiting the Prydwyn.
-The Gatling Gun becomes available after visiting the Prydwyn.
-The Institute Rifle becomes available after visiting the Institute.
-The Laser musket becomes available after meeting Preston Garvey.
-Assaultron Blade becomes available after meeting Ada.
-Mr Handy Buzz blade becomes available after reaching max affinity with Codsworth.
Perk Requirements:
Spoiler:
-Ammo-
.38 = Gun Nut 1 + Chemist 1
Flare = Gun Nut 1 + Chemist 1
10mm = Gun Nut 2 + Chemist 2
.45 = Gun Nut 2 + Chemist 2
5mm = Gun Nut 2 + Chemist 2
.44 = Gun Nut 3 + Chemist 2
Shell = Gun Nut 3 + Chemist 3
.308 = Gun Nut 3 + Chemist 3
5.56 = Gun Nut 3 + Chemist 3
7.62 = Gun Nut 3 + Chemist 3
45-70 = Gun Nut 3 + Chemist 3
.50 = Gun Nut 4 + Chemist 3
Flamer Fuel = Science 1 + Chemist 1
Fusion Cell = Science 2 + Chemist 2
Gamma Cell = Science 2 + Chemist 2
2mm EC = Science 3 + Chemist 3
Plasma Cartridge = Science 3 + Chemist 3
Cryo Cell = Science 4 + Chemist 3
Alien Cell = Science 4 + Chemist 3
Fusion Core = Science 4 + Nuclear Physicist 3
Missile = Science 3 + Demolition Expert 3
Mini Nuke = Science 4 + Nuclear Physicist 3
Nuka Nuke = Science 4 + Nuclear Physicist 3
Unlock a more efficient bulk recipe at Chemist 4 that will save you materials.
-Weapons-
Ballistic Weapons require Gun Nut 1 to 4
Energy Weapons require Science 1 to 4 + Gun Nut 1 to 4
Explosive Weapons require Gun Nut 1 to 4 + Demolition Expert 1 to 4
Nuclear Weapons require Gun Nut 1 to 4 + Nuclear Physicist 1 to 3
Melee Weapons require Blacksmith 1 to 3
-Armor and Clothing-
Armour requires Armourer 1 to 4 + Science 0 to 4
Clothing requires Armourer 1 to 4
Pre War Gear requires Armourer 3 to 4
Clean variants require a +1 rank compared to their none-clean counterpart.
Show
-Ammo-
.38 = Gun Nut 1 + Chemist 1
Flare = Gun Nut 1 + Chemist 1
10mm = Gun Nut 2 + Chemist 2
.45 = Gun Nut 2 + Chemist 2
5mm = Gun Nut 2 + Chemist 2
.44 = Gun Nut 3 + Chemist 2
Shell = Gun Nut 3 + Chemist 3
.308 = Gun Nut 3 + Chemist 3
5.56 = Gun Nut 3 + Chemist 3
7.62 = Gun Nut 3 + Chemist 3
45-70 = Gun Nut 3 + Chemist 3
.50 = Gun Nut 4 + Chemist 3
Flamer Fuel = Science 1 + Chemist 1
Fusion Cell = Science 2 + Chemist 2
Gamma Cell = Science 2 + Chemist 2
2mm EC = Science 3 + Chemist 3
Plasma Cartridge = Science 3 + Chemist 3
Cryo Cell = Science 4 + Chemist 3
Alien Cell = Science 4 + Chemist 3
Fusion Core = Science 4 + Nuclear Physicist 3
Missile = Science 3 + Demolition Expert 3
Mini Nuke = Science 4 + Nuclear Physicist 3
Nuka Nuke = Science 4 + Nuclear Physicist 3
Unlock a more efficient bulk recipe at Chemist 4 that will save you materials.
-Weapons-
Ballistic Weapons require Gun Nut 1 to 4
Energy Weapons require Science 1 to 4 + Gun Nut 1 to 4
Explosive Weapons require Gun Nut 1 to 4 + Demolition Expert 1 to 4
Nuclear Weapons require Gun Nut 1 to 4 + Nuclear Physicist 1 to 3
Melee Weapons require Blacksmith 1 to 3
-Armor and Clothing-
Armour requires Armourer 1 to 4 + Science 0 to 4
Clothing requires Armourer 1 to 4
Pre War Gear requires Armourer 3 to 4
Clean variants require a +1 rank compared to their none-clean counterpart.
Fallout More Main Module
Difficulty:
Spoiler:
I have reworked every single difficulty so they feel much more consistent. Bullet sponges are a thing of the past, but enemies won't drop like a sack of spuds either. I have spent hundreds of hours tweaking these values to achieve a perfectly fair and fun experience for any player on whatever difficulty they prefer.
-Player damage-
Very Easy = 1.5 (Vanilla = 2.0)
Easy = 1.25 (Vanilla = 1.5)
Normal = 1.0 (Vanilla = 1.0)
Hard = 1.0 (Vanilla = 0.75)
Very Hard = 1.0 (Vanilla = 0.5)
Survival = 1.0 (Vanilla = 0.75)
-Damage taken-
Very Easy = 0.9 (Vanilla = 0.5)
Easy = 1.4 (Vanilla = 0.75)
Normal = 1.8 (Vanilla = 1.0)
Hard = 2.5 (Vanilla = 1.5)
Very Hard = 3.25 (Vanilla = 2.0)
Survival = 3.75 (Vanilla = 4)
-XP Multipliers-
Very Easy = 90% XP Gain
Easy = 95% XP Gain
Normal = 100% XP Gain
Hard = 102.5% XP Gain
Very Hard = 105% XP Gain
Survival = 105% XP Gain
-Legendary spawn rate-
Very Easy = 0.5 (From 0.25)
Easy = 0.75 (From 0.5)
Normal = 1
Hard = 1.15 (From 1.25)
Very Hard = 1.35 (From 1.5)
Survival = 1.45 (From 1.5)
Show
I have reworked every single difficulty so they feel much more consistent. Bullet sponges are a thing of the past, but enemies won't drop like a sack of spuds either. I have spent hundreds of hours tweaking these values to achieve a perfectly fair and fun experience for any player on whatever difficulty they prefer.
-Player damage-
Very Easy = 1.5 (Vanilla = 2.0)
Easy = 1.25 (Vanilla = 1.5)
Normal = 1.0 (Vanilla = 1.0)
Hard = 1.0 (Vanilla = 0.75)
Very Hard = 1.0 (Vanilla = 0.5)
Survival = 1.0 (Vanilla = 0.75)
-Damage taken-
Very Easy = 0.9 (Vanilla = 0.5)
Easy = 1.4 (Vanilla = 0.75)
Normal = 1.8 (Vanilla = 1.0)
Hard = 2.5 (Vanilla = 1.5)
Very Hard = 3.25 (Vanilla = 2.0)
Survival = 3.75 (Vanilla = 4)
-XP Multipliers-
Very Easy = 90% XP Gain
Easy = 95% XP Gain
Normal = 100% XP Gain
Hard = 102.5% XP Gain
Very Hard = 105% XP Gain
Survival = 105% XP Gain
-Legendary spawn rate-
Very Easy = 0.5 (From 0.25)
Easy = 0.75 (From 0.5)
Normal = 1
Hard = 1.15 (From 1.25)
Very Hard = 1.35 (From 1.5)
Survival = 1.45 (From 1.5)
Perks & Special:
Spoiler:
You can now train all special stats above 10 with a level requirement for every rank.
-Special Training-
+1 = Player lvl 1
+2 = Player lvl 10
+3 = Player lvl 20
+4 = Player lvl 30
+5 = Player lvl 40
+6 = Player lvl 50
+7 = Player lvl 60
+8 = Player lvl 70
+9 = Player lvl 80
-Main Perks-
Basher 1: +50% Gun Bashing Damage (From +25%)
Basher 2: +100% Gun Bashing Damage (From +50%)
Basher 3: +150% Gun Bashing Damage (From +75%)
Basher 4: + 200% Gun Bashing Damage (From +100%)
Big Leagues 1: +25% Damage with Melee Weapons (From +20%)
Big Leagues 2: +50% Damage with Melee Weapons (From +40%)
Big Leagues 3: +75% Damage with Melee Weapons (From +60%)
Big Leagues 4: +100% Damage with Melee Weapons (From +80%)
Big Leagues 5: +120% Damage with Melee Weapons (From +100%)
Commando 1: +25% Damage with Automatic Weapons (From +20%)
Commando 2: +50% Damage with Automatic Weapons (From +40%)
Commando 3: +75% Damage with Automatic Weapons (From +60%)
Commando 4: +100% Damage with Automatic Weapons (From +80%) Reduced Chance to Stagger.
Commando 5: +120% Damage with Automatic Weapons (From +100%) Reduced Chance to Stagger.
Gunslinger 1: +25% Damage with None-Automatic Pistols (From +20%)
Gunslinger 2: +50% Damage with None-Automatic Pistols (From +40%)
Gunslinger 3: +75% Damage with None-Automatic Pistols (From +60%)
Gunslinger 4: +100% Damage with None-Automatic Pistols (From +80%)
Gunslinger 5: +120% Damage with None-Automatic Pistols (From +100%)
Heavy Gunner 1: +25% Damage with Heavy Weapons (From +20%)
Heavy Gunner 2: +50% Damage with Heavy Weapons (From +40%)
Heavy Gunner 3: +75% Damage with Heavy Weapons (From +60%)
Heavy Gunner 4: +100% Damage with Heavy Weapons (From +80%)
Heavy Gunner 5: +120% Damage with Heavy Weapons (From +100%)
Iron Fist 1: +25% Damage with Unarmed Attacks (From +20%)
Iron Fist 2: +50% Damage with Unarmed Attacks (From +40%)
Iron Fist 3: +75% Damage with Unarmed Attacks (From +60%)
Iron Fist 4: +100% Damage with Unarmed Attacks (From +80%)
Iron Fist 5: +120% Damage with Unarmed Attacks (From +100%)
Rifleman 1: +25% Damage with None-Automatic Rifles (From +20%)
Rifleman 2: +50% Damage with None-Automatic Rifles (From +40%)
Rifleman 3: +75% Damage with None-Automatic Rifles (From +60%)
Rifleman 4: +100% Damage with None-Automatic Rifles (From +80%) 7% chance to cripple (From 5%)
Rifleman 5: +120% Damage with None-Automatic Rifles (From +100%) 10% chance to cripple (From 7%)
-Side Perks-
Adamantium Skeleton 1: -25% incoming Limb Damage (From 30%)
Adamantium Skeleton 2: -50% incoming Limb Damage (From 60%)
Adamantium Skeleton 3: -75% incoming Limb Damage (From 100%)
Attack Dog 2: Also Reduces damage taken by 5% when adventuring with Dogmeat.
Attack Dog 3: Also Reduces damage received by 8% when adventuring with Dogmeat.
Attack Dog 4: Also Increases damage dealt by 10% when adventuring with Dogmeat.
Better Criticals 2: +75% Critical Hit Damage (From +100%)
Better Criticals 3: +100% Critical Hit Damage (From +150%)
Blitz 2: Slightly decreased distance multiplier and damage multiplier so it isn't broken, but still fun to use.
Chemist 4: Gain a 25% chance to harvest additional ingredients.
Concentrated Fire 2: Every attack on the same part deals +10% Damage (From +15%)
Concentrated Fire 3: Every Attack on the same part deals +15% Damage (From +20%) & +15% Accuracy (From +20%)
Four Leaf Clover 1: +5% Chance of filling your Critical Meter in V.A.T.S. (From +7.5%)
Four Leaf Clover 2: +7.5% Chance of filling your Critical Meter in V.A.T.S. (From +9.5%)
Four Leaf Clover 3: +10% Chance of filling your Critical Meter in V.A.T.S. (From +11.5%)
Four Leaf Clover 4: +12.5% Chance of filling your Critical Meter in V.A.T.S. (From +13.5%)
Idiot Savant 1: +100% XP gain (From +200%)
Idiot Savant 2: +200% XP gain (From +400%)
Inspirational 1: +25% Companion Damage (From +20%)
Local Leader 1: Can build Crafting Stations & Stores (From Local Leader 2)
Local Leader 2: 10% Better prices when dealing in your settlements.
Lone Wanderer 1: +25 Carry Weight (From +50) -10% Damage taken (From -15%)
Lone Wanderer 2: +50 Carry Weight (From +100) -20% Damage taken (From -30%)
Lone Wanderer 3: +20% damage (from +25%)
Medic 2: Stimpaks Restore 50% Health (From 60%) Radaway Removes 50% Rads (From 60%)
Medic 3: Stimpaks Restore 60% Health (From 80%) Radaway Removes 60% Rads (From 80%)
Medic 4: Stimpaks Restore 70% Health (From 100%) Radaway Removes 70% Rads (From 100%)
Mister Sandman 1: +10% Sneak Attack Damage (From +15%)
Mister Sandman 2: +20% Sneak Attack Damage (From +30%)
Mister Sandman 3: +30% Sneak Attack Damage (From +50%)
Ninja 2: +75% Ranged Weapon Stealth Damage (From +100%)
Ninja 3: +100% Ranged Weapon Stealth Damage (From +150%)
Nuclear Physicist 1: Fusion Cores last 50% Longer (From 25%)
Nuclear Physicist 2: Fusion Cores last 75% Longer (From 50%)
Pickpocket 1: 30% Easier to pickpocket (From 25%) Can place live grenades from Rank 1
Pickpocket 2: 60% Easier to pickpocket (From 50%)
Pickpocket 3: 90% Easier to pickpocket (From 75%)
Pickpocket 4: 110% Easier to pickpocket (From 100%)
Scrounger 4: 20% Chance to gain ammo when firing the last bullet in the mag (From 5%)
Sneak 1: 10% Harder to detect whilst sneaking (From 20%)
Sneak 2: 20% Harder to detect whilst sneaking (From 30%)
Sneak 3: 30% Harder to detect whilst sneaking (From 40%)
Sneak 4: 40% Harder to detect whilst sneaking (From 50%)
Steady Aim 1: +25% Hip-fire Accuracy (From +15%)
Steady Aim 2: +50% Hip-Fire Accuracy (From +40%)
Strong Back 1: +15 Carry Weight (From +25)
Strong Back 2: +30 Carry weight (From +50)
-Companion Perks-
Berserk: +5% Melee Weapon Damage & +25% Bash Damage (No longer requires to be below 25% HP)
Cloak & Dagger: +10% Sneak attack damage (From +20%) +33% Stealth Boy Duration (From +40%)
Shield Harmonics: +15 Energy Resistance (From +20) +5% Energy Weapon Damage (From +0%)
Trigger Rush: Action Points regenerate faster when health is below 33% (Was 25%)
-Magazine Perks-
Wasteland Survival Guide #5: Also gain +5% XP from kills
Wasteland Survival Guide #9: Gain a chance to harvest extra meat (From guaranteed extra meat)
-Other Perks-
Crusader Of Atom: Changed damage scaling to be more aggressive at higher rads (Reduced overall damage)
Inquisitor Of Atom: Same as above.
Destroyer Of Acadia: Reduced damage to +100% below 20% health for 10 seconds (From +300% for 30 seconds... Holy shit)
Protector Of Acadia: Reduced damage resistance to +200 below 20% health for 10 seconds (From +1000 for 30 seconds... Why)
Pack Alpha: +20% damage with unarmed/melee & -15% damage received (from +25% & -25% damage received)
Ace Operator: +15% damage with silenced weapons (from +25%)
Show
You can now train all special stats above 10 with a level requirement for every rank.
-Special Training-
+1 = Player lvl 1
+2 = Player lvl 10
+3 = Player lvl 20
+4 = Player lvl 30
+5 = Player lvl 40
+6 = Player lvl 50
+7 = Player lvl 60
+8 = Player lvl 70
+9 = Player lvl 80
-Main Perks-
Basher 1: +50% Gun Bashing Damage (From +25%)
Basher 2: +100% Gun Bashing Damage (From +50%)
Basher 3: +150% Gun Bashing Damage (From +75%)
Basher 4: + 200% Gun Bashing Damage (From +100%)
Big Leagues 1: +25% Damage with Melee Weapons (From +20%)
Big Leagues 2: +50% Damage with Melee Weapons (From +40%)
Big Leagues 3: +75% Damage with Melee Weapons (From +60%)
Big Leagues 4: +100% Damage with Melee Weapons (From +80%)
Big Leagues 5: +120% Damage with Melee Weapons (From +100%)
Commando 1: +25% Damage with Automatic Weapons (From +20%)
Commando 2: +50% Damage with Automatic Weapons (From +40%)
Commando 3: +75% Damage with Automatic Weapons (From +60%)
Commando 4: +100% Damage with Automatic Weapons (From +80%) Reduced Chance to Stagger.
Commando 5: +120% Damage with Automatic Weapons (From +100%) Reduced Chance to Stagger.
Gunslinger 1: +25% Damage with None-Automatic Pistols (From +20%)
Gunslinger 2: +50% Damage with None-Automatic Pistols (From +40%)
Gunslinger 3: +75% Damage with None-Automatic Pistols (From +60%)
Gunslinger 4: +100% Damage with None-Automatic Pistols (From +80%)
Gunslinger 5: +120% Damage with None-Automatic Pistols (From +100%)
Heavy Gunner 1: +25% Damage with Heavy Weapons (From +20%)
Heavy Gunner 2: +50% Damage with Heavy Weapons (From +40%)
Heavy Gunner 3: +75% Damage with Heavy Weapons (From +60%)
Heavy Gunner 4: +100% Damage with Heavy Weapons (From +80%)
Heavy Gunner 5: +120% Damage with Heavy Weapons (From +100%)
Iron Fist 1: +25% Damage with Unarmed Attacks (From +20%)
Iron Fist 2: +50% Damage with Unarmed Attacks (From +40%)
Iron Fist 3: +75% Damage with Unarmed Attacks (From +60%)
Iron Fist 4: +100% Damage with Unarmed Attacks (From +80%)
Iron Fist 5: +120% Damage with Unarmed Attacks (From +100%)
Rifleman 1: +25% Damage with None-Automatic Rifles (From +20%)
Rifleman 2: +50% Damage with None-Automatic Rifles (From +40%)
Rifleman 3: +75% Damage with None-Automatic Rifles (From +60%)
Rifleman 4: +100% Damage with None-Automatic Rifles (From +80%) 7% chance to cripple (From 5%)
Rifleman 5: +120% Damage with None-Automatic Rifles (From +100%) 10% chance to cripple (From 7%)
-Side Perks-
Adamantium Skeleton 1: -25% incoming Limb Damage (From 30%)
Adamantium Skeleton 2: -50% incoming Limb Damage (From 60%)
Adamantium Skeleton 3: -75% incoming Limb Damage (From 100%)
Attack Dog 2: Also Reduces damage taken by 5% when adventuring with Dogmeat.
Attack Dog 3: Also Reduces damage received by 8% when adventuring with Dogmeat.
Attack Dog 4: Also Increases damage dealt by 10% when adventuring with Dogmeat.
Better Criticals 2: +75% Critical Hit Damage (From +100%)
Better Criticals 3: +100% Critical Hit Damage (From +150%)
Blitz 2: Slightly decreased distance multiplier and damage multiplier so it isn't broken, but still fun to use.
Chemist 4: Gain a 25% chance to harvest additional ingredients.
Concentrated Fire 2: Every attack on the same part deals +10% Damage (From +15%)
Concentrated Fire 3: Every Attack on the same part deals +15% Damage (From +20%) & +15% Accuracy (From +20%)
Four Leaf Clover 1: +5% Chance of filling your Critical Meter in V.A.T.S. (From +7.5%)
Four Leaf Clover 2: +7.5% Chance of filling your Critical Meter in V.A.T.S. (From +9.5%)
Four Leaf Clover 3: +10% Chance of filling your Critical Meter in V.A.T.S. (From +11.5%)
Four Leaf Clover 4: +12.5% Chance of filling your Critical Meter in V.A.T.S. (From +13.5%)
Idiot Savant 1: +100% XP gain (From +200%)
Idiot Savant 2: +200% XP gain (From +400%)
Inspirational 1: +25% Companion Damage (From +20%)
Local Leader 1: Can build Crafting Stations & Stores (From Local Leader 2)
Local Leader 2: 10% Better prices when dealing in your settlements.
Lone Wanderer 1: +25 Carry Weight (From +50) -10% Damage taken (From -15%)
Lone Wanderer 2: +50 Carry Weight (From +100) -20% Damage taken (From -30%)
Lone Wanderer 3: +20% damage (from +25%)
Medic 2: Stimpaks Restore 50% Health (From 60%) Radaway Removes 50% Rads (From 60%)
Medic 3: Stimpaks Restore 60% Health (From 80%) Radaway Removes 60% Rads (From 80%)
Medic 4: Stimpaks Restore 70% Health (From 100%) Radaway Removes 70% Rads (From 100%)
Mister Sandman 1: +10% Sneak Attack Damage (From +15%)
Mister Sandman 2: +20% Sneak Attack Damage (From +30%)
Mister Sandman 3: +30% Sneak Attack Damage (From +50%)
Ninja 2: +75% Ranged Weapon Stealth Damage (From +100%)
Ninja 3: +100% Ranged Weapon Stealth Damage (From +150%)
Nuclear Physicist 1: Fusion Cores last 50% Longer (From 25%)
Nuclear Physicist 2: Fusion Cores last 75% Longer (From 50%)
Pickpocket 1: 30% Easier to pickpocket (From 25%) Can place live grenades from Rank 1
Pickpocket 2: 60% Easier to pickpocket (From 50%)
Pickpocket 3: 90% Easier to pickpocket (From 75%)
Pickpocket 4: 110% Easier to pickpocket (From 100%)
Scrounger 4: 20% Chance to gain ammo when firing the last bullet in the mag (From 5%)
Sneak 1: 10% Harder to detect whilst sneaking (From 20%)
Sneak 2: 20% Harder to detect whilst sneaking (From 30%)
Sneak 3: 30% Harder to detect whilst sneaking (From 40%)
Sneak 4: 40% Harder to detect whilst sneaking (From 50%)
Steady Aim 1: +25% Hip-fire Accuracy (From +15%)
Steady Aim 2: +50% Hip-Fire Accuracy (From +40%)
Strong Back 1: +15 Carry Weight (From +25)
Strong Back 2: +30 Carry weight (From +50)
-Companion Perks-
Berserk: +5% Melee Weapon Damage & +25% Bash Damage (No longer requires to be below 25% HP)
Cloak & Dagger: +10% Sneak attack damage (From +20%) +33% Stealth Boy Duration (From +40%)
Shield Harmonics: +15 Energy Resistance (From +20) +5% Energy Weapon Damage (From +0%)
Trigger Rush: Action Points regenerate faster when health is below 33% (Was 25%)
-Magazine Perks-
Wasteland Survival Guide #5: Also gain +5% XP from kills
Wasteland Survival Guide #9: Gain a chance to harvest extra meat (From guaranteed extra meat)
-Other Perks-
Crusader Of Atom: Changed damage scaling to be more aggressive at higher rads (Reduced overall damage)
Inquisitor Of Atom: Same as above.
Destroyer Of Acadia: Reduced damage to +100% below 20% health for 10 seconds (From +300% for 30 seconds... Holy shit)
Protector Of Acadia: Reduced damage resistance to +200 below 20% health for 10 seconds (From +1000 for 30 seconds... Why)
Pack Alpha: +20% damage with unarmed/melee & -15% damage received (from +25% & -25% damage received)
Ace Operator: +15% damage with silenced weapons (from +25%)
Economy:
Spoiler:
It's extremely hard for me to put into words how much effort I've put into improving the economy. I wanted to achieve an extremely balanced, but rewarding gameplay experience that borders somewhere in-between Realistic & fun. I personally love how it feels and was honestly surprised how much this improves the game for me. It's possible I've missed some areas/miscalculated some values and I would really appreciate you telling me if something feels out of place.
-Items-
-Legendary item value now scales depending how "valuable" the effect actually is.
-Items value now scales depending on a supply-demand philosophy.
-Containers-
-Hundreds of levelled lists carefully, individually edited
-Now it feels great to find valuable items, instead of stumbling across them every 10 seconds in the vanilla game.
-Loot is considerably more rare but values have been reworked to reward you for searching.
-Valuable loot becomes more common in heavily defended areas.
-You have a small chance to find rare objects in appropriate containers.
-Loot has been extremely carefully implemented so you don't find things that don't make sense for the container/area.
I have taken the time to consider where these containers will be found and what kind of items should potentially be in them, as well as how likely you are to find un-salvaged items there, what kind of things somebody may have missed, or just simple couldn't carry. All of these things are very important to make the game world feel like a functioning one. You aren't going to be returning home with 50 pounds of wrenches anymore.
-Vendors-
-Vendors have all been individually edited, poor merchants no longer carry a ridiculous amount of valuable items.
-Vendors have less in general, it made no sense for vendors to have so much supply in the vanilla game.
-Vendors will level up with you slowly, they will slowly get more supply as you level up. (simulates the world progressing with you).
-Vendors have been tweaked so they carry more variety but way less of it. (simulates a volatile economy where necessary)
-Vendors have been tweaked so they carry more appropriate, expected loot.
-You always have a small chance to get some volatile loot from certain vendors. (scavengers visit these vendors to sell off their loot)
-NPC's-
-Every single factions levelled list has been carefully edited to implement a similar philosophy where appropriate.
-Enemies carry less valuable items. (small chance for unique loot)
-Enemy loot mainly comes from scavenging their home/base, finding their stashes ect.
-Loot carefully tweaked for each faction.
Show
It's extremely hard for me to put into words how much effort I've put into improving the economy. I wanted to achieve an extremely balanced, but rewarding gameplay experience that borders somewhere in-between Realistic & fun. I personally love how it feels and was honestly surprised how much this improves the game for me. It's possible I've missed some areas/miscalculated some values and I would really appreciate you telling me if something feels out of place.
-Items-
-Legendary item value now scales depending how "valuable" the effect actually is.
-Items value now scales depending on a supply-demand philosophy.
-Containers-
-Hundreds of levelled lists carefully, individually edited
-Now it feels great to find valuable items, instead of stumbling across them every 10 seconds in the vanilla game.
-Loot is considerably more rare but values have been reworked to reward you for searching.
-Valuable loot becomes more common in heavily defended areas.
-You have a small chance to find rare objects in appropriate containers.
-Loot has been extremely carefully implemented so you don't find things that don't make sense for the container/area.
I have taken the time to consider where these containers will be found and what kind of items should potentially be in them, as well as how likely you are to find un-salvaged items there, what kind of things somebody may have missed, or just simple couldn't carry. All of these things are very important to make the game world feel like a functioning one. You aren't going to be returning home with 50 pounds of wrenches anymore.
-Vendors-
-Vendors have all been individually edited, poor merchants no longer carry a ridiculous amount of valuable items.
-Vendors have less in general, it made no sense for vendors to have so much supply in the vanilla game.
-Vendors will level up with you slowly, they will slowly get more supply as you level up. (simulates the world progressing with you).
-Vendors have been tweaked so they carry more variety but way less of it. (simulates a volatile economy where necessary)
-Vendors have been tweaked so they carry more appropriate, expected loot.
-You always have a small chance to get some volatile loot from certain vendors. (scavengers visit these vendors to sell off their loot)
-NPC's-
-Every single factions levelled list has been carefully edited to implement a similar philosophy where appropriate.
-Enemies carry less valuable items. (small chance for unique loot)
-Enemy loot mainly comes from scavenging their home/base, finding their stashes ect.
-Loot carefully tweaked for each faction.
Combat AI:
Spoiler:
Has been significantly improved, they are now much deadlier but also less frustrating. They will no longer blindly approach you as if they want to die. Enemies will now move between cover in an attempt to close the distance and potentially flank. They are also much more confident when in groups. To prevent the notorious "grenade spam" technique that the human AI loves to use (gunners...) there is now a significant cooldown between thrown weapons in combat.
Every NPC type has been carefully tweaked to enhance their personalities in combat, this is something i'm very passionate about and I really like the results.
-Raiders-
Lowered accuracy in combat.
Prevented grenade spam.
-Super mutants-
Lowered accuracy in combat ("hands too big for small gun")
Prevented grenade spam
-Gunners-
Higher accuracy than raiders.
Prevented grenade spam.
-Creatures-
Projectile based creatures can no longer snipe you.
Show
Has been significantly improved, they are now much deadlier but also less frustrating. They will no longer blindly approach you as if they want to die. Enemies will now move between cover in an attempt to close the distance and potentially flank. They are also much more confident when in groups. To prevent the notorious "grenade spam" technique that the human AI loves to use (gunners...) there is now a significant cooldown between thrown weapons in combat.
Every NPC type has been carefully tweaked to enhance their personalities in combat, this is something i'm very passionate about and I really like the results.
-Raiders-
Lowered accuracy in combat.
Prevented grenade spam.
-Super mutants-
Lowered accuracy in combat ("hands too big for small gun")
Prevented grenade spam
-Gunners-
Higher accuracy than raiders.
Prevented grenade spam.
-Creatures-
Projectile based creatures can no longer snipe you.
Stealth:
Spoiler:
Completely inspired by Stealth and detection system by URANIA333.
-AI-
NPC's have a lower FOV but increased detection range, they now act much more realistically and fairly.
NPC's will search a much larger radius and more vertically in an attempt to find you.
NPC's no longer cheat to find you.
-Detection-
You can now utilise the dark much more in stealth.
It is much easier to sneak around in the dark in interiors than exteriors.
I would recommend following the Reactor - A Fallout 4 ENB install instructions to achieve realistic light levels and a geat looking game.
Show
Completely inspired by Stealth and detection system by URANIA333.
-AI-
NPC's have a lower FOV but increased detection range, they now act much more realistically and fairly.
NPC's will search a much larger radius and more vertically in an attempt to find you.
NPC's no longer cheat to find you.
-Detection-
You can now utilise the dark much more in stealth.
It is much easier to sneak around in the dark in interiors than exteriors.
I would recommend following the Reactor - A Fallout 4 ENB install instructions to achieve realistic light levels and a geat looking game.
Combat:
Spoiler:
Balanced to attempt to prevent regular enemies becoming bullet sponges whilst still providing many challenging interactions.
I have tried several mods that rebalance enemy hp and they usually boil down to "1 bullet in the head, loot, move on" which is a pretty braindead gameplay loop imo. However, many unarmoured human enemies will easily go down to 1 bullet to the head if you're using a half decent weapon, and it will severely damage armoured ones. Boss enemies might take 3+ Headshots it varies massively depending on the Race type and armour value.
-Locational Damage-
Enemies now take damage based on where you hit them. To compliment this, limb health has been significantly reduced to encourage a much more tactical gameplay environment.
Brahmin: One of their heads is fake and will cause less damage when hit.
Radstags: One of their heads is fake and will cause less damage when hit.
-Live dismemberment-
Aliens: Arms/Legs
BloodBugs: Legs
Brahmin: FakeHead
Deathclaws: Tail/Arms
Dogs: Legs
Fog Crawlers: Arms
Gulpers: Tail
Chickens: Head
Feral Ghouls: Arms/Legs
Humans: Arms/Legs
Mirelurks: Claws/Legs
Mirelurk Hunters: Claws
Mirelurk Kings: Claws/Legs
Molerats: Legs
Radscorpions: Pincer/Stinger
Radstags: FakeHead
Super Mutant Behemoths: Arms
Super Mutants: Arms/Legs
Synth Gen 1: Head/Arms/Legs
Synth Gen 2: Head/Arms/Legs
-Limb Health values have been rebalanced
-Dismemberment is not guaranteed
-NPC scaling-
NPC Health: Npc's now gain +2 HP per level (From +5)
-Crit Damage-
Player Critical Hit Damage: Has been reduced to +50% (from +100%)
Npc Critical Hit Damage: Has been reduced to +50% (from +100%)
-NPC's-
Deathclaws: Movement speed Increased, stronger variants are faster. (Completely inspired by Fallout New vegas)
Swan: Slightly Faster than standard Behemoths & Higher Damage Resistance.
Show
Balanced to attempt to prevent regular enemies becoming bullet sponges whilst still providing many challenging interactions.
I have tried several mods that rebalance enemy hp and they usually boil down to "1 bullet in the head, loot, move on" which is a pretty braindead gameplay loop imo. However, many unarmoured human enemies will easily go down to 1 bullet to the head if you're using a half decent weapon, and it will severely damage armoured ones. Boss enemies might take 3+ Headshots it varies massively depending on the Race type and armour value.
-Locational Damage-
Enemies now take damage based on where you hit them. To compliment this, limb health has been significantly reduced to encourage a much more tactical gameplay environment.
Brahmin: One of their heads is fake and will cause less damage when hit.
Radstags: One of their heads is fake and will cause less damage when hit.
-Live dismemberment-
Aliens: Arms/Legs
BloodBugs: Legs
Brahmin: FakeHead
Deathclaws: Tail/Arms
Dogs: Legs
Fog Crawlers: Arms
Gulpers: Tail
Chickens: Head
Feral Ghouls: Arms/Legs
Humans: Arms/Legs
Mirelurks: Claws/Legs
Mirelurk Hunters: Claws
Mirelurk Kings: Claws/Legs
Molerats: Legs
Radscorpions: Pincer/Stinger
Radstags: FakeHead
Super Mutant Behemoths: Arms
Super Mutants: Arms/Legs
Synth Gen 1: Head/Arms/Legs
Synth Gen 2: Head/Arms/Legs
-Limb Health values have been rebalanced
-Dismemberment is not guaranteed
-NPC scaling-
NPC Health: Npc's now gain +2 HP per level (From +5)
-Crit Damage-
Player Critical Hit Damage: Has been reduced to +50% (from +100%)
Npc Critical Hit Damage: Has been reduced to +50% (from +100%)
-NPC's-
Deathclaws: Movement speed Increased, stronger variants are faster. (Completely inspired by Fallout New vegas)
Swan: Slightly Faster than standard Behemoths & Higher Damage Resistance.
Survival Mode:
Spoiler:
-Adrenaline-
Now adds +2% damage per rank (down from +5%) up to a maximum of +20% (down from +50%)
-Disease-
Infection doesn't last as long, it still lasts a long time but you can sleep it off in around 48 hours. (Just like real life)
-Antibiotics-
Made considerably more rare, consider checking Doctors or discovering locked containers to increase your chances of finding some.
Show
-Adrenaline-
Now adds +2% damage per rank (down from +5%) up to a maximum of +20% (down from +50%)
-Disease-
Infection doesn't last as long, it still lasts a long time but you can sleep it off in around 48 hours. (Just like real life)
-Antibiotics-
Made considerably more rare, consider checking Doctors or discovering locked containers to increase your chances of finding some.
Item Sorting:
Spoiler:
I have implimented, what I think, is a solid simple item sorting scheme that isn't too invasive and let's you find the important things easily. See the screenshots for an idea of what get's sorted and how it's done.
-Examples-
[Med] Stimpak
[Med] Antibiotics
[Drug] Mentats
[Drug] Mentats (Berry)
[Component] Screws
[Component] Acid
[Food-Raw] Brahmin Meat
[Food-Cooked] Brahmin Steak
[Food-Grown] Carrot
[Food-Wild] Carrot
[Food-Fresh] Carrot
[Food-Packaged] Mac and Cheese
[Food-Packaged] Deviled Eggs
[Drink-Water] Purified
[Drink-Water] Dirty
[Drink-Water] Institute
[Drink-Nuka] Cherry
[Drink-Nuka] Original
[Drink-Vim!] Refresh
[Drink-Vim!] Original
[Alcohol] Gwinnet Ale
[Alcohol-Spirit] Vodka
[Note] Edgar's Note
[Journal] Sister Gwyneth's Visit
[Contract] Raiders in Backstreet Apparel!
[Clue] Hidden Cappy Clue
[Recipe] Fury Grenade
[Perk-Mag] Live & Love
[Holotape] Knight Lucia's Log
[Game] Groknak & The Ruby Ruins
Abraxo Cleaner
Abraxo Cleaner (Pristine)
[Model] Mr. Handy
[Model] Robot Parts
[Bottle] Wine
[Bottle] Gwinnet Ale
Bowl (Ceramic)
Bowl (Ceramic-Cracked)
Bowl (Glass)
Bowl (Glass-Pristine)
Cigar Box
Cigar Box (San Francisco Sunlights)
[Hide] Brahmin
Show
I have implimented, what I think, is a solid simple item sorting scheme that isn't too invasive and let's you find the important things easily. See the screenshots for an idea of what get's sorted and how it's done.
-Examples-
[Med] Stimpak
[Med] Antibiotics
[Drug] Mentats
[Drug] Mentats (Berry)
[Component] Screws
[Component] Acid
[Food-Raw] Brahmin Meat
[Food-Cooked] Brahmin Steak
[Food-Grown] Carrot
[Food-Wild] Carrot
[Food-Fresh] Carrot
[Food-Packaged] Mac and Cheese
[Food-Packaged] Deviled Eggs
[Drink-Water] Purified
[Drink-Water] Dirty
[Drink-Water] Institute
[Drink-Nuka] Cherry
[Drink-Nuka] Original
[Drink-Vim!] Refresh
[Drink-Vim!] Original
[Alcohol] Gwinnet Ale
[Alcohol-Spirit] Vodka
[Note] Edgar's Note
[Journal] Sister Gwyneth's Visit
[Contract] Raiders in Backstreet Apparel!
[Clue] Hidden Cappy Clue
[Recipe] Fury Grenade
[Perk-Mag] Live & Love
[Holotape] Knight Lucia's Log
[Game] Groknak & The Ruby Ruins
Abraxo Cleaner
Abraxo Cleaner (Pristine)
[Model] Mr. Handy
[Model] Robot Parts
[Bottle] Wine
[Bottle] Gwinnet Ale
Bowl (Ceramic)
Bowl (Ceramic-Cracked)
Bowl (Glass)
Bowl (Glass-Pristine)
Cigar Box
Cigar Box (San Francisco Sunlights)
[Hide] Brahmin
Food & Drink:
Spoiler:
Revised to reflect a realistic economy where cheap food is actually affordable and highly sought after Spirits like Vodka cost more than 5 caps... Bethesda?.. Unless of course Boston was actually sitting on a natural deposit of Spirits this whole time that was only discovered post nuclear warfare. Will consider reverting spirit value changes, my bad.
-Weights-
Revised to reflect more of what you would expect it to weigh. I've used the in-game models as well as size of the object to determine these values. For example: A full bottle of water no longer weighs the exact same as an empty bottle.
-Values-
Easily accessible foods are much cheaper than hard to acquire ones.
Purified water is easily accessible and has been made significantly cheaper.
-Healing/Effects-
Healing has been changed so the effects apply slower than vanilla. If you play Survival mode I would HIGHLY RECOMMEND using SCM as my changes work perfectly with SCM's calculations for satiation.
-Progression-
Advanced food recipes can be unlocked after taking the "lead belly" perks.
Show
Revised to reflect a realistic economy where cheap food is actually affordable and highly sought after Spirits like Vodka cost more than 5 caps... Bethesda?.. Unless of course Boston was actually sitting on a natural deposit of Spirits this whole time that was only discovered post nuclear warfare. Will consider reverting spirit value changes, my bad.
-Weights-
Revised to reflect more of what you would expect it to weigh. I've used the in-game models as well as size of the object to determine these values. For example: A full bottle of water no longer weighs the exact same as an empty bottle.
-Values-
Easily accessible foods are much cheaper than hard to acquire ones.
Purified water is easily accessible and has been made significantly cheaper.
-Healing/Effects-
Healing has been changed so the effects apply slower than vanilla. If you play Survival mode I would HIGHLY RECOMMEND using SCM as my changes work perfectly with SCM's calculations for satiation.
-Progression-
Advanced food recipes can be unlocked after taking the "lead belly" perks.
Meds & Chems:
Spoiler:
Revised to reflect a realistic economy where medicine and chems are much harder to obtain, whilst keeping chems part of the gameplay loop if players choose to use them.
-Weights-
Revised to reflect more of what you would expect it to weigh. I've used the in-game models as well as size of the object to determine these values. For example: Tablet based drugs weigh less than Inhaler based ones.
-Values-
Chems can be found all over Boston, they are more common than water, literally. To reflect 99% of NPC's leaving chems on their bedside table, I have made them significantly cheaper whilst maintaining economic balance.
-Healing/Effects-
Stimpaks now heal slightly slower than vanilla
Minor tweaks such as Stimpaks now only heal 50% limb damage (oh no...) Instead of 100%.
Show
Revised to reflect a realistic economy where medicine and chems are much harder to obtain, whilst keeping chems part of the gameplay loop if players choose to use them.
-Weights-
Revised to reflect more of what you would expect it to weigh. I've used the in-game models as well as size of the object to determine these values. For example: Tablet based drugs weigh less than Inhaler based ones.
-Values-
Chems can be found all over Boston, they are more common than water, literally. To reflect 99% of NPC's leaving chems on their bedside table, I have made them significantly cheaper whilst maintaining economic balance.
-Healing/Effects-
Stimpaks now heal slightly slower than vanilla
Minor tweaks such as Stimpaks now only heal 50% limb damage (oh no...) Instead of 100%.
Junk/Clutter:
Spoiler:
-Weights-
Revised to reflect more of what you would expect it to weigh. I've used the in-game models as well as size of the object to determine these values. For example: A gold bar now weighs more than a light bulb (Seriously Bethesda).
-Values-
Revised to reflect a realistic economy where finding basic tools, materials should feel rewarding.
Things that are tough to manufacture are worth significantly more. Now you must consider what should be scrapped and what can be sold, depending on your needs at the time. Example: Sell the gold watch you found, and buy a screw? Or scrap it there and then for that 1 screw you desperately need.
Show
-Weights-
Revised to reflect more of what you would expect it to weigh. I've used the in-game models as well as size of the object to determine these values. For example: A gold bar now weighs more than a light bulb (Seriously Bethesda).
-Values-
Revised to reflect a realistic economy where finding basic tools, materials should feel rewarding.
Things that are tough to manufacture are worth significantly more. Now you must consider what should be scrapped and what can be sold, depending on your needs at the time. Example: Sell the gold watch you found, and buy a screw? Or scrap it there and then for that 1 screw you desperately need.
Settlement:
Spoiler:
-Settlements provide less surplus resources (Food, Water, Scrap)
-Slightly less XP from building.
-Settlers have much more variety of clothing, Armor & Equipment.
Show
-Settlements provide less surplus resources (Food, Water, Scrap)
-Slightly less XP from building.
-Settlers have much more variety of clothing, Armor & Equipment.
Weapons:
Spoiler:
-Weights-
Revised to reflect more of what you would expect it to weigh. I've used the in-game models as well as size of the object to determine these values. For example: Mines now weigh more than their grenade counterpart.
-Values-
Revised to balance the economy, weapons are generally more expensive.
-Recoil-
Rebalanced to make each weapon feel more unique, as well as giving that feeling of weight and power when you shoot.
-Mods-
Includes a re-structure of weapon mods for a cleaner and easier to understand UI.
Show
-Weights-
Revised to reflect more of what you would expect it to weigh. I've used the in-game models as well as size of the object to determine these values. For example: Mines now weigh more than their grenade counterpart.
-Values-
Revised to balance the economy, weapons are generally more expensive.
-Recoil-
Rebalanced to make each weapon feel more unique, as well as giving that feeling of weight and power when you shoot.
-Mods-
Includes a re-structure of weapon mods for a cleaner and easier to understand UI.
Armours:
Spoiler:
-Dog Armour-
Now offers actual damage resistance for dogs.
-Power Armour-
-Recipes have been reworked to require various materials instead of just steel.
-Recipes have been reworked to require Armorer 1 to 4 & Science 1 to 4.
-Stats have been completely rebalanced.
-Provides a small poison resistance per piece, higher tiers offer higher bonus'.
-Raider: Offers the lowest resistances & will break the easiest, but is cheapest to maintain.
-T-45: Offers decent resistances & won't break too often, will require decent materials to maintain.
-T-51: Offers Very good resistances & is difficult to break, will require decent/rare materials to maintain.
-T-60: Offers Military-Grade resistances & is difficult to break, will require more decent/rare materials to maintain.
-X-01: Offers protection similar to the T-60 but lower rad resistance & won't break too often, will require rare materials to maintain.
Show
-Dog Armour-
Now offers actual damage resistance for dogs.
-Power Armour-
-Recipes have been reworked to require various materials instead of just steel.
-Recipes have been reworked to require Armorer 1 to 4 & Science 1 to 4.
-Stats have been completely rebalanced.
-Provides a small poison resistance per piece, higher tiers offer higher bonus'.
-Raider: Offers the lowest resistances & will break the easiest, but is cheapest to maintain.
-T-45: Offers decent resistances & won't break too often, will require decent materials to maintain.
-T-51: Offers Very good resistances & is difficult to break, will require decent/rare materials to maintain.
-T-60: Offers Military-Grade resistances & is difficult to break, will require more decent/rare materials to maintain.
-X-01: Offers protection similar to the T-60 but lower rad resistance & won't break too often, will require rare materials to maintain.
Environment:
Spoiler:
-NPC'S-
-Npc's have much more variety of clothes and armour appropriate to their faction.
-Vehicles-
-Reworked vehicles so they take a lot more firepower before they explode
Show
-NPC'S-
-Npc's have much more variety of clothes and armour appropriate to their faction.
-Vehicles-
-Reworked vehicles so they take a lot more firepower before they explode
Gameplay:
Spoiler:
-Special-
-Start with 30 Special points (From 28)
-Dialogue-
-Reduced the time it takes for an NPC to respond to you to improve conversation flow
-Pickpocketing-
-Minimum chance to pickpocket is now always 1% (From 0%)
-Maximum chance to pickpocket is now 100% (from 99%)
-Ragdolls-
-Significantly improved Ragdoll physics to add a feeling of weight to things that ragdoll.
-Graphics-
-Removed motion blur, it's horrible.
-Removed artificial Iron Sight Depth of Field effect, it's horrible.
-Lockpicking-
-Easy Lock XP Reward = 10 (From 5)
-Average Lock XP Reward = 20 (From 10)
-Expert Lock XP Reward = 30 (From 15)
-Master Lock XP Reward = 40 (From 20)
-V.A.T.S-
-Incoming damage reduced by 75% during V.A.T.S Round (From 90%)
Show
-Special-
-Start with 30 Special points (From 28)
-Dialogue-
-Reduced the time it takes for an NPC to respond to you to improve conversation flow
-Pickpocketing-
-Minimum chance to pickpocket is now always 1% (From 0%)
-Maximum chance to pickpocket is now 100% (from 99%)
-Ragdolls-
-Significantly improved Ragdoll physics to add a feeling of weight to things that ragdoll.
-Graphics-
-Removed motion blur, it's horrible.
-Removed artificial Iron Sight Depth of Field effect, it's horrible.
-Lockpicking-
-Easy Lock XP Reward = 10 (From 5)
-Average Lock XP Reward = 20 (From 10)
-Expert Lock XP Reward = 30 (From 15)
-Master Lock XP Reward = 40 (From 20)
-V.A.T.S-
-Incoming damage reduced by 75% during V.A.T.S Round (From 90%)
World:
Spoiler:
-Companions-
-Companions now share a larger variety of items with you appropriate to their personality.
-NPC's-
-Improved Minutemen scaling, so as the world progresses, so do they.
-Increased Vertibird health.
-Vendors-
-Vendors gain more stock and rarer items as you level up.
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-Companions-
-Companions now share a larger variety of items with you appropriate to their personality.
-NPC's-
-Improved Minutemen scaling, so as the world progresses, so do they.
-Increased Vertibird health.
-Vendors-
-Vendors gain more stock and rarer items as you level up.
Movement:
Spoiler:
Movement speed changes based on several factors:
The movement has been completely reworked to make your character feel more weighty, and to make it feel like you're actually carrying the weapons you have. Pistols will not restrict movement much, but larger weapons like Missile Launchers & Gatling guns will restrict movement a lot more. Wearing power armour now makes you feel more like a walking tank, & melee weapons will give your character the most fluidity when it comes to movement.
Show
Movement speed changes based on several factors:
- Weapon Carried (Type)
- Holstered (Yes/No)
- Power Armour (Yes/No)
- Sneaking (Yes/No)
- Aiming Weapon (Yes/No)
The movement has been completely reworked to make your character feel more weighty, and to make it feel like you're actually carrying the weapons you have. Pistols will not restrict movement much, but larger weapons like Missile Launchers & Gatling guns will restrict movement a lot more. Wearing power armour now makes you feel more like a walking tank, & melee weapons will give your character the most fluidity when it comes to movement.
Compatability
-My mod contains hundreds of edited records, however it contains no scripts/bloat.
-Anything that edits the same records will conflict but shouldn't cause major issues (depends what you are using).
-My item sorting implementation edits every single ingestible and most misc/junk items as well as every note and book in the game. So if any of your mods overwrite these, then a simple patch will be needed.
-I personally use over 300 plugins and Fallout More only conflicted with a handful of records that I easily patched, but of course it depends what mods you are using. Just ask in the comments :)
Recommendations
No patch needed:
Reactor - A fallout4 ENB
We are the Minutemen W.A.T.M - Load after Fallout More
Survival Configuration Menu
Hud Plus Plus
Jolly Item Sounds
JSRS Sound Mod
Patch needed (and on the way):
Animated Chems Redone
Please report any bugs/inconsistencies no matter how minor, thanks.