About this mod

An overhaul of fallout 4 that will add an astronomical amount of features to the game using vanilla resources. The goal of this project is to improve on or extend almost every aspect of the vanilla game.

Requirements
Permissions and credits



Commonwealth Extended


UPLOADED STIMPAK FIX- For some reason, even after removing the arguement to heal limbs from the stimpack, it still was healing limbs, so I simply changed the heal type from stimpak to food, that fixed it. Thanks to the commenter who brought that to my attention.

UPCOMING FEATURES FOR UPDATE 3
- New Damage Type- Electricity, with charged batteries used as ammo sources for new weapons to be introduced using this new damage type. Will be distributed to ammo leveled lists, loot, and vendors.
- New Weapons- Laser RCW, Incinerator, Grape Shot shoulder mounted canister round launcher, switchable missiles for missile launcher, such as plasma, cryo, and EMP, Broadsider Turrets for Workshop, and more.
- New Legendary Effects for Weapons- Plasma Explosive, Cryo Explosive, Laser Refraction, and more
- Visor Overlays for helmets with new vision modes, EM Vision and X-Ray
- Boss enemies with unique loot tables placed throughout the commonwealth in out of the way areas and places you least expect!
- Much more

 


ADDITIONS TO UPDATE 2
- Many New Locations: Boston Mercenary Outposts added, Degenerate Outposts added, New encounter areas (Friendly and Hostile) Glowing Sea Overpass Marked Men Encampment added (You can't miss it, it's enourmous) 

- New Projectiles with their own new weapons added

- New ammunition type added: 40mm grenade, added to loot tables and vendor lists, has a couple weapons that utilize it and one unique weapon found in the commonwealth that utilizes it

Several new weapons added: Grenade Pistol, Argon Laser Rifle, Indigo Torment (Unique), Marksman Rifle, Mini Missile Launcher, Elephant Gun 50, BamBam (Unique), Trail Carbine, Service Rifle, Disintegrator, Disruptor, Plasma Conversion Rifle, Light Combat MG, 45 Operator,  50AE Hand Cannon, Achilles Rifle, Little Blue (Unique) 40mm Grenade Machinegun, Hope Breaker (Unique) Mancatcher (super mutant melee weapon),  and a few others I've forgotten at the moment.

Factions created for Marked Men, Boston Mercs, Greyhaven Super Mutants (Friendly with player, think of Jacobstown)

Combat Styles for newly introduced enemies.

 
ADDITIONS TO UPDATE 1

- New meshes/texture sets for added creatures
- Three New Faction Groups with new added outposts/locations (Deepwater Pond, Red Rocket, Passenger Jet Crash Site on Overpass) (more will be added in future) Degenerated Mutants, Boston Mercenaries, Marked Men
- New weapons added- Shoulder mounted machine gun, Trail Carbine, 50 LMG (WHOOPS, FORGOT TO SET IT TO AUTOMATIC, WILL FIX IN NEXT UPDATE!!!), Heavy Laser rifle, 5mm Buzzer, Varmint Rifle, Hunting Shotgun, Riot Shotgun, Paladin Toaster (Incomplete), 20mm Vulcan (Not OP I promise) 
- Created, but not added yet, friendly Mariposa Outcasts, will be able to trade/interact with player when completed.
-More things added that I most likely haven't remembered.


This is a project that will extend into the future, something to improve, develop, and add to for years to come. So far it encompasses a fairly large reaching amount of changes or alterations to game mechanics, NPCs, weapons, creatures, and locations. However, being in it's early release, there is much to improve on and add to this rapidly growing mod.

So far the things I've touched on are the following

Doctor's Bags added to meds loot tables and leveled lists. No more spamming stimpacks for those crippled limbs in survival, only doctors bags can fix that. I intend to make an option for crippled limbs to remain in non-survival difficulty for those who desire it.

New commonwealth exterior locations- Mainly focused on the glowing sea, new static collection meshes create areas that are populated by enemy NPCs. New interior and worldspace areas will come soon.

New weapons- Ranging from a hand thrown seeker drone that explodes on impact to throwing shuriken, all of which can be crafted at your home base, to classics like the varmint rifle, trail carbine, and winchester 1887, favorites of the Marked Men (I plan to create meshes for these but for now they are altered/adjusted vanilla assets, but still much different than just slapping a name on the same mesh model of a weapon.

NPCs Characters- So far this is the meat of this mod, as I've focused on it the most. Ranging from massive hulking ghouls that constantly emit wide reaching  blasts of radiation that both heal their allies AND damage you, Bloatfly Queens that fire larvae at you that hatch into fledgling bloatflies, to visitors from the most ravaged parts of the Glowing Sea, Boston's own variants of Marked Men, making encampments in the Commonwealth
(Main Marked Men camps are in the Glowing sea, however there are a few hideouts in the wasteland proper.

Pathfinding and AI changes- Very tedious work, but works to cause NPCs of the same type to migrate to others of their faction if within proximity.

Alot more I probably haven't listed