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Created by
WasteTheLandUploaded by
QrsrVirus scan
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Activity logs
This page was last updated on 26 April 2025, 2:21PM
- Changelogs
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Version 010
- General
- Fixed no random encounter bug
- Added more subtile sound effects
- General
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Version 009
- General
- Finished recoil removement for energy weaponry (AimModelMinConeDegrees, AimModelMaxConeDegrees, AimModelRecoilMaxDegPerShot, AimModelRecoilMinDegPerShot, AimModelRecoilShotsForRunaway) - NOTE: Scope swap when aiming is still present. There is still little fire movement present.
- Fixed issue where Gamma Gun deal damage when idle, added Gamma Gun self damage
- Fixed missing tail sound removal for the Plasma Guns, Rifles, etc.
- Removed rumble for energy weaponry
- Removed Laser Musket charging, magazine is unified to all other laser types of gun of same technology (AER)
- Removed Molotov fire effects for certain actor types
- Fixed overall death force, to let actors behave more real with more force applied
- More adjustments to UI sounds
- Weapon AP points have been changed, mostly unified based on size
- Added disarm chance to all Saw, Buzz Saw kind of weapons, these have a chance of 25 % to disarm the opponent, this will work on PA users aswell and patched later
- Crafting recipes for all melee weaponrs have changed
- Melee weaponry now has no Crafting Shader by default anymore this was done by changing the keyword references
- Removed certain weapon attachment, such as short or expendable stocks and left expendable stocks as default drop
- Removed comical melee weapons such as Boxing Glove and Rolling Pin
- Minutemen radiant quests have been removed and time to reset random quest was set to 48 hours (2 days, similar to vendor and new cell respawn timer)
- Fixed an XP bug where NPCs never visually granted XP once a quest has started, this was due to iXPRewardDiscoverMapMarker [GMST:0001A259] and iXPRewardDiscoverSecretArea [GMST:00249194]
- Fixed no clothing oversight for Rust Devils
- Fixed hidden Swarm bug, due to changes in max health it was impossible to kill the Ant Swarm
- Removed the weather and climate changes and inturn moved them into the Biome plugin (available on nexusmods too)
- Removed the glowing sea lighting changes entirely
- Removed image space changes entirely
- General
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Version 008
- General, as of version 008, the plugin is still in early development and many mechanics dont work as expected and or advertised, start a new game and test. Make sure to read the articles.
- Swapped certain doors and terminal with broken/similar alternatives
- Removed hit reaction aka hit animation when dealing damage to robot actors
- Reduced and overhauled many misc items
- Added new components; Alcohol, Paper, Tin, Tobacco, Water
- Changed misc item weight (lb) for many objects
- Changed component weight to g/cm³
- Swapped DLC04 weapons such as .44, Baseball Bat, Board, Sledgehammer, Wester Revolver with vanilla equivalents, there is no need to for duplication
- Reduced overall chance to find T45, T60 and X01 Power Armor
- Reduced overall chance to energy weaponry of all kind
- Overhauled many factions, Raiders, Gunners, most human actors wont fight against each other, animal fight against each others instead and obviously against humans to simulate a more advanced wildlife environment
- reduced the overall amount of loadscreen and changed certain description to cover the original fallout lore
- Unified raider and other actor armor and weaponry doomed to the weapon and armor changes
- Removed most PreWar loot and kept it in appropiate places instead
- Changed some of the random encounters, either removed the RE or replaced the actors with alternatives
- Added more splicity to AR and LMG weapons, renamed Assault Rifle to Light Machine Gun and Nuka-World Handmade Rifle to Assault Rifle therefore
- Added Backpack by doing edits to some of the Raider armor meshes, simple yet very effective base game addition
- Swapped the leather torso to act as bandolier kind of item, increasing wearers carry weight
- Started to add unique abilities and or items to actors, such as Raiders able to use Stealth Boys (Stalkers incoming)
- Added T-51(b) to most of the BoS, T45 and T60 remain still in some very rare places (NOTE: This is an overhauled on itself and may take several updates to work flawless)
- Removed most effects and resistances from armor and weapon mods this is needed to cut down the interaction of weapon-to-armor, damage-to-health, aim-to-hit to more manageable playground
- General, as of version 008, the plugin is still in early development and many mechanics dont work as expected and or advertised, start a new game and test. Make sure to read the articles.
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Version 007
- Actors
- Removed health boost from Citizen class and added removed health to human race instead
- Swapped Gamma Gun with Radium Gun, almost all CoA actors now use the Radium Rifle over the Gamma Gun, the Gamma Gun instead can be found in Far Habor
- Removed specific resistance from actors and instead moved resistance to equipment, armor, inherent race abilities, cleaned perks, spells, properties of most actors for this - NOTE: This will unify and specify actors, race and class much more differently when done
- Unified action points to 100 for any actor, attack speed of weapons and overall movement speed will now calculate AP for most actors
- Unified spawning chances to level 1 for most actors
- Modified specific body to hit chance and damage modifiers for better actor variety
- Swapped Super Mutant Suicider with Minigun Boss
- Reduced and unified experience for killing most actors (this is not finished yet) - Loot
- Reduced overall possibility for energy weaponry
- Removed DLC01LL_RepairKit_0_to_3 [LVLI:0100CF31] from most robot loot
- Added Pipe Grenade launcher and Sawblade thrower to Rust Devils
- Removed most gas masks and else from actors
- Unified ballistic weaponry across most actors, DLC weaponry is available in CW and vice versa - Sound
- Disabled Combat Music
- Actors
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Version 006
- - Cleaned oversights
- Cleared weapon changes, weather now is grey-ish instead of blue-ish to make it feel more depressive at some point and to overall boost clear and clearest weather to make the world feel more empty and almost like a desert
- Removed Border restriction on all world maps
- Unified weather across all world maps, vanilla and DLC - NOTE: This is slightly experimental and requires some more testing. Please report any problems.
- Removed Vault specific BoS uniform overrides
- Fixed and added missing Body Part data
- Fixed Pistol [A] Instance Naming Rule
- Removed Load Screen changes
- - Cleaned oversights
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Version 005
- - Fixed iDeathDropWeaponChance (Special thanks to xyloritus)
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Version 004
- - Move PA fall damage to TSV
- Cleaned more oversights
- - Move PA fall damage to TSV
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Version 003
- Cleaned plugin
- Reduced overall amount of ITMs - Moved certain tweaks to the True Survival Mode plugin
- Fixed lower mine trigger time, its now lower but will not explode instantly
- Moved most XP changes to TSV
- Restored SPECIAL points change
- Removed Dogmeat counts as a real Companion - Set Cell Respawn time to 48 hours - NOTE: Why? Because vendors do respawn after 2 days, 48 hours too by default and to lower save game bloat.
- Cleaned plugin
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Version 002
- Fixed VATS menu oversight, VATS was not able to use at all (Special thanks to timeline67)
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Version 001
- Initial Release
- Actors / NPCs / Race / Body Part Data
- DisableTunnelingKeyword [KYWD:0022FC80] was added to Bloodworm, Molerat, Radscorpion races
- Lowered Bleedout Default for companions to 0.01 was 0.15
- Replaced Impact DataSet BloodSprayImpactSetClear [IPDS:0007D6AB] by BloodSprayImpactSetPus [IPDS:0007D6AE] or BloodLimbPusSmallImpactSet [IPDS:000C32CD] since SetClear is bugged with Weather lighting effect and certain insects still use Pus with some leftover SetClear blood impact, Rad Scoprions for example use Pus in Race and Clear in Body Part data for whatever reason ...
- Removed "Can Use Crippled Limbs" for human and super human actors and altered limb condition regeneration – NOTE: This will affect PC and NPC and will disable the feature to use a firearm once arms have been crippled, just like actors could not run once legs have been crippled before.
- Recuded Rust Devil chance to 10% in both DLC01REPercentChance [GLOB:0100AF69] and DLC01WorkshopRobotAttackChance [GLOB:0100FD12]
- iHoursToClearCorpses [GMST:FE009800] was set to 6 (was 24 by default) to minimize save game bloat – NOTE: 6 hours is more or less the time PC needs to sleep so it should fit perfectly. - Animation / Idle Animation
- Set fDeathForceDamage/Force/Spell Min/Max/Impact to much lower values to simulate better ragdoll physics
- Swapped "DeathAnimation" with "Ragdoll" for any ragdoll death reference – NOTE: If you use ragdoll physics mods you must either patch or remove these mods to see a difference
- Added Knock Down to some explosives, especially missing entries for nukes - Armor / Clothing / Outfit / Armor Addon / Object Modification
- Removed UnscrappableObject [KYWD:001CC46A] for any power armor piece and created appropiate scrap recipes for workshop mode
- Power Armor Jetpack Effect no longer drains Action Points – NOTE: The initial thrust was lowered to simulate a gravitational impact. My initial idea was to higher PA Battery damage rate but it conflicts with the engine itself. Instead the game settings were altered. - Crafting
- Removed misc item and added raw components instead for; co_chem_GrenadeBaseball [COBJ:00245F1D], co_poison_Berserk [COBJ:000628CE], co_poison_MindCloud [COBJ:000628D4], co_poison_YellowBelly [COBJ:000628E3], co_chem_DLC03ModifiedBowlingBall [COBJ:03031708] - Display / User Interface / UI / HUD
- Close to death, sleep interrupted messages have been compact and do not appear in the middle of the screen anymore
- Removed fIronSightsDOF – NOTE: That is a feature of the human eye, there is no need to have it applied in a game aswell...
- Removed blur and color change from VATS
- Almost instant terminal display rate from 60 to 6000
- Reduced time to target select in VATS to a minimum
- Added FO3 VATS time freeze feature back in – NOTE: At total freeze is impossible the engine will still cause the game to run, which one can hear by the sounds appearing slowed down, rather than disappearing entirely.
- Set white image space adapter to CGNuke##, DLC01RoboBrainShadowImod, DLC03SubBaseExtNukeImod, DLC03_HermitCrabAOEImod, DLC04ExplosionNuka##, DLC04Gauntlet_GasHazardImod, DLC04MisterImodHit, DLC04PackScentGrenadeImageSpace, DLC05ExplosionWeather##, DLC06BlurImod, DN102_DruggedWaterImod, DN102_GasHazardImod, Explosion##, FireHazardImod, HC_IMOD_SleepEffect_Incapacitated, LowHealthImod, SlowTime##, TimeFreezeImod, VANSImod - Game Setting
- Set fEnergyMinDamageReduction [GMST:0006461D] to 0.01
- Set fFireMinDamageReduction [GMST:0006461C] to 0.01
- Set fFrostMinDamageReduction [GMST:00064620] to 0.01
- Set fPhysicalMinDamageReduction [GMST:00066DC7] to 0.01
- Set fLimbMaxDamageReduction [GMST:0006D5A1] to 0.99 - Gore
- Increased Dismember and Explode default chance to be 95 and removed dismember and explode effects from weapons which should not grant this feature. - Effects / Lights
- Reduced smoke signature for laser impact to "Effects\MPSSmokeGunSmokeSmall.nif"
- Fixed FatManExplosion [EXPL:001A7FF2] explosion force
- Fixed FatManExplosionMIRVchild [EXPL:00246741] explosion force to be /5 of FatManExplosion
- Fixed GaussImpactExplosion [EXPL:0022E05D] impact data set and spawn entires, for whatever reason gauss projectiles spawned 15 of whatever projectiles - Magic Effect / Object Effect / Spell / Perk
- Fixed Lone Wanderer perk and added PlayerHasActiveDogmeatCompanion [GLOB:00145868] condition and set to "Equal To 0" – NOTE: This will prevent the Lone Wanderer to work while Dogmeat is an active companion. This will first work when dismissing Dogmeat and drop one item, from inventory. The game then will reset the weight in Pip-Boy.
Misc Items / Junk / Loot
- Added Brain to Robobrain leveled list
- Set Auto Calc Value to be equal to Misc Scrap Item Value – NOTE: Example, c_Acid "Acid" [CMPO:0001FA8C] Auto Calc Value is 10, c_Acid_scrap "Acid" [MISC:001BF72D] value is 2, Auto Calc Value is now 2
- Added Angler Gunk [MISC:030540FE] to leveled list
- Removed junk and caps from creature loot and added perk requirements to some of the junk loot instead – NOTE: Some vanilla creatures do not have caps and junk as loot part of their drop list, some have, thus im confused and henceforth, almost none creature has any junk or bottlecaps on them anymore.
- Added/restored "Bloatfly Larva" which can be looted from Bloatflies
- Set DefaultDisableRefOnLoadOrReset to [REFR:03049C31] (places DefaultAshPile1 "Ash Pile" [ACTI:0000001B]
- DefaultDisableRefOnLoadOrReset was added to Ash Piles, Brahmin Corpse,
- Removed "Quest Object" flag to allow PC to actually drop quest items, this will also cover the CC/NG content – NOTE: Quest specific items might be droppable first when starting a new game, please report.
- Disabled FeaturedItem_DO [DFOB:001B3FAD] – NOTE: Any referenced record was fixed too and the keyword removed, magazines should still work fine, and pop-up the front cover when first time loot. - Name / Description / Capitalization / Typo / Grammar
- Fixed "Artillery Smoke Grenade" [WEAP:0012E2CA] to "Artillery Smoke Flare"
- Fixed "Vertibird Signal Grenade" [WEAP:00056917] to "Vertibird Signal Flare"
- Renamed .44 to "Revolver" and fixed Load Screen Weapons27Pistols [LSCR:00203053] the changes will also cover the object modification naming – NOTE: The Disciple Revolver is not called .44 which i find more fitting, thus any .44 was renamed Reolver. Mid-game changes appear once the weapon was dropped from inventory.
- Renamed 10mm to "Combat Pistol" and fixed Load Screen Weapons1610mm [LSCR:001F6DBD], Weapons27Pistols [LSCR:00203053] the changes will also cover the object modification naming – NOTE: Mid-game changes appear once the weapon was dropped from inventory.
- Swapped "cannot" or "can not" by "can't", "You" by "I", "Your" by "My", etc. – NOTE: This does not cover the main menu description boxes. - Quest
- Disabled Nuka-World "All Aboard" trigger upon start of a new game, the quest will start once in the Nuka-World Transit Center
- Disabled "Vault-Tec Calling" trigger upon start of a new game - Weapon / Object Modification / Ammunition
- Increased Artillery range
- Swapped ammo for Vertibird Minigun, increased Vertibird Minigun Damage/Firerate, reduced Aim Model
- Fixed "On Hit" behavior for all weapons, e.g. Lasers will dismember, Blunt weaponry will not, etc.
- Added ccBGSFO4046_CritTeslaCannonB [SPEL:FE006828] to Assaultron Laser, Laser Musket, Liberty Prime Laser, Nukes, etc. any overcharged laser and any bomb in general
- Removed CanUnarmedBlockKeyword [KYWD:00230326] for Knuckles [WEAP:0005524B], BoxingGlove [WEAP:0016498F], UnarmedHuman [WEAP:000C2C27], UnarmedSuperMutant [WEAP:000EB340]
- Set action point cost for Knuckles [WEAP:0005524B] equal to UnarmedHuman [WEAP:000C2C27] - Weather
- Fixed timing for Sunrise and Sunset to the correct time at 2077 - NOTE: Any mod which override climate will override this setting, its just a little immersion boost. - Workshop
- Swapped workshop shack cloth to plain cloth
- Added scrap list for Ash Pile and Skeleton
- Disabled Artillery recipe requirements, moved workshop filter to "Defense"
- Added actor scrap lists, for all creatures, humanoids, insects, robots, etc.
- Added Molerat Tunnel scrap recipe
- Removed "Local Leader" perk from any crafting station and added alternative perks such as Chemist for Chemistry Station
- Removed modified artillery recipes and added artillery smoke flare recipe
- Swapped workshop menu loction "Special" to "Crafting" for EyeBot Pod and Robot Workbench
- Swapped workshop menu loction "Special" to "Defense" for "Artillery"
- Added "Science 1" perk requirement for Water Pump Powered and Water Purifier
- Removed location, worldspace restriction for Artillery and added Gun Nut perk to craft
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- Author's activity
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April 2025
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26 Apr 2025, 2:21PM | Action by: Qrsr
Attribute change
'Description changed.'
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18 Apr 2025, 7:06PM | Action by: Qrsr
Changelog added
'Change log added for version 010'
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18 Apr 2025, 7:06PM | Action by: Qrsr
File added
'Tactics_010 [version 010]'
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12 Apr 2025, 10:41AM | Action by: Qrsr
Mod edited
'Mod Compatibility'
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12 Apr 2025, 10:39AM | Action by: Qrsr
Mod edited
'Gameplay'
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12 Apr 2025, 10:39AM | Action by: Qrsr
Mod edited
'Mod Compatibility'
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12 Apr 2025, 10:38AM | Action by: Qrsr
Changelog added
'Change log added for version 009'
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12 Apr 2025, 10:38AM | Action by: Qrsr
File added
'Tactics_CC_009 [version 009]'
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12 Apr 2025, 10:38AM | Action by: Qrsr
File added
'Tactics_009 [version 009]'
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06 Apr 2025, 1:00PM | Action by: Qrsr
Mod image added
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06 Apr 2025, 4:35AM | Action by: Qrsr
Mod video added
' Eyebot Enclave Radio '
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06 Apr 2025, 4:31AM | Action by: Qrsr
Mod image added
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03 Apr 2025, 8:35AM | Action by: Qrsr
Mod image added
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03 Apr 2025, 2:09AM | Action by: Qrsr
Mod video added
' Everything WRONG With The Energy & Special Weapons in Fallout 4 '
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02 Apr 2025, 5:51AM | Action by: Qrsr
Attribute change
'Description changed.'
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02 Apr 2025, 4:19AM | Action by: Qrsr
Attribute change
'Category changed to Overhauls.'
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02 Apr 2025, 4:17AM | Action by: Qrsr
Changelog added
'Change log added for version 008'
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02 Apr 2025, 4:17AM | Action by: Qrsr
Attribute change
'File \'Tactics_008\' description changed.'
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02 Apr 2025, 4:15AM | Action by: Qrsr
File added
'Tactics_CC_008 [version 008]'
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02 Apr 2025, 4:14AM | Action by: Qrsr
File added
'Tactics_008 [version 008]'
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- Mod page activity
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May 2025
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05 May 2025, 4:09PM | Action by: sokl1313
Endorsed
'Tactics'
April 2025
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28 Apr 2025, 8:50AM | Action by: Laxarvala
Tracked
'Tactics'
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27 Apr 2025, 6:22PM | Action by: Bigmkoe001
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25 Apr 2025, 1:40PM | Action by: Elfdog18
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23 Apr 2025, 11:30PM | Action by: TheRealGeneral
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22 Apr 2025, 8:50PM | Action by: DemonVfun
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21 Apr 2025, 3:30PM | Action by: Bonez2200
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20 Apr 2025, 3:58PM | Action by: BS24
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19 Apr 2025, 12:25AM | Action by: k3564351
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'Tactics'
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18 Apr 2025, 11:41PM | Action by: t64x1
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15 Apr 2025, 8:14PM | Action by: CommunistNinja
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13 Apr 2025, 5:16AM | Action by: Heliocorus
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13 Apr 2025, 5:08AM | Action by: Heliocorus
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11 Apr 2025, 12:54AM | Action by: hikdid
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07 Apr 2025, 5:30PM | Action by: frankier
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03 Apr 2025, 8:00PM | Action by: HalfAHash
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03 Apr 2025, 5:00PM | Action by: Eisakou
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'Tactics'
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03 Apr 2025, 12:11PM | Action by: 7H3V01D
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03 Apr 2025, 12:37AM | Action by: TokarevSoviet
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03 Apr 2025, 12:03AM | Action by: xyloritus
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'Tactics'
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