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Fallout 4 Overhaul


Seattleite

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I've been playing Fallout 4 a lot since its release. Shocking, I know. I've also made overhaul mods for the last four Bethesda games, though my Fallout: New Vegas and Skyrim ones were never released. So, of course, I intend to do the same for Fallout 4. And boy, is this one going to be a doozy. I love Fallout 4, but it has some serious issues, and definitely wasn't made with the hardcore audience in mind. So, this overhaul will be pretty extensive. I'm going to break down the general changes I'll be making below.

1. The critical hit system.
I don't like the critical hit system in Fallout 4. At all. Nothing against the critical meter itself, I think it's better than random crits, but I hate how it forces you to use VATS to build the meter. So while many perks related to it will remain more or less untouched, I'm completely changing the basic way you build the critical meter. Now, instead of hitting enemies, you just wait. The critical meter will charge on its own, at 0.1%/second per point of luck. You still need VATS to activate it, but if you don't like VATS you only need to use it to activate the crits, not to build them.

2. Player and NPC health.
Endurance starts as the single most underpowered stat in the game and doesn't get much better in vanilla. I'm making every stat more important, and so that means re-doing the health bonus provided by endurance. Instead of you getting 2.5+(0.5*Endurance) for every level past the first, you get 1*Endurance per level including the first. NPCs get the same per level.

3. Bleed.
Weapons all inflict bleed by default now, with the exceptions of energy weapons, incendiary weapons, radiation weapons and pulse weapons, explosives included. This bleed is, by default, 1% of their base damage each second for 1000 seconds. For example, the 10mm pistol deals 30 damage, so it'll deal 0.3/second bleed for 1000 seconds, a total of 300 bleed. That's good enough that a single shot will kill most human-sized targets if completely unmitigated and allowed to continue for its full duration.

Thankfully, stimpaks exist in-game. And although they don't make any sense, just in their general functionality, I'm giving them the extra ability to stop all ongoing bleeding effects, similar to what antidote in F:NV did to poison. They're also massively nerfed to compensate, see #5, but they are your most valuable healing items in this mod despite their weakness just because they keep you from bleeding to death. However, they also stop bleeding on NPCs, and NPCs will use them when their health falls below half, restoring a little health quickly and immediately stopping any bleeding.

If you're out of stimpaks, there's more you can do than just desperately searching bodies and containers for stimpaks. You'll be doing that too, and not having much success (see #14) but using other healing items to combat your steady health loss can save your life by itself if you keep it up long enough, and at the very least will buy you time to locate a stimpak.

Also, talking to a doctor immediately stops all bleeding, even if you don't pay for anything or even ask about treatment. This does not heal you, though, that costs money. The odds of a doctor being convenient when you get shot are pretty poor, but it's worth remembering where the closest doctor is just in case.

4. Survival is just a difficulty.
This version is effectively all survival, all the time. The special effects of survival will largely be the norm, in fact they'll be noticeably stronger, so all turning it up to survival will accomplish is an increase in legendaries and incoming damage, and a decrease in outgoing damage, where it is just one step up from very hard. Literally nothing else will be done by it.

5. Healing is harshly limited.
Healing items are much slower and weaker than in vanilla, especially in regards to limbs. Except for stimpaks, everything takes one hundred seconds to work and none of it restores very much, with food restoring about 10% of what it did in vanilla and beverages about 20%. (Some are rounded to the nearest 1, some higher ones to the nearest 5.) Blood packs are much stronger, however, restoring 25% of your base health over 100 seconds. Stimpaks only restore 5% of your health to start with but take only 10 seconds to do it and halt all ongoing bleed effects. (If I can script NPCs who are bleeding to use a different medical item, instead, I'll do that and double stimpak healing.) Medic now increases all healing items, but only by 20% per rank. Still, double all healing items when all five ranks are in makes it a pretty good perk. The bobblehead only works on stimpaks still, but it adds 2.5%. Regeneration is also massively reduced, and resting no longer fully heals you.

6. Limb damage matters.
All your body parts are much more fragile. Your arms only have 5% of your base health, legs only 10%, head 15% and torso 25%. Being crippled is now pretty easy, when you first start out a single bullet can cripple most parts of your body (though armour and endurance will quickly resolve this as you progress). In addition, healing crippled limbs is much harder. Your limbs don't auto-heal, regeneration effects don't affect it, resting doesn't help either and stimpaks no longer have ANY effect on crippled limbs. Food items restore a tiny amount of limb health, about 0.1% for each point of health they restore, and take their sweet time about it. So being crippled is very easy, and getting your limbs back to full is difficult. The most expedient method is, of course, to see a doctor.

7. Weapon perks work differently.
I'm going to completely cover this one.

Iron fist:
1. Punches ignore 25% of DR.
2. Punches ignore 50% of DR.

3. Punches ignore 75% of DR.
4. Critical punches paralyze.
5. Critical punches paralyze for longer.

Big leagues:
1. When wielding a melee weapon, take -25% melee damage. (This works as long as the weapon is out.)
2. When wielding a melee weapon, take -50% melee damage.
3. Striking an enemy immediately after blocking deals double damage.
4. Striking an enemy immediately after blocking deals triple damage.

5. Striking an enemy immediately after blocking deals quadruple damage.

Heavy gunner:
1. 20% better recoil and hip-fire accuracy.
2. 40% better recoil and hip-fire accuracy.
3. 60% better recoil and hip-fire accuracy.
4. 80% better recoil and hip-fire accuracy.
5. 100% better recoil and hip-fire accuracy.

Basher:
1. Bashes stagger enemies more.
2. Bashes stagger enemies even more.
3. Bashes negate 25% of enemy DR.
4. Bashes negate 50% of enemy DR.

5. Bashes negate 75% of enemy DR.

Rifleman:
1. 20% better range and sighted accuracy.
2. 40% better range and sighted accuracy.
3. 60% better range and sighted accuracy.
4. 80% better range and sighted accuracy.
5. 100% better range and sighted accuracy.

Demolition expert:
1. Grenades gain a throwing arc.
2. Grenades are thrown 25% farther.
3. Grenades are thrown 50% farther.

4. You take half less from your own explosives. (Useful for the accident prone.)

5. You take quarter damage from your own explosives.


Nuclear physicist:
1. Fusion cores last 25% longer and radiation weapons deal splash damage.
2. Fusion cores last 50% longer and radiation weapons deal more splash damage.
3. Fusion cores last 75% longer and radiation weapons hit a wider area with their splash damage.
4. Fusion cores last 100% longer and radiation weapons hit an even wider area with their splash damage.
5. Fusion cores last 150% longer.

Gunslinger:
1. 20% better sighted and hip-fire accuracy.
2. 40% better sighted and hip-fire accuracy.
3. 60% better sighted and hip-fire accuracy.
4. 80% better sighted and hip-fire accuracy.
5. 100% better sighted and hip-fire accuracy.

Commando:
1. 20% better recoil and sighted accuracy.
2. 40% better recoil and sighted accuracy.
3. 60% better recoil and sighted accuracy.
4. 80% better recoil and sighted accuracy.
5. 100% better recoil and sighted accuracy.



8. Armour is re-worked and provides DT.
Somebody built the DT framework, and I'm going to use it. But it's not replacing DR, nor is it the only new feature added. Basically, armour provides six important stats. These are damage threshold, damage resistance, energy resistance, radiation resistance, poison resistance and bleed resistance. The exact amount each provides depends both on weight and on the armour type, and some armour types provide extra benefits such as bonus cold resistance, fire resistance or bullet resistance. All armour provides 2x its standard DT, DR, ER, RR and PR when fully upgraded, not counting special modifications like lead liners. All outfits, with a few exceptions, can be worn with armour, provide protection like armour and can be upgraded like armour. (There will be some meshing issues. Deal with it.)

Light armor and clothing provides 0-0 DT, 20-80 DR/ER/RR/PR and 40% bleed resistance (bleed resistance is a percentage, and is unique in that regard) with a full suit.

Medium armour and clothing provides 20-40 DT, 40-160 DR/ER/RR/PR and 60% bleed resistance with a full suit.

Heavy armour and clothing provides 40-80 DT, 80-240 DR/ER/RR/PR and 80% bleed resistance with a full suit.

Power armour (the frame no longer contributes) provides 200-400 DT, 500-2000 DR/ER/RR/PR and 100% bleed resistance with a full suit. (This DT is so high, anybody in a full suit is completely impervious to small arms fire, even the .50 can only damage enemies in low-end or incomplete power armour.)

Leather armour (and clothing) has the lowest values for all defences, but can be upgraded very easily. Leather also provides a small bonus resistance to cold damage. (40%, 60% or 80% for full light, medium and heavy suits.)

Raider armour can be upgraded very easily. It provides the same resistance to fire as leather provides to cold.

Metal armour can be upgraded easily, if not as easily as the above armours. It provides bonus energy resistance, with a special resistance against fire damage. (40%, 60% or 80% for full light, medium and heavy suits.)

DC guard armour can be upgraded easily, if not as easily as leather or raider. It has bonus energy resistance, with a special resistance against cold damage. (40%, 60% or 80% for full light, medium and heavy suits.)

Security armour can be upgraded easily, if not as easily as leather or raider. It has bonus damage resistance, with a special resistance to bullets. (20%, 40% or 60% for full light, medium and heavy suits.)

Combat armour is very difficult to upgrade. However, it provides bonus damage resistance, energy resistance and has a special resistance to bullets. (20%, 40% or 60% for full light, medium and heavy suits.)

Synth armour is very difficult to upgrade. However, it provides bonus damage resistance, energy resistance and radiation resistance.

Raider power armour is very easy to upgrade, but has minimum resistances all around.

T-45 power armour has double raider power armour's health, radiation and poison resistances, but is a little harder to upgrade.

T-51 power armour has quadruple raider power armour's health, double raider power armour's energy, radiation and poison resistances, but is significantly harder to upgrade.

T-60 power armour has quadruple raider power armour's health, double raider power armour's damage, radiation and poison resistances, but is significantly harder to upgrade.

X-01 power armour has octuple raider power armour's health, double raider power armour's damage, energy, radiation and poison resistances, but is much harder to upgrade.



9. Stealth is much easier and less perk dependent.
Okay, this really f***ing pissed me off. Stealth is basically impossible in Fallout 4 because even the shadows are lit with magical floodlights from f***ing nowhere, enemies spawn right in your face in a number of areas where they can't possibly miss you, enemies instantly detect you the moment they make line of sight in almost all instances even if your stealth abilities are maxed out, and in some places enemies are either scripted to detect you or scripted to run directly to you (observable by typing "tdetect" into the console and watching as they all run directly to you even though they definitionally cannot detect you and follow you around regardless of what your stats say).

A LOT of this complete f***ing horse s*** is beyond the scope of this mod. Enemies will still be spawned right in your face, though their detection will be massively impaired for several seconds (if I can help it, their detection will be outright non-existent for several seconds). Enemies will still auto-detect you in the areas they are scripted to, and will still run directly to you even though they can't possibly see you in the areas they are scripted to, though if I can find all the latter scripts I will remove them. You'll need lighting mods to fix the lighting, though if given permission I'll incorporate them later.

However, stealth will overall be improved. Your base stealth will be massively improved and the detection meter will fill much slower when you are sneaking even if you haven't invested in stealth at all. Stealth perks will all provide 10% per rank. The first will allow you to move slightly faster while sneaking, the second will prevent floor-based traps from triggering *only* when sneaking, the third will prevent mines from triggering *only* when sneaking, the fourth will remove the effect of running on stealth, and the fifth will cause enemies to lose you at a much shorter range than vanilla so the perk will actually be useful more than 0.01% of the time.

Sneak attacks will deal 1x damage for ranged and 2x damage for melee to start with. At ninja rank 1, this becomes 2x and 4x. At ninja rank 2, this becomes 3x and 6x. At ninja rank 3, this reaches 4x and 8x. At ninja rank 4, this becomes 5x and 10x. Mister sandman is MUCH more effective than it used to be, also working on knives, throwing weapons and bare fists, providing +25% sneak attack damage per rank and having four ranks.

10. Throwing weapons.
Several throwing weapons will be available. They will be equipped and thrown as grenades, but deal impact damage instead of explosive damage. All throwing weapons can be re-used as they are added to the target's inventory on impact. They may not be recoverable if they miss the target, but I'll see what I can do.

11. Ranged weapon upgrading is nerfed.
Okay, this is going to be kept short and sweet. Ranged weapon mods no longer increase damage, unless it changes the round. Many weapon mods such as "hardened" and "powerful" will be removed. Armour piercing is also being scrapped. Light is lighter with worse recoil, heavy is heavier with better recoil. Calibrated now increases accuracy at the expense of rate of fire, rapid does the opposite. Advanced receivers provide better rate of fire and accuracy, if less than either of the above. Automatic receivers do the same damage as regular ones, their downside is that they suffer more from recoil.

Most of the sight mods ONLY change the sights with no influence on stats. It is now purely a personal preference thing. Stocks give better sighted accuracy or compensate for recoil, they NEVER require a scope to function. Grips give better hip-fire accuracy and lighter weight. Adding a bayonet now influences a weapon's accuracy, not range. Longer barrels yield improved range, sighted accuracy and rarely recoil. Shorter barrels are lighter, yield improved hip-fire accuracy and rarely recoil. Ammunition type is its own separate mod type, rather than being tied to the receiver. And while you can't re-chamber any gun to fire any round, far from it, the options are expanded significantly and several weapons use different defualt ammo.

Overall, mods are still positive. However, some mods have no statistical effects on the weapon and many have serious downsides, and since none influence the weapon's immediate damage it is entirely up to you which you prefer.

Some energy mods are the exception to the claim that damage is not affected, but these are rare and usually not direct. The extra-crank capacitors for the laser musket allow more damage by allowing more cranks, but otherwise doesn't influence damage. Incendiary upgrades also add fire damage, but don't increase immediate damage at all.

12. Damage and penetration.
All firearms have damage, a certain amount of DT they bypass (some melee weapons have this too, energy weapons ignore DT) and a multiplier to DR (some melee weapons also have this, energy weapons always take 1x effect from DR). These are always based primarily on the round in question. Below is a list of every round, their damage in pistols (sawn off for the shotgun shells) and their damage in rifles (or non-sawn off for the shotgun shells).

Note: "Machine gun" below refers to the weapon that made it into the final game as "assault rifle", but is still "machine gun" in the game files. The weapon is NOT an assault rifle, it's clearly an early machine gun, it even has an air-cooling shroud straight out of the great war. It's by far the least advanced firearm in the entire game, even the crudely slapped together pipe weapons are more sophisticated than this piece of 1910's trash. I'd delete the damned thing from the game entirely if only I had a replacement for it.

Shotgun shells: Damage 10, DT penetration 10, DR multiplier 0.95.
The only shotgun round in the game, firing an impressive ten projectiles per shot, for a total of 100 damage per shot. Available for the double-barrel shotgun and combat shotgun.

.22 Long Rifle: Damage 5, DT penetration 15, DR multiplier 0.925.
The most common ammunition type in the game now, default for pipe weapons, replaces the .38 in all functions, with a .22 revolver and hunting rifle being added into Sanctuary, with 120 rounds between them. Negligible recoil, allowing you to be precise with shot after shot even in automatic weapons. Available for the pipe automatic, pipe revolver (default round), pipe bolt-action, revolver, hunting rifle, machine gun and submachine gun.

9x19mm Parabellum: Damage 20, DT penetration 20, DR multiplier 0.9.
Another common round, being added as a supplement to the 10mm. Easier to find and cheaper to purchase than 10mm, with much less recoil allowing you to place shots faster with it. Available for the pipe automatic, pistol, the deliverer (only round), machine gun and submachine gun.

10x25mm Auto: Damage 30, DT penetration 25, DR multiplier 0.875.
An oddball round, not very common as while it's the standard for the pistol, it's the standard for literally nothing else. Your first gun is a 10mm pistol with 10 rounds, and there's another 20 in the vault, and that's about all the 10mm you'll be finding for a while as it's largely edged out by the 9mm in loot. Available for the pipe automatic, pistol (default round), the machine gun, combat rifle and submachine gun.

.45 ACP: Damage 35, DT penetration 25, DR multiplier 0.875.
Slightly stronger than the 10mm, though its range and accuracy tend to be a little less. A very good round in close quarters, and more common than the 10mm, if less than the 9mm. Available for the pipe pistol, pistol, combat rifle and submachine gun (default round).

.357 Magnum: Damage 25, DT penetration 35, DR multiplier 0.825.
With better range and accuracy than the other pistol rounds, the .357 is the first viable mid-ranged round for gunslinger characters. It's also more common and cheaper than the .44, and recoils less. Available for the pipe revolver, pipe bolt-action, revolver (default round) and hunting rifle.

.44 Magnum: Damage 40, DT penetration 35, DR multiplier 0.825.
Not the most powerful handgun round in the world, and it never was. Not even when Harry gave that speech. Even so, it's hardly a weak round, and the more powerful rounds are much less common. Available for the pipe revolver, pipe bolt-action, revolver and hunting rifle.

.454 Casull: Damage 40, DT penetration 35, DR multiplier 0.825.
Initially, this round doesn't look any better than the .44 Magnum, but in practice revolvers chambered in .454 have better range and accuracy, at the expense of slightly more recoil. A dedicated pistolero will get a lot of milage out of .454 Casull, especially those who don't mind that it's only reliably acquired from Arturo. Available for the pipe revolver, pipe bolt-action, revolver and hunting rifle.

.50 AE: Damage 45, DT penetration 35, DR multiplier 0.825.
Immensely powerful, without the .50 BMG's incredible recoil. Unfortunately, the action express is a bit on the rare side, being less common than the .50 BMG. It also isn't nearly as powerful, and doesn't have as good of accuracy or range. Available for the pipe automatic, pipe revolver, pipe bolt-action, pistol, revolver, machine gun, combat rifle and hunting rifle.

5.56x45mm NATO: Damage 10, DT penetration 90, DR multiplier 0.55.
A common rifle round, more available than the other rifle rounds in the game by more than a little. It is massively lacking in stopping power, but has decent armour penetration with great range and accuracy, and exceptionally low recoil. Available for the pipe automatic, pipe revolver, pistol, revolve, machine gun and minigun. Despite it being available for four pistols, it is NOT an effective pistol round.

5x40mm: Damage 10, DT penetration 80, DR multiplier 0.6.
The weakest rifle round (save for the .22 if you count it) in the game. It has negigible recoil, it's cheap and it's available, but it also has shorter range, inferior accuracy and less armour penetration than the 5.56mm NATO round. Available for the pipe automatic, pistol, machine gun and minigun.

7.62x39mm Russian: Damage 15, DT penetration 80, DR multiplier 0.6.
A solid alternative to the 5.56x45mm NATO, though (unless somebody will let me use their models, which I'm going to ask for but I am not planning around) no weapons use it by default. It is much more damaging, but a little worse against armour, a little shorter ranged and has a little more recoil. The pipe automatic and machine gun are the only weapons it is available for.

.308 Winchester: Damage 20, DT penetration 100, DR multiplier 0.5.
A strong, long ranged, accurate round capable of punching through all but the heaviest personal armour. It has good long-range stopping power, and it's fairly common despite only being standard for the pipe bolt-action, and it might be worth converting (or finding a pre-converted version of) one of the other weapons, both to reduce recoil and use a more common, cheaper round. Available for the pipe bolt-action (stanard round), combat rifle, machine gun, minigun and hunting rifle.

.30-06 Springfield: Damage 20, DT penetration 125, DR multiplier 0.4.
A very strong, very long ranged, accurate round with even better armour penetration than the .308. Despite being the standard round (meaning it's the round they're most commonly chambered in) for three guns, it isn't as common as the .308. Available for the pipe bolt-action, combat rifle (standard round), machine gun (standard round) and hunting rifle (standard round).

.50 BMG: Damage 80, DT penetration 200, DR multiplier 0.
The .50 BMG is, without any doubt, the single most powerful rifle round in the game. It is the standard of nothing, it's not overly rare but it's not used often and it's damned expensive. The recoil from this round is massive, and the only weapon it's available for is the hunting rifle.



13. Energy weapons are just generally different.
Energy weapons DO NOT disintegrate enemies, at all, ever. Energy weapons tend to have higher damage than they did in vanilla and are usually more powerful than guns. They also ignore DT, making them somewhat harder to stop, though they have no benefits against the target's energy resistance. Lasers have no recoil and travel instantly, have invisible beams and trigger an explosion where they hit, but have reduced fire rates. Institute weapons have a faster rate of fire, but are heavier than standard laser weapons. Plasma weapons deal only energy damage, but deal a lot of it and set enemies on fire. The gamma gun travels instantly with no recoil, but is otherwise pretty much identical. Energy ammunition is much less common than ballistic ammunition in a truly meaningful way now, and this is important. (See #14). The exception is the gauss rifle, which performs pretty strictly as a ballistic weapon. Its damage is fairly high, and it can completely ignore any amount of defence the target may have, allowing it to deal that damage in full against any target you wish.

14. Scarcity and famine.
Everything random is less common now. There's less junk, caps, weapons and apparel (-20%), less food and water (-60%), fewer chems and medical supplies (-80%), less conventional ammunition and explosives (-90%) and most of all less energy ammunition, fewer fusion cores and nuclear explosives (-95%). This only influences loot, enemies spawn with the exact same amount of everything. However, this also is reflected in the cost of such things in stores. Junk, weapons and apparel are all 25% more expensive, but food and water are two and a half times as expensive, chems and medical supplies five times as expensive, ammunition is ten times as expensive and fusion cores, nukes and energy ammo is all twenty times as expensive. Thankfully, this will also yield larger rewards selling said items.

However, enemies now use ammunition for all their weapons, have a limited supply of explosives and medical supplies, and are now able to use more healing items than they used to. They use stimpaks, chems and drinks, including alcohol, when in combat. They are much more aggressive, and when out of ammunition will use melee weapons.

15. Melee weapons are actually useful.
Not only do you need to use melee because of the scarcity of ammunition, which is a HUGE problem to be sure, but melee weapons themselves are much more effective. Not only can hand to hand weapons ignore large amounts of DR and paralyze on crits, and melee weapons reduce melee damage and counter attack for massive damage, but their base damage itself is very high. A chinese officer's sword, for example, deals 40 base damage. Additionally, each melee weapon has some extra benefit from strength. That chinese officer's sword, for example, bypasses 5 DT for each point of strength.

Melee weapons are also the *only* weapons in the game to get damage upgrades, and actually have an entire new upgrade chain that *just* increases their damage. Improvised weapons (tire irons, baseball bats), while often completely inferior to dedicated weapons in most appreciable ways, have the important benefit of upgrading faster than their more sophisticated equivalents.

16. The shot placement system is much more important.
Headshots do 4x immediate health damage. This alone should make it pretty clear how important it is to aim properly, but the game pushes this even further by making leg shots do 1/2 immediate health damage and arm shots do 1/4. While bleed isn't affected by this and many enemies have either larger or smaller multipliers in various areas, placing shots well is generally better than placing them fast. (There are exceptions, such as when you're just trying to get the enemy bleeding.) Melee weapons generally have fewer issues placing shots precisely if you're trying.

17. The combat is massively different as a result of most of these above factors.
Between ammunition being scarce, healing being limited, enemies being tough and lethal, damage being fairly consistent, limbs being easily crippled, almost everybody using bleed, bleed often being effective against armour, weapon sway and recoil are generally a bit higher, auto aim is massively diminished in first person, projectiles have realistic travel times and enemies engage at very, VERY long range in exterior areas if you aren't sneaking. It is very difficult to place precise shots, yet important you do so. Firing wildly down-range is an easy way to end up wasting a lot of ammo, and automatic weapon users need to make sure they fire in short burst and conserve ammunition, or they will run out of ammunition very quickly.

It is exceptionally easy to be killed in this mod, often without warning. Exterior detection range is very long within line of sight, longer during the day, longer if you're not sneaking, and enemies with rifles will frequently put a bullet through your chest from as far as you can see them. (Note: This mod is NOT built for short draw ranges. If you need better performance, sacrifice literally anything else.) If you aren't being cautious or paying attention when approaching a new place, you will frequently get shot and have no idea where the bullet came from, and while NPCs don't get sneak attacks or critical hits they don't really need them because one shot and you'll already be bleeding heavily.

For good examples of the speed of the in-game combat, the player's starting 10mm pistol deals a solid 30 damage. A typical NPC will have 100+Endurance*Level, so at level 5 with endurance 5 they'd have 125 health. It would take five bullets to the torso to kill them if the shots were completely unmitigated (or just not mitigated very well, four shots almost did it), and one shot to the head would almost, but not quite, kill them instantly. As you don't get an initial sneak attack multiplier with ranged weapons, you'll need either a critical hit or ranks in ninja to one-shot, even a head shot will still need at least one follow-up if you don't do either of them. So this means you could take them down by sneaking in relatively close, leaning around a corner (I love that feature, by the way) and popping rounds in him. You might defeat him before he draws his gun, or you might just wound him and have to duck back into cover and wait for him to bleed out.

However, the mod is not without mercy. Enemies having limited ammunition is one form of mercy, enemies being stupid enough to use up all their ammunition is another, stealth being easier is yet another, the fact that enemies respawn much more slowly and cleared areas do not repopulate unless scripted to is a huge one and most of all stimpaks halting bleeding is the greatest mercy this mod bestows. This allows the mod to be difficult and punishing, but not be unfair to a skilled player and be perfectly playable if you know what you're doing.

18. New content.
There isn't much new content planned at the moment, but I know there will be new rechambers for various weapons as a bare minimum, new areas will be added and new followers will be as well. Party size is now allowed to be much more expansive, the lone wanderer perk enhanced to counter-balance that, there's new ranks to many perks (with a goal to eventually have 5 ranks on all perks), and as DLCs are released all of these things will be expanded on.

19. Suggestions.
Now for the reason this thread actually exists. I'm taking suggestions on things to fix in the overhaul. Especially balance issues. Please respond directly to this thread, I don't check my private messages very often.

Edited by Seattleite
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Looks like you didn't check my uploads, considering this is the *fifth* time I've done this, and the *third* to reach the nexus. I'm pretty sure that by this point, I know what I'm doing. I literally do not do any other kind of modding, I only ever do massive, all-encompassing overhauls.

Edited by Seattleite
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  • 3 weeks later...

Yeah I totally agree with you on "definitely wasn't made with the hardcore audience in mind", or put another way it was optimized for distribution on consoles.

 

I agree with a lot of what you are saying and for what its worth I have a different beef with the game in that it's magical! As in wizards and spell casting magical!!

Now I have nothing wrong with magical games, Skyrim was great, but Skyrim took place in a magical universe setting, whereas Fallout is supposed to be a scientific, albeit mad scientific, universe setting. So for weapons mods/legendaries to magically make normal bullets incendiary, armor piercing, or explosive, to name one of so, so, many, "magical effects" makes me half expecting to find a mage in the vault I come across who enchants weapons all day long! Which kinda really does kill the fun of the game for a science and gun geek like myself.

 

Speaking of guns, clearly, whoever setup half the gun settings at Bethesda has never handled/used real weapons before, and didn't bother doing any real research on the matter, as you have already pointed out in quite a few of your points. Heck I still laugh/cry ever time I see a "reduces range" stat on bayonets! And all the "assault rifle" kerfuffles you so aptly mention too!

 

So since I'm over the initial "shiny" feeling of FO4, Ive actually reached the point that I can't play it anymore because the magical console dumbing down of the game, just insults my real world knowledge too much, so I'm also planning on trying to compile an overhaul mod for the game. Though I'm sticking just to the weapons for now, since I'm new at game modding, though eventually I hope to be able to make a full game realism overhaul. Of which if you have any idea of how to make the player teleport back to vault 111 with 10-15% health restored, when they are "killed". Lemme know as I have an idea for to make a life realism mod given that as the "lone survivor" you have like a 500+:1 if not 1000+:1 kill ratio by the time you finish the game. Which is of course super-hyper-mega unrealistic, unless of course you allow the pip-boy to become the protagonist's magic weapon* with a certain survival functionality built in.

 

So rant side, my suggestions are that you make sure to clean out any "magical" weapons and armor effects if you want the best Fallout hardcore MOD, and make power cores last significantly longer than vanilla, given that they are nuclear energy after all (a real fusion core could jet pack you coast-to-coast 10x over) , this should not unbalance the game since you already plan to make fusion cores much more rare.

 

 

Anyhow a lot of what you are suggestion sounds good, and I will be looking forward to your mods (highly recommend you do this piecewise and then combine later), and I invite you to do the same with mine.

 

 

Cheers,

Mechtechnal

 

 

 

 

*Archetype not wizardry

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5. Healing is harshly limited.
Healing items are much slower and weaker than in vanilla, especially in regards to limbs. Except for stimpaks, everything takes one hundred seconds to work and none of it restores very much, with food restoring about 10% of what it did in vanilla and beverages about 20%. (Some are rounded to the nearest 1, some higher ones to the nearest 5.)

That seem kind of flawed.

I mean stimpaks heal faster that I agree with, but food is down right useless now, and you kind of forced to use stimpaks instead. And why does medic effects food healing? Shouldn't lead belly be changed to make food useful instead of medic?

 

Isn't overhauling food just as important to? You can really enrich the game with food by making it different no?

 

I mean, you can easily add varied effects to food items and make them not heal bleeding. Let say that deathclaw meat is costy as hell, but makes you stronger, bug meats make you stronger to common illnesses from bugs etc.

 

 

14. Scarcity and famine.

Everything random is less common now. There's less junk, caps, weapons and apparel (-20%), less food and water (-60%), fewer chems and medical supplies (-80%), less conventional ammunition and explosives (-90%) and most of all less energy ammunition, fewer fusion cores and nuclear explosives (-95%). This only influences loot, enemies spawn with the exact same amount of everything. However, this also is reflected in the cost of such things in stores. Junk, weapons and apparel are all 25% more expensive, but food and water are two and a half times as expensive, chems and medical supplies five times as expensive, ammunition is ten times as expensive and fusion cores, nukes and energy ammo is all twenty times as expensive. Thankfully, this will also yield larger rewards selling said items.
However, enemies now use ammunition for all their weapons, have a limited supply of explosives and medical supplies, and are now able to use more healing items than they used to. They use stimpaks, chems and drinks, including alcohol, when in combat. They are much more aggressive, and when out of ammunition will use melee weapons.

Hail to this, but how does damage play out with it?

 

Let say every human actor dies from one headshot, having a lot of ammo is then a cheat, but actors having the same HP as now with less ammo by a mile is almost unfair play. Especially if you want to change prices. That can be a real problem, since you seem to want to add even more HP to actors.

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You should probably have other items that reduce bleeding, like bandages or something, or cauterizing the wound which stops bleeding but does 5 damage immediately for example. Would be more realistic and fair, if you get shot irl you'll use a bandage, not eat a sandwich...

Or you could use a sandwhich on the wound!

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You should probably have other items that reduce bleeding, like bandages or something, or cauterizing the wound which stops bleeding but does 5 damage immediately for example. Would be more realistic and fair, if you get shot irl you'll use a bandage, not eat a sandwich...

You aren't eating a sandwich to stop bleeding, you need a stimpak for that. And I chose a stimpak because NPCs are already scripted to use them. I can add other things, like bandages, that *only* stop bleeding, but stimpaks need to stop bleeding.

 

That seem kind of flawed.

I mean stimpaks heal faster that I agree with, but food is down right useless now, and you kind of forced to use stimpaks instead. And why does medic effects food healing? Shouldn't lead belly be changed to make food useful instead of medic?

1. Did you miss the part where stimpaks were lowered to 5% of your health?

2. Medic just increases healing, period. It'll also increase the regen provided by life giver, solar powered and ghoulish.

 

Isn't overhauling food just as important to? You can really enrich the game with food by making it different no?

 

I mean, you can easily add varied effects to food items and make them not heal bleeding. Let say that deathclaw meat is costy as hell, but makes you stronger, bug meats make you stronger to common illnesses from bugs etc.

They already have bonuses. Deathclaw meat adds to agility, stingwing adds perception, so on. I am not changing that one bit (except I might up the durations), the bonuses are more valuable than deathclaw meat's 20hp, or stingwing's 15hp. (Yes, that's how I'm rounding it.)

 

And they DO NOT stop bleeding. Only stimpaks stop bleeding, food doesn't. I might add some other PC-only item that stops bleeding, but food items don't.

 

Hail to this, but how does damage play out with it?

Depends on how you fight.

 

Let say every human actor dies from one headshot, having a lot of ammo is then a cheat, but actors having the same HP as now with less ammo by a mile is almost unfair play. Especially if you want to change prices. That can be a real problem, since you seem to want to add even more HP to actors.

You read the part where with one perk you deal 10x your initial damage in bleed, right? This is why I say "it depends on how you fight". If you get caught at point blank and need somebody down now, you'll use a lot of ammo. That 10mm taking five shots to the torso (two to the head) to take down an enemy with no damage mitigation was about right. However, one shot and some waiting can easily kill an enemy, and is great for snipers. As a general rule, the longer the fight takes the more efficient you'll be with your ammo.

 

For some reason, this reminds me of DUST for Fallout: New Vegas. Most of this stuff you could probably do right now.

I'm just waiting until the GECK is released.

Edited by Seattleite
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