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Slight touches applied to a few weapon's recoil for better balancing and gameplay.
Version 2.3.9.5
Removed Realistic Calibers from the custom installation because it's been causing a strange CTD. (not an issue for the default installation, though)
Also removed No Level Scaling because better alternatives are available on the Nexus.
Version 2.3.9.4
Removed "No Level Scaling" from the default installation. (still available as an option for custom installation)
Version 2.3.9.3
Added "No Level Scaling".
Version 2.3.9.1
Fixed bug where music would be added when selecting movement.
Version 2.3.9
Every feral ghoul mod will now work as long as it is loaded after this mod.
Decreased fall velocity from triple to double.
Better music transitions.
RAW INPUT compatibility is now available as an optional file within the installer.
Version 2.3.8
Sprinting speeds slightly increased.
Fixed laser weapons having recoil in the AIO file.
Added city music. (Diamond City, Goodneighbor, etc...)
If you've been using the RAW INPUT file, make sure you do download the new 2.3.8 version as it corresponds to the changes in this version.
Version 2.3.7
No actual changes made.
Just cleared up some explanations in the installer to avoid confusion of any new users.
Version 2.3.6
Added an "Increased Fall Velocity" option for those who want to keep the vanilla jump height but also want the more realistic "gravity".
Also further improved and perfected the music handling across the board.
Version 2.3.5
Improved quality of all tracks in the music.
Added better music installation options (ESP, loose).
Version 2.3.2
Changed the "Realistic Jumping" height decrease from 25% to 10%.
Cleaned up some things in the installer.
Version 2.3
Completely rebuilt NMM installer from scratch.
Refinements to movement (especially power armor).
Countless new files added to pick from in the custom installation.
Realistic jumping now has fall velocity.
Version 2.2.1
Moved the weapon damage changes into a new optional file called "Realistic Calibers".
Version 2.2
Reduced ADS zoom to a bare minumum on all reflex sights.
The .50 caliber receiver now wreaks havoc on its targets (as it should).
Shotguns have received a fair damage increase to make them more viable to use.
Feral ghouls are now 50% slower in their movement.
Added DLC support for Unforgiving Recoil and all alternate editions.
Version 2.1
Experience the feeling that Fallout 4's wasteland should have left you with. 2.1 adds an option to overhaul the music of Fallout 4.
I always felt that some of Fallout 4's music was slightly off with the post nuclear apocalypse setting. I view the wasteland as slightly sad, dark, and unsettling but with a unique charm to it. Every track has been hand-picked by myself to create a tense gameplay experience fitting to the setting.
I've added a YouTube video with timestamps that you can find in the main description page if you'd like to have a listen.
Version 2.0.2
Added "Humanless Edition" option to the installer, I somehow forgot to include it.
New "Unforgiving Recoil" option available for those seeking a hardcore gunplay experience in the 200 year old wasteland.
Version 2.0.1
Created an NMM installer so now you can choose which features you'd like to use.
Version 2.0
FIRST, WHY THE NAME CHANGE?
Because I have some cool things planned to really change a lot of things in Fallout 4 and I'd like to keep it contained to one mod only.
WHAT'S NEW?
1.) Recoil assist is completely switched off, meaning you now have to manually recover from the kick.
2.) Also, every weapon in the game has been set with a new recoil to make them feel more powerful and realistic.
There's a demonstration video comparing changes made to the weapons from the vanilla game.
Any custom weapons/modded weapons will work seamlessly and receive all changes if they happen to use a base aim model.
If it doesn't, it will just be as normal so no "Real Recoil" will be applied to it by this mod unless a patch is made or the weapon is designed that way by the artist.
So rest assured if you have a lot of modded weapons.
Version 1.9.2
TWO NEW FEATURES:
Jump Height - Decreased by 33%. Not a dramatic change but the vanilla jump was just too much and didn't look right with this mods movement.
Real Recoil - You may have not noticed this, but if you fire your weapon (especially automatics) in the vanilla game, right after every shot there's a 'recoil assist' mechanic that basically brings your weapon back to where you were initially aiming. So I've introduced something I like to call Real Recoil, which specifically removes this spoon-feeding mechanic from the game. Next time you fire a weapon and the recoil kicks in, you'll have to manually recover and readjust your aim.
Go ahead and shoot a .44 revolver and see for yourself.
Version 1.9
Okay first and foremost I've wanted to say how absolutely blown away I've been the past few days by the community's feedback to this mod so thank you all I honestly never ever expected this the night I uploaded this mod at like 4am here in Ireland hahah seriously though it's been amazing!
Sorry for the update bombardments (I've read the comments) so what I'll be doing now is take a step back for a bit and see where I can take this mod next to expand in the future.
I'll still check up on comments and everything of course but I mean just no more updates unless something is wrong for time being until I have something significant to bring to the table.
Thanks again everyone and please endorse if you haven't already I really appreciate it!
GREETINGS SCAVVER This mod redesigns various game mechanics towards what would actually make sense from a logical standpoint. If you're a realism/immersion freak like myself when playing games then you'll feel right at home. Movement will feel correct, combat will be tense, and everything will just make a bit more sense. All in all, you will have a completely different experience.
MOVEMENT HUMANS Humans move much slower, and different types of weapons will further affect mobility. Sneaking is slower, strafing is slower, and aiming on the move will significantly slow you down. You will actually feel like a person who has weight and momentum, not an arcadey camera whipping from corner to corner like a superhero.
POWER ARMOR According to the lore, power armor can supposedly withstand multiple hits from heavy caliber rifles in the same spot. The "equivalent" armor plates that we have today which even come close to such durability are extremely heavy. Just to give some perspective, 1 cubic metre of aluminium weighs ~2700kg and that's just aluminium. Furthermore, a cubic metre of steel (which is actually used for repairs in Fallout 4) weighs ~7800kg. Lets assume that in the world of Fallout they use a special light(ish) alloy, but even then it would still set its weight in the range of ~500kg and upwards at the very least. Considering all of this, power armor movement has been modified fitting to a suit of this magnitude. That being said though, the heavier weapons are still much more manageable in a nice suit of high tech power armor so don't be discouraged.
NPCs Human (and humanoid) NPCs have been altered accordingly, so they'll move at the same speed as you.
CREATURES Creatures will now intimidate you a bit more with their abnormal physical capabilities. Deathclaws move at deadly speeds. Supermutants will propel to much higher speeds when moving in straight directions due to their sheer size, power, and muscle mass. Wolves and hounds are very fast. And all other creatures have also been carefully looked at in this fashion.
WEAPONS RECOIL You may have not noticed this, but if you fire your weapon (especially automatics) in the vanilla game, right after every shot there's a 'recoil recovery' mechanic that basically brings your weapon back to where you were initially aiming. I've removed this spoon-feeding mechanic from the game. Next time you fire a weapon and the recoil kicks up, you'll have to manually recover your aim. Also, every weapon's recoil has been completely redesigned. There's a demonstration video comparing the changes made. Any custom/modded weapons will work seamlessly and receive all changes if they happen to use a base aim model. So rest assured if you have a lot of modded weapons, they will either get better or just stay the same.
ADS Aiming down on iron/reflex sights has little to no zoom. The result is a more fluid, realistic, and enjoyable gunplay experience.
MUSIC Experience the feeling that The Commonwealth should have left you with. I always felt that some of the music in Fallout 4 was slightly off with the post nuclear apocalypse setting. I view the wasteland as dark, sad, and unsettling but with a rather unique charm to it. Every track has been hand-picked by myself to further increase the tension in your gameplay experience. You can listen to the entire playlist in the YouTube video linked below (check the video description for timestamps).
HOW I USE THIS MOD Arbitration - Fantastic AI mod that will make enemies smarter and more unpredictable. Weapons of Fate - One of my favorite mods, adds bullet velocity and gravity. Automatically Lowered Weapons - Immersive and cool for when nothing is happening. Create Your Own Difficulty - Gets rid of bullet sponges. (arbitration also has damage modifiers but I prefer this) RAW INPUT - Fixes mouse input by disabling acceleration and enabling constant sensitivity. DEF_UI - Allows you to turn off many spoon-feeding HUD elements such as the sneak indicator, hitmarkers, enemy locations in compass and much more. 3rd Person Movement Speed Fix - I never play in 3rd person but if you do, consider using this mod since the engine handles 3rd person really strangely. COMPATIBILITY This mod was designed to be as compatible as possible. The least was used to change the most. In a case where you're suspicious that another mod may overwrite what this mod does, simply place this mod after (beneath) them and everything should work flawlessly. Nothing in this mod will corrupt, damage, or linger in your saves in any way. Don't hesitate to install or uninstall at any time.
LOAD ORDER Load anywhere you'd like, but if you're ever in doubt about a possible conflict, just move it lower. (explained above) This will make sure that the file in question doesn't overwrite the changes this mod makes.
INSTALLATION Installing this mod is fairly straightforward. Download with NMM, activate, and you'll be guided through the rest of the installation.