Fallout 4

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razhenta

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razhenta

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About this mod

Increases overall game difficulty by increasing enemy accuracy, as opposed to simply boosting damage multipliers. If you find the game way too easy at the default difficulty setting, or you think it's silly when someone misses most of their shots from only a few yards away, this mod may be what you're looking for.

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Overview

When you search the nexus for NPC accuracy mods, you'll find a lot of mods that decrease enemy accuracy, usually sold as a way to add more immersion/realism. But it's 2023—the game is starting to feel a little too easy, and decreasing NPC accuracy isn't exactly fair when the player gets to jump around and use ADS to mow people down with near-perfect precision. Instead of decreasing enemy accuracy, this mod generally increases enemy accuracy, while only reducing accuracy for a select few enemy types. This accuracy buff allows you to increase the difficulty of the game without pumping up enemy damage numbers, resulting in much more consistent damage intake rather than the extreme, sometimes frustratingly unpredictable damage spikes you would have to deal with in a traditional high-difficulty run. I mostly adhered to the following table. 

An asterisk (*) Indicates that the NPC has received a decrease in accuracy.
Note: An accuracy mult. of 1.00 doesn't mean the NPC never misses, it just means they miss less often.
Enemy Accuracy Mults

Old Acc.New Acc.Enemy Category
0.80 - 1.001.00Snipers, Bosses, Coursers, Special Cases
0.25 - 1.000.95Turrets, All Robots (except for Non-workbench Protectrons), Gen 1 & 2 Synths
0.60 - 1.000.90Combat Trained NPCs (Gunners, Brotherhood Knights, etc.), Raider Bosses, Power Armor Users, the Mechanist, Aliens*
0.74   0.85High-level Raiders, Nuka-World Raiders, Trappers
0.40 - 0.910.80Low-level Raiders, Children of Atom, Children of Atom, Super Mutants, Mirelurk Hunters*
0.75 - 0.800.60Non-workbench Protectrons*, Most Bugs*
0.75 - 1.000.40Mirelurk Queens*, Virtibirds*


Companion accuracy has also been adjusted so that companions actually contribute to fights. The Vanilla values were set deliberately low to (presumably) prevent Companions from taking too many kills away from the player, but the faster pace of play on PC makes this a non-issue either way.

Companion Accuracy Mults:

Old Acc.New Acc.Companion Category
0.60   1.00Coursers (X6-88)
0.60 - 0.750.95Robots/Synths (Codsworth, Valentine, Curie), Sniper/Sharpshooters (MacCready, Deacon, Preston, Longfellow)
0.75 - 0.900.90Gage, Danse, Hancock
0.60   0.82Cait, Piper, Strong


Lastly, I've included two files with revised difficulty damage multipliers that keep the low player damage output of vanilla Fallout's difficulty settings, but tone down the enemy damage output values. They're meant to be used in tandem with the accuracy adjustments for those who want a more difficult Fallout 4 without extreme damage multipliers. All files should be ESL-flagged.

File 1 - Difficulty Mults: Razhenta's Choice

Spoiler:  
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DealtReceivedDifficulty
1.50x  0.75x  Very Easy
1.00x  1.00x  Easy
0.75x  1.125xNormal
0.60x  1.20x  Hard
0.50x  1.33x  Very Hard

File 2 - Difficulty Mults: More Damage

Spoiler:  
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DealtReceivedDifficulty
1.50x  0.50x  Very Easy
1.00x  1.00x  Easy
0.75x  1.25x  Normal
0.60x  1.35x  Hard
0.50x  1.67x  Very Hard


Compatibility


Any mod that touches Combat Style records, Old Longfellow, or Porter Gage may conflict. This likely includes many combat AI overhauls, or any mod that specifically alters the appearance of Longfellow or Gage themselves. If you have a conflict, create a patch using F4Edit or adjust the load order so that the desired changes load lower down. If you overwrite the changes to Longfellow or Gage, they will still receive an elevated accuracy mult. of 0.8.

Installation


Use a mod manager or extract the mod into your game's \Data directory.

F.A.Q.

Frequently asked questions will appear here.