About this mod
A lightweight Overhaul that changes the health & resistance values for every NPC in the game. Now it's perfectly balanced...
- Requirements
- Permissions and credits
- Changelogs
ATTENTION:
This mod does not work well with the next gen update. For some inexplicable reason, the next-gen update screws up any mod that edits npc records. It'll cause your game to stutter super hard. Don't know why that is, and I don't know how to fix it, and frankly I don't care, because I won't be updating my game anytime soon. Unfortunately, the next-gen update breaks a whole bunch of mods, so if you haven't already downgraded, then I recommend you do.
What's the deal with bullet sponges?
Fallout 4 has way too many unnecessary bullet sponges, and at the same time, some seemingly tough creatures are laughably weak in comparison. For example, a raider has 30hp, but a gunner brigadier has 1300hp. Meanwhile, a BEHEMOTH has 1000hp. Seriously? This mod fixes all of that nonsense. Now the health values for enemy types are much more reasonable and predictable, while still following the vanilla rarity system. So for example, a basic raider now has 100hp, but a gunner brigadier has 250hp, and the big bad behemoth now has 3000hp.
What's the goal?
The Goal is to make fallout feel more grounded and I M M E R S I V E. That means less dependence on levelling your character to become a living god, and more on you being a good player that knows how to handle every situation. The overall balancing is geared toward being realistic, while also allowing some leeway for gameplay purposes. Basically, the balancing is simliar to other shooter games like Rainbow Six Siege and Call of Duty. The time to kill is quick, but it's not quite as brutal as a mil-sim, where everyone dies in 1 or 2 hits. So for an example, At 100 hp, a human target will die in 4 shots from a 5.56 rifle. at 250, it will take 8 shots to kill, and that's before armor is taken into account. For a max level gunner (or player character) with good armor, it'll likely take 12 shots or more from an intermediate rifle to put them down, assuming every hit is a torso shot that is. A headshot will heavily reduce the shots to kill. Most of the time it'll be 1-2 headshots. Of course, it's a very different experience when it comes to the various mutated creatures in the wasteland, the big ones can be quite tanky, but you can still kill them fairly quick if you use the right tools, like explosives or a heavy weapon.
What exactly does this mod do?
-Adjusts Health and Resistance Values. No more ridiculous bullet sponges or health scaling. Every NPC has been given a concrete health range which makes sense and correlates to their overall size and toughness, so only giant monsters have big health bars. Basically, the bigger they are, the more health they have. So humans range from 100-250, but Super mutants are much more massive, so they range from 400-600. Health also increases as the rarity increases, so a Mythic Deathclaw is tougher than a base level Deathclaw. Resistance values are overhauled as well. Fleshy creatures no longer have ludicrous Damage resistance. Super mutants and Yao guais have thick skin, but it's not hard as steel so their damage resistance is very moderate. Only Scaley Deathclaws and creatures with hard shells, like Mirelurks, Fog crawlers, and Radscorpions have considerable resistance. Robots have the highest DR, seeing as they're made of metal. Bullets tend to bounce off of them, however, their energy resistance isn't nearly as high, so they are weak to energy weapons. (See image section for a full list of health and resistance values) I haven't changed resistance values for armor, but maybe I'll address that in a future update
-The player character is bound by the same rules as everyone else. Receiving free health for levelling up has been removed entirely. With 1 END, you start out with 100hp, and you're stuck there unless you level up endurance. Each point of endurance gives +10 hp. With 10 END and rank 3 in the life giver perk, you will cap out at 250 hp (but you can temporarily enhance that with chems) So at level 1, when you have no armor and a small health pool, you'll die pretty quick. But when you're maxed out, you'll be pretty darn tough, especially with good armor. You definitely aren't invincible like in the vanilla game though. Playing dumb and running into bullets will get you killed.
-Limb damage and critical damage has been overhauled. Headshots and other critical areas can now do up to 5x as much damage, while limb shots do 30% less damage. Aiming for the head (or any other critical area) is now much more rewarding. But shooting limbs can still be worthwhile, because limb health has been drastically reduced, meaning limbs are much easier to cripple. Can't immediately kill that deathclaw while he's rushing you? Break his legs with a rocket launcher! The same goes for the player, you'll be getting injured more often, so you better make sure to have stimpaks on hand, or else you'll have to limp all your way to a doctor, cuz auto-healing has been disabled (technically just increased it to from 60 seconds to 30 minutes, but that's pretty damn long)
-Melee Damages for various creatures have been adjusted to match the health changes. Deathclaws will still probably kill you in 1 or 2 hits hits though ;)
-Movement Speed & Animation speed has been increased for Deathclaws, Super mutants, and Yao Guais. Now they run fast and attack quick, as they should. Deathclaws are 25% faster, Muties are 50% faster, and Yao Guais are 20% faster.
-Mama Murphy has been buffed to 999 HP and 99 STR. She is the most powerful human on Earth (lore accurate)
1.05 Update
Made a lot of balancing changes. Big enemies like Behemoths and Mirelurk Queens have been buffed from 2000 to 3000+ HP. I felt like they got melted way too quick. Deathclaws have been buffed too. Now they range from 1250-1750. Gulpers got buffed while Anglers got nerfed. Radscorpions got nerfed too, and another big nerf to the turrets. Now they should explode in a few hits. Also completely changed damage resistance. Greatly lowered DR for fleshy creatures. Sorry, but no more 250 DR death claws. Only robots go over 200. A bunch of other balancing adjustments across the board, I can't name all of em. As always you can look at the images section to see all the new values. Additionally, I removed live dismemberment and replaced it with lower overall limb health, meaning its much easier to cripple limbs. I think live dismemberment may have been causing crashing, plus enemies would have this goofy animation bug if they were shot while crippled. (However I did keep it for ghouls, because i like tearing apart zombies. Doesn't seem to be any problems with it either) This also allows for human NPCs to heal themselves after being crippled. (If you use the NPC use Items Mod, which I recommend) Also cleaned the esp and removed ITM records. A couple other minor adjustments. Lowered ranged sneak damage to 1.3x with no perks. Lowered base carryweight to 150, but strength multiplier to 15.
If you have any balance tweak suggestions, feel free to leave your feedback in the comments.
-This mod is balanced for NORMAL difficulty, which is a 1x damage multiplier for both you and enemies. If you use True damage, it automatically sets the multipliers to x1 on all difficulties. If you don't use true damage, then I suggest using GCM
NOTE : This mod only changes the health & resistance values. It does not affect legendary spawns, perks, or weapon damage values. I heavily recommend you download the following mods for a balanced experience.
TRUE DAMAGE
-Make sure to disable damage scaling in the MCM
-MAKE SURE TO INSTALL ALL REQUIREMENTS FOR TRUE DAMAGE AS WELL.
GCM
-Can be used to set legendary spawn chance to 0. Has a bunch of other neat features to balance the game to your liking
Requirements
-all the DLCs
Installation
-Like every other mod. Either use a mod manager, or put it into your data folder
-Put it at the bottom of your load order to ensure nothing else overwrites the health changes
-Install True Damage and all of its requirements
-Turn off damage scaling in the True Damage MCM
-If installing mid-game, you will have to reset your endurance either by levelling it up or using console commands, or else you will still have the same OP health as before. use "player.setav endurance (random number)" and then type it again but with the endurance value you previously had
Compatibility
-Will conflict with other mods that directly edit NPC records. something like Unique NPCs will require a patch
-Using other health mods like SCOURGE would be redundant, so pick one mod to use.
-This mod does have some overlap with BLD and MAIM. Not sure how well it will work with those mods, but you can try it.
-Any mods that add in new creatures or npcs will not be affected by the balance changes. They will need a patch to be balanced correctly.
Known Issues
-Behemoths will no longer melee attack after one leg is injured. They will only throw rocks. Dunno how to fix. seems to be part of the vanilla game
-Deathclaw grab attacks will be out of sync with the player because their animation speed is sped up while the player is the same. They may also slide around and do moonwalks. Not sure if its fixable.
Permissions
-Feel free to make your own patches and console ports
Future Plans?
-Balance patches for popular creature mods, such as FGEP, Mutant Menagerie, and CW/F4NV Creatures
-More balancing changes
-Complete weapon overhaul, including damage, range, recoil, weight, value, velocity, armor penetration, and wall penetration. True Damage only changes damage numbers and ignores all the other important values, so I'm currently working on a complete hand-made overhaul that affects everything related to guns.
-No plans to make it work with the next-gen update. That implies that I'd have to update my game myself, and I ain't doing that. If you guys wanna make a next-gen patch, then sure go ahead.