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About this mod
Lunar Fallout is a comprehensive overhaul of Fallout 4 in a deceptively small package. This mod overhauls nearly every system in the game to work together and create a cohesive balanced experience. This aims to hit that sweet spot where you feel your character growing stronger and more capable, but the world continues to offer challenges.
- Requirements
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DLC requirements
DLC name Automatron Wasteland Workshop Far Harbor Contraptions Workshop Vault-Tec Workshop Nuka World Enclave Remnants Makeshift Weapon Pack Halloween Workshop Mods requiring this file
- Permissions and credits
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Author's instructions
I will gladly give permission for people to rip out parts of this mod to edit or release as their own thing (I'll even offer advice if I can). However, any parts that are included in this mod and created by other authors, I will direct you to them to seek their permission. Simply PM me with your request and I will gladly help as best as I can.
File credits
axle356258 for the use of Settler Sandbox Expansion
frog345 for the use of Increased Weapon Mod Distribution
Abbalovesyou for the use of More Supermutant Weapon Animations
m150 for the use of one of their robot parts
mm137 for the use of Glowing Animals Emit Light and Craftable Cats
ErshinPL for the use of Brawl Bug Fix
bioicyardiff for the use of their MCI texture
Pyroteknics for their Prewar food items
ThisMalkavian for their Santa Strong outfit
Donation Points system
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Translations
- Spanish
- French
- Mirrors
- Changelogs
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Version 112b
- LFO Manwell rifle Patch: removed shotgun receivers from the carbine.
- Adjusted the values of some weapon attachments.
- Handmade rifle tweaked. Base damage is 55 (was 52). recievers were tweaked to adjust.
- Changes to Professor Goodfeels, so he is a proper settlement member.
- Removed Farmhand clothes from some leveled lists that were improperly using it as underarmor.
- Added armor rating to all of Deacon's unique outfits that he switches to. It's not great, but better than him randomly swapping to something with no defense.
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Version 112a
- Minor cleanup pass of dirty edits.
- Adjusted Combat shotgun level spawns some more (about level 25).
- Adjust projectile distances some more.
- Added a behavior pool for Far Harbor Trappers.
- Removed Lobber muzzle from vanilla Flamer (can't craft, shouldn't spawn). It'll still exist on older saves.
- Changed two machine gun spawns in the National Guard Training Yard into a random leveled prewar gun.
- Some robot settlers can be modified now (Graygarden workers).
- LFO ccCR74L Patch: gave the gun a custom aim model and tweaked the gun's performance a bit.
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Version 112
- Nail gun gauss muzzle now reduces the weapon's rate of fire by 15 to simulate the charge up between shots.
- Aim Models have had a balance pass: There should be more variety in behavior between different weapons and weapon classes. Energy weapons have less recoil. Shotguns benefit less from aiming down the sights but have a narrower overall cone of fire.
- Pipe Syringer now uses the LaserGun_AM aim model.
- Handmade assault rifle now uses combat rifle aim model.
- Combat shotgun doesn't spawn until higher levels.
- Mama Murphy has a gun.
- Some projectile distance and speed adjustments.
- PA low battery alarm at 15%
- Some game settings changed to tweak NPC behavior.
- Lots of NPCs now have variable behaviors, which should make combat less predictable and more interesting. This should affect most (but not all) Raiders, Gunners, BoS, Minutemen, Scavengers, Robot Raiders, Nuka World Raiders, and Settlers. This was done using the in-game leveled character system.
- Adjusted item drops and nail/sawblade drops.
- Removed bad luck enchantment from Tattered Rags, as it shows up as +1 Luck and is confusing.
- Reverted a change so that you can now build Vault-Tec lunchboxes in one of the builders again. You also don't need Local Leader to build that builder.
- Reduced the weight of Slocum Buzzbites.
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Version 111
- Lunar Fallout Overhaul Deluxe (version 111) is a significant upgrade from previous versions of LFO. All of my optional settings patches and Creation Club patches are now included in the download. There are new assets included in the mod, compiled into BA2 files. The main mod file is now tagged as an ESM master file. This should not change compatibility with most mods and patches, just how load order is set up.
- Creation Club content added by the Next Gen update has been merged into the base mod and rebalanced as best as I could. This required several leveled list changes and heavily nerfing some content distribution.
- New map marker for Suggs, the 'When Pigs Fly' Creation Club vendor.
- New map marker for Bethany, a vanilla doctor in the northwest area of the map.
- Some LFO added foods now have custom clean textures.
- A fair amount of food weapon and armor changes/fixes.
- Ammo drop rates adjusted.
- Player takes 50% damage in VATS.
- Molotovs nerfed.
- Animals drop slightly less meet.
- Most unique settlers have names and in some cases had missing perks added.
- Dogmeat is more likely to follow behind the player rather than in front.
- Unique novelty supermutant outfit added to the game.
- More cat types in the game.
- New outfits added to settler spawn list.
- Integrated Glowing Animals Emit Light.
- Integrated Melee Brawl Fix for non UFo4P users.
- Unique robot added to the world.
- Removed some "OR" crafting requirements as it confuses a lot of players with the game's limited UI.
- Creation Club ammo types have been integrated into the game, with values and weights adjusted for normal and survival gameplay in mind.
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Version 110
- Adjusted the order of weapon and armor mods to display in the correct order
- Removed Powerful Piercing Reciever from Submachinegun recievers as it was redundant.
- Changed the description of Party Boy/Girl perks to no longer say that beer hydrates in survival since this doesn't seem to work.
- Boxing Glove base damage reduced from 30 to 21 (balance fix).
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Version 109a
- Fixed some faulty conditions on Contraptions DLC Machinery ( thanks Praxinator!)
- Removed loose mod reference from virtibird tri-barrel.
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Version 109
- Fixed typo in DLC05WorkshopBuilderExplosives02.
- Fixed typo in rank 2 of Aqua boy/girl.
- Chance to find fusion cores in reward chests.
- Fixed a possible chance for some Power armor to spawn with fusion cells instead of a fusion core.
- Grognak's Axe set to slow (probably wont make a difference).
- Baton "Shock and Stun" upgrade requires Science 2.
- Added a weapon attack buff to Demolitions Expert ranks 1-4 specifically for pulse grenades and mines, as they are unaffected by the vanilla perk.
- Summerset Pie has objectTypeFood keyword added.
- Mutant hound Chops rad damage time set to 0.
- Machine gun receiver mods and mag mods have their weight modifiers greatly reduced. The overall weight of the weapon should be a little less crazy now.
- Higher level feral ghouls have perks added to scale up their melee damage and add a chance to cripple limbs.
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Version 108a
- Removed Perception and Agility debuffs from several poisons as there is a potential risk to get permanent debuffs. This is a vanilla bug that I was not aware of. This will not fix existing issues, but should prevent future ones and have little to no impact on gameplay.
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Version 108
- Ghoul Lure is now crafted in the grenades section of the chemistry workbench.
- Windmill generator now just requires Engineering 2.
- Adjusted the prices of a couple of shipments.
- Adjusted the levels at which armor lining spawns in certain outfits (better lining spawns at much higher levels).
- Hunting Rifle now has an Advanced .308 reciever that unlocks at the same time as the .50 cal.
- Increased the perk requirements to upgrade the Pipe Bolt-Action to better scale against the Hunting Rifle.
- 'Far Harbor Melee Killmove Frequency Rebalance' merged into LFO (with permission)
- Fix: Ferral Ghoul bone data restored (If anyone knows what might be causing this data to change, let me know).
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Version 107a
- Fixed some typos
- MacCready's toy soldier is now a miscelaneous (non scrappable) item.
- Trapper weapon leveled lists have weapons at level 1 just to be safe.
- Mentats should actually give 10% xp buffs now.
- Removed VatsWeaponLongBurst keyword from Flamer and flame barrel mods. Added WeaponTypeFlamer keyword to barrel mods in case any mod or perk uses it.
- Added an Advanced Plasma Flamer barrel to the game.
- Removed neck slot from Minutemen General's Uniform.
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Version 107
- Reduced the damage and range of Codsworth's flamer. He can still be upgraded to a standard flamer later.
- Switched which pump can be crafted with local leader.
- Reduced the number of turrets unlocked by local leader to two.
- Added Bobblehead keyword to lots of items to allow placing them on bobblehead stands and mod added shelves that use those slots. Robot models, toys, Cambridge Polymer Lab Samples, most beverages, perfectly preserved pie, some unique items, mini-nukes.
- fworkshopwiremaxlength 1100 to 2200 (Improved/longer power lines)
- Lots of minor LL tweaks and fixes.
- Improved the vendor "Slim" inventory of goods.
- Missile Launcher and Flamer Templates changed. NPCs should have more variety of modifications.
- Some quest reward leveled lists improved.
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Version 106a
- Companion X6-88 now has the full range of Courser perks. They are leveled, so only the appropriate ones will take affect. Should make him stronger though.
- CourserCommando and CourserGunslinger perks cleaned up a bit. CourserGunslinger affects pistols. CourserRifleman affects rifles and heavy weapons. This means Coursers now get a damage buff to heavy weapons too.
- LL_LFO_Forged_Gadgets added to Forged NPCs for leveled loot Injection.
- Fix: Minigun Instance Naming rules fixed up and working. It's still not perfect, but it works for now. You should not need a new game for changes to take place.
- Fixed several outfits that did not have default templates but should have.
- Removed an edit to LLD_Synth for compatibility
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Version 106
- Updated Fomod (including updated optional files)
- LFO Difficulty Settings.esp has been updated. I found 2 actor values related to survival difficulty I forgot to move over from Lunar Fallout. This means that Survival will likely be more difficult now if you don't use the optional file.
- LunarFalloutFoodProductionIncrease.esp adjusted and a "Higher" version with more increased production.
- Lots of changes to armor and clothing (big and small).
- Railroad lining is now "Insulated Weave". It is 40% lighter than before and more focused on energy resistance. Unlocked through Railroad Faction, same as vanilla. Sold by Tinker Tom.
- New Institute lining: "Balistic Weave", which is more resistant to physical damage. It can only be obtained from Coursers or the Institute vendor. Heavier than other weaves.
- New Combat lining "Combat Weave" is a general purpose lining that players can craft without quests and is sold by Lucas Miller.
- Most outfits have been reverted to allow armored lining.
- Some outfits have a new modcol that spawns them with leveled armor lining.
- Many quest reward outfits now have legendary effects.
- I did another comparison of my changes with Unofficial Fallout 4 Patch and either fixed my mistakes or made intentional "dirty edits" to some items that were incorrectly "Fixed" but not touched by Lunar Fallout.
- Re-Overhauled the Contraptions DLC manufacturing machines. I've added a new Article to the Nexus page with details.
- The Minigun has been massively overhauled. It now has barrel, receiver, muzzle, magazine, and scope slots! Damage has been increased a hair. It is a much more versatile weapon.
- The minigun you get during 'When Freedom Calls' and from the raider Ack-Ack are both "damaged" and perform poorly. They can be fixed with upgrades.
- The Gatling Laser charging barrels upgrade has been buffed.
- The Flamer Toxic tank has been buffed and the crafting requirements lowered. The Flamer Lobbing projectile has been buffed as well.
- The Gauss rifle suppressor increases the weight of the weapon more.
- The Submachinegun has been edited to give the Silver Shroud version the "Rapid" Legendary effect. I also changed a leveled list to make sure the 'Silver Submachingun' is named.
- Far Harbor M4 carbine has armor penetration stats.
- Added missing armor penetration stats to Nuka World Western Revolver.
- Fixed the names of Cryolator loose mods.
- Added bottle pick up sound to molotov.
- Gen 1 and 2 synths don't carry caps. Those within the Institute should also not spawn spare ammo from Scrounger.
- If you have ranks in Scrounger you might be able to find scrap materials off of Gen 1 and 2 synths.
- I've added an LL_LFO_Synth_Gadgets to some of the Gen 1 and 2 synths for leveled loot injection.
- Bubble turrets are no longer completely invulnerable when not activated.
- Added sounds to Irradiated blood and removed the disease chance from it (as well as Glowing blood pack). Adjusted their values.
- Legendary Rad-Rats no longer explode on death. Effect replaced with a radioactive legendary effect.
- Removed change to FFDiamondCity07Paper item to prevent conflict (and was uneccesary).
- Revert changes to workshop food production to vanilla. Water production is still slower, but not as slow. Most people are probably using Workshop Framework at this point so it is counterproductive.
- Stingwing barb pick up sound added.
- Nuka World 'Predator Grenade' and 'Fury Grenade' recipes can be unlocked through their normal quest line or completing Open Season.
- More Creatures have a chance of dropping Brotherhood blood samples (mostly DLC creatures).
- DLC01_Armor_Power_T60_Tesla Right Arm and Chest Pieces have their in game names fixed.
- Re-Overhauled the Contraptions DLC manufacturing machines. I've added a new Article to the Nexus page with details.
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Version 105b
- Fix: Removed a modcol from Deacon's Minutemen disquise.
- Edited LvlScavenger (removed Spell list Template as it used Workshop NPCs).
- New Leveled lists added to: EncRaider01Boss, LvlSupermuntantBoss, EncGunnerBossTemplate, EncWorkshopNPCMaleGuard01Template, EncWorkshopNPCMaleFarmer01Template for patching items into the game through leveled list injection.
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Version 105
- The machinegun turret and heavy machine gun turret are self powered and now require a fusion core to build (and repair). The logic is they are self powered and more convenient to set up.
- Crafting perk requirements changed for each turret. Three of them (shotgun, laser, heavy laser) can now be crafted with ranks in Local leader or Engineering/Science. The logic is that you are convincing settlers to build them for you.
- Medium and large generators can be built with ranks of Engineering or Local Leader.
- Water Purifier can now be built with Engineering 2 or Local leader2.
- EncSynthCourser01Template edited. New leveled list added for LL injection script plans. Intentionally empty.
- A few (11) power armor frames spawned into the world have a 65% chance to have a fusion core already installed (where previously they had none). This will both help counter the scarcity of fusion cores a little bit, and create the potential for NPCs to get into the power armor before you do. lvlPowerArmorFurniturePartialNoCore, PowerArmorRandomizedNoCore
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Version 104
- Cave Fungus: Added Duration
- Ware's Brew: Added Duration
- Fire Belly: Changed Model to BottleVodka01Empty.nif
- Chicken Noodle Soup: Changed Consume Sound to NPCHumanEatSoup
- Standard Handy Buzz Blade: Added missing ingredients
- Deathclaw Hand: Given ITMIngredientMeatUpx pick up sound
- Radscorpion Stinger: Given ITMIngredientMeatUpx pick up sound
- Stingwing Barb: Given ITMIngredientMeatUpx pick up sound
- Whiskey Bottle: Given ITMGenericUp and PHYGlassBottle pick up / put down sounds
- Removed a Workshop NPC behavior package change that conflicts with UF04 patch changes/isn't necessary.
- Edited Deacon's disquises to spawn with railroad linings, since he likes to randomly swap into those and out of what you equip him with.
- Nuka Cade weapon rewards improved.
- Nuka World raiders should have better weapon spawns. Non-handmade rifle weapons have randmom loadouts which should diversify their specs more and be stronger. A few weapons added or removed from their pools with the general goal of improving their strength and making them stand out.
- Disciples now have a 50% chance to carry a melee weapon in addition to a ranged weapon. It seemed odd that most of them were ranged only.
- Gatling laser now uses fusion cells instead of a fusion core. This will mean more fusion cells and fewer fusion cores in the world and in vendor inventories.
- Handmade Rifle template edited to give the NW raiders much more diverse loadouts (but also themed). Disciples have automatics with bayonets. Operators have semi auto with scopes. Pack have random loadouts.
- Edited templates of most weapons. Primarily so that they spawn with leveled receivers.
- Several receiver modcols tweaked to improve spawns on NPCs.
- Shipments are less common in reward containers.
- You get more (and better) scrap from scrapping the large houses in Sanctuary.
- Keywords added to Codsworth to prevent him from not being fully moddable at robot workbench.
- Fixed some combat shotgun reciever crafting requirements.
- Lowered some crafting requirements for 10mm pistol and double barrel receivers.
- Misc tweaks to Cave Fungus, Ware's Brew, Fire Belly, Chicken Noodle Soup, Standard Handy Buzz Blade, Deathclaw Hand, Radscorpion Stinger, Stingwing Barb, Whiskey Bottle
- Removed a workshop NPC behavior package change that conflicts with UF04 patch changes/isn't necessary.
- Edited Deacon's disquises to spawn with railroad linings, since he likes to randomly swap into those and out of what you equip him with.
- Nuka Cade weapon rewards improved.
- Nuka World raiders should have better weapon spawns. Non-handmade rifle weapons have randmom loadouts which should diversify their specs more and be stronger. A few weapons added or removed from their pools with the general goal of improving their strength and making them stand out.
- Disciples now have a 50% chance to carry a melee weapon in addition to a ranged weapon. It seemed odd that most of them were ranged only.
- Gatling laser now uses fusion cells instead of a fusion core. This will mean more fusion cells and fewer fusion cores in the world and in vendor inventories.
- Handmade Rifle template edited to give the NW raiders much more diverse loadouts (but also themed). Disciples have automatics with bayonets. Operators have semi auto with scopes. Pack have random loadouts.
- Edited templates of most weapons. Primarily so that they spawn with leveled receivers.
- Several receiver modcols tweaked to improve spawns on NPCs.
- Shipments are less common in reward containers.
- You get more (and better) scrap from scrapping the large houses in Sanctuary.
- Keywords added to Codsworth to prevent him from not being fully moddable at robot workbench.
- Fixed some combat shotgun reciever crafting requirements.
- Lowered some crafting requirements for 10mm pistol and double barrel receivers.
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Version 103
- Now includes a fancy Fomod installer with optional files.
- Disabled DLC Legendary quest injectors (since their changes are integrated into the base game system). These quests only run once on start, so disabling them shouldn't cause issues mid game. This was primarily to reduce the risk of script errors.
- Bloodpacks now only heal 20 points of health, but heal 60 points if you have Medic 2 or higher.
- Fixed an ammo mismatch from the last fix of Valentine. He can use his gun again. If you already encountered this problem, updating should fix it.
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Version 102a
- Hotfix: something removed the bone data from ferral ghoul race. They have bones again. Not sure how that happened, but thanks for letting me know!
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Version 102
- Removed difficulty settings changes from main mod and softcore/hardcore patches.
- Added a "LFO Difficulty" patch in case you want to keep my settings.
- I have decided to include LFO Softcore, LFO Hardcore and LFO Difficulty patches with the main file and include an instruction readme for simplicity.
- Valentines 44 changed to use the correct ammo type (companion 44 instead of 45). This required an edit to Valentine NPC.
- Made changes to Curie's combat style. Robot and synth Curie have different combat styles now (only robot Curie was edited).
- Some synth combat styles tweaked.
- Increased the perk requirements for two laser gun receiver mods (bosted Gamma and Photon).
- Removed the script on shipments that breaks them down automatically when placed in a workbench. They now behave like normal junk items. This will give you more control of when and where they are used.
- Made changes to scrapable items in Vault 88 so you get more scrap for large items like trains and heavy equipment. The trains especially are now loaded with supplies.
- LFO Softcore Patch is now an esl flagged esp file.
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Version 101a
- Fixed a mistake in Caravan guard armors. Should spawn with apropriate gear now.
- Fixed LegendaryItemQuest mod rules for 2 headgear only legendary effects.
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Version 101
- Added a key to the locked basement in Sanctuary for mods that start you inside.
- Increased Radaway to remove 270 rads. Changed Medic perk rank descriptions.
- Party Girl/Boy rank 1 now makes beer hydrate the player in survival.
- Replaced vanilla robot smoke bomb weapon sounds.
- Herbal survival medicines now last 2 (real world) hours. Making them a little more worth using.
- Gamma gun stats tweaked and new modcols added to the weapon's template.
- Lorenzo's Artifact Gamma gun reverted to use gamma rounds, but now does full radiation damage in addition to push effect.
- Jack Cabbot's Zeta Wave Barrel is quiet and has a 40% chance to frenzy targets.
- Reordered some Instance Naming rule lists to improve compatibility.
- Survival Adrenaline perk only increases damage by 1% per rank instead of 5% (max 10% from max 50%).
- Renamed Nuka Grenade to Nuke Grenade for clarity.
- Adjusted Deathclaw combat style.
- Set default survival damage to 1.1 from player and 1.3 to player.
- Restored ability to harvest crops from planters in the world, with same chance to fail as settlement crops.
- Modified Fatman MIRV launcher: It now behaves more like a shotgun, where 6 projectiles come out of the barrel and spread out. You now have much more control over the range, as opposed to the vanilla projectile that split at a set distance and dropped.
- Mini nuke and similar explosions pass through objects and are much harder to avoid. They also leave a field of radiation for about 40 seconds.
- Fixed/improved many leveled lists.
- Fixed/improved several perk descriptions.
- Caravan Guards now have their own buffed outfit and weapon pool. Slightly more random appearance and much better equipped to guard merchants across the Commonwealth. This will affect a handful other NPCs in the game that share the outfit. They also have their own Combat Style.
- I made some changes to a few traveling merchants. Either improving their weapon or armor equipped as it made sense.
- Added "weaponTypeShotgun"keyword to plasma spitters and Harpoon Flichette upgrade to take advantage of Basher perk.
- Balance pass on helmets. Weight, protection, value, when they spawn.
- Added helmets and hats to the legendary spawn lists. All headwear added has a legendary mod slot added to it and is set to use the dn_CommonArmor Instance Naming list.
- Edited LegendaryItemQuest to account for the new item type. Reordered the list of legendary effects in the quest for clarity and hopefully easier 3rd party patching in the future.
- Some minor fixes to weapon armor mods and loose mod items (missing loose models, improved names for sorting, etc).
- Several vendors now carry robot repair kits.
- Refreshing Beverage description fixed.
- You can now craft MIRV frag grenades with Demolition Expert 4.
- Added keyword "RadiationHealing" to GhoulRace.
- Ravenous Hunger only lasts 4 hours.
- Vault 88 bed reverted to needing the quest requirements or placed within vault 88 to build.
- Some vault 88 furniture increases happiness.
- Molerat disease should only be applied if player is directly attacked by an infected molerat and there is only a 50% chance to apply the disease per hit you recieve.
- Molerat disease will only show up as a perk instead of a permanent red icon on your HUD.
- Fully rebuilt Ghoulish perk ranks (highly recommend you start a new game if you have already taken any ranks). All functions are in the perk descriptions. Will require a different playstyle to use, but should offer an entertaining challenge.
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Version 100
- Automatron DLC Robots have randomized level locked weapon lists, which should make tackling the quests early on much easier.
- Rebalanced robot parts dropping from robots. Logically split between Mechanist and Rust Devil robot types.
- Fixed a bug where you couldn't install robobrain head armor.
- Mechanist's bots are given positive names (lore)
- Added craftable MrHandy .44 and SMG weapons for left, right, middle hands.
- Robot scattered laser 4 to 6 projectiles.
- Robobrain smoke grenades detonate on contact so smoke should show up more.
- Rust Devil robots can spawn with random paint colors.
- Modified molotov cocktails to be slightly weaker, early game explosives.
- Reduced grenade and mine drops in the world.
- NPCs are a little less likely to carry grenades (especially Raiders).
- A few fixes to food values.
- Some cooking recipes now require you to find issues of Wasteland Survival (1,3 and 9) to unlock. Added Caravan Lunch and Wasteland Trailmix.
- A few ammo weights have been adjusted for survival: shotgun, 2mmEC, railroad spike, harpoon, missile, fussion core, nuka-nuke, mini nuke weights all reduced. .50 cal weight increased slightly (same weight as 2mmEC).
- Reduced some ammo drops slightly (mostly missiles). Reduced how much 5mm ammo NPCs spawn with when they have a minigun.
- Double barrel shotguns can now spawn with spiked muzzle breaks (fixed a modcol).
- Fixed perk requirement to craft powerful double barrel receiver (now Engineering 2).
- Dog armors now actually provide some protection to dogs.
- Deezer is protected and less likely to join in a fight.
- Removed Flamer long barrel hose as it didn't really do anything (nozzels affect range).
- Lucas Miller is now a reliable source for medium and heavy leather, metal and combat armor pieces. They also appear much sooner than other sources in the game.
- Cricket carries more explosives and flamer fuel.
- RadAway now only removes 240 rads over 3 seconds and is less common. This reduces how much Medic ranks improve it.
- Fixed a Legendary Raider's name.
- Turned December's Child into a unique .45 caliber combat rifle.
- Combat rifle default sound changed to that of NW Handmade rifle since it's a higher caliber weapon now.
- Several store bought legendary armors are upgraded from light to medium tier.
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Version 99.2
- Adjusted default damage in/out for all difficulty settings above normal:Survival 2x in 2x out (with hidden multiplier removed). Very hard 2.5x in 2x out. Hard 1.5x in 1.5x out.
- Took a balance pass on robot melee and ranged weapons which should greatly improve their performance at different ranges. In particular, Codsworth has a higher chance of swapping between melee attacks and ranged.
- Codsworth's flamer does less damage than default MrHandy flamers and is renamed "Damaged Flamethrower" to make it easier to identify in the robot workbench.
- Removed all balistic rapid automatic receivers from crafting and spawns.
- Lever Action Rifle suppressor got missing damage reduction.
- Adjusted the defense ratings of several settlement structures to allow settler patrols (since settlers can be assigned to more than one at a time).
- Made the Vault-Tec DLC barricade accessible prior to starting that quest as it aesthetically isn't Vault-Tek specific and is nice.
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Version 99
- Thanks to Abbalovesyou, I've added part of "More Super Mutant Weapon Animations". Super mutants will now spawn with a greater variety of weapons and be able to use them.
- Changed Hancock's ranged combat style from dueling to flanking.
- Adjusted the stats on Cait's shotgun.
- Tweaked "mod_UniversalOffset_Range_Shotgun" to slightly increase the range at which companions engage with their shotgun (since shotguns are generally more effective at range now).
- Scavenging station now only requires Local Leader or Scrapper to build, rather than both perks.
- Deliverer is converted to a .45 pistol with a base damage of 40. Upgrades require higher skill levels to craft.
- Laser, Institute Laser and Plasma guns have been rebalanced. Ammo counts have been reduced. Damage has been tweaked. The ammount of ammo capacity increased/decreased by mods has been adjusted as well. Institute laser barrels should behave a little differently. Slower fire rate for long barrels and reduced recoil in some cases.
- Combat Rifle is now a 5.56 caliber weapon. Base damage increased from 40 to 48. Base ammo capacity reduced from 20 to 16. Some receivers are unlocked with higher levels of Engineering.
- Removed scopes from the machine gun (only iron sights and reflex sights now).
- Flamer nozzles (other than standard) have been buffed.
- Submachinegun .38 receivers have been buffed.
- Pipe revolver .308 receiver is now a .44 receiver. Damage recalculated and stats tweaked.
- Tweaked a few pipe gun receivers with incorrect settings.
- National Guard Traing Yard armory is now a little better stocked. Including 3 pulse grenades to help take out the sentry bot that spawns just outside. Moved two markers outside of National Guard Training Yard so the player doesn't get ambushed by a sentry guard.
- Adjusted drops in ammo crates. I changed the level at which some ammo types spawn and added .45-70 to the pool as it previously only showed up in vendors.
- Vehicles take more damage before blowing up.
- Reduced the number of Synths you encounter in the first half of ArcJet.
- Reduced chance of death by bumping into vehicles.
- Reduced chance to find meat in Gorebags and on Supermutants. Increased the level at which higher quality meats drop.
- Added new scrappable item "Gauze" which shows up in first aid kits instead of generic cloth scrap.
- Added new scrappable item "Solder" which shows up in toolboxes instead of generic lead scrap.
- Buffed Psychonaut's Furry legendary effect to match the higher penalty of addiction.
- Added a 400 second "reduce Luck" effect to all Jet chems. This is to allow the player to reasonably counter Jet addiction (rather than aleviate the withdrawl effects a few seconds at a time). The Luck reduction shouldn't be too harsh and kind of balances the drug out as an alternative to VATS. I also increased the duration of secondary effects for Psychojet and Buffjet from 18 to 30 seconds so they are a little more appealing. Ultrajet effects last a little longer, making it noticably better than Jet.
- Some weapon receivers that convert ammo types now also increase or decrease the ammo capacity of the weapon.
- Hunting rifle converted receivers have noticeably different performance. Reduced the capacity of .50 conversions and slowed their fire rate.Hunting Rifle .45 receiver changed to a 5.56 conversion instead.
- Codsworths flamer has a reduced range and damage since he is an early game companion.
- Adjusted stats on a few outfits and clothing items.
- Fixed a previs error in Nukaworld (dirty edit).
- Deb in Bunker Hill should have more caps.
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Version 98
- changed perk requirements for several energy weapon mods. All barrels require science and some barrels now require higher ranks in science.
- Buffed "light" legendary effect. Now reduces weight by 40% (was 30%). Bringing it closer to the utility of "Light" Receivers.
- Reduced action point cost to fire weapons with the "Rapid" Legendary effect to bring it closer to "Fast trigger" receivers.
- "Balanced" legendary effect now increased minimum as well as maximum range by 15%.
- Increased the chance of certain vendors selling weapon and armor mods. Still not a lot, and a select variety.
- Removed several weapon mods from vendors that are removed in the overhaul.
- Vendor ammo counts have been tweaked. You should see slightly more ammo early game, but the ammount of ammo vendors sell late game will be less on average. Ammo scarcity should be better balanced and something you still have to worry about somewhat late game. You can still counter this by building settlement shops or taking scrounger.
- Several more pieces of Vault Tek furniture can not be built until they are unlocked with that DLC questline.
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Version 97
- Light, Heavy, Hair Trigger and Better Critical receivers are essentially removed from the game (you can no longer craft them and they should not drop in most cases). They will still exist if updating from an older version of this mod. Energy weapons are not affected here.
- Removed Machine gun Medium and Fast Reload Medium magazines. Replaced them with a lower tier drum mag. Since it's exclusively an automatic heavy weapon it made no sense to keep the smaller capacity mags.
- All drum magazines increase weapon weight more. Part of this logic is to account for the bulk of carrying spare bulky mags.
- Shotgun Barrels rebalanced. Longer barrels have reduced spread and increased range but also increased recoil compared to short barrels. Combat shotgun especially is much more versatile.
- Energy Weapon "splitter" muzzle mods now add the WeaponTypeShotgun keyword and should benefit from mods that affect that weapon type (like Basher 2). Reduced spread and increased effective range.
- You can now craft 2mm EC rounds and Plasma Cartridges in the Ammunition Plant (Engineering 4 or Science 4).
- Suppressors now reduce damage by 5% (except for Deliverer), making them less of a clear upgrade and more for specific builds.
- Automatic armor piercing receivers removed from the game.
- Rifleman Perk effect reducing armor resistance removed.
- .45, .44, 5mm, .50 and 2mm EC are now considered "armor piercing" rounds. These ammo types have "AP" or "+P" added to their name to make it clear in game. Any weapon that uses this ammo type (including if it is converted to do so) will have the armor piercing effect. Regardless of semi or auto fire mode. I did not include the "piercing" keyword in the weapon mods in order to declutter the weapon names. Once you familiarize yourself with the new ammo stats it's easy to keep track. Ammo choices were determined by balance and game logic over real world caliber stats.
- Tweaked Machine gun drop templates
- Grenade throwing arc effect moved from Demolition Expert rank 2 to Pip Boy Expert rank 1.
- Further reduced damage scaling of NPC power armor to 1. This means that NPCs wearing power armor will take just as many hits for parts to degrade as the player.
- Tweaked GNR Encounter Zone (max level 120).
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Version 96
- Rebuilt Outfit_Raider01_Boss with some new leveled lists. Raider bosses will have better armor than regular raiders and hopefully stand out more.
- Minuteman Officer edited with a new outfit. They now wear an armored version of the Colonial Duster.
- Changed "LvlSynthTeleport" Actor to use LCharSynth leveled character list for Traits, Stats and Inventory. As well as gave it the ImmuneToRadiation Perk. This will mean Synth Teleport Grenades have the potential to spawn level scaled synths instead of always low level fodder. Good for you, but also good for the Coursers who carry them.
- Removed a dirty edit in MedTek.
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Version 95
- Mutfruit edited to produce the same amount of food per plant as all other crops.
- The planters that exist in some settlements had their food production values changed to equal the number of plants in them (2-4).
- Added the ability to plant Tarberry in settlements. I can't get placement to function correctly, so they work like other crops but have harvest animations for water placement.
- Added Garden Planter to the miscelaneous resources section of the workshop. It functions just like the Garden Plot settlement object only smaller.
- All crops can now be harvested by the player (with a 25% chance of success).
- Fertilizer and brahmin milk production calculations simplified and slightly increased the chances.
- Increased the pool of food and drink items Piper will randomly give you while traveling together. Low to mid level, survival friendly options.
- Increased the amount of produce found in many vendor inventories. Especially bars. I also added a few more prepared foods to some of them.
- I made a change to a unique crop at Warwick (doesn't touch the location).
- LunarFalloutFoodProductionIncrease.esp (flagged esl) is a patch that will increase multiple values associated with Settlement Food production. Most notibly it will edit crop values so that their food per plant remains 0.5, but their food of type value is 1.0. This should theoretically double the amount of food placed in workshop inventories. This patch will make food production higher than vanilla and is designed to be used with Workshop Framework.
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Version 94a
- Hotfix for Commando perks. Commando rank 2 incorrectly reduced range of automatic weapons instead of extending it.
- I also added a further increase to range at rank 4 of Commando.
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Version 94
- Slight improvement to payout from cap stashes.
- Tweaked leveled lists that add weapon/armor mods to vendor inventories. Should see more, more often.
- Balance pass on weapon grips. I standardized the weights of all grips and reduced the difference in weight between types. Pistol and short grips weigh less than full rifle stocks, but the difference in weight between different pistol grips or between different rifle stocks is less drastic.
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Version 93
- Adjusted perk requirements for 2 lever action recievers.
- Tweaked Triggermen LLD to better differentiate them from raiders. They drop mostly ciggarettes, booze and prewar foods.
- Tweaked Raider LLD. Added more junk for variety.
- Found another leveled list that injects items into corpses and tweaked it. In particular, I removed most lab glassware like flasks and added some more immersive junk items.
- Leveled list RELLRewardWeapons changed so that the highest level available item will spawn (instead of a gun <= to the player level). This will guarantee a worthwhile reward for many "note" quests. Levels changed for each weapon so there is still some variety at each tier.
- Same or similar for "LLI_Raider_Weapons_Boss", "LL_Weapon_Any_Boss" (also removed it from a few vendor inventories), and "DLC03_LL_Weapon_Any_Boss".
- Tinker Tom now sells a Railway Rifle after level 20.
- The Brotherhood vendor Teagan now has a better selection of power armor mods (specifically for the T-60). After level 30 he has a chance to carry D class linings and an assortment of misc mods for all limbs. They are only low to mid tier but offer an option for non-crafting power armor users.
- The Atom Cats power armor vendor now has a similar selection of T-51 mods.
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Version 92
- Double barrel pistol grip keyword "dn_HasGripRifle" replaced with "dn_HasGripPistol" (in addition to existing WeaponType keyword change) should make sure you only get damage and other buffs from pistol related perks.
- FogCrawlerRace now has Creature keyword to prevent legendary items spawning.
- Moved the ESM and "stripped" versions of the mod to the old section as the need for either is low or non-existant and support is ended.
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Version 91d
- Gunslinger rank 2 description fix.
- Gunslingher rank 5 limb damage only applies to semi-auto pistols now (fix).
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Version 91c
- Fix: Life Giver rank 1 still had a flat health buff from vanilla (removed).
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Version 91b
- fixed versatile legendary aromor effect
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Version 91a
- Fix for the "Mercenary" Legendary effect stats.
- Uploaded German translation of recent version to optional files.
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Version 91
- Survival Focussed balance pass of food items
- All foods crafted with Wasteland Gourmet perks are disease free
- Molerat chunks and Mutt chops have a chance to give disease
- Prewar foods (except snacks) have a chance to give disease.
- Summerset Pie given a "type food" keyword
- Check the Articles section for a more detailed description.
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Version 90
- Added a missing recipe for psychobuff.
- Exeperienced Settlers should no longer be protected and fully mortal. There are a few edge cases with settlers remaining protected or essential, but this is largely intentional because they use the same spawn pool of unique settlers, like the ones you talk to to initiate quests to gain a settlement.
- Nuka World raider faction settlers should finally no longer be protected (except for "spokesperson" variants who are quest related).
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Version 89
- Moved Lightstep effect for floor boards from Ninja 3 to Sneak 4 for the sake of companions.
- Moved Lightstep effect for floor boards from Ninja 3 to Sneak 4 for the sake of companions.
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Version 88
- Fixed some dirty edits in the Nuka World market auto created in construction kit.
- Removed a few identical to master changes caused by recent changes.
- Vanilla FO4 has wooden planks that break if you walk on them. Sneak rank 1 prevented this from happening. Now you need Ninja rank 3.
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Version 87
- Lorenzo's Artifact now uses standard fussion cells instead of gamma rounds, making it even more unique and valuable.
- Combat Rifle full stock now only requires Engineering 2 to craft.
- Machine Gun in MA state house and NW market should now spawn as random automatic variants.
- Settlers (and Minutemen) now have radiation resistance as it was killing them in some settlements.
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Version 86
- I accidentally removed the first automatic Machine gun reciever recipe in the last patch (fixed).
- I Changed all Machine Gun templates to use automatic recievers, which should further prevent them from showing up in game.
- I went through and did a more thourough pass editing leveled lists to prevent the Machine Gun showing up too early. I had missed a few including gunners and some vendor lists. Should be very hard to find them early on.
- There are a few unique instances where you can get a Machine Gun early, but I left them untouched.
- Increased weight added by submachine gun .45 receiver and cost to craft it.
- Latest version ESM added to optional files section
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Version 85
- Machine Gun now only has automatic recievers. The recievers still exist in game you just can't craft or buy them. So existing ones will remain if updating mid game. Let me know if you encounter any in a new game.
- Machine Gun .308 reciever range reduced and action points cost raised.
- Machine Gun base damage reduced from 54 to 52.
- Raised level at which Machine Gun shows up to 38 (with a few instances at 35) making it more of a mid to late weapon.
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Version 84
- Fix: Pipe gun .45 Reciever damage reduced (dumb math error on my part). Should be comparable to damage of a .45 submachinegun at the level it can be crafted.
- Pipe Revolver got a slight damage buff (eaxtra 2 points to base damage). This brings the max potential damage at gun nut 3 with .308 reciever closer to the hunting rifle at the same level.
- Added the material keywords to the laser musket, so it can use Creation Club skins.
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Version 83
- Nuka Nuke Explosion buffed. Damage is between normal and big boy explosions with a slightly smaller radius than normal mininuke.
- Levels at which Power Armor types spawn increased further. T-51 spawns at level 25 and up. T-60 at level 50 and X-01 doesn't spawn until level 85. Remember that this is also a Less than or equal list now, so unlike vanilla you will still find lower level Power Armor. At level 85 a set has only a 1 in 10 chance of being X-01. I've also removed X-01 sets from "partial" lists meaning it will only spawn as a full set. The Nuka World Quantum X-01 suit is the only level independent way to get early X-01. I realize T-60 and X-01 spawns aren't very lore friendly, but keeping a variety of armor types makes the world more interesting, so I'm not removing them completely.
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Version 82
- Cannibal Perk rebalanced: Rank 1 heals 50 points (from 40). Rank 2 heals 100 points (from 40, but still only allows eating humans). Rank 3 heals for 100 points (from 80) and allows eating ghouls/supermutants. Essentially swapping rank 2 and 3 then buffing the health gain. Rank descriptions show numbers to help decide if it's worth taking.
- Fixed: Unique Forged armor showing up in some vendor inventories.
- Boxing Glove does equal base damage as knuckles but comparably higher damage with mods.
- Molerat disease optional cure is now a unique item located in Med-Tek.
- Minigun got a new "Improved" barrrel (unlocks with Accelerated barrel). Functions the same as the standard barrel only with increased damage. Damage output of other barrels increased as well.
- Gatling Laser Charging Barrels damage increased again. However you are still sacrificing DPS for ammo efficiency.
- Rebalanced Supermutant armors. Increased their damage resistance (doubled or more) and changed how they spawn on NPCs. Equipping diferent pieces on Strong might actually be worthwile now. Higher level Supermutants will have a little more damage resistance.
- Some Vault 88 defense structures have buffed defense ratings.
- I've added a new power armor arm modification. The "Stabilized Servos" mod basically uses the Stabilized mod from regular armor to reduce scoped sway. Available on T-45, T-51, T-60 and X-01 suits.
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Version 81
- Unarmed damage while wearing power armor is increased significantly (from 18 to 40). Making it very effective right at the start and devastating with arm mods.
- I increased the damage of all unarmed weapons and reduced the action point cost of bare fists, knuckles and boxing gloves. So mid to late you have the option to hit hard or hit often.
- Boxing glove damage is between knuckles and power fist as it's not as common and shows up later (less logic, more balance reasons).
- Duck and Weave (Blitz) Perk description changed to note that you don't have to be moving for damage avoidance to occur (just need the weapon type equipped).
- Adjusted the base distance at which enemies show up on your compass (Perception still largely determines how effective that is).
- Added a loading screen message explaining that you need to assign settlers to farm crops for you.
- Added a new "Lobber" muzzle to the Flamer which fires projectiles that arc. Decent damage and range, but slower rate of fire and a noticeable arc.
- Stimpaks reverted to vanilla 100% limb damage healing. I thought it was working but seems to work incorrectly in certain situations (or completely go away affter leveling up medic at all).
- Gatling Gaser charging barrel damage increased.
- Reduced the effect Heavy Gunner 2&3 has on hip fire accuracy.
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Version 80
- Stimpaks now only restore 25% of limb damage per dose. Rank 4 of Medic raises this to 50%. This increases the rarity of stimpaks (you will use more) and makes Adamantium Skeleton more atractive.
- Damaged limbs now take somewhere between 10 minutes to an hour real time to start auto healing.
- Adjusted Vertibird minigun barrels. Tri-barrel version only increases damage slightly.
- Improved the damage falloff of the Gatling Laser Charging barrels so they are much more effective at range.
- Increased per round damage of the Minigun Accelerated barrel quite a bit to make it more atractive.
- Changed Pipe Bolt-Action .38 receiver to .45 caliber conversion.
- Duck and Weave perk now has a 15-30% chance to remove all damage (up from 10-20%). I've also edited the description to note that it works with unarmed weapons also.
- Commando description changed to note that it only affects automatic Rifles and Pistols.
- You can craft the weapon workbenches if you have Engineering 1 or Blacksmith 1 (for pure melee builds).
- Increased the amount of steel you get from some junk items (like Tube Flange) to 1 per unit of weight. Still not great but at least something.
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Version 79
- Increased distance that weapons visibly impact surfaces by 5x.
- Fixed stingwing barb weight (now 0).
- Lowered weight of bone from 1 to 0.1
- Lowered the weight of concrete from 3 to 1. Still the heaviest scrap item by far. Note: I don't see the value in raising the weights of any scrap items for realism sake. I'd rather the gameplay emphasis be on finding scrap rather than hauling it.
- Behemoth thrown Rock does more damage, but doesn't have a magic target seeking effect so you can dodge it.
- Vertibird side miniguns can now spawn with different barrel types in higher level areas, making them more of a threat.
- Vertibird health increased.
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Version 78
- Fixed Fatman MIRV projectile so you can shoot it at a downward angle without guaranteed killing yourself.
- Bottlecap mine and frag mine now shoot out shrapnel, making them more deadly.
- Changes to miscelaneous item names, weights, values. In particular reducing weight of many quest items to zero to prevent carry weight bloat.
- Drasticly reduced the weight of the Silver Shroud armor (since it's locked in your inventory until you complete the quest) and increased the armor rating as it levels up.
- Improved Armor rating of Mechanist Helmet and armor.
- Adjusted loot drops from meat bags. Slighty less drops and better meats don't drop until higher levels.
- Increased the range of the Assaultron severed head, but it has a fair amount of damage falloff. Still an overall improvement.
- Fixed some shipment crafting recipes that are 50x instead of 25x of scrap.
- Automatron robot parts crafting requirements further split among ranks of Robotics Expert.
- Added 1 circuitry to synth components to make scrapping them a little more worth while. Also gave them a small amount of weight.
- Slight tweak to shotgun effective range to keep the intended higher damage falloff.
- Added rank 3 to VANS perk, which adds all map locations to your Pip Boy.
- Strong's companion perk also affects unarmed damage.
- Nerfed distance at which enemies show up on the compass (Perception still increases the range they show up).
- Basher rank 2 adds a 6% chance to knock down opponents with shotguns.
- Energy weapon "splitter" mods now significantly increase damage while decreasing ammo capacity. Performance is now much closer to conventional shotguns. It's an improvement, but not perfect. These mods don't perform well with VATS and the range stats are misleading/wonky, but they are effective at very close range, which is the point.
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Version 77
- Assault Rifle (and loose weapon mods) renamed to "Machine Gun". This weapon is now considered a heavy weapon and affected by those Perks. There are plenty of Rifle class weapons and not enough Heavy weapons to justify a pure heavy playthrough. This is a change I've wanted to make for some time, but held off until I was certain.
- Machine Gun weight, damage and ammo counts rebalanced. Masterwork semi-auto and Advanced Auto receiver now converts it to .308 Caliber (ouch!). Suppresor now requires Engineering 5. The Machine Gun automatic receivers also got a damage buff to make the weapon excel in that role.
- I did a heavy rework of the manufacturing builders. Changing what they make and what the requirements are. I'm fairly limited in what I can change without adding new scripts, but I think I've made them much more useful and interesting. Tip: there are quite a few recipes that don't show up until specific criteria are met.
- All vault suits have an armor rating of 2 and a value of 30.
- Fix: some jacket and jean outfit stats.
- Fix: Institute Cleanroom suits can use balistic weave.
- Fix: Allow leg armor with Gunner uniform.
- Fix: Forged outfit leveled list had helmeted cage armor as a helmet option. Also added a Forged specific armor variant.
- Power armor arm mods tweaked: Bleed effect lasts 4 seconds(3 damage per tic). Optimized requires Blacksmith 2 and also increases unarmed damage slightly. Hydraulic Bracer unarmed damage increased and now stacks if using two mods of that type. Tesla Bracers now require Blacksmisth 4 and Science 1; do much more damage over 2 seconds instead of instant. These changes should carry over to other power armor frames like CC or other mods as I edited base effects.
- Returned Fatman and Missle Launcher to Heavy Weapon class. Found a better work around so that Heavy Gunner Perk affects explosion damage but Demolitions Expert does not for those weapons. I feel like this is a superior solution to the issue.
- Increased base damage of fat man (950) and Big Boy (1400) Explosion. Increased their blast radius to account for no influence by Demolition Expert. Reduced damage and blast radius of individual MIRV explosions (5x400 base damage) and increased the spread slightly.
- Reduced blast radius of missile launcher explosion a bit more.
- Reduced frequency of Automatron random encounters.
- Hunting Rifle .38 receiver converted to .45 receiver. More damage, makes more sense (combat rifle can convert to .308)
- Improved Junk Jet muzzle upgrades.
- Improved Flight helmet armor ratings.
- Improved Combat Armor helmet rating.
- Removed Perception debuff from gasmasks as it just lead to inventory management and/or confusion.
- Added Food item "M.R.E." it's a high quality packaged food. Quite rare. It currently uses the Institute Packaged food model for now.
- Added Drink item "Mutfruit Juice" craftible with Life Giver rank 2. It should hydrate you much more than purified water does in Survival.
- HalluciGen Gas Canister now a weightless, unscrappable misc item (so you don't accidentaly scrap it or dump it in a workshop). It was only worth 1 steel anyway. Let me know if there are any more semi-quest items like this.
- Removed negative effects from Ghoulish Perks.
- Fix: Aquaboy/girl rank 1 Perk now adds 200 rad resist (was 10).
- Made few edits to loading screen messages and added a few new ones.
- Fixed a couple of minor Creation Kit errors. I feel like a big boy now.
- Made another pass with Unofficial FO4 Patch to make sure I'm not overriding anything important.
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Version 76
- Improved cap stash amounts generally 20-100 but averaging closer to 40-60.
- Molerat meat, chunks and jerky are more radioactive and less valuable.
- Commando rank 2 increases range of automatic weapons by 10%.
- 10mm and Deliverer Suppresors have less of an effect on range.
- Increased the value of a few silver and gold items.
- Fix: Rearanged perk requirements for crafting handmade rifle stocks.
- Adjusted the base AP of a few weapons that were too high or low for their class.
- Increased armor rating of Vault Tec and Covenant security armors slightly.
- Fix: Some Vault suit linings were missing keywords that a allow changing the color and number of the suit (Creation Club item).
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Version 75
- Further adjustments to weapon ranges. In particular, shorter barrels (and pistols) have less range, but also less damage falloff than long barrels.
- The range difference between short and long barrels has been reduced slightly.
- minigun, 10mm pistol and .44 cal weapon damages increased slightly.
- Submachine gun muzzle spawning fixed.
- Medium and heavy armor variants have more logical values. In particular medium and heavy Raider armors are devalued, while leather and combat armor values slightly increased.
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Version 74
- hotfix: this should fix submachine guns spawing with .45 cal receivers early game. modcol was set up incorrectly.
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Version 73
- Demolition expert, removed rank 4 bonus to shot explosives.
- Missile Launcher and Fat Man are no longer considered heavy weapons and only get a damage bonus from Demolitions Expert perks. This is the easiest way to balance them so they do decent damage without perks, but aren't insane with 4x damage buffs. Base damage increased to compensate.
- Gunslinger 2 & 3 no longer affect pistol range. Many weapons allow pistol grips and long barrels, allowing pistols to easily outrange rifles. Those ranks now just have a lower chance to disarm than rank 4 (1% and 3%). I've increased the base range of pistols to compensate a bit so it isn't a huge nerf to pistols.
- Sniper perk now increases range of all pistol and rifle weapons 15% at rank 1 and 30% at rank 2 (vanilla gunslinger perks increased range by 25% and 50%).
- Balance pass of weapon barrels. Generally speaking you have standard/light/ported (for short and long). Added a slight range increase to ported to make it a more appealing option over light. Tweaked short and long barrel range modifiers for a most weapons.
- Further differentiated Laser and institute laser. Institute laser does slightly more damage, but has a reduced effective range.
- Increased plasma gun damage also and increased crafting requirements for a few of it's mods.
- Fixed Submachine Guns only spawning with .38 receivers. All attachments should scale with level just like every other weapon. I've also made it so boss NPCs and Operators will only spawn with .45 variants of Submachine Guns (after level 20).
- Increased the range of many projectiles (different from weapon ranges). One of the more notable changes is an increased range of the cryolator and plasma flammer streams. Mosy other changes will only impact combat at extreme ranges.
- Adjusted the base weight of pipe guns.
- Tweaked some vendor inventories.
- Fixed "Big Boy" fatman not spawning into Arturo's shop in Diamond City. Unfortunately this is done with a script at the start of the game so won't work with existing saves.
- Mysterious Serum duration reduced to 30 minutes. It's still a very powerful tool, still plenty of time, and the duration can be extended with Chem Dependent. I've also increased the value of the serum from 25 to 600 caps.
- Food and drink balance pass. Most foods that add SPECIAL buffs valued over 100 caps. Lots of price adjustments. Low quality/value foods have more rads to encourage players to be picky.
- Spotlights no longer require biometric scanners to craft at settlements.
- Fixed an armor equipping issue with Disciples.
- Fixed an armor equipping issue with Disciples.
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Version 72
- A vault-tec chest in vault 81 is now treated like a boss chest with rewards.
- Fatman weight reduced from 30 to 25.
- Missile Launcher weight reduced from 20 to 15.
- Missile Launcher mods increase weight by a smaller amount. Full modded missile launcher weighed 40+ making it hard to justify carrying around.
- Fixed: power generators in the world were no longer affecting lights when you took the fusion core.
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Version 71
- Operator weapon pool changed. Replaced submachine gun with plasma gun to keep them competitive and interesting.
- Nuka World combat zones adjusted so some areas are higher level than others. The power plant being the most challenging (min level 60). Most areas are unchanged, but completing all quests (especially claiming the different parks) should be more of a challenge and more of a late game activity.
- Far Harbor combat zones tweaked. A few locations got levels raised. Notably a few locations required to complete the main quest have a minimum level of 35-45. Still set up to be played mid-playthrough.
- Tweaked a few vanilla combat zones. In particular around Boston Airport and Prydwin so that the BoS should be a little tougher in those locations.
- Righteous Authority comes with a reflex sight, just because.
- Fusion power generators in the world now give fusion cores at 25, 50, 75 or 100% charge (in therory, haven't tested much and only getting 100% cores).
- Bloatfly projectiles have a small chance to infect targets (so they spawn a bloatfly on death) similar to the bloatfly larva syringer dart.
- Workshop traps function for 100 hits before needing repairs. attempt to make them unbreakable seems to have just made them worse.
- Reduced the missile launcher explosion damage a bit.
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Version 70
- buffed missile launcher explosion damage quite a bit. Damage is now 300 at the center of the blast but it has a tighter center (meaning further out in the blast radius the damage won't be as high. Previously the damage was almost the same as a frag grenade, making it not worth carrying.
- Reduced the base weight of Pipe Revolver and Syringer.
- Changed Syringe naming system: "Berserk Syringe" to "Syringe - Berserk"
- Further improved syringer ammo effects. Also tweaked the recipes to remove any scrapable junk items.
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Version 69
- Standardized Perk requirements for suppressors. In general Pistols=Engineering 2, Rifles=Engineering 3, Heavy rifles/shotguns=Engineering 4.
- Standardized Perk requirements for Scopes. Short/Med/Long=Engineering 1/2/3, Night Vision=Science 1, Recon=Science=Science 3. So for example all medium night vision scopes will require Engineering 2 and Science 1.
- Reduced weight of green hood (was 3 for some reason).
- Changed loading screen description of Refractor perk (now Laser Focused).
- Reduced crafting requirement for double barrel full stock to Engineering 1 (same as pistol stock) so pistol and rifle players have equal access at the start of the game. Both grips should also have an equal chance of spawning on NPC weapons.
- Fixed: Legendary effect "Resilient" now only allowed on guns.
- Increased chance of certain vendors carrying syringer ammo.
- Increased chance of certain vendors carrying syringer ammo.
- Balance pass on levels that armor mods spawn on NPCs to better match similar changes to weapon spawns.
- nice!
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Version 68
- Changes version label to strait numbers for simplicity (yes, this is the 68th public version of this mod )
- fixed overly high assaultron shock and stun mod.
- fixed Vans perk XP bonus effect.
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- Donations
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Straight donations accepted
Lunar Fallout is a comprehensive overhaul of Fallout 4 in a deceptively small package. This mod overhauls nearly every system in the game to work together and create a cohesive balanced experience. This aims to hit that sweet spot where you feel your character growing stronger and more capable, but the world continues to offer challenges. While I consider the mod complete, I still track the comments section and occasionally fix any bugs reported. At this stage it is a very stable mod.
The original design goal was to make Fallout 4 feel more like the FPS-RPG many of us wanted and expected on launch. I feel I accomplished this within the confines of my skills and what the vanilla game offers. In the process, the mod has made the game more challenging. This was a natural evolution as I fixed the balance of many systems and tied everything together. Very few changes were made to make the game difficult for the sake of difficulty. However, do be prepared for a challenge and know you may need to relearn the game to some extent.
All in One? Yes, this mod encompasses almost every element of the game I felt needed fixing or balancing (as well as suggestions other users have made). The goal was to make one mod that covers all critical areas of the game. If you could only use one mod to improve fallout 4 I'd want this to be your choice. My personal limits set have been no added scripts, no third party mod requirements and no files other than the esp. There is very little "new content". However the changes are significant enough that the game should feel fresh. This mod is a great excuse to try Fallout 4 again if you lost interest shortly after release (or just want to try another play through with a different overhaul).
Key Features: I have written a series of Articles that go into detail on each area this mod changes, as well as offer lots of helpful information.
- Armor and Clothing
- Legendary System
- Food and Drugs
- Weapon Balance
- Miscellaneous Changes
- NPCs, Creatures and Companions
- Perks
- Power Armor
- Settlement Changes
- Survival
Optional Files and Patches
I have included a set of optional patch files in the main download's fomod to make the game easier or harder than default LFO. I have continued to try to accommodate as many people's tastes as I could.
Over the years, LFO has gained a bit of a following. and thanks to the efforts of other modders there are an abundance of compatibility patches available.
I recommend doing a search on Nexus for "Lunar" or "LFO". I've also made quite a few patches myself.
WhiskyTangoFox has created a Wabbajack mod list Life in the Ruins, using Lunar Fallout as a base. They also have a Discord channel to help out. Check out their Nexus page as they have shared a ton of compatibility patches.
Compatibility
Check the Articles section of this mod page for a list of recommended mods as well as Determining Compatibility.