Dhegonus Posted December 2, 2015 Share Posted December 2, 2015 (edited) http://i.imgur.com/0kIcG48.png http://i.imgur.com/9nnPk1a.png Nexus download page: http://www.nexusmods.com/fallout4/mods/4794 Howdy, For a fair few days now i have been working on a mod to bring a true sense of dread and masochism into the game. To make the vanilla experience an actual task to complete (i know a few HC modes have been released, but this is my take on things.). Things completed thus far updated to 1.3: http://www.nexusmods.com/fallout4/mods/4794 Even more Modular installation! 25%, 50%, 75% and 100% explosive damage added x2, x4 and x6 radstorm occurrence added Superior Combat AI Companion tweaks (less starting health, reduced carry weight) RadStorm damage raised to 100/150/200 (100 in normal difficulty, 150 in hard and 200 in nightmare mode) Radiation pools and areas have had the Rad damage effect greatly increased. All Explosions have a wider radius and deal more damage. Damage dealt to the player by npcs and damage dealt by the player have both been multiplied the higher the difficulty version you play, the more damage dealt and received. All consumable items have had their positive effectiveness (health, AP and buffs) nerfed by 50% All consumables have had their negative effectiveness (Addiction and radiation gain) increased by 50% Fall Damage Increased Limb Regen Decreased. Chance of Legendary Enemy NPC's spawning dramatically increased in all areas. (higher difficulty mod level, the more likely a legendary will spawn) Enemy level health bonus upgraded from 5 to 11. Ammunition level list - Ammunition is now scarce. Stimpak & Chem level list -Life saving meds now scarce. All health regen items now take far longer to kick in, so health doesn't instantly slide back up when using a stimpak, it will take about 30 seconds to kick in. Made Combat AI more Aggresive. Ranged NPC are likely to flank more often and are relentless Survival debuff regen set from 10 to 15 Reduced all mission experience points dramatically (Harder mode you play, the less xp you gain) Reduced player carryweight and carryweight multipliers by 60% Nerfed companions so they are not "Mules", they have half the stamina, less health offset and less starting health. Split the mod up and managed to make a .esm master file. Boston Wanderer.esm (Main file) Boston Wanderer - Normal Difficulty.esp Boston Wanderer - Hard Difficulty.esp Boston Wanderer - Nightmare Difficulty.esp Boston Wanderer - Combat Perks.esp Radstorms, damage dealt to and from player and XP have been placed into the normal, hard and nightmare esps. You do less damage and take less damage (but it is still difficult) the easier the mode you play. You also earn more xp (still less than vanilla) the easier the mode you play. Perks: Edited weapon related perks all of them share the same attributes to the following: Level 1: Unlocked for purchase at level 10. Deal 10% extra Damage Level 2: Unlocked for purchase at level 20: Deal 20% more Damage. Level 3: Unlocked for purchase at level 30. Deal 30% more Damage. Level 4: Unlocked for purchase at level 40. Deal 40% more Damage. Level 5: Unlocked for purchase at level 50. Deal 50% more Damage. Currently working on: Tweaking weapon stats Tweaking armour stats Items pending alteration localized damage. Perk Overhaul {on hold for now} Short video showcasing some of the changes https://youtu.be/bzVxZ84IZm8 Some Screenies: http://imgur.com/a/ZjIsV Edited December 7, 2015 by Dhegonus Link to comment Share on other sites More sharing options...
NexusFiles Posted December 2, 2015 Share Posted December 2, 2015 I will be following this. :) Link to comment Share on other sites More sharing options...
Boombro Posted December 2, 2015 Share Posted December 2, 2015 For the perks may I offer suggestions? Link to comment Share on other sites More sharing options...
Dhegonus Posted December 2, 2015 Author Share Posted December 2, 2015 For the perks may I offer suggestions? you can always offer suggestions, sure. Link to comment Share on other sites More sharing options...
Boombro Posted December 2, 2015 Share Posted December 2, 2015 I was thinking that the less rad from food perk and would also add more healing for food and meat to make hunting and High END characters have more options. In exchange that it won't work in combat maybe, heal slower or freeze the PC for a time. Threat checks that was based on charisma change to STR dependency. Mods if found and removed from gear can be added to weapons/armor without need for perks, nice idea. But they are rare. It would be a good idea to add them to leveled lists. Link to comment Share on other sites More sharing options...
Dhegonus Posted December 2, 2015 Author Share Posted December 2, 2015 I was thinking that the less rad from food perk and would also add more healing for food and meat to make hunting and High END characters have more options. In exchange that it won't work in combat maybe, heal slower or freeze the PC for a time. Threat checks that was based on charisma change to STR dependency. Mods if found and removed from gear can be added to weapons/armor without need for perks, nice idea. But they are rare. It would be a good idea to add them to leveled lists. I'll see what i can do, might be restricted though currently due to no creation kit. Link to comment Share on other sites More sharing options...
Boombro Posted December 2, 2015 Share Posted December 2, 2015 Of course it will somehow. I meant for the long run. Link to comment Share on other sites More sharing options...
Dhegonus Posted December 2, 2015 Author Share Posted December 2, 2015 Of course it will somehow. I meant for the long run. Aye, i'll be fiddling about in the ck when it is released :) Also, added a few things to the completed list. Link to comment Share on other sites More sharing options...
Boombro Posted December 2, 2015 Share Posted December 2, 2015 The healing items seem pretty weak compared to the harder, longer combat. So the perks related to items will add even more positive effectiveness than base game? Link to comment Share on other sites More sharing options...
Dhegonus Posted December 2, 2015 Author Share Posted December 2, 2015 it certainly will make it a bonus to have them, especially if you like living, but perks will be nerfed to not be so op. So it will still be a struggle even with the perks related to health etc.. that is the theory anyway Link to comment Share on other sites More sharing options...
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