About this mod
Assigns much higher values to weapon damage and armor resistance. Lowers HP for player, heavily reduced HP gain per level. Brings Handmade Rifle and Levergun to vanilla leveled lists as well as unleveling weapons and ammo.
- Requirements
- Permissions and credits
Guns damages are tiered based on the type of ammunition used. I just ordered them how I thought looked right:
5mm= 70
5.56= 737.62= 79
.45-70= 98.308= 101
.50= 200
Gauss= 200
Shotshell= 10 projectiles doing 24 damage for a total of 240.38= 60.45= 64
10mm= 70
.44= 75
Lasers are made to do more damage than all but the .50 caliber and Gauss weapons. These are even more up for interpretation because, like the gauss rifle listed earlier, they don't exist. Very few are still capable of disintegration or gooification.
Alien Blaster= 199
Assaultron= 200
Institute Laser (blue laser weapons in general)= 133
Eyebot, Mister Handy= 95
Gatling Laser= 95
Laser Musket= 115
Laser (gun,turret,protectron)= 126
Liberty Prime Laser= 100+133EnergyDam (automatic, can disintegrate)
Plasma= 174
Melee weapons tend to be less effective than either, other than something that seems like it would be especially nasty. Robots also tend to packmore of a punch with any melee weapon type.
Honestly, other than attempting to make sure melee weapons that are the same with different names are uniform in performance, I was hardly scientific even compared to what's already written:
Baseball bat= 56
Baton= 44
Combat Knife= 50
Deathclaw Gauntlet= 60
Grognak's Axe= 120
Power fist= 80Revolutionary sword and Chinese officer sword= 63
Robot Axe/baton/drill/hammer/hook/saw/skull= 80/60/70/85/60/65/90
Ripper= 20(automatic, up from 4)
Shishkebab= 63 + 20 Energy damage, 80 + 20 for robots
Sledgehammer= 74
Switchblade= 39
Explosions are mostly doubled, though a couple are made more dramatic. Minutemen artillery for example was tripled from 200 to 600 damage and it's radius and debris cloud were increased by 25%. Pulse and plasma were the only other explosions to be made any bigger.
Weapon changes other than damage:
Just about all weapons have seen some change in their weight and weight from weapon mods is now added rather than multiplied. Everything that I didn't make heavier on purpose should have a much smaller inventory footprint when fully modded.
There is a major spread reduction for the shotguns and the Vertibird minigun. The Combat Shotgun goes from a cone of fire of 12 to 10 and the Double Barrel goes down to 6. The vertibird minigun goes from min 2/max 10 to min 1.5/max4.
The Vertibird chin guns do 250 damage with explosive projectiles and Vertibirds themselves have 8000 HP and 270 DR.
All these weapons and their ammo types are unleveled and can be found in loot and on enemies from the start, including the Lever Gun and Handmade Rifle, which were put into vanilla leveled lists.
The Minutemen artillery flare will now be thrown at half the speed (That of a normal grenade. They fly at the speed of a missile in vanilla.) with a timer of 2.5 seconds instead of .8 seconds. Missiles will fly too fast to dodge.
The max/min range of all playable and companion ranged weapons was increased by 2x for shotguns, 3x for pistols and 6x for rifles and energy weapons. This doesn't include integrated weapons on robots. This doesn't include weapons I don't think should have their range extended, like the Salvaged Assaultron Head, Gamma Gun, Junk Jet and thrower types like flamers.
Health:
The player starts at 80 health and gets 5 per level of endurance, same as usual, but the HP gain from leveling up should be drastically reduced and NPCs should have none.
All base/template level 1 human and ghoul NPC types should have 100 HP. Nearly all of the generic human and triggermen NPCs were set to use the stats of the template NPCs. It doesn't seem to have worked though, so the player still needs to level for the appropriate perks to get the most out of their weapons, armors and character in order to deal with them at higher levels. They still don't sponge up damage nearly as bad and enemies that don't use normal weapons should actually be more interesting to fight as time goes on.
What I've experienced testing in Quincy with a level 65 character was fun. Survival wasn't on though.Armor:
DR is just doubled for each item. The only thing I did different is the power armor. I swapped the changed values to benefit the armors that I think should be best.
In order of DR from weakest to strongest:
Raider, T-45, T-60, T-51, X-01. T-51 and X-01 also protect slightly better from radiation than before.Durability wise, it's Raider, T-51, T-60, X-01 and T-45. I gave T-45 the best durability because its armor is steel.
The battery drain rate for T-51 and T60 was swapped in T-51s favor.
I also made it so that only old lore models spawn. T-45d, T-51b, T-60b (I think BoS spawns with model b) and just left X-01 to spawn how it wants. You can still improve them all the way though.
Consumables:
I decided not to change how consumables work because in survival mode, food only works if your needs are already met. So all I did was make running impossible when you're at the final stage of starvation/dehydration etc.
Perks:
Things like Gunslinger, Rifleman, Commando etc. have been reduced from 20% more damage per level to 10%. Toughness is unchanged. Basher is doubled. Adrenaline increases weapon spread by 5% each level instead of adding damage. It can look pretty high, but it's not bad. Shotguns come to mind as something that would get out of control this way, but even at max rank they won't be as bad as their vanilla spread.
This is a sort of reboot for a mod I deleted. I started on it in 2020, but didn't finish or upload it.
Mod Organizer 2 will install it right, or you could unzip it and put the .esp into the data folder.
As for load order, it should be fine wherever.