THE BRUTAL REALITY
This is a rebalance mod aimed primarily at those of use who use damage modifiers to make enemies less bullet spongy
and give us the thrill that being able to actually die will commonly bring.
Feel free to skip ahead to the FAQ or change log at any time but I believe the best
way to describe what this mod changes is to first explain my problems with the game, if you share the same
problems than this mod is likely for you.
I play on survival difficulty, no fast travel, no PA, no VATS, none of those boring perks that increase your damage, no saves, no loads.
In fact whenever I die I delete my character and restart, I enjoy when things matter within the world, I enjoy using my human
Intelligence and critical thinking to overcome situations instead of saying "yolo" (except not really)
and running in to die so I can respawn 15 seconds earlier.
That's where my first problem with the game comes into play, it's too forgiving, it holds your hand, you literally cannot lose
and worse of all the game gives you about 100x more resources than you could ever use.
I find that once I'm around level 15 I've "won" I'm not going to die from lousy raiders, they all take 1-3 shots to kill
only to get 20+ rounds from their body as well as 75+ rounds in close by ammo boxes, I check my inventory to see 80+ stimpaks
and all the chems I could ever use.
once I finally decide to offload some weight
at a town I realize that I have 4,000+ caps, I sell all the ammo I don't want, buy hundreds of rounds that I do, leave the town with 8,000 caps
and now when I see ammo boxes in the distance they don't seem worth the 10 second walk.
Too much money, too much ammo, first world problems in a place like this?
This mod aims to fix those problems or at least extend the "well I guess I win" moment further away from level 15.
Recommendations
1. A damage multiplier (basically a requirement because this mod was made for it)
I'd recommend either New Survival Mode Fair Damage or WTHeskett's Damage Multiplier
2. Live Dismemberment, it works well with the confidence changes if you're a bit of a messed up individual.
3. Raider Children for realism, or also if you're a bit messed up.
FAQ
Q: I'm not noticing any changes, what's going on?
A: because the game generates items, prices, amounts, etc when a cell initially loads you would pretty much require a fresh save
or would need to wait for things to refresh
but if you're planning on downloading a rebalance mod you're probably already ahead of me.
Q: Is finding caps and ammo going to be hard now?
A: no, you will just usually find around 50% less of them,
NPC should have more and containers should have less
and by that logic if you're using a 2x multiplier you should still have more than enough.
Q: Will you take suggestions and complaints?
A: Like anyone confident in their product I welcome criticism and suggestions, yes.
Q: If I use a 2x damage multiplier but have half as much ammo aren't we back at square one?
A: In a way yes, but that's still nice because now things actually die from bullets AND you have a balanced
amount of resources! but this mod tweaks many things, take a look at the changelog
it makes many economic changes and tries to de-gamify or make the game feel less like it revolves around you.
Q: How much of a damage multiplier should I use?
A: This mod was balanced and tested with a 2x and a 3x damage multiplier given and received
if you don't know where to start I'd suggest the 2x, if you think you're not getting enough ammo try 3x.
CHANGE LOG
-----NPC CHANGES-----
• All NPCs now uses the Ammunition that they have in their inventory and can run out of ammo.
Think tactically, do you want to kill them before they use their ammo or let them run out for an easier fight.
//I actually forgot that they had unlimited ammo by default since most people I've met always used this,
it's just a .ini tweak that can be deleted if you still want them to have unlimited ammo but that's not recommended
as this mod was balanced around it.
[v1.1]
• Raiders, Gunners and Caravan Guards will have have a 90% chance to spawn with a melee weapon
//I think this is an obvious necessity considering the use of ammo
and a realistic tweak since you can imagine the wider use a melee weapons over firearms
(hopefully less people running at you with fists, cmon raiders aren't all idiots, they survived, didn't they?)
[v1.1]
• NPCs will no longer pull ammo counts from the same pool that containers
and vendors do. This is their new pool.
Semi-Auto PipeGun(38): 8,9,10,11,12
PipeBoltAction(308): 3,4,5,6,7
HuntingRifle(308): 4,5,6,7,8
PipeRevolver(45): 4,5,6,7,8,9
SubmachineGun(45) 6,7,8,9,10,11,12,13
CombatRifle(45) 7,8,9,10,11,12,13,14,15
MiniGun(5mm): 15,17,19,21,23,25,27,29,31,35
"Assault"Rifle(5.56): 7,8,9,10,11,12,13
LaserGun(FC): 6,7,8,9,10,11,12,13
LaserMusket(FC): 6,7,8,9,10,11,12,13
Deliverer(10mm): 7,8,9,10,11,12,13,14
GammaGun(GC): 5,6,7,8,9,10
Combat Shotgun(Shells): 4,5,6,7,8
SentryBot(5.56): 25,30,35,40
SentryBot(Missile): 2,3,4,5,6
Turrets(5.56): 8,9,10,11,12,13,14,15
//This has been one of the main complaints among people who have NPCUseAmmo Enabled
I managed to fix it by creating a new prefab just for turrets to pull their ammo from.
If these amounts still seem low it's for balance purposes, I figure most people will shoot these things
before they can ever fire and that's a lot of free rounds.
• Removed The Scrounger and Fortune Finder perk from applying to NPCs
//Another attempt to de-gamify fallout 4, I thought it was odd that depending on what perks you had the inventory of
unrelated NPCs would be altered, this was more or less okay when NPCs didn't use the ammunition within their inventory
• Confidence has been tweaked for a more "Brutally Realistic" experience, in fact this confidence tweak is
where this mod got it's name, and you'll see why.
//I've been playing with these numbers for awhile now to find the right blend, essentially every NPC is assigned a confidence
level and the higher the number is the more likely it is that they'll give up during a fight, on top of that everyone
is more likely to give up during a fight when you're a higher level than them, when they run out of ammunition or resources,
when you've killed many of their friends or when they know how easily they can lose.
[v1.2]
• Cowardly is now 800 down from 1000
• Cautious is now 150 up from 2
• Average is now 75 up from 1
• Brave is now 25 up from 0.5
• FoolHardy is now 1 up from 0
//This results in something that is actually pretty messed up and I see why these numbers weren't so high to begin with.
With this tweak you can walk into a group of people with a shotgun and start killing them like normal but instead of
everyone equipping their weapons and turning to you at the same exact time like robots there will be
a little more running, screaming, begging and fleeing, but not too much.
people will run out of ammo and loot their friend's bodies for more.
it's kind of sad in a realistic way and ends up humanizing what are otherwise "just dumb raiders and settlers".
Feel free to tweak these settings to your liking.
This change is why I recommend "Live Dismemberment"
[v1.2]
• Removed Caps and junk objects from bugs and animals
-Bloodbug
-Bloatfly
-Stingwing
-YaiGuai
-Wild Brahmin
-Deathclaw
-Radstag
-Molerat
-Mirelurk (all variants)
-RadScorpion
-Dogs (all variants)
//When you use your ammo to kill something like a Radstag I want you to get meat and hide.
No more ammo or caps, I'm not sure where these things are keeping .50cal rounds but hey, if that's what they're in to.
unfortunately I didn't think that made too much sense, the only return you're going to get from killing animals from now on
is XP and what you'd find on a dead animal.
(I've also removed ammo from ghouls but kept caps and objects on them)
-----ECO & SERVICES-----
• Cost to cure health is now 75 up from 15
• Cost to cure Rads is now 75 up from 40
• Cost for renting a room is now 25 up from 10
//Basically these prices were embarrassingly low; I've tried editing the strings within the CK so these
changes would be reflected in game but they still list the default prices.
• Almost all of the randomly generated amount of caps acquirable within the world have been halved
//I ended up making this change along with vendors having more caps to encourage wealth through trade.
Ammunition is your main method of traversing and making progress within the world from trading it for XP (killing enemies)
or using it to clear areas which allows you to acquire large sums of caps.
While using a damage multiplier you often don't need to spend as much ammunition to progress so the amount of caps you
will end up with from exploration is disproportionately large.
It's funny that caps are the currency of this world and yet they feel so worthless, my first time walking into a town
to trade is usually the first time I check and notice that I have 4,000 caps on me.
-----MED & CHEM CHANGES-----
• The Value of all Meds and Chems have had a value increase by 10% but are now around 50% rarer
RadX was 40 now 44
RadAway was 80 now 88
Stimpak value is now 53 up from 48
Buffout was 45 now 50
MedX was 50 now 55
Mentats were 50 now 55
Jet was 50 now 55
Psycho was 50 now 55
//This change was because as far as I'm aware most people (or at least me) never use any Meds or Chems besides Stimpacks and
maaaaybe the occasional Radaway once per every 5-10 hours of gameplay.
Most of us just offload about 20+ of these to the nearest vendor and start rolling in thousands of caps.
Now the value did go up which I may lower to encourage player use at the cost of immersion (let me know what you think)
but it was another half measure, my logic here is that these items should be worth a lot but uncommon, and by default
they are worth a lot but if they're rarer you'll not only be happier for finding them but the net profits for people
like me who just end up selling all this crap will most likely be around 30-40% less.
The Barter skill may actually start being useful now if you're the sort of person who would ever buy these things.
-----VENDOR CHANGES-----
//There are multiple variables that handle how many caps a vendor will have,
The three most important are called "Caps_Vendor_Base", "Caps_Vendor_Base_Small", and "Caps_Vendor_Base_Tiny"
typically the smaller variables are given to doctors, roaming traders, or any less important vendors.
Every vendor gets assigned one of these variables and then they also get assigned the "Caps_Change"
variable which adds a random amount of caps on top of the base (to keep every vendor from having the exact same amount)
• Caps_Vendor_Base has been changed to 300 up from 200 [+50%]
• Caps_Vendor_Base_Small has been changed to 180 up from 100 [+80%]
• Caps_Vendor_Base_Tiny has been changed to 60 up from 20 [+200%]
[v1.2]
//if you've ever opened the CK and looked at how vendors handle their inventory... it's a mess to say the least
this change aims to clean it up, add some consistency while maintaining RNG and scarcity.
• I've created Vendor Ammo Dice prefabs for each ammo type which will randomly select a value within it
they are ALL 0,1,2. as an example if the vendor ammo dice call 10mm rounds 30 times on average the final amount will
be close to 30 while maintaining the ability to roll high or low, theoretically it is possible within this example to roll 0,
30 separate times or 2, 30 separate times. from the RNG testing built into the CK I've found that it's extremely rare
(maybe a 10% chance) that in the example provided you'd ever get a value less than 25 or greater than 35.
//Additionally the vendors have a 25% chance to not carry any of the ammo types they can carry.
The amount of rolls are listed below, and if you have any change requests feel free to let me know.
I'll be honest, I don't use energy weapons so if these amount end up being too high or too low let me know.
Shells: 16
FlamerFuel: 55
38: 40
5mm: 38
10mm: 30
FC: 30
CryoCell: 30
44: 26
45: 22
PC: 22
308: 15
556: 15
2mmec: 15
50: 12
RRSpike: 12
GC: 15
Flare: 6
Missile: 3
FusionCore: 1
CannonBall: 4
//This is another puzzle piece in the attempt to overhaul the economy making it possible for perfectionists to not feel
too overpowered. The 25% chance of not finding specific ammo will help vendors not feel overstocked and limit the fact
that the game gives you whatever you need, this way even when you're walking around with 50,000 caps, just because
you're looking for 50 cal rounds for example doesn't guarantee you'll get them.
-----CONTAINER CHANGES-----
[v1.2]
•Ammo Box Containers
are now using the same 0,1,2 ammo prefab that vendors are using, if this needs to change I'll change it but it appears to be
working as intended.
Ammo boxes now contain 4 copies of the new prefab that I've created specifically for them, the prefab consists of the same
0,1,2 ammo dice that vendors are now using. each of the 4 prefabs has a 50% change not to exist, so in order to find an
ammo box with nothing inside of it you'd need to roll a 50% 4 separate times, raider ammo boxes have a 65%
chance not to exist instead
The rolls for the ammo boxes are as follows:
38: 8
10: 6
shells: 5
FC: 7
308: 4
FF: 15
45: 5
50: 4
PC: 6
44: 5
5mm: 8
556: 5
2mmEC:5
• Explosive Box - by default these contain 1 fragGrenade, 1 Grenades_Raider and 1 Mine_Raider
now all three of these explosives have a 25% to not spawn
• MEDKIT CONTAINERS - Purified water will now have a 30% to spawn, down from 40%
Stimpacks now have a 50% chance to spawn, down from 100%
on top of that there used to be a guaranteed Basic Med (RADAWAY, RADX, or STIMPAK)
This 100% guarantee is now a 60% chance that one of those basic Meds will spawn
//Medkit spawn chances are now: Antibiotics 15%, Stimpak 50%, bloodpack 20% Purified Water 30%, Random Basic Med 60%
• Chem Containers - used to guarantee 2 basic Chems, now when those 2 are chosen there's a 30% chance
that any chem chosen will not spawn (or a 0.09% chance that no basic chems will spawn)
• Pre-War Chem Containers - same as above except basic chems have a 20% chance of not spawning
• Raider Chem Coolers - used to guarantee a basic Chem/Med, now has a 50% chance to spawn one
-----PERK AND GAMEPLAY CHANGES-----
SCROUNGER - by Default Scrounger sounds great but it ends up being pretty useless
it gives you this massive boost to something that doesn't need a boost
when you're level 20 walking around with 800 or so 10mm or .45 rounds killing enemies in 1-3 shots only
to find another 30 rounds on them or 50+ in containers after the fight it starts to weigh you down
(if you use weighted ammo) and you have so many rounds that you can't even sell them all
now you have too much ammo and too much money, first world problems, am I right?
so here's my solution to make Scrounger worse but at the same time more useful, expect tweaks in the future:
by Default once you have the Scrounger perk there's a 75% chance that whenever you find ammunition in any container
(This means NPCs as well) you will receive a bonus % increase of amount of that ammunition
I have changed the 75% chance to occur down to 50% and and edited the Bonus ammunition as follows:
• Scrounger Rank 1: Default 100% extra, now 40%
• Scrounger Rank 2: Default 110% extra, now 50%
• Scrounger Rank 3/4: Default 120% extra, now 60%
• Removed Scrounger & fortune finder from applying to NPCs
\\This makes sense if the AI doesn't use the ammunition that they have, I've been playing with "AI use ammo" since launch
and just realized recently that they have more ammo to use when you have scrounger, this has now been fixed as
it doesn't make sense that they would magically have more ammunition if you chose a perk.
I tried to edit the perk text within the perk chart to
reflect these changes but they don't seem to show up in game
There are many ways that I could've changed Scrounger, I've thought about making the chance 100%
but lowering the bonus ammo to make it more consistent, but that may make the world feel even more
like it's revolving around you, which I can't stand. let me know what you guys think of a system like that or any
other way to change it. ultimately I would recommend not using Scrounger or Fortune Finder at all.
My Other Mods
No More F*cking Birds
Configurable NPC FOV