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
- Permissions and credits
- Changelogs
- Donations
Fallout More
This is an
I consider this mod a personal project of mine, and it will receive updates based 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 list records edited (Kill me... :D)-
Requirements
All DLC
V If you want the ECO module V
V
ECO Deprecated Version - (For the ECO module)
ECO Redux Patch can be found here - (Do not download both)
____________________________________________________
Fallout More - ECO Module
-Reworked recipes to have more appropriate crafting requirements.
-Reworked recipes to have more appropriate component requirements.
How to unlock blueprints:
-Strong will teach you how to craft Super Mutant armor after you reach maximum affinity with him.
-Dogmeats armor 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 Armor, Clothing & Weapons becomes available after you've visited the Institute.
-Brotherhood of Steel Armor 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:
.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-
Armor requires Armorer 1 to 4 + Science 0 to 4
Clothing requires Armorer 1 to 4
Pre War Gear requires Armorer 3 to 4
Clean variants require a +1 rank compared to their none-clean counterpart.
Fallout More - Main Module
-Player damage-
Very Easy = 1.55 (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 = 0.85 (Vanilla = 0.5)
Easy = 1.35 (Vanilla = 0.75)
Normal = 1.8 (Vanilla = 1.0)
Hard = 2.45 (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 = 101% XP Gain
Very Hard = 102% XP Gain
Survival = 103% XP Gain
-Legendary spawn rate-
Very Easy = 0.4 (From 0.25)
Easy = 0.7 (From 0.5)
Normal = 1
Hard = 1.2 (From 1.25)
Very Hard = 1.3 (From 1.5)
Survival = 1.4 (From 1.5)
Perks & Special:
-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 7.5% 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%)
Fortune Finder 4: +5% chance enemies explode into caps (From +7%)
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: +20 Carry Weight (From +50) -10% Damage taken (From -15%)
Lone Wanderer 2: +40 Carry Weight (From +100) -20% Damage taken (From -30%)
Lone Wanderer 3: +20% damage (from +25%)
Medic 1: Stimpaks Restore 45% Health (From 40%) Radaway Removes 45% Rads (From 40%) Both work 50% faster
Medic 2: Stimpaks Restore 55% Health (From 60%) Radaway Removes 55% Rads (From 60%) Both work 100% faster
Medic 3: Stimpaks Restore 65% Health (From 80%) Radaway Removes 65% Rads (From 80%) Both work 150% faster
Medic 4: Stimpaks Restore 75% Health (From 100%) Radaway Removes 75% Rads (From 100%) Both work 200% faster
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 1: +75% Ranged Sneak Damage (From +50%)
Ninja 2: +300% Melee Sneak Damage (From +700%)
Ninja 3: +125% Ranged Sneak Damage (From +150%) +300% Melee Sneak Damage (From +700%)
Nuclear Physicist 1: Fusion Cores last 50% Longer (From 25%)
Nuclear Physicist 2: Fusion Cores last 75% Longer (From 50%)
Pickpocket 1: 33% Easier to pickpocket (From 25%) Can place live grenades from Rank 1
Pickpocket 2: 66% Easier to pickpocket (From 50%)
Pickpocket 3: 99% Easier to pickpocket (From 75%)
Pickpocket 4: 120% 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: +20 Carry Weight (From +25)
Strong Back 2: +40 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:
-Items-
-Legendary item value now scales depending how "valuable" the effect actually is.
-Item values have been reworked, any items that would be considered valuable in a post apocalyptic setting, are now actually valuable.
-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.
-RNG system which makes every playthrough unique.
-Loot has been 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 (unless you find that infamous wrench stash everyone's been talking about).
-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:
-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 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.
-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:
-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:
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 unarmored 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 armored ones. Boss enemies might take 3+ Headshots it varies massively depending on the Race type and armor 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-
The following limbs can now be dismembered whilst the enemy remains alive
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:
-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)
-Mole Rat Disease now lasts 1month, instead of infinitely
-Antibiotics-
-Made considerably more rare, consider checking Doctors or discovering locked containers to increase your chances of finding some.
Item Sorting:
-This is entirely optional, there is a version with & without Item Tags-
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] Brahmin Meat (Raw)
[Food] Brahmin Steak (Cooked)
[Food-Grown] Carrot
[Food-Wild] Carrot
[Food-Fresh] Carrot
[Food-Packaged] Mac and Cheese
[Food-Packaged] Deviled Eggs (Preserved)
[Drink] Water (Clean)
[Drink] Water (Dirty)
[Drink] Institute
[Drink] Nuka Cherry
[Drink] Nuka Original (Cold)
[Drink] Vim! Refresh (Cold)
[Drink] Vim! Original
[Alcohol] Gwinnet Ale
[Alcohol] 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] Grognak & 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:
-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 well with SCM's calculations for satiation.
-Progression-
Advanced food recipes can be unlocked after taking the "lead belly" perks.
Meds & Chems:
-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 HP & limbs slower than vanilla.
Junk/Clutter:
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:
-Slightly less XP from building.
-Settlers have much more variety of clothing, Armor & Equipment.
Weapons:
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 & re-balance of weapon mods for a cleaner and easier to understand UI.
Armors:
Now offers actual damage resistance for dogs.
-Power Armor-
-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 the same protection as T-60 but with lower rad resistance & won't break too often. More modding capability. Will require rare materials to maintain.
Environment:
-Npc's have much more variety of clothes and armor appropriate to their faction.
-Vehicles-
-Reworked vehicles so they take a lot more firepower before they explode
Gameplay:
-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:
-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:
- Weapon Carried (Type)
- Holstered (Yes/No)
- Power Armor (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 armor now makes you feel more like a walking tank, & melee weapons will give your character the most fluidity when it comes to movement.
Note: These changes do not apply properly in 3rd person.
Compatibility
-This 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.
-I recommend loading this mod early if you're unsure, every conflict can be easily patched with xEdit.
-Just ask in the comments for patches.
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
Immersive Animation Framework
Please report any bugs/inconsistencies no matter how minor, thanks.