Fallout 4

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Jhondidfool

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jhondidfool

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About this mod

F4RE is an overhaul that aims to make the wasteland more realistic: caliber-based damage, enemies don't gain health, low health humans, deadly synths, resistant robots, new types of armor don't pop up only after certain levels, complete levelling system rework, VATS tweaks, ammo crafting... you name it!

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F4RE
Fallout 4 RE-imagined

This mod does a pretty “simple” thing: make the wasteland and the game more believable.
It’s ordered in 6 modules, although 4 of them are for NPCs and may be merged in the future.


Module 0 – Core

  • XP requeriments and awards tweaks. As a general rule, experience ie easier to come by, but it is needed more experience to level up at lower levels while upper levels do not increase exponentially.
  • V.A.T.S. has been tweaked. It's an advanced targeting system and the Sole Survivor is an army veteran; it makes no sense that they would have a 35% chance to hit a stationary target 15 feet away from them. Also, time in V.A.T.S. has been significantly slown down, but not outright stopped, so the pace while aiming is slower.
  • Companions have been set to have infinite ammo for any weapon. Synth Curie's laser has been fixed.
  • Timescale lowered to 8, for longer days and nights, a more immersive experience.
  • Time between settlement attacks changed from 7 days to 6 hours. In 100h of vanilla game I had one attack. The wasteland is supposed to be dangerous!
  • Longer power lines.
  • Faster Terminals.

Modules 1 to 4 – NPCs
  • Enemies will gain a marginal amount of health as the player levels up. Tougher enemies will still have higher pools of HP, but the difference is small between a base raider and the biggest raider boss. After all, there's only so much pain and damage human body can sustain before falling into shock and cardiac arrest.
  • Humanoid health has been normalized: any levelled human without formal training has a base of 50HP + 10HP per rank, for a total of 140HP in the case of the toughest raider. Trained humans get a base 100HP, and spermutants 150HP.
  • HP and ballistic resistance has been increased in robots. Approach them with energy weapons.
  • Wildlife has been categorized in a grid by size by role. Small insects, small animals, medium animals, large insects, large animals and predator or prey. HP and damage resistances have been increased or reduced depending on size, and damage dealt has been altered depending on role. Bloatflies are little more than a nuisance, deathclaws are battles one should not take unprepared.


Module 5 – Weapons and Armor

  • Weapon damage has been refactored upon caliber criteria. If it uses the same ammunition it deals the same damage.
  • Armor pieces armor value has been adjusted to provide protection in front of the new weapon values.
  • Leather armor balistic resistance has been nigh-on dissapeared, but it grants bonus to sneak, perception and carry weight; ideal for a sniper.
  • Light, medium and heavy variants of armor shall be found since first level. No more magic upgrade at level 29.
  • Power armor defense rating has been severely increased to make it a spezialiced tool for tough enemies and dire situations.
  • The Vaultsuit has been made worthwhile, as has been your wedding ring. Your wife's just sentimental value. This will reflect dialogue avaliable while you wear this item.
  • Armor may be worn over any kind of clothing in the wasteland. WARNING: It may not always look pretty!
  • Ammo crafting system in the chem workbench under the MUNITIONS tab. Now revamped and powder and primer based, with new components and junk in the levelled lists!
  • Craftable Armor Sizes.
  • Automatic recievers and barrels do the same damage per bullet/projectile than their non-automatic counterparts, making them much more dangerous, but use a lot of bullets.
  • No need for Railroad to create ballistic weave.
  • Damage Threshold, by TheTalkieToaster is now a required file. It provides armors and power armors (not clothes or leather armor) with a small ammount of damage soaking ability.

Happy testing!
Plans for the future:
  • Get rid of the damn agility bug! On hold, issue identified, can't fix for now.
  • Polish new aditions and tweaks before release of new Beta 1.0 Version.
  • Finish my VR HUD so it can be comfortably played in VR. Status as of 01/19/2016 is 60%: It works; it's just not pretty.
  • Keep digging for more things to do.
  • Listen to good, feasible, requests.

Things I won't do:
  • Mess with settlement building.
  • Make the game easier.
  • Alter companion looks.

Compatibility:
It should be compatible with anything that does not alter the base actors, companions, base armors and clothing, armor Levelled Lists, VATS, Perk or SPECIAL systems.
It is compatible with most of the most popular mods. I have not tested all, so feedback is welcome.
Module 5 is not compatible with any mod that alters vanilla armors, weapons or mods.

Credits:
TheTalkieToaster for Damage Threshold
Bethesda for the game

Screenshot Credits:

Vault-suit in the screenshots is Proto Vault Suit, by nitronizer