Note: 0.7 includes hundreds of new edited records, it is recommended to ask in the comments or check yourself with xEDIT to resolve any potential conflicts.
Main changes in 0.7 (Please report any bugs, no matter how minor)
Spoiler:
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Combat:
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-Companions AI enhanced to reflect their personalities better.
-Weapons now shoot projectiles which are effected by gravity and travel in real time (Removed HitScan)
-Heavy weapon attachments may decrease your ability to hold the weapon still & Aim Down Sights.
-Lighter weapon attachments may increase your ability to hold the weapon still & Aim Down Sights.
-Weapon magazines now show their exact capacity instead of (small/large/extralarge)
-Tweaked many records to add more variety and further balance the economy.
Loot:
Spoiler:
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-Ammo box loot pools completely remade to make them more rng but also more rewarding.
-Added more variations of trash in appropriate loot pools.
-Pre-war money is now an alternate form of currency, it has been removed from the junk tab and has 0.0 weight.
-Smaller creatures require more meat to be cooked, but may drop multiple pieces on death.
-Added weapon magazines into appropriate loot pools.
-Some weapon mods now have their actual model, instead of a generic crate/box.
-Improved many loot pools to make resources slightly more consistent (this does not mean more loot).
Gameplay:
Spoiler:
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-Gaining components from disarming traps is now based on your characters level. This includes a complex system which calculates your chance to salvage seperately for each component. This means your lvl 1 character is going to struggle to gain anything of value from disarming traps. Where as your lvl 50+ character might be able to salvage some rarer materials in the process.
-Tweaked character movement slightly.
-Made some tutorial messages less intrusive to the player.
Bug Fixes & Balance:
Spoiler:
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-Balance changes for consumables.
-Gunners no longer use pipe weapons, and gain access to higher tier weapons much earlier.
-Feral Ghouls have had their locational damage slightly tweaked to encourage limb and headshots more.
-Human headshot damage slightly improved.
-Improved the damage of most low-mid tier weapons where appropriate.
-Improved the scaling of several weapon mods where appropriate.
-Improved legendary distribution.
-Improved several vendors Leveled Lists.
-Improved the loot economy.
-Fixed Stimpaks not healing the appropriate amount.
-Fixed Radaways not healing the appropriate amount.
-Fixed the value of some items being incorrect due to "auto calc".
-Fixed several perk values that where either incorrect or missing.
-Fixed wooden crate leveled lists to give less loot on average.
-Many more things that I can't remember...
Please check the changelogs for more info on past & future updates.
For users looking to make this compatible with S7 Skill System: You only need to worry about patching perks. Certain perks need no patching (traits like Adamantium skeleton, and pipboy VATS module perks like Concentrated Fire) Certain perks are drag and drop, and change level requirement and the description to match (Attack Dog for example, or Steady Aim) Base weapon damage perks should let S7 Skill System win (which would mean loading later in load order) This is like Commando, Gunslinger, Big Leagues, Heavy Gunner, Rifleman perks. You can see a demonstration on how to patch here:
It changes a few vanilla perks to remove the Apply on Combat Hit Spell perk entry, that's the main compatibility feature you need to watch for. There's also its edit to the legendary perk on all NPCs, but not many mods touch that Otherwise, everything else it does, is through unique records to that esp.
Howdy! I have this in my building order and am very much enjoying it. But I was made aware of how vanilla game will level lock cells after you have visited them. So the enemies that spawn there are locked around that level. I'm wondering if this overhaul may have already addressed this concern of mine or if I should find another mod to add to the build order. It's lame to come back somewhere when your lvl 100 and melt everything just by looking at it. Thanks for any help and thank you for the mod!
It's been a long time since I played F4 or worked on this mod, but I don't remember making such changes. So you'll most likely need another mod to prevent areas from being lvl locked.
Edit: You mean Weapons that you've added to your game? They will be balanced by whoever created that weapon mod. Some might be overpowered, some might be too weak... Best way to check is reading the respective mod's description & comments.
I have one question, or rather confirmation, about this mod. Is it safe to install and uninstall in playthrough? I've checked the contents in xEdit. There are no edits to WorldSpace or Cells, no newly added Spells, Magic Effects or Quests. The only new addition is Game Setting, which, as far as I know, can be uninstalled in the middle of the game without leaving anything in the save data. So I think it is safe to install and uninstall. But I just want to make sure.
Thank you. I can install it with no worries. Also, I was checking and noticed that, as you can see from the comments below, indeed with FallUI and FIS, only the tag relationship between Misc and Aid items is inevitably complicated.
I would appreciate it if you would consider a tag-free version for these two from me as well.
No problem. At least on my mod list there is no difference in the state of the item tags when this is installed and when it is not. Thanks for your work.
Really enjoying this mod so far with my latest Survival run; it feels like a pretty solid "Vanilla Plus" experience, which is exactly what was advertised. However, my one gripe is that the item tags mess with the sorting mod I use (FallUI), and I had to go in and do some manual editing to resolve it. Otherwise, this is great and absolutely getting an endorsement.
If you're still working on this, would you consider adding a tagless alternate version?
It appears that there is a massive incompatibility with Greslin's PANPC ('Pack Attack NPC') mod which, if you're not familiar, is a mod that changes how NPCs behave in combat - tactically and so on - where a massive amount of script or papyrus bloating causes activations to slow down to a crawl.
Examples include calling up or down for an elevator, trying to open a door (unsuccessfully) that requires a condition to be met first (example: Weston Water Treatment Plant and having to drain water before being able to open certain doors), or even just trying to use certain other functions from other mods, such as SS2's Medical Treatment shortcut (you press 'R' on an NPC to treat them - when pressing R, nothing happens until fast traveling or waiting out the time for the script to catch up, at least that's what I think is happening).
Also one very, VERY odd behaviour is that new saves would take, sometimes, several minutes to save... whether manually or through auto/quicksave... and some would even reach up to 900(!)mb in size. It was pretty scary to see...
It took some time for me to narrow down the conflict but thankfully it was just PANPC... a ton of other mods on my list weren't impacting anything in conjunction with this mod.
This isn't a cry for help or a beg for a patch, but more so an FYI for folks who might run into a similar set of issues... moreover, PANPC isn't on Nexus (mod author doesn't like Nexus), so looking for it here is meaningless (should you wish to test it, you have to join the author's Discord to get a download link).
Hopefully this helps anyone else who runs into something like this... no idea how these conflict so hard.
NOTE: the other mod Greslin has, PACE, isn't causing any conflicts from what I can tell 😊
Thanks for sharing the info. As far as I'm aware this must be an issue with the mod itself rather than an incompatibility, as this mod includes no scripts or external files that should cause issues with such things. As long as you have PANPC winning all file conflicts the mod should theoretically behave as intended (never tried the mod so I have no idea what that might be)
Thanks for replying! I do share your sentiment that it makes no sense for there to be an incompatibility (I did note you wrote there were no scripts involved), which is also why I am puzzled by how that happened - but I can assure you that, whenever I ran PANPC AND Fallout More in conjunction, it would result in the issues I wrote in my initial post. But I also think you're right - it's something with PANPC, and I'm personally ok with it being toggled off.
I also did try moving the load orders around, and that made no difference :-( I surmise that's because PANPC runs scripts that affect the environment (ie. the NPCs) you're in the vicinity of, and so mayhaps the load order is irrelevant as a result.
In either case, thanks for the great mod! I've been enjoying it so far, and wanted to throw my endorsement in 😁
If you're using the old ECO (Deprecated) you can grab the optional file provided here. If you're using ECO Redux then you'll want to grab the Redux patch from here.
It's still early yet in my playthrough but I'm really liking the changes you've made with this mod, Relax. Character movement, weapon recoil, and damage settings are the most immediately noticeable and really improve the moment-to-moment feel of the game. Definitely deserves more attention - endorsing this one!
I'm glad you're enjoying my changes and tweaks! The pace of the game is my main focus when making changes, i'm glad to see it also works for others. Would you mind sharing what difficulty you're playing on for my own balancing purposes? Also feel free to point out any minor problems, either here or in a message :) I'm actively looking for more feedback.
After about 2-3 hours of playing this mod I realized that your sorting method is not my cup of tea, especially since I started using FIS. I also realized I was getting too much loot, especially food and ammo. I will try this again sometime. The description sounds very good, but I am looking for very little loot, especially ammo. I have tried other loot mods, but they always seem to give me too much.
This drastically reduces vanilla loot, in a fair and balanced way. Not claiming it to be perfect, but you certainly shouldn't be seeing an increase in loot found. My loot values are also heavily rng based to make every playthrough unique. It could be that you're getting extremely lucky.
I am going to give it a go again and reduce my mod list to see if that has an effect. like I said, the description sounds very promising. I will try to get through the sorting which is a definite downer for me. Also, the eco module requires ECO.esp. However, Dank named his esp as DankECO.esp so it doesn't get recognized as the master to your module.
I use FIS Fall UI. I have gotten used to the icons and can get what I need quick. I am not particularly worried about junk because Its junk. With your modifications it takes me longer to go through the list and the prefixes just makes it longer getting to the prefix that I need.
Junk has no pre-fixes in my mod, but I understand your problem with getting what you need quickly for other categories. As the [ ] prefix seems to sort anything with this prefix to the bottom of the list. Which is not ideal.
If you would use icons instead of descriptive prefixes, I would use this mod again. I tried it twice and the sorting just irks me too much. I only say this because I think most players prefer just the icons. I personally like it because it sorts the items and looks nicer in the pipboy. I would use the mod again as I am interested in it if you decide to change the sorting.
I've decided to try this again with or without icons. I want to see how the overall changes affect the flow of the game. What I like the most is a game with little loot and a challenging combat without it being impossible. Tried a lot of different mods and have only found 2 that really satisfy my needs, so maybe yours could be the third.
I'd recommend running my mod with Looted World, and make sure my mod loads after. 0.7 should be out soon, just adding some finishing touches :) 0.7 is out and fixes an issue with wooden crates giving too much loot.
tried looted world. still had too much loot. I keep trying out different mods to get what I'm looking for, getting close, but not yet. but because you suggested looted world with yours, I can try that and see. Thanks for help. I do appreciate it. should looted be before or after yours?
108 comments
Main changes in 0.7 (Please report any bugs, no matter how minor)
-Weapons now shoot projectiles which are effected by gravity and travel in real time (Removed HitScan)
-Heavy weapon attachments may decrease your ability to hold the weapon still & Aim Down Sights.
-Lighter weapon attachments may increase your ability to hold the weapon still & Aim Down Sights.
-Weapon magazines now show their exact capacity instead of (small/large/extralarge)
-Compensators, Muzzle brakes & Suppressors don't reduce bullet velocity as much.
-Compensators are now primarily used for per-shot recoil control.
-Muzzle Brakes are now primarily used for prolonged recoil control.
-Suppressors are no longer the best choice for recoil control, however still offer decent control whilst maintaining stealth.
-Bayonets no longer effect a weapons min/max range.
-Laser Musket damage increased slightly, reload speed increased per crank upgrade.
Economy:
Loot:
-Added more variations of trash in appropriate loot pools.
-Pre-war money is now an alternate form of currency, it has been removed from the junk tab and has 0.0 weight.
-Smaller creatures require more meat to be cooked, but may drop multiple pieces on death.
-Added weapon magazines into appropriate loot pools.
-Some weapon mods now have their actual model, instead of a generic crate/box.
-Improved many loot pools to make resources slightly more consistent (this does not mean more loot).
Gameplay:
-Tweaked character movement slightly.
-Made some tutorial messages less intrusive to the player.
Bug Fixes & Balance:
-Gunners no longer use pipe weapons, and gain access to higher tier weapons much earlier.
-Feral Ghouls have had their locational damage slightly tweaked to encourage limb and headshots more.
-Human headshot damage slightly improved.
-Improved the damage of most low-mid tier weapons where appropriate.
-Improved the scaling of several weapon mods where appropriate.
-Improved legendary distribution.
-Improved several vendors Leveled Lists.
-Improved the loot economy.
-Fixed Stimpaks not healing the appropriate amount.
-Fixed Radaways not healing the appropriate amount.
-Fixed the value of some items being incorrect due to "auto calc".
-Fixed several perk values that where either incorrect or missing.
-Fixed wooden crate leveled lists to give less loot on average.
-Many more things that I can't remember...
Please check the changelogs for more info on past & future updates.
Compatibility info
You can see a demonstration on how to patch here:
Thank you yoyoma3010 for the info
MAIM:
It changes a few vanilla perks to remove the Apply on Combat Hit Spell perk entry, that's the main compatibility feature you need to watch for. There's also its edit to the legendary perk on all NPCs, but not many mods touch that Otherwise, everything else it does, is through unique records to that esp.
Thank you yoyoma3010 for the info
Feel free to request patches, I will most likely help you, or make it myself :)
Edit: You mean Weapons that you've added to your game? They will be balanced by whoever created that weapon mod. Some might be overpowered, some might be too weak... Best way to check is reading the respective mod's description & comments.
Is it safe to install and uninstall in playthrough?
I've checked the contents in xEdit.
There are no edits to WorldSpace or Cells, no newly added Spells, Magic Effects or Quests.
The only new addition is Game Setting, which, as far as I know, can be uninstalled in the middle of the game without leaving anything in the save data.
So I think it is safe to install and uninstall.
But I just want to make sure.
Also, I was checking and noticed that, as you can see from the comments below, indeed with FallUI and FIS, only the tag relationship between Misc and Aid items is inevitably complicated.
I would appreciate it if you would consider a tag-free version for these two from me as well.
Let me know if it works.
At least on my mod list there is no difference in the state of the item tags when this is installed and when it is not.
Thanks for your work.
Which mods of the midnight right should I deactivate in order to play your mod ?
Mods that conflict:
Thrive Redone
Not needed (Included in Fallout More)
Remove Ironsight Blur
If any issues arise, please share your load order in
I fiddled a bit with your mod and it looks really well made. I'll report back should any conflict arise.
If you're still working on this, would you consider adding a tagless alternate version?
It appears that there is a massive incompatibility with Greslin's PANPC ('Pack Attack NPC') mod which, if you're not familiar, is a mod that changes how NPCs behave in combat - tactically and so on - where a massive amount of script or papyrus bloating causes activations to slow down to a crawl.
Examples include calling up or down for an elevator, trying to open a door (unsuccessfully) that requires a condition to be met first (example: Weston Water Treatment Plant and having to drain water before being able to open certain doors), or even just trying to use certain other functions from other mods, such as SS2's Medical Treatment shortcut (you press 'R' on an NPC to treat them - when pressing R, nothing happens until fast traveling or waiting out the time for the script to catch up, at least that's what I think is happening).
Also one very, VERY odd behaviour is that new saves would take, sometimes, several minutes to save... whether manually or through auto/quicksave... and some would even reach up to 900(!)mb in size. It was pretty scary to see...
It took some time for me to narrow down the conflict but thankfully it was just PANPC... a ton of other mods on my list weren't impacting anything in conjunction with this mod.
This isn't a cry for help or a beg for a patch, but more so an FYI for folks who might run into a similar set of issues... moreover, PANPC isn't on Nexus (mod author doesn't like Nexus), so looking for it here is meaningless (should you wish to test it, you have to join the author's Discord to get a download link).
Hopefully this helps anyone else who runs into something like this... no idea how these conflict so hard.
NOTE: the other mod Greslin has, PACE, isn't causing any conflicts from what I can tell 😊
As far as I'm aware this must be an issue with the mod itself rather than an incompatibility, as this mod includes no scripts or external files that should cause issues with such things. As long as you have PANPC winning all file conflicts the mod should theoretically behave as intended (never tried the mod so I have no idea what that might be)
I also did try moving the load orders around, and that made no difference :-( I surmise that's because PANPC runs scripts that affect the environment (ie. the NPCs) you're in the vicinity of, and so mayhaps the load order is irrelevant as a result.
In either case, thanks for the great mod! I've been enjoying it so far, and wanted to throw my endorsement in 😁
Before I jump in, does this still require the deprecated version of ECO or is ECO Redux now supported (possibly through your latest mod?)?
Thanks for the kind words, I hope you enjoy!
Looking forward to playing with this one!
Also feel free to point out any minor problems, either here or in a message :) I'm actively looking for more feedback.
For what it's worth, I've also paired it with AN76 (but FMore is overriding the damage settings) and Hot Diggity for more perks and no issues so far.
I'll post more feedback as I get further along but so far it's been really enjoyable.
You'll need to use the original ECO for now. I will be pushing an update for the redux version of ECO when I get around to using it.
ECO Redux patch hereWhat about the sorting do you dislike? I've never used any other sorting mods, but I've heard the most popular ones have auto patchers.
0.7 should be out soon, just adding some finishing touches :)0.7 is out and fixes an issue with wooden crates giving too much loot.