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SILKO

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SILCO332

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About this mod

This mod aims to overhault armors, weapons, npcs, modifications, perks and game mechanics to make the game more realistic and enjoyable.

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[Weapons] 
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Wepons now have realistic range, damage and firerate based on the caliber and the weapon firing it.
Shotguns have realistic spread. (from 12° angle to 4°)
Stronger weapons and energy weapons are a bit more rare and spawn later.
Leveled lists were adjusted.
Melee weapons scale with player’s strength. 

Some examples: 
Melee weapons:  3-20 DMG, 1m effective range 
Pistols:   18-22 DMG, 30m effective range 
Heavy Pistols:25-40 DMG, 50m effective range
Shotguns:      75-85 DMG (for 8 pellets), 40m effective range
SMGs:     20-24 DMG, 100m effective range 
Assault Rifles:25-40 DMG, 200m effective range 
Miniguns:       18-28 DMG, 50m effective range 
Machineguns:       30-45 DMG, 200m effective range 
Energy guns: 40-55 DMG, 200m effective range 
Snipers: 60-70 DMG, 500m effective range 
Railway rifle:         70 DMG, 400m effective range 
50cal Snipers:      120-140 DMG, 500m effective range 
Harpoon:      140 DMG, 300m effective range 
Cannon:        350 DMG, 500m effective range 
Gauss rifle:           180-360 DMG, 500m effective range 
RPG:      500-600 DMG, 500m effective range 
Fatman:        3000-4000 DMG, 500m effective range 


[Armors] 
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Armors now have realistic resistances based on the material they are made of and how much bodypart they cover.
Most armor provide more type of resistances depending on the material, like: fire, electricity, cryo, radiotion, physical.
Prices and weights were also adjusted.  
Generally it's: Cloth < Leather < Ballistics < Metal
 


[NPCs]
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NPCs now have realistic health and resistances based on their sizes, thickness of their skin/armor.
There is no automatic health increase from leveling up.
Some NPCs have faster animations now like deathclaws, supermutants and yao-guais.
Accuracies and ranges were adjusted based on training levels: Civilians<Raiders<Mercenaries/Soldiers/Synths
Robots are more vulnerable to energy weapons while they have huge resistance for ballistics for example.
No more nonsense HP values like bugs having more hp thandeathclaws or some humans having 30HP while some having 1300.

  • Small bugs: 5-10 HP 
  • Molerats: 15-20 HP 
  • Medium bugs: 15-35 HP 
  • Dogs: 35 HP
  • Humans: 40-55 HP
  • Big bugs: 40-60 HP
  • Mutant dogs: 50-60 HP 
  • Synths: 75-80 HP
  • Ghouls: 95-110 HP
  • Gorilla: 110 HP
  • Mirelurk kings: 110 HP
  • Turrets: 120-140 HP
  • Supermutants: 130-150 HP
  • Mirelurks/Radscorpions: 160-180 HP
  • Ghoul gorilla: 220 HP
  • Mr Handies: 225 HP
  • Protectrons: 250 HP
  • Assaultrons: 300 HP
  • Yao-Guais: 280-320 HP
  • Deathclaws: 460-500 HP
  • Behemoths: 800-900 HP
  • Sentry: 850-900 HP
  • Mirelark queen/hermit crab: 1300 HP
 

 
[Perks]
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Perks were toned down a lot and made more realistic.
Things like + 20/40/60/80/100% gun damage bones now gives +2/4/6/8/10% instead.
Planning to overhaul other boosts like magazines.


[Modifications] 
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Weapon and armor modifications are also more realistic now. Different receivers won’t add as much damage bonus or a weak armor won't be overpowered from one modification.

 
[Gameplay] 
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The player also has lower health now just like NPCs. We start with 45 HP and maxing out endurance can give 70 max HP.
There is no automatic health increase after levelup, only by increasing stats.
Chems give a bit smaller boost and realistic effects.
Fall damage starts from 4 meters instead of 6.
VATs damage reduction was removed.
Sneak damage multiplier was greatly reduced from 2x to 1.1x.
Limb damages are a lot more common now making enemies limping.
Damage multipliers were also adjusted. For most creatures: Head 4-5x, Lims 0.6-0.7x, Torso 1x But creatures like robotots will only take increased damage on their weak spots.
Difficulty modifiers are also toned down: 
  • Very Easy 20% damage and resistance boost 
  • Easy 10% damage and resistance boost 
  • Medium 0% damage and resistance boost 
  • Hard -10% damage and resistance boost 
  • Very Hard -10% damage and resistance boost 
  • Survival -20% damage and resistance boost


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