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.
- Requirements
- Permissions and credits
- Changelogs
- Donations
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 and why mine is better than yours :)
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. Unlike other difficulty overhaul mods, I don't aim to "re-invent the fleshlight" over here, but keep the experience as close to vanilla as possible only actually challenging. New mechanics, violent edits, and any change that completely shifts any aspect of the game too wildly in one direction like simply reducing drop rates to nothing is the Bethesda way and no different than the difficulty slider in Oblivion. I don't care what you say, those windows don't look all that tasty.
My adjustments are to be as subtle and discrete as possible, editing only slightly the base game values and records, and adding only when absolutely necessary. Less is more. (Like muh dieuck)
This joke theme isn't funny (I'm not stopping), here's the list of changes I can remember (If Bethesda is too good for design documents, than so am I)
Crafting - Most of the recipes in the base game are stupid.
Many recipes needed adjusting. 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?
- Base game recipe requirements are slightly increased (ex. Mole Rat Chunks ingredients increased from 2 to 3 meats.. big whoop)
- Wild Veggies can be used to create their regular counterpart recipes, albeit with a higher cost
- Certain recipes now have perk requirements in addition to increased material cost (ex. Decontamination Arch now requires Robotics and Science perks)
Loot - Not only is there too much of it, but a lot of it appears in places that are stupid.
In general, drop rates have been neutered to some extent, but an emphasis was placed on Meds & Chems. This was to make the presence of things like doctors actually be useful.
- Animal meat / hide / butthole base drop rates and quantities halved or more
- Most containers have had Stimpaks, Jet, etc. removed from their loot lists, but still appear in medicine boxes/first aid kits
- Sweet, delicious, Schedule II and III substances have had their drop rates and quantities halved or more
- 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.
- Certain enemies have had their loot lists revamped (ex. Deathclaws shouldn't usually drop guns, clothing, money, food and random junk)
- Certain containers/treasure chests have been removed. You thought the cell reset bug was gonna supply you with infinite loot? NO SUCH LUCK, FUCKER! :D
Vendors & Services - Their huge inventories and borderline FREE service fees are stupid.
In general, vendors will cost more, buy for less, and overall have their inventory adjusted to reduce the abundance of rare/powerful things like Fusion Cores. They now also only barter with inventory relevant to their shop. Clothes for clothes, food for food, butts for butts. No more arms dealing at the butcher, you heathen.
- Vendors will pay less for your junk, charge you more for their
junktreasure - Availability of rare ammo like Fusion cores drastically reduced
- Vendors only trade relevant to their shop, clothes for clothes, food for food, dingles for berries
- Doctors cost much more for their services (HOLY HAM WALLETS, THE ORIGINAL PRICE IS ONLY 15 FUKKING CAPS?!)
Enemies & Encounters - They are not difficult, they are stupid.
Deathclaws should live up to their name, and upon seeing one, make you instantly void your bowels. In Bethesda land, they're just another thing to add to your body count, because you're the hero of the universe who's super strong and everyone loves you and you're perfect and your penis totally isn't small like everyone says. (I'm sorry I just.. loathe Emil's mary sue ass writing..) Certain enemies have had a general stat buff
- Raiders SpEShUL stats got random tiny b00fs. END +1 iirc
- Deathclaws stats buffed, with new types and more frequent attacks
- Behemoth stats buffed
Perk Tree - They are either overpowered or entirely useless, and over all they are stupid.
A number of perks have been altered to either reduce the magnitude, or moved to a different perk level. (ex. Toughness has moved from level 4 to level 7 END)
This makes other perks viable as you level up rather than pigeon holing you into taking the "best" ones right away for maximum combat viability, you min/maxing cuck.
- Buffs to damage/armor pen/other b.s. are halved
- Some perks have moved to different (usually higher) perk levels
- Perks have added effects altered or removed
Life giver no longer regenerates health
AquaPERSON no longer grants immunity to radiation, but reduces it, and no longer provides water breathing . Get a rebreather or grow some gills, chump
Strong Back level 3 now adds carry weight because Fast Travel is fukcing useless on Survival Mode
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.
- Swimming in liquid shít increases rads by approximately.. a fukkin lot
- All sources of drinking water are now dirty and must be purified at a cooking station
Settlements and THE ECONOMAL - IF THE ECONOMAL CRASHES, THEN I WILL BE A DEPRESSION :( are stupid.
You plant 10 corns, you harvest 10 corns, you don't also get 30 corns in the workbench storage. Besides, those are for the settlers, not your extra free goodies, you gluttonous profligate. You also shouldn't be able to break the game by selling the thousands of purified waters your settlements will generate.
- Workshop production of surplus food, water and scrap have been very reduced
25% chance of generating Purified Water, 75% chance of generating Dirty water. What I wanted was for settlements to only generate Dirty Water, and only make Purified if you have built a "Water Purifier", because that would make sense and not be stupid. Unfortunately, I'm too dumb to implement that as it probably requires scripting and after 10 hours of trying to even figure out how to decompile a .pex, I must accept it is beyond my skill level. This workaround is the best I could do. - The value of water has been halved to prevent borking the economal.
This also halves their thirst relieving efficacy, because potency is directly related to monetary value. Pretty on brand, Bethesda. It also leads to several intended gameplay changes:
- It now takes 2 Purified Water to relieve 1 tier of thirst, so it incentivizes the player to save them because
- Drinks like Nuka-Cola only take 1 to relieve 1 tier of thirst, but also add rads, providing a subtle cost/reward to which drinks you imbibe in addition to their other buffs/debuffs
- There is now a significant difference between bottling some dirty water, drinking from the river directly, a purified water you crafted, or a pre-bottled drink.
- Inception AF bruh
Lockpicking is about as difficult as trying to get into DeVry, Fusion Cores are utilized stupid, and there's some other crap but I am rapidly deteriorating into IDGAF territory. Fukck (that's not a typo, I just really don't like the censorship police getting their jerries in a jostle cuz I made a joke. go touch grass)
- Lockpicks
vagina"sweet spot" has been shrunkened (kinda like my vaginer) and will break more easily - Fusion core drain has been diddled
The game says Fusion Cores drain faster when you run, which sounds like the rate of depletion increases depending on your movement speed, which turns out is a bunch of poppycock. Just like everything from Bethesda, calling it surface level is an insult to the ground floor. If you run 1 mile and sprint 1 mile, the core will have drained the same amount.. it just drained faster because you were running... BROUGHT TO YOU BY "DUH, a subsidiary of Doy, Inc." - Fusion Cores will now drain 30% less when running and 30% more while sprinting, because cost reward Do you conserve your power or your actual real time?..... bytch?
- Not drinking water/eating can kill you now. The Check for minimum health to stop starvation/dehydration from killing you was removed.
Random Other Shit - My attempts at being funny are not funny, they are stupid.
A few changes to scrap components and weights to make sense. "Weigh these."
- Aluminum cans and trays actually scrap into Aluminum. I know, I'm a friggin' pioneer. Adjustments were also made to item weights.
- Bone now weighs 0.1 and Steel weighs 1.0
I think the reason they did this is because Bone is 5x stronger than Steel, but unlike Bethesda, it's nowhere near as dense. Someone just said BONE STRONGER MUST BE HEAVYERER and promptly crapped his pants and passed out at his daughter's Bar Mitzvah.. twice.
>>>Try my other mods :D<<<
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 :(