Pseudo 76 is heavily inspired by Fallout 76's balancing and aims to bring a consistent and fun experience all the way from a new game to the end game. It tries to stay as close to the vanilla experience as possible, while also changing it in key areas, with many of my own personal preferences.
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Changelogs
Version 7.5
fixed the "violent" legendary effect not giving a damage bonus, buffed damage bonus from 100% to 250%
Version 7.4
the heavy incinerator explosion now ignores the line-of-sight check
Version 7.3
renamed "Queen Mirelurk Meat" to "Mirelurk Queen Meat"
wine now has the same effects as other alcohol (+3 strength, -3 intelligence)
restored cone of fire - min angle to 0 for all aim models (except shotguns and other weapons that have the min and max angles matching this time)
Version 7.2
increased cone of fire - min angle on all aim models to be half the original value instead of 0 so weapons no longer have pin-point accuracy when aiming down sights
increased enemy health gained per level back to 5
increased the health of the mr. handy, protectron, eyebot, and robobrain races
Version 7.1
added a 5th rank to Rad Resistant to round off passive radiation resistance at 500 and match the other damage resistance perks
Version 7.0
updated the power armor VATS Matrix Overlay descriptions to note the actual 50% VATS hit chance increase
Version 6.9
nice
reduced enemy health gained per level from 5 to 1
the deliverer and laser musket now do the same base damage as the 10mm pistol and laser rifle respectively
Version 6.7
buffed the base damage of the railway rifle by 125% as it was being outperformed by other weapons of the same class
basher rank 4 now follows the same description style as other weapon damage perks
Version 6.6
you no longer need to be allied with the railroad to use ballistic weave
fixed melee/unarmed damage perk armor penetration
Version 6.5
buffed Rooted and Moving Target damage resistance in accordance with other damage resistance buffs
Version 6.4
buffed the health of radscorpions and glowing ones
Version 6.3
multiplied scrounger leveled lists
Version 6.2
Inspirational rank 1 now has companions do 125% more damage (up from 100%) to mirror the max weapon rank of the player
Version 6.1
increased companion damage for Inspirational rank 1 (100% up from 60%)
removed some redundant conditions from the inspirational companion perk
Version 6.0
surely copious amounts of damage resistance will fix everything
added armor penetration to all weapon perks except demolition expert and basher
reduced damage reduction of demolition expert, big leagues, and iron fist to 25%
miscellaneous edits I missed on a few items
removed universal difficulty damage modifier edits so you can change the difficulty based on your preference
restored missile projectile speed to original value (2500 up from 1500)
vertibirds now have 75% damage reduction in addition to 90% limb damage reduction
cells now reset every day regardless of whether or not they were cleared
more ammo and grenades found as loot across the board
gatling laser charge is now integrated into leveled lists
added recipe to convert 500 gatling laser charge into 1 fusion core
adamantium skeleton rank 3 now eliminates fall damage
added a recipe to turn 10 stimpaks into a blood pack
resolved some conflicts between level scaling and fallout 4 fixes for yao guai and deathclaws
buffed several legendary effects to be able to stand on their own
Version 5.8
set power armor damage reduction per piece to 0 so it doesn't interfere with the inherent damage reduction of the frame
buffed power armor damage reduction back to 50% (up from 25%)
Version 5.7
buffed weapon damage in accordance with latest Fallout 76 PTS update as it seems to emphasize weapons being good without perks which should work nicely with the increased damage resistance
commando perks now follow the same +25% damage per rank like the other weapon skills since the weapons themselves were buffed
removed manual edits to a handful of creature damage in favor of a more graceful future solution
buffed the health of a few companions that were missing the changes
redid vertibird health and limb damage reduction
Version 5.6
reduced power armor damage reduction to 25% (from 75%)
Version 5.5
updated the description of demolition expert rank 1 to match the buff from 50% explosive resistance to 75%
[EXPERIMENTAL] all main armor sets (raider, leather, metal, combat, synth, dc guard, vault-tec security, robot, trapper, marine, disciples, operators, pack) have had their resistances multiplied by 10 to make getting the damage resistance perks immediately less important and make both enemies and the player in the early game just a little tankier to compensate for weapons doing much more damage
[EXPERIMENTAL] power armor now gives 75% damage reduction (up from 50%) in order to stay ahead of regular armor after the buffs
Version 5.4
all weapons are 50% more accurate by default
adjusted steady aim perk bonuses from 20%/40% accuracy increase to 25%/50%
Version 5.3
multiplied junk jet damage by 10 as it was severely underperforming
Version 5.2
demolition expert now reduces explosion damage by 75%
medic rank 4 now *actually* doubles the duration of stimpaks and radaway
Version 5.1
restored "MinPowerPerShot" to the laser rifle sniper barrels but reduced it to 1% from 50% (this is just for consistency's sake, you still can't fire earlier than a full charge)
Version 5.0
nerfed the damage of the laser rifle sniper barrel
the laser rifle sniper barrel now restricts the weapon's fire rate to match the charge time (3 seconds)
enemies no longer spawn with the laser rifle sniper barrel until level 35
power armor now increases your strength *by* 10 instead of *to* 10
Version 4.9
increased missile speed by 33% (1000 up from 750)
increased level that enemies spawn with the harpoon gun from 14 to 40
Version 4.8
increased missile speed by 50% (750 up from 500)
missiles now use a better generic looping sound for their travel instead of the bad default flyby "loop"
the final rank of Medic now doubles the duration of stimpaks and radaway instead of halving it
Version 4.7
brought iron fist in-line with the other weapon perk changes (accidentally missed it), this includes taking 50% less damage from unarmed attacks
removed an unnecessary condition from big leagues rank 1 that would remove the reduced melee damage after getting rank 2
Version 4.6
[EXPERIMENTAL] the missile projectile is now 80% slower so it's easier to dodge in the early game when you don't have demo expert 1 yet. also discourages extreme-range use in favor of medium-range use
Version 4.5
big leagues rank 1 and demolition expert rank 1 now give 50% damage reduction to their respective damage types
stimpaks no longer mimic the act of spamming them, and instead heal 50 HP per second for 5 seconds (without the Medic perk)
Version 4.4
buffed toughness and refractor's damage resistance (max 250)
buffed toughness and refractor's damage reduction (max 25%)
buffed nerd rage's damage reduction (max 50%)
buffed action boy/girl slightly (vanilla bonus is actually 50/200/350 despite what the original description says, new bonuses are 100/300/500)
buffed all weapon perks to progress in multiples of 5 instead of 2 up to 125% except commando which goes up to 250% as they were underperforming in comparison
Version 4.3
The minigun and gatling laser are now 40% more accurate when aiming (up from 20%)
Version 4.2
Slightly lowered the amount of caps vendors have but increased the amount of caps found as loot
[EXPERIMENTAL] stimpaks are now balanced around how they're actually used versus how bethesda probably intended you to use them: stimpaks now heal you immediately and continue to heal you for the same amount over 30 seconds, essentially mimicking the act of spamming stimpaks. this effect does not stack with itself so *actually* spamming stimpaks will not effectively make you invulnerable for 30 seconds
Version 4.1
Rewrote the wording on strong back ranks 1 and 2 and buffed them a little bit for consistency
Version 4.0
changed the health per level gained by NPCs back to 5 (from 4) to accommodate some of the weapon buffs
Version 3.9
updated iXPBase to 40 to match the 5x multiplier of iXPBumpBase
Version 3.8
Updated the base damage of several weapons (excluding pipe guns) to match the September 27th Fallout 76 PTS update as I feel it makes those weapons balanced better relative to each other
Version 3.7
Substituted blood packs in a couple of recipes since bloodpacks are more valuable/important than the thing they're being used to craft
Version 3.6
Buffed Adamantium Skeleton from 15/30/50 to 25/50/75 to make lower ranks more worth it and the final rank more substantial
Version 3.5
Multiplied companion's health by 10 so they stop going down so much when you initially get them without Inspirational
Version 3.4
Moved the melee sweep ability from rank 1 of Big Leagues to a new perk and added that perk to the player NPC form. If you're mid-playthrough you may need to use the command help "SWEEP" 0 perk and add the perk to your character manually with the player.addperk command in order for it to take effect
Adjusted the recommended mods section to remove Darker Nights (and by extension Alternative Vision) as I've forgotten how nice it is to just be able to see at night without a flashlight, as well as swapped out the power armor collection mod for Baka Power Armor Collection as it's far simpler and less buggy
Version 3.3
Moved the melee sweep ability from rank 4 of Big Leagues to rank 1
Version 3.2
buffed tesla cannon base damage
Version 3.1
buffed tesla cannon damage effects
Version 3.0
official next-gen update update
brought all the new weapons' bash and applicable explosion damage in line with the balance of the rest of the mod
integrated update test which brought x-02 and hellfire in line with the balance of the rest of the mod, but also added the new repair costs that I forgot
Version 2.3
The perk Cap Collector has been renamed to Hard Bargain and now only has 2 ranks since vendors have a ton of caps by default
Version 2.2
Squirrel Stew and Vegetable Soup have had their effects buffed
Version 2.1
Removed several power armor paint object modification forms that changed the required materials to 1 oil as this was done to undo a change from AWKCR/Armorsmith
Version 2.0
Swapped out AWKCR/Armorsmith for New Equipment Overhaul, apologies for the inconvenience to anyone who already downloaded those mods for the previous version. Consensus is NEO is a lot less buggy (and definitely has a lot less extra stuff floating around that doesn't do anything unless you have a mod that supports it)
Version 1.2
Brought the Minutemen artillery explosion in-line with other explosion buffs (radius and damage has been increased, actor force has been given stagger effect)
Artillery smoke grenades and vertibird signal grenades are now craftable, the recipes are unlocked after they are introduced during the appropriate quests
Version 1.1
The perk Lead Belly now only has 2 ranks and grants percentage-based ingested radiation resistance instead of standard ingested radiation resistance. If updating mid-game, remove all ranks of Lead Belly via the console before updating (4A0B9 for rank 1, 24B00 for rank 2, and 24B01 for rank 3), update, then add up to 2 ranks back depending on which ones you had
Version 1.0UPDATE
Added edits for Hellfire and X-02 power armor. I'm assuming the latest Fallout 4 update just included the Creations so they require those files/forms now. Might not work, I'm not sure since I'm not on the latest update.
Not recommended with any other mod that heavily rebalances the game. ========== Welcome to Pseudo 76, my first real attempt at a major rebalance mod. This mod started out as a personal tweaks plugin, but I decided to evolve it into this fully-fledged rebalance mod. Inspired by Fallout 76, this mod aims to maintain a consistent level of challenge throughout the entire game, trying to stay as close to the vanilla game as possible, only making changes in key areas, with a sprinkle of my own personal preferences. While there are plenty of rebalance mods out there whose goal is to make the game more hardcore, I tried to go for a more vanilla-plus-style approach, with the late-game being prioritized over the early-game. This mod aims to accentuate all the features of vanilla Fallout 4 that I felt were lacking, most of the changes just being outright multiplication of vanilla values, though thoroughly tested to ensure the changes are still fun.
As with all rebalance/overhaul mods, a new game is required.