Fallout 4

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Mindgoblin

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MrBaloneyPony

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About this mod

My attempt to balance the the game via adjustments to loot and various gameplay mechanics with the aid of a framework of other mods all tailored myself to maximizes the challenge of Survival Mode without sacrificing integrity. I want Survival Mode to be tough but fair. I want you to feel like your victories are earned.

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Do resources in this game feel overabundant?  Does Survival Mode difficulty feel like a baby mode for babies?  Does Bruno Mars is gay?

PROBABLY

Introducing my magnum opus with all the fanfare of a wet elevator fart, That Danged ol' Apocalypse.  Working title, patent pending, I'm dead inside and all I see are demons.

Le Problem

One of the biggest issues I take umbrage with in this game is how mesmerizingly easy it is.  It's DnD 5e on easy mode.  For everyone else who's known the touch of a woman, I'll explain.  This game gives you a thousand and one easy-outs even in the hardest difficulties.  In fact, the only real challenge that's ever presented is if your save game will get corrupted, the auto/exit save decides it wants to play hide and go fuck itself, or several hours of the best laid plans and carefully managed tactics and resource management is banished to the shadow realm because you got mushroom stamped by a CTD.  This mod does not fix that, sadly, blame that on Bethesda's horrid game design.  Come at me, sycophants.  I always seemed to have a plethora of resources at any given moment.  You always have food, you always have lodging, you always have medicine, you always have money.  Survival Mode feels more like "slightly inconvenienced when the thirst debuff appears".  Oh no, I HAVE TO USE ONE OF MY 100 FREE PURE WATERS OH NOOO.  It's pathetic.  It's lame.  It's a big stupid poopy.

Le Grudge

I never wanted to mod.  I felt like it would "ruin the magic" of the game if I learned how to use xEdit or the failed abortion of a game engine:  Creation Kit, so I looked to other mods that attempt to either fix issues and retain challenge, or create challenge where there isn't.  Many have made valiant attempts, but I feel they have all porked the poodle in that regard.  They either play a switcheroo and make items more rare in the wild, but easily acquired from vendors or add features that supposedly add challenge via new mechanics... that are bugged.  When I report the bugs or make suggestions, the response is "Well, cheaters gon' cheat."  THEN WHY ARE YOU MAKING A DIFFICULTY MOD IF YOU EXPECT PLAYERS TO CIRCUMVENT ALL YOUR OBSTACLES YOU LUDDITE?!

Le Solution

This is my petty attempt to do what various other mods have attempted to do and in my honest opinion, failed harder than the U.S. Economy and my endeavors with females.  I have changed many factors to the way inventory is handled to make survival feel like you're actually managing resources and they all have value from a gameplay perspective.  Things like making purified water no longer break the economy and a valid reason to collect wild produce vs regular produce.  Wild tomatoes and regular tomatoes are used in different recipes for example.  Doctors are more expensive, have different vendors lists and at higher prices.  There's a colossal list of changes from loot lists, to monetary values to how items are actually used in crafting.  Water is now precious, doctors are now useful, crafting isn't cheesable, rare items are now rare.

This joke theme isn't funny, here's the list of changes I can remember

This is by no means a comprehensive list.  I've made so many changes that frankly it's not feasible to list them all.  Do I document only my own specfic changes or the changes included by the other mods required?  I'll try to list changes that I did not specifically create and notate which mod actually does it.  But I make no promises, I'm an idiot.

Crafting - 

Many recipes have been changed.  Ingredients are either increased, or reworked to make sense.  Case in point: Cooking oil.  Recipes that previously required Oil now require COOKING oil.  I dunno about you, but I'd prefer olive oil when cooking a steak not 5W-30, ya know?  I've also added recipes for items like wild veggies, so they have their own crafting uses and makes them unique.
I've added perk requirements to certain choice recipes.

Drugs & Chems - 

Boxes of sweet, delicious, Schedule II and III substances have had their contents overall drastically reduced.  Chem boxes should now only have Chems, Med kits should only have medicine.  When I think First Aid kit, I'm never like "okay got Band-Aids, gauze, ointment, black tar heroin, burn cream, anti-septic pads, Methhhhhh."  Oh, and you shouldn't be finding very many meds and chems in things like wooden boxes.  That would be dumb and you would have to wear dumb pants which make you dumb.  You don't want that now do you, dumbdumb? 

Doctors - 

Doctors now cost much much more than before.  and it still feels like nothing.  I'm so used to paying 75 caps per heal now that when I opened xEdit to document all my changes for this document, I was like "HOLY HAM WALLETS IT WAS 15 CAPS?!"  However, I got the idea from Greedy Doctor's, and I don't like to steal ideas, so it is a mod requirement.  Get his mods.  He's a good.

Mechanics - 

Vendors will sell for higher, buy for less and generally had their inventory nerfed a bit.  
Vendors will only buy and sell shit related to them.  No more guns selling at a shirt store.  (complex vendors is the tits <3 )
Lockpicks are now much much harder to find, break more often, and overall will be more difficult.  

Fusion Cores are slightly different.  See, the game says "fusion cores drain faster when you run." or some such.  It's actually a bunch of poppycock.  See, that sounds like it's drain per step is higher.. because you're moving faster.. which would make sense.  But, no, just like everything bethesda, it's very surface level.  If you run 1 mile and sprint 1 mile, the actual core will drain the same amount of points.. it just drained faster because you were running... brought you by "Duh, subsidiary of Doy, Inc."
Fusion Cores will now drain 30% less when you're running and 30% MORE when you're sprinting.  Now there is a cost/reward between running and sprinting in power armor.  Do you want to conserve power or your actual time?

Loot Lists - 

Animal parts.. meats and buttholes and all that, have had their drop rates neutered.  There's a chance you may actually have to go hunting for something if you want to eat something that isn't radiated slop.
If it drops healing items, I've either halved the dropped rate or reduced the quantities... or both.  Doctors now looking a little bit more affordable.. and useful to have in the game at all.  In fact, if it drops ANYTHING, it's probably a lot less of it. Not so much that you're starving for loot, but you also shouldn't be constantly weighed down because you're a cleptomaniac with your 100 lbs of stimpaks.  Christ the loot in this game is so borked.

Random Item Shit - 

I made aluminum cans and trays actually scrap into aluminum.  I know, I'm a friggin pioneer.  Added some shipments to various vendors who either didn't have them or have enough of them.. and I use them a lot.  Hey, I like to build colossal settlements and run out of mats quick.  Minecraft types will like this.
I also fixed a particularly weird thing with Bone / Steel weight.  I swapped em.  Now Bone weighs .1 and Steel is 1.0.  I think I know why it was like that.. bone is 5x stronger than steel, but it's nowhere near as dense.  Speaking of dense, Bethesderp probably googled this, said YUP, 5x STRONGER 5x MORE HEAVIERER. Don't worry I know I'm not funny, I'm just dead inside.

Enemies - 

Deathclaws and Behemoths will be quite a bit less not-scary.  Seriously, DC in NV = instant voiding of bowels.  DC in F04 = I didn't notice it among the bodies of all 500 other things i just killed.  The added Deadly deathclaws and stronger behemoths mods that are companion to this was pushed a little bit further and I buffed them just a widdle bit more.  You know, because Death Claws should live up to the name, Bethesderp.
Oh, and for good measure, all the regular goons and raiders you'll be mowing down have all had at least SOME of their stats boosted.  I mean, why do they get 0 SPECIAL but you get 21?   That's greedy, you're not more special than anyone else, snowflake.

Perk Tree - 

I've incorporated my Deadlier Waters into this derptitude.  Basically, AquaPERSON no longer provides instant immunity to rads... and breathing.  Instead, it only little more than halves the radiation (it's funny because I literally doubled ... oh, you'll see) taken by swimming and removes the water breathing.
Perks in general will have been completely shifted / nerfed.  Specifically I have reduced the rad resistance from perks.  A lot.

Environment - 

I was trying to solve the vexxing issue of respawning containers that magically refill regularly with all sorts of valuable loot like powerful guns, medicine, my ex's love, and money and I accidentally turned one of them into a toothpaste.  I thought it was so funny that I just left it.  You'll know it when you see it.
Environment hazards aka radiation are much more deadly.  I mean a metric fuck ton more deadly.  It's radiation.  It's bad for you.  It's not an inconvenience you get to remove with a little flintstone vitamin, it liquifies your intestines and they slough out your booty hole.
All sources of water should now be radiated by default, they must be purified.

Settlements and Economals stuff things -  

Workshop food and water is drastically reduced.  Water production is now down by half... and it's dirty.  there's a 1/4 chance you'll also get a purified water.  What I wanted was 100% dirty.. but purified water if you have.. you know.. a water purifier built.  Unfortunately, I am too stupid for that so this is the workaround.  

Speaking of water, ive halved the value of it.  Now with the reduced amount and value, you can't break the economy (i mean, super easily) anymore and you're probably gonna wanna hang on to the ones you got.  One thing I did learn though is the efficacy of healing items directly correlates to their monetary value.  Ie by cutting the pure water caps in half.. it now takes 2 pure waters to clear 1 tier of thirst.  Now all those nuka colas are better.. but they give rads.. OH MAN ITS LIKE ITEMS ARE STARTING TO HAVE DIFFERENT ACTUAL USES IN DIFFERENT SCENARIOS THERES COST AND REWARD AND ITS SUBTLE OH MAN.   Sorry, by this time in the writing of this i'm down like 3 tall boys and the psych meds are kicking in so I'm starting to get loopy.

Special Mentions

https://www.nexusmods.com/fallout4/mods/57629/ - No Bubble Turret Invincibility

I'm gonna recommend you add this to your load order because not only does it solve the annoying fact that you can't destroy disabled turrets, but there's a variant that adds a penalty to destroying them if you've disabled them via terminal hacks etc.  and gives them +90% damage resistance.  And I'm a huge fan of cost/reward in survival scenarios.  JUST ADD IT YOU S'WIT, IT'S FRIGGIN' GOOD.  I'LL EAT YOUR BABIES JUST DO IT.

Anyways, I hope all 8 of you fuckbois who actually check this out like it and please don't beat me up in front of my dad again if you don't like it, I don't want to pee my pants again :(