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About this mod
Most realistic damage overhaul you'll find on the whole nexus. Promised.
Features: Scripted headshots, scripted dismemberment, bleedings, stagger ,stab your enemies from behind, Shotgun knockback and more! Balanced melee and range combat. Settings holotape available to tweak features to your liking or completely disable them!
- Requirements
-
Nexus requirements
Mod name Notes Fallout 4 Script Extender (F4SE) Mod Configuration Menu Download here: https://www.nexusmods.com/Core/Libs/Common/Widgets/DownloadPopUp?id=172180&game_id=1151 RobCo Patcher Off-site requirements
Mod name Notes Mod Configuration Menu (Alternative Download) Alternative Url Mods requiring this file
- Permissions and credits
-
Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
- Console modding permission This mod won't work on consoles or would not be acceptable on Bethesda.net according to their rules
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Thanks to Bethesda for creating such a great game
Thanks to FO4Edit by ElminsterAU and supportersDonation Points system
Please log in to find out whether this mod is receiving Donation Points
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Translations
- Ukrainian
- Spanish
- Russian
- Portuguese
- Polish
- Italian
- German
- French
-
Translations available on the Nexus
Language Name Spanish Author:F3rcho93 Better Locational Damage - Spanish Russian Author:Kotin Better Locational Damage- Russian translate Russian Author:BEFORE_GAMES BLD RUS Spanish Author:kittyowilder Better Locational Damage and Optional Gameplay Overhauls - Spanish German Author:TheHessiJames Better Locational Damage - German Translation Russian Author:Yarp Better Locational Damage and Optional Gameplay Overhauls -RU French Author:Zzyxzz Traduit par Chatthe Better Locational Damage and Optional Gameplay Overhauls French Ukrainian Author:vwtrotsky Better Locational Damage and Optional Gameplay Overhauls Ukrainian translation Polish Author:Kamiel Better Locational Damage - Spolszczenie - PL Portuguese Author:Oruam Traducao do Mod Better Locational Damage Italian Author:samyesu Better Locational Damage and Optional Gameplay Overhauls ---- traduzione italiana Polish Author:Zzyxzz Better Locational Damage PL - Changelogs
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-
Version 7.7.0
- Bug fixes
- -> forwarded some fixes from the UFO4P
-
Version 7.6.6
- Bug Fixes
- -> Removed the Armor Penetration Fix. BLD had the Armor Penetration Bug Fix installed by default, but it produced a bug.
Please use the F4SE version of the fix found here: https://www.nexusmods.com/fallout4/mods/73849
-
Version 7.6.5
- Bug Fixes
- -> Fixed a bug, where NPCs still benefited from Jet being used, even when the Chem System is disabled
-
Version 7.6.4
- General
If you are already using those systems in a playthrough, you can toggle them off with MCM. If you enjoy those systems, good news! They are now further developed as their own mod!
NPCs Use Items - https://www.nexusmods.com/fallout4/mods/73717
Chemfluence - AI Combat Dynamics - https://www.nexusmods.com/fallout4/mods/73741
Blocking Overhaul - https://www.nexusmods.com/fallout4/mods/73333 - -> AI System is now disabled by default.
- -> Chem System is now disabled by default.
- -> Block System is now disabled by default
- -> Melee Action Point Drain System is now disabled by default
- -> Projectile Bug Fix is now toggleable in MCM
- -> Aspirin is now craftable and requires Rank 1 Medic
- -> Morphine is now craftable and requires Rank 4 Medic
- BLD Leveled Lists
- -> Removed colorful armors from Nuka World, to make the Commonwealth Raiders less flashy and bright
- General
-
Version 7.6.3
- MCM
- -> Fixed the helmet section in the main page of the mod.
- Bug fixes
- -> Fixed a bug, which was introduced with 7.6, which prevented headshots, when NPCs were wearing power armor
-
Version 7.6.2
- IMPORTANT
- There was a bug in version 7.6.0 and 7.6.1! Please rollback to a save before those versions were installed!
Depending on how long you played, the issue can be minor.
If you are familiar with save cleaning, you can also use
https://www.nexusmods.com/fallout4/mods/22633
And remove all active scripts named BLD_System.
You may also find it under References.
The bug was caused by a f4se function, which caused multiple instances of the script.
I'm sorry for the inconveniences this may have caused! - Bug fixes
- -> Fixed a bug, which caused several script instances of BLD_System
- -> The MCM option "Helmet Protection >= ER Value" has been disabled
- -> Helmet protection for ER is now dependent on the DR value, till the issue has been fixed
-
Version 7.6.1
- General
- -> Scripting optimization
-
Version 7.6.0
- Better Locational Damage
- -> RobCo Patcher is now considered as required.
It's used to apply the BLD effect to all NPCs in the game.
This fixes some bugs with the old method and also makes sure, that all NPCs have this effect.
If you don't want to use RobCo Patcher, you have to enable/re-enable the BLD cloak effect.
[Important]
This has nothing to do with the following patch. It's not required but highly recommended. It patches your game automatically and removes the need for manual patches for weapons and npcs.
Better Locational Damage - RobCo Patch (https://www.nexusmods.com/fallout4/mods/69804) - Combat
- ->new mode for Helmet Protection, which will be enabled by default.
If a helmet can prevent a headshot depends on the damage/energy resistance of the helmet. (can be configured with MCM)
-> FormList Mode is still available and can be enabled. Make sure to disable the other mode, if you don't want to use it. - Bleeding, Stagger/Pain
- -> weak races, like radroach, bloatfly no longer can cause a heavy bleeding and have their chances for bleedings, stagger/pain greatly reduced.
- Pain
- -> minor Pain no longer has a sound effect.
- -> only the strongest pain effect will trigger visual and sound effects
- -> pain grace period increased from 3 seconds to 30 seconds
- -> sound/visual effect interval is now 60 seconds for all 3 pain states
- -> sound/visual effect interval is now configurable with MCM
- -> pain chance for each pain state can now be configured with MCM
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Version 6.6.4
- ~Upcoming Update
#Better Locational Damage
------------------------------------------
#Weapons
-Gauss Rifle
+Increased Damage
+Can Headshot High Races
+Lowered effective Range(High damage at close/short range - medium damage at medium/long range)
- ~Upcoming Update
-
Version 6.6.3
- #Better Locational Damage
------------------------------------------
#Bugfixes
-Brutality For All is now working as intended (requires F4SE). More gore, more blood and bones for everyone.
*Notice: Re-equip your weapon, when enabled. If you disable this feature, unequip your weapon first. Otherwise your weapon will stay in Brutality For All Mode. But this can be fixed with the MCM Hotkey.
#MCM
-Added Keybind to change the onHit Type of your weapon
*Notice: OnHit Types are Normal, Dismember, Explode, No Dismember/Explode. BLD sets most weapons to No Dismember/Explode, because BLD tries to keep it "real". That's why I introduced Brutality For all, for people who enjoy blood and gore. Unfortunately there were still some limitations, but I invested time to learn F4SE coding and here we are, my first F4SE plugin to fix it.
- #Better Locational Damage
-
Version 6.6.2
- Fixed Bleedings not working
-
Version 6.6.1
- #Better Locational Damage
------------------------------------------
#Bug fixes
-Fixed an issue which caused humans to have more HP than intended.
-Fixed a rare issue, where a headshot was not correctly registered, due to failed initialisation.
#Debugging
-Added some additional log entries for hit tracing.
#Patches
---------------
#BLD Armor Overhaul
-Buffed leather armor
- #Better Locational Damage
-
Version 6.6.0
- #Better Locational Damage
----------------------------------------
#Bleedings
-Reworked a part of the bleeding system to exclude weapons to cause bleedings.
-Blunt weapons no longer cause bleedings, except they have a sharp modifier (Spikes, Blades)
#Patches
-This update was made to add compatibility with the Non-Lethal Armory https://www.nexusmods.com/fallout4/mods/27162
The patch can be found here: https://www.nexusmods.com/fallout4/mods/41768
- #Better Locational Damage
-
Version 6.5.5
- Better Locational Damage
----------------------------------------
#Stab and Break
-Fixed the issue, that the kill animations won't play. (If there are still cases where animations don't play when executing an enemy, please inform me.)
- Better Locational Damage
-
Version 6.5.4
- #Better Locational Damage
------------------------------------------
#Bugfixes
-Fixed an issue, where the systems on NPCs and player stopped working.
(If bleedings stopped working for you, go to MCM or the holotape and disable "System", wait some seconds and re-enable it. )
#Supermutant Redux
---------------------------------
-Fixed several unpatched enemies, due to a bug with the patcher.
(Patcher has been fixed and will be uploaded to the official patch repository.)
- #Better Locational Damage
-
Version 6.5.3.1
- -Added correct version of Better Locational Damage.esp
-
Version 6.5.3
- #Better Locational Damage
------------------------------------------
#Bug fixes
-Widget failed to show, when you load a game with an active bleeding.
#Bleeding widget
-Bleeding widget has been redone
-Toggle it with the holotape
-Can be resized and positioned with MCM
(due to limitations of the framework, you can only resize or position it with MCM. All other options are only available in the holotape)
#MCM
-Added cloak effect timer (distributes BLD_System to NPCs - Headshots, bleedings, stagger etc.)
-Added options for bleeding widget
#NPC
-Synths are now excluded from the extra limb damage effect from shotguns.
#Papyrus
-small script optimization
-again reduced script spam, when debugging is enabled. (those are harmless and if you want to know more, read the explanation below.)
-added object logging to user script BLD_System_object.log (available when debugging is enabled in Fallout4.ini)
-added hit logging to user script BLD_System_hits.log (available when debugging is enabled in Fallout4.ini)
-added itemUse logging to user script BLD_System_itemUse.log (available when debugging is enabled in Fallout4.ini)
Explanation:
BLD works with active magic effects. Once an object is no longer valid (NPC is dead, out of range or something else), the script still tries to do something before it recognizes, "oh, bob is dead... closing time!" and stops working. This produces an error, because the script thought bob is alive. This is not something that will crash your game or hurt performance.
The new object logging is available with debugging and has it's own log. There can be tracked, when an object is gone and what objects are tracked, with reference and base object info.
#Patches
---------------
#Nightstriker
-Updated to the latest version(3.1). Please make sure, that you first download the latest version of this mod.
-Removed replacement ESP
-Added ESP flagged as ESL
(If asked, overwrite with the latest version of Nightstrikers.)
- #Better Locational Damage
-
Version 6.5.2
- #Better Locational Damage
#Bug fixes
-Bandages no increase thirst
- #Better Locational Damage
-
Version 6.5.1
- #Better Locational Damage
------------------------------------------
#MCM
-Should now display the correct default values
#Scripting
-Reduced papyrus log spam, when debugging is enabled
- #Better Locational Damage
-
Version 6.5
- #Better Locational Damage
------------------------------------------
#Fixes
-Fixed an issue, where bandages where no longer craftable, when the drop chance was modified to something other than 100% drop chance.
#Bleedings & Stagger
-Major rework
-To activate, re-equip a armor piece. The system will detect, if you have F4SE or not. If you dont have F4SE, get F4SE now! Re-equip a item and enjoy the new system!
-Requires F4SE (If you are not using F4SE, this won't affect you and you will have the old bleeding system.)
-Bleedings are now calculated depending on the bodypart(arm, leg, torso or head) hit and what covers this bodypart.
Example: You wear a leather left leg armor and a right leg combat armor. The chance, you get a bleeding on your left leg is higher than on your right leg. Increasing the damage resistance value on your armor with crafting, reduces further the chance of getting a bleed effect.
The same goes for stagger.
#[New] Human NPCs use items
-Optional, but enabled by default
-They can use items when combat starts (Jet, Psycho, Mentats, MedX etc.)
-Mend bleeding
-Use Stimpaks
-Can be configured with MCM
-Holotape only offers an option to disable it. For more configuration options, you need to get MCM.
-Explanation in the MCM available.
#Weapons
- Plasma gun has now again a physical damage component.
#Patches
----------------
#Agony
- First Aid Kit is now craftable again.
- #Better Locational Damage
-
Version 6.4
- #Better Locational Damage
#Blocking
-The new blocking system has been implemented for NPCs. If you manage to deplete the NPCs Action Points, he will take damage and get staggered, even when he blocks.
What is the new blocking system?
"Blocking in Fallout 4 is pretty overpowered. You can easily block a deathclaw and punch it to death. Blocking a behemoth hitting you with an anchor? No problem at all. But now, this changes.
You can now still block incoming attacks but the damage is now transfered to your action points. If the damage is higher than your remaining action points and you still block, you get staggered and take damage.
When you get hit by a deathclaw or any other heavy hitting enemy. You can still block, but the damage will affect your health and action points. It will punch through."
#Bandages
-Added Dirty Bandages (Work similar to normal bandages, but are radiated and cause radiation damage over time.)
-Recipe has been adjusted
-Added new recipes (Craft dirty bandage, purify dirty bandages)
# MCM
-Added an option to decrease limb damage taken. (With the recent change, weapons deal much more limb damage than before. )
# NPCs
Several NPCs have been adjusted and re-balanced.
This goes for: Deathclaws, Supermutants, Robots, Mirelurk Queen and other enemies, that are "armored" or have a thick skin.
-Resistances have been increased, significantly.
-Body parts have been re-adjusted.
-Health pools have been adjusted.
(Note: This change should make 5.56 much less effective against "armored" enemies, but a .50 caliber will shine, because of it's armor penetration characteristics )
# Perks
A new perk has been added to NPCs that wield weapons. The player had that perk already.
What the new perk does:
-Increases limb damage done.
-Armor penetration for some weapon types, such as rifles.
#Agony
-------------
-Adjusted existing dirty bandages to play nicely with the new ones added by BLD
#LooksMenu [NEW]
----------------------------------
-Added patch for LooksMenu in the FoMod Installer.
#Super Mutant Redux
----------------------------------
-Fixed several issues and GREATLY improved balance with BLD.
#Weapons of Fate [NEW]
----------------------------------
-Added patch for weapons of fate in the FoMod Installer.
- #Better Locational Damage
-
Version 6.3
- #Better Locational Damage
------------------------------------------
#Performance
-Several optimization changes for better performance of scripts and effects
#Bleeding
-Added grace period. After a bleeding is applied, there will be a grace period of 1 second. This will prevent rapid stacking of bleedings.
#NPC
-Elemental resistances have been added to NPCs (Frost, Fire, Electrical) because of the changes to Cryolator, Plasma and Tesla Rifle
(Bethesda never bothered to implemented their elements to the game. Instead they made everything energy related.)
In short:
Mirelurks can now easily be roasted.
Robots don't like electricity.
Many bug/small enemies are weak to all elements and don't have any resistance.
Humans depend on their equipment.
Super mutants, are super and thus can withstand element attacks better than humans.
Deathclaws, Behemoths, MIrelurk Queens etc. still don't care.
#Player
-Redone bleeding an stagger for player, similar to NPCs
-The higher your armor rating is, the higher is the chance of avoiding a stagger/bleeding or reducing it from a large bleeding/stagger to a medium bleeding/stagger.
-Damage resistance and energy resistance are independend.
-Energy weapon cannot cause bleedings, but stagger. Energy resistance will reduce stagger chance by energy weapons.
#Weapons
-Plasma damage type has been changed to fire.
(This change makes Plasma more valuable and powerful/dangerous. More important, unique to energy and ballistic weapons.)
-Harpoon now ignores 70% damage resistance.
- #Better Locational Damage
-
Version 6.2.1
- Better Locational Damage
----------------------------------------
#Fixes
-Added missing script for headshots & helmet protection.
- Better Locational Damage
-
Version 6.2
- #Better Locational Damage
------------------------------------------
#Blocking
Blocking in Fallout 4 is pretty overpowered. You can easily block a deathclaw and punch it to death. Blocking a behemoth hitting you with an anchor? No problem at all. But now, this changes.
You can now still block incoming attacks but the damage is now transfered to your action points. If the damage is higher than your remaining action points and you still block, you get staggered and take damage.
If you get hit by a deathclaw or any other heavy hitting enemy. You can still block, but the damage will affect your health and action points. It will punch through.
#Script - NPC
The NPC script has been reworked and optimized.
-Bleedings - NPC
Damage resistance now influences the chance of receiving a bleeding. The higher the enemies armor, the lower is the chance.
High caliber rifles increase the chance of causing a bleeding.
-Stagger - NPC
Similar to bleedings, if you are using a higher rifle caliber than 5.56, you have a much higher chance to stagger medium races, like super mutants, mutant hounds, Mirelurks, glowing Ghouls etc.
This change will make specially .308 bolt action rifles and also .44 more effective
#Brutality - New mode
Allows you now to dismember bodyparts of your enemies with any ballistic weapon when reducing the limb health to 0.
#Weapon
-Increased damage of 7.56 and .50 cal
#Better Locational Damage - Automatron DLC
----------------------------------------------------------------------
#Bug fixes
Fixed an issue, where DLC01CompWorkbenchBot AttackData was autmatically overwritten by the CK and set to protectron race. -found by 5133p39 ( https://www.nexusmods.com/fallout4/users/277511 - Give him a Kudo! )
- #Better Locational Damage
-
Version 6.1.4
- Better Locational Damage
- ----------------------------------------
- #Engine bugs ( Related to the game engine. )
- -Workaround for an engine bug, which sometimes causes the engine to fail when it tries to load the power armor parts, which the power armor NPC has equipped. (Can't headshot a Power Armor NPC without helmet.)
- #Bug fixes
- -Fixed Children of Atoms health pool. Some of them were associated to different classes.
- #Bleedings
- -Dismember a bodypart of enemies which can bleed, now causes a bleeding.
- #Meshes & Textures
- -Added Facegen of some custom gunners, which are added by this mod. (Shotgun gunner & Sniper gunner)
- *Note: Bethesda created those already, but they used all weapons, instead of the weapons, they were supposed to use.
- #Agony
- -------------
- -Fixed a leveled list, giving the wrong bandage.
-
Version 6.1.3
- #Bugfixes
- - Fixed an issue that caused papyrus errors.
-
Version 6.1.2
- #Bugfixes
- -Fixed a protection flag on a ghoul encounter (So only you were able to kill it and not your companion or any other NPC.)
- #F4SE
- -Improved the killing of the popup message, when you installed F4SE after starting BLD and saving without F4SE.
- #Other
- -Some preparation for other stuff, that will come soon. But I won't tell anything.
-
Version 6.1.1
- #Better Locational Damage
-------------------------------------------
#Bug fixes
-Helmet protection should now work as intended.
-Fixed a condition, when un/equipping a heavy weapon (Movement restriction when carrying a heavy weapon)
#Headshots
-Works now with power armor enemies (When they have no power armor helmet on)
#Super Mutant Redux
-Updated patch for v2.5
- #Better Locational Damage
-
Version 6.1
- #Better Locational Damage
------------------------------------------
#F4SE
-F4SE is no longer "required". The mod works now without F4SE, but if you want helmet protection, you need F4SE installed.
#Headshots
- Can be disabled
#Script
-Minor script optimisation
#Leveled Lists
- You can now adjust them yourself! Yay! (Requires MCM)
- Select how much ammo,meds,explosives you want to find: Low, average, more.
- Set the chance of an container to contain loot or not. (If you dont like empty containers, now you can set them to 100% loot chance.)
- Increased the chance of finding a bandage on human npcs.
- Humans now eventually carry caps (Ever wondered, why near to nobody ever carried caps?)
- Adjusted leveled lists for more diversity.
- Many changes and fixes in several patches.
#Bleedings
-Dirty Bandages have been added.
(Stops bleedings, minor healing, minor rad damage)
#Brutality
-Now does also work with Gaussrifle
#Agony
- Human NPCs now may carry meds or other first aid stuff.
#Weapon
-Increased damage of 10mm
#BLD - Patcher (Weapons & Object mods)
-------------------------
- A little bit prettier user interface.
- Added an option to add attack modifiers to an object with a prompt for a value
- Added an option to add/remove range modifiers.
- #Better Locational Damage
-
Version 6.0.1
- #Better Locational Damage
----------------------------------------
-Fixed FOMod Installer
#####################################
Additional change that was forgotten to mention
#####################################
#Weapons
-Shotguns now have less spray and thus are much more effective.
This change was made, as the spray in vanilla is very unrealistic / makes the shotgun very ineffective. Specially the short barrel ones. Long barrels, where the only half way usable ones. This doesnt mean that the spray is gone!
- #Better Locational Damage
-
Version 6.0
- Better Locational Damage
----------------------------------------
#F4SE
-F4SE check if F4SE is correctly installed.
#MCM Support
-Mod settings can now be tweaked via MCM Menu
-Game Settings have not been added to MCM, still available via holotape, but you should have a look at my new mod:
Game Configuration Menu https://www.nexusmods.com/fallout4/mods/33759 which gives you much more options, if you wish to tweak your game.
-Leveled List settings will remain within the holotape, but you can get the holotape via MCM.
#Headshots
Changes! Yes! This should bring some love to the ol' laser/plasma weapons & gauss rifle
This should make those weapons superior to ballistic weapons, when fighting robots. Aim for the head!
#Laser/Plasma weapons
---------------------------------------
-Headshots vs low races (Mole Rats, Dogs, Bugs, Humans etc.) are still deadly ( deadly up to a range of 8192 )
-Low races(range over 8192) & Robots & Synths, shoot off their head to destroy/kill them. This will happen, when their head health reaches 0.
#Gauss Rifle
--------------------
-Gauss Rifle is now similiar to the laser/plasma rifle
-Low races similiar to laser weapons
-Medium races can be one shot killed (headshot) up to a range of 2048
-High races can be one shot killed (headshot) up to a range of 1024
-Or both can be killed with a headshot, when their head health reaches 0
-Features
---------------
#Bleedings
-Maximum bleeding chance reduction is now 25% ( up to 200 damage resistance will reduce bleeding chance by 25%, was up to 200 armor and 20%)
-Reduced bleeding chance on some creatures by roughly ~10%
[New]#Heavy weapon restriction
-Disables running and sprinting with heavy weapons
-Power armor allows you to carry those weapons without issues
- Better Locational Damage
-
Version 5.9
- Better Locational Damage
----------------------------------------
#Bug fixes
-Removed some non-harmful errors in papyrus
#NPCs
-Robots, readjusted physical and energy resistance
(they already had lower energy resistance than physical resistance, fixed some values.)
#Player
-Reduced damage taken by 50%
Why you ask? The player was taking more damage than the NPCs.(Yes, i somehow fkd that up, but its now corrected) The difference between heavy and low armor should be now much higher due to this change.
Q:Will this change affect gameplay in a drastic way?
A: No. Gameplay is now slightly less punishing but without any tactics you still die within seconds. You also have some more time to bandage your bleedings.
#Weapons
-Increased damage of laser guns slighty
- Better Locational Damage
-
Version 5.8.5.1
- Better Locational Damage
----------------------------------------
#Bug fixes
-The bleeding may begin! Accidently disabled it....
- Better Locational Damage
-
Version 5.8.5
- Better Locational Damage
----------------------------------------
#Bug fixes
-Removed muzzle flash from the .50 suppressed projectile.
#Bleedings
-Many illogical sources of bleedings have been removed. (Acid Spray of a mirelurk queen, Mirelurk Hunter poison spit, etc.)
#NPC
-Reduced damage taken to head for Super Mutant Behemoth
-Reduced damage taken to wings for bug type enemies
-Reduced damage taken for Deathclaws
-Reduced damage taken for Mirelurk Kings
-Reduced damage taken & increased base physical resistance for Synths
- Better Locational Damage
-
Version 5.8.1.3
- Better Weapons Patch and Better Leveled Items - Custom Weapons
--------------------------------------------------------------------------------------------------------
-Increased drop chance of custom weapons on raiders.
- Better Weapons Patch and Better Leveled Items - Custom Weapons
-
Version 5.8.1.2
- # Agony
-------------
- Added version for use with BLD - Leveled Lists
- Dirty Bandages now also heal your wounds, but also cause radiation over time.(60 Health and 20 Rads)
Disabling the heal effect with the holotape will also remove the rad effect.
- # Agony
-
Version 5.8.1.1
- #FOMod
---------------
-Fixed an issue for NMM users, not installing the leveled lists esp, when selected.
- #FOMod
-
Version 5.8.1
- # Better Locational Damage
--------------------------------------------
-Fixed FOMod for NMM
#Features
----------------
-Headshot
->Increased range for headshots caused by .308 to 6000 up from 3000 units
- # Better Locational Damage
-
Version 5.8
- ~* Upcoming changes *~
# Better Locational Damage
--------------------------------------------
#Features
-Headshot
-> The super mutant research team [SM(A)RT] just found out, that they have helmets and those helmets greatly increase the survivalbility of their soldiers. Several tests were made. The first attempts with a leather cap weren't that successful, After several failures, finally, metal proved to slow down the projectile and prevent death. Subject happy. The super mutant research team, happy. All happy.
-> .308 now has a range of 3000, after that point a helmet or tougher races will survive a headshot.(reflecting the power loss of the projectile while traveling)
->More realistic swimming option. Will reduce swimming speed to a more human like level. So you won't be a speedboat anymore.
->Enable critical hits! Seperated into melee and range. Both have a 5% crit change and is increased by luck. 1 Luck = 1% chance of dealing a critical hit.
#Bug fixes
-Fixed an issue where some 50 cal weapons were not able to headshot some enemies
-Fixed lasers that caused bleedings (Includes DLCs)
#Workaround
-Some people have the issue, that the game will crash, when certain effects get applied while VATS is active. Note, this is a vanilla issue and needs to be fixed by Bethesda. To "fix" this issue, i've disabled bleedings while you are in VATS to prevent crashes. (If you want to get the best out of your game, get a Bullet Time Mod. Its better than VATS and don't crashes your game. Bleedings will work with a bullet time mod, but not in VATS anymore!)
#Ammo
-Increased costs by 1 cap for low-medium calibers and fusion cells
#NPC
+Deathclaw
-Increased damage taken to belly
+Dogs
-Increased damage taken to legs
+Bugs
-Slightly increased damage taken to torso
-Increased damage taken to wing body parts
+Ghouls
-Increased damage taken to limbs
+Mirelurk
-Increased damage taken to torso
+Mirelurk Hunter
-Increased damage taken to legs
+Mr. Handy/Gutsy
-Reduced damage taken to eyes
+Protectron
-Reduced limb health of arms
-Increased damage taken to arms
(When their arms are destroyed, they will self destruct. So this can be a good way to get rid of them faster but requires some aim.)
+Super mutant / behemoth / hound
-Slightly increased damage taken to torso
-Increased damage taken to limbs
+Yao Guai
-Slightly increased damage taken to torso
-Increased damage taken to legs
#Weapon
-Miniguns now ignore 50% damage resistance.
#Leveled Lists
-Adjusted several vendors and increased the amount of ammo, chems, med supplies you can buy.
#Items
-Bandages have been reworked
-They now stop bleedings and mend your wound (the heal effect can be turned off but is enabled by default)
-Bandages can not heal you over 70% health
-Heal is interrupted when you begin to bleed again.
-The bandage is more effective, the lower your health is.
-The healing effect does NOT stack. In other words: Using multiple bandages at once, will NOT increase the healing done!
# BLD - Nuka World Patch
-----------------------------------------
#Ammo
-Increased cost of 7.62 to match 5.56
#NPC
-Added missing NPC records (mostly robots)
#Weapon
-Increased damage done by Handmade Rifle
#Better Perks Enhanced [Requires Far Harbor and Nuka World] (An overview of the changes can be looked up within the article section)
---------------------------------------
-Added
#Agony Patch
----------------------
-Removed one type of clean bandages, so you only have one type that stacks
-Added more cure items to the vendor list
-Increased chance of finding surgery kit and first aid kit in containers - # Better Locational Damage
--------------------------------------------
#FOMod
Installer has been reworked and automated. It will automatically select what DLCs you have and most of the patches you need for a mod. But you should still have a look at the options and verify them before installing.
#Features
-Headshot
-> The super mutant research team [SM(A)RT] just found out, that they have helmets and those helmets greatly increase the survivalbility of their soldiers. Several tests were made. The first attempts with a leather cap weren't that successful, After several failures, finally, metal proved to slow down the projectile and prevent death. Subject happy. The super mutant research team, happy. All happy.
-> .308 now has a range of 3000, after that point a helmet or tougher races will survive a headshot.(reflecting the power loss of the projectile while traveling)
->More realistic swimming option. Will reduce swimming speed to a more human like level. So you won't be a speedboat anymore.
->Enable critical hits! Seperated into melee and range. Both have a 5% crit change and is increased by luck. 1 Luck = 1% chance of dealing a critical hit.
#Bug fixes
-Fixed an issue where some 50 cal weapons were not able to headshot some enemies
-Fixed lasers that caused bleedings (Includes DLCs)
#Workaround
-Some people have the issue, that the game will crash, when certain effects get applied while VATS is active. Note, this is a vanilla issue and needs to be fixed by Bethesda. To "fix" this issue, i've disabled bleedings while you are in VATS to prevent crashes. (If you want to get the best out of your game, get a Bullet Time Mod. Its better than VATS and don't crashes your game. Bleedings will work with a bullet time mod, but not in VATS anymore!)
#Ammo
-Increased costs by 1 cap for low-medium calibers and fusion cells
#NPC
+Deathclaw
-Increased damage taken to belly
+Dogs
-Increased damage taken to legs
+Bugs
-Slightly increased damage taken to torso
-Increased damage taken to wing body parts
+Ghouls
-Increased damage taken to limbs
+Mirelurk
-Increased damage taken to torso
+Mirelurk Hunter
-Increased damage taken to legs
+Mr. Handy/Gutsy
-Reduced damage taken to eyes
+Protectron
-Reduced limb health of arms
-Increased damage taken to arms
(When their arms are destroyed, they will self destruct. So this can be a good way to get rid of them faster but requires some aim.)
+Super mutant / behemoth / hound
-Slightly increased damage taken to torso
-Increased damage taken to limbs
+Yao Guai
-Slightly increased damage taken to torso
-Increased damage taken to legs
#Weapon
-Miniguns now ignore 50% damage resistance.
-Increased damage of melee weapons. (damage scaling with strength has been lowered.)
#Leveled Lists
-Leveled lists have been removed from the DLCs and have been moved to a new leveled list plugin which contains those data.
-There are now two plugins, one that requires Automatron, Far Harbor and Nukaworld and the other one requires none.
-Adjusted several vendors and increased the amount of ammo, chems, med supplies you can buy.
#Items
-Bandages have been reworked
-They now stop bleedings and mend your wound (the heal effect can be turned off but is enabled by default)
-Bandages can not heal you over 70% health
-Heal is interrupted when you begin to bleed again.
-The bandage is more effective, the lower your health is.
-The healing effect does NOT stack. In other words: Using multiple bandages at once, will NOT increase the healing done!
# BLD - Nuka World Patch
-----------------------------------------
#Ammo
-Increased cost of 7.62 to match 5.56
#NPC
-Added missing NPC records (mostly robots)
#Weapon
-Increased damage done by Handmade Rifle
#Better Perks Enhanced [Requires Far Harbor and Nuka World] (An overview of the changes can be looked up within the article section)
---------------------------------------
-Added
#Agony Patch
----------------------
-Removed one type of clean bandages, so you only have one type that stacks
-Added more cure items to the vendor list
-Increased chance of finding surgery kit and first aid kit in containers
- ~* Upcoming changes *~
-
Version 5.7.5
- # Better Locational Damage
--------------------------------------------
#NPC
+Synths
-Reduced health slightly
-Reduced ballistic resistance slightly
-Reduced energy resistance by a major amount
#Leveled Lists
-Added new leveled list options to the holotape:
-Nuka Quantum Grenade to level lists
-DLC Weapon Fix (Added missing NPCs variants/better distribution of Handmade Rifles and Lever Action Rifle)
-AK74M ( https://www.nexusmods.com/fallout4/mods/21466/ )
-AKM ( https://www.nexusmods.com/fallout4/mods/25152/ )
# BLD Leveled Lists
--------------------------------
-Weapon distribution adjusted
-Explosive distribution adjusted
-Reduced amount of meat dropped by animals/creatures
-Other small adjustments for all creatures/animals like:
-Scorpions always drop their stinger. (Or have you seen a scorpion without one?)
-Molerats always drop some teeth. (Could a molerat without teeth bite you? Maybe... but i don't think so.)
# BLD Valdacil's Sorting Patch
----------------------------------------------
-Now in the installer available
# BLD Nuka World
----------------------------------------------
-Fixed the advanced receiver of the western revolver
-Added a no leveled list version (No one asked, but i still added one... You are not using my leveled lists? Shame on you!)
# Better Weapons Patch and Better Leveled Items - Custom Weapons
----------------------------------------------------------------------------------------------------------
-Fixed several issues in some weapon mods
-Redone leveled lists. Weapon distribution is now much better than before and significantly increases variety
-Prices of weapons have been adjusted and fit now the vanilla game. (Some weapons were too valuable for their kind)
-Increased damage of semiauto .308 weapons
-Increased damage of Beowolf (.50 battle rifle by Skibadaa)
-Increased damage of the .50 HMG by Skibadaa
- # Better Locational Damage
-
Version 5.7
- # Better Locational Damage
---------------------------
#Bug fixes
-Stab and Back has been fixed with a workaround. An alternate animation will now play and kill the target, when the main animation fails.
-Fixed a bug, where the killer didn't receive credit for the kill.
-Fixed weapon color swaps
-Fixed leveled list injection for the DLCs with the holotape
-Fixed existing object modifications that have been forgotten to update. In general this means, there are some weapons which deal now more damage.
#Bleedings
-Bleedings have been redone, again.
-Reduced damage done by large wounds.
-Large wounds are no longer limited to shotguns and can be caused by any ballistic weapon
-Damage resistance now reduces the likelihood of a bleeding. (10 DR = 1% up to 200 DR = 20%)
#NPC
-Reduced/increased damage and energy resistance of many enemies.
-As a general rule of thumb, everything that is moist, has a higher energy resistance than damage resistance.
-Small enemies, like bloodbugs, bloatflies etc. have their resistance reduced and are now squishier than before.
-Mirelurks in general have their damage resistances reduced by a significant amount, instead their energy resistance has been raised.
-Deathclaws, Yao Guais, Mirelurk Queens and many other high armored enemies have their resistances reduced and high armor penetrating weapons are now much more effective. (.50 Cal, .45-70)
-Slightly increased damage resistance of scorpions.
-Ghouls have their damage resistance reduced to 0 when not wearing any protective armor.
-Increased hp of some ghoul variants.
-Glowing ghouls hp has been slightly reduced.
#Leveled Lists
-Added a new option to add Nuka World Raider Outfits to commonwealth raiders.
#Weapons
-Ballistic rifles now ignore 25% damage resistance.
-Revolvers now have a base armor penetration build in. (Includes DLCs)
-Lever Action Gun, now has additional armor penetration, about ~50% in total. (Far Harbor DLC)
-Pipe Rifle .50 cal has now a ~50% damage penetration and has its damage increased
-Updated many vanilla weapon receivers. Changing to a higher caliber now will increase damage to an advanced receiver level (+40% base damage).
-Shotguns have their range greatly increased and should behave now more like in real life. With the short range, shotguns were more or less useless, when the enemy was a bit further away(5-8 feet) as they dealt about no damage even when you hit the target. Now the damage begins to drop, depending on what barrel you use.
Short barrel is about max damage till 4 shack foundations. After that the damage will drop over 10 shack foundations from 100‰ down to 10%.
Long barrel, 6 shack foundations max damage and after that damage decrease over 12.
Sawed off, 4 shack foundations max and decrease over 8 shack foundations.
In addition to that, damage counts per projectile hit. A double barrel shoots 8 proj and deals 80 for ex. 10 per proj. But damage resistance is always calculated for your maximum damage and not projectiles hit. At least my calculations showed me that. Wanted to share that insight on how shotguns work. So even when you could shoot mid range with your shotgun, its very unlikely that youll hit with all projectiles/pellets. But the pellets that hit will now deal damage.
-Minigun damage has been signficantly increased. It's now useable. Watch out and have fun!
#Custom Weapon Patch
----------------------------------------
-Updated existing weapon modifications.
-Carried over all changes that have been done to vanilla weapons.
-1911 has its base damage increased to 47.
# Super Mutant Redux
---------------------
-Rebuild NPC records to solve the performance issues.
-Cleared all world/cell references that caused issues.
-Nightkins no longer replace melee super mutants. Instead, they have been placed into the world.
-Fixed other bugs that have been found.
# Child of Atom Patch
-Has been changed to be a replacer esp and no longer a patch.
-Valdacil patch available.
-Fixed the original naked human radroach bug.
-Praise atom!
- # Better Locational Damage
-
Version 5.6
- # Bugfixes
- Turrets, Robots and Synths now correctly recalculate their correct HP value. Instead of having a wrong one due to an engine bug. Like all other enemies, which were already affected by this mod.
This is an engine bug by Bethesda and also persists in the vanilla game. As Turrets, Robots and Synths were excluded from the script, the fix was not applied.
- Bleeding Widget fixed a corrupted script (really dont know how the creation kit managed to do that)
# NPC
- Increased base health for dogs
# Features
-Stagger
*Stagger has now a 2 second cooldown
*Flamer can no longer stagger
-Bleedings
*Added a "Strong Bleedings" option under Mod Settings(Enabled by default). Increases bleeding duration and damage.
- # Bugfixes
-
Version 5.5.2
- #Bug fixes
BLD - Leveled Lists.esp
-Fixed an issue with leveled lists not correctly working / missing master file
- #Bug fixes
-
Version 5.5.1
- # Better Locational Damage
-Bug fixes
*Fixed occasionally staggered ghouls.
*Fixed a bug where a shotgun could only deal a headshot from a very close distance.
- # Better Locational Damage
-
Version 5.5
- # Bugfixes
-You can no longer shatter an enemy skull with a shotgun bash animation.
# General
-Option to add items from Far Harbor and Nuka World to the commonwealth. (Holotape)
*Radium Rifle for the Child of Atoms
*Lever Gun for the Triggermen
*Hooks and Hatchet as melee weapon for raiders
*45-70 can be found and bought
*Handmade Rifle for Raiders and Triggermen
*Handmade Rounds can be found and bought
*Western Revolver for Triggermen and Raider
# Weapons
- Increased damage done by laser & plasma weapons.
- Increased damage done by submachine gun. (The low damage was not intended)
# Features (selectable in the holotape)
-Bleeding
*Explosions no longer cause bleedings.
*1H and 2H melee weapons have been seperated. 2H melee weapons have a higher chance to cause bleedings
-Stagger
*You are no longer permanent staggered, when hit by a cockroach.
*1H and 2H melee weapons have been seperated. 2H melee weapons have a higher chance to cause stagger.
*1H melee weapons cause small stagger.
*2H melee weapons cause medium stagger.
# BLD - Leveled Lists
-Readjusted the loot table for ammo containers and ammo NPC carry.
*.38, 10mm is now in line with 5.56 and also slightly reduced the amount of .38 and 10mm.
*.308, Shotgun Shells, .44 have been slightly reduced.
*Reduced/increased randomness ammo found from turrets.
*In general, ammo found is more random than before and can be nothing, some bullets, up to a lot.
-Adjusted armor that raiders wear.
*Higher chance of wearing a helmet.
|*Medium armored raiders spawn at/greater level 12 (was level 5)
|*High armored raider spawn at/greater level 18 (was level 5)
|--- Those changes were made to make the beginning a little bit more smoother.
# Better Weapons Patch and Better Leveled Items - Custom Weapons
-Fixed some unintentional "bugs" that prevented certain weapons from spawning. Specially vanilla ones. Raiders should now be happier about their higher variety of weapons.
-Reduced damage of the Arctic Warfare Rifle as it was to superior.
-Reduced weight of the Arctic Warfare Rifle.
-Reduced damage of the M82 Rifle.
# Valdacil Patches updated
# BLD_Agony_Patch
- removed fresh wound (due to some issues)
- corrected description
- # Bugfixes
-
Version 5.4
- #General
- Endurance now increases health by 5 per point
- Some clean up of unused forms
#Bug fixes
- Laser/Plasma weapons can no longer headshot enemies with helmets.
#NPCs (DLCs included)
- Player, reduced base health to 180 was 200 (to compensate endurance bonus)
- Supermutants, reduced health by ~80
- Gulper, reduced health by ~100 and physical resistance by ~40
- Angler, reduced health by ~120 and physical resistance by ~40. Slightly increased damage taken to torso.
- Robots overhauled
In short:
* Readjusted damage, health and resistance values. (Tipp: They are "weak" to energy weapons)
Examples:
* Assaultrons have been nerfed. Their HP pool was too big. Their melee weapons have been significantly buffed. Laserbeam of death has been significantly nerfed.
*Protectron have been nerfed and are now more lore-friendly. They were never supposed to be deadly. They have weak weapons and their purpose is more to serve than to be a battle robot.
*Eye-Bot deal slightly more damage and take more damage.
- #General
-
Version 5.3
- #Bug fixes
- Shotguns can now headshot humans with a helmet from close range.
#General
- Sneak damage multiplier for guns reduced to x1
(Guns deal no bonus damage when hidden. Perks can still increase it. Melee weapons are unchanged.)
#NPCs (DLCs included)
- Increased health range of humans(Raiders, Gunners etc.) from 155-210 to 180-230
- Increased health range of super mutants from 355-450 to 400-450
- Increased health for deathclaws
- Increased resistance of Scorpions, Deathclaws, Mirelurks, Gulpers, Anglers, Fog Crawler
- Greatly increased resistance of glowing versions
- Increased health of glowing encounters
- Mirelurk Kings, slightly reduced damage taken to torso and head
- Mr. Handy increased damage taken to eyes
- Mr. Handy increased torso health
- Decreased damage done by Bloodbug, Bloatfly, Stingwing
- Mirelurks can no longer bleed or be staggered
- Many more slight damage reductions to weak points (i.e. Deathclaws, Yao Guai)
- Added some missing turrets (They are the ones that can nearly oneshot the player)
#Weapons
- Significantly increased damage of shotguns (This also goes for all patches and custom mods)
- Increased headshot range for revolvers vs medium races from 740 to 1024 (1024 equal to 1/4 cell)
--------------------
#Custom Weapon Patch
- Decreased base damage of L96 (Artctic Warfare Rifle) from the Weapon Patch.
- Decreased added damage by modifications for L96(Arctic Warfare Rifle) and Barett M82
#Companions (DLCs included)
*Notice: Those changes should make companions more resistant. Especially when you meet them for the first time and they have no equipment.
- Health of all companions has been increased
- Damage resistance has been added
#Bleedings
Bleedings now depend on caliber. There are 3 types of bleedings: Small, Medium, Large.
Example: .38 can cause low and medium bleedings. 5.56 can cause low and medium bleedings, but with a higher chance of a medium bleeding. .50 cal can cause medium or large.
Bleeding formula has been adjusted. Damage has been reduced and duration increased to compensate the overall damage. Damage done by bleedings, now reduces more quickly overtime.
#Feature - Melee attacks drain Action Points (WIP)
- While action points are above 80%, melee attacks deal 15% more damage and ignore 10% armor.
- While action points are below 30%, melee attacks deal 20% less damage.
- Between those values everything is unchanged.
*Notice: Values shown in Pip-Boy do no correctly update to the current damage(This is only a visual bug). This can be corrected by re-equipping your melee weapon, if you want to know how much damage your weapon does, when below 80%/30% AP
#Better VATS
-Added new options:
Better VATS - 0.75.esp - Slows time by 75%
Better VATS - 0.50.esp - Slows time by 50%
Better VATS - No Reduction.esp - Removes damage reduction only, which reduced damage taken by 90%
- #Bug fixes
-
Version 5.2.3
- Update instructions:
Install the update.
Go ingame and load the Settings Holotape and turn the System off and close your pip-boy.
Once the shutting down message appears, re-enable the System.
-------------------------------------------
BLD - Main Mod
-------------------------------------------
#Crafting
- Holotape is now craftable in the chem station under utility (no ext. esp needed)
#NPC
- Reduced damage done by turrets and brought them more in line with each other
- Slightly increased damage taken to the motor
- Synths resistances rebalanced
#Bug fixes
- Fixed a range requirement for Stab and Break
- Feral ghouls are now affected by stagger
#Scripts
- Some improvements in performance and execution time
#Weapon
- Harpoon is now a high "caliber" and is able to headshot large enemies (same as the .50 caliber)
- Headshot range for .44 vs medium sized enemies like super mutants/mirelurks/glowing ghouls etc. has been increased from ~400 to ~700
-------------------------------------------
BLD - Valdacil Patches
-------------------------------------------
- Added missing items
#Bug fixes
- Added new projectiles from the main mod (required for the main mod to work correctly)
- Update instructions:
-
Version 5.2.2
- #Leveled Lists
- Leveled Lists have been excluded and now are a standalone ESP.
- If you are not using the leveled list ESP, you can add bandages to the leveled list with the holotape under Gameplay
- Makue sure that the BLD - Leveled Lists.esp is directly loaded after the main mod
#Bug Fixes
- Fixed an vanilla engine issue, where templates get not correctly applied.
(You may have noticed, that some enemies die to easy, where others take much more. Example are supermutants, with their high health. Normally they have about 300-400 health, but when the bug occur they have 80 HP. This goes for all races. This issue, drove me nuts since the release of Fallout 4 and i finally found a fucking work around! YES! BETHESDA! I FIXED IT!)
- Fixed healing and other magic effects, when reducing the damage taken with the pip-boy.
- Fixed headless protected people
#Weapons
-Shotguns now have a 50% chance for head explosion, down from 100%
-------------------------------------------
##Custom Weapon Patch
-------------------------------------------
- Fixed P220 Magazin bug when converting.
- #Leveled Lists
-
Version 5.2.1
- #Bug fixes
- Fixed a bug, where some settings in the holotape were not toggleable, when HUDFramework was not installed.
- #Bug fixes
-
Version 5.2
- #Important
The non-leveled list version is still at 5.1 ! Its also labeled in the installer. Only the leveled list version will be 5.2 and contain the hud option.
#General
- Added a bleeding widget (requires HUDFramework)
- Updated all related patches
#Leveled Lists
- Fixed several issues with the leveled lists, where some items didn't appear
(Bethesda decided that low level items, don't appear in the loot list, so that you can only find the "best" weapons, armors etc.)
- Redone armor distribution. You now encounter more enemies with a high armor value. (Raiders and Gunners)
- Increased ammo loot on corpses
#NPCs
- Increased HP for Yao Guai in general and increased their physical resistance.
- Increased HP for Bloodbugs, slightly rebalanced their resistances and damage.
- Increased HP for Stingwings.
- Increased HP for Turrets.
# Weapons
- Damage of melee weapons has been "significantly" increased for main game, all DLCs and patches.
- Increased damage for Revolvers
- Increased plasma weapon damage
- Decreased limb damage done by shotguns vs robots
- Decreased limb damage done by shotguns (point blank)
-------------------------------------------
##Custom Weapon Patch
-------------------------------------------
- Exchanged Skibadaa weapon pack with the new one.
- Any old weapons from Skib will be removed, when the new patch is enabled.
- The download for the old pack will also vanish
-------------------------------------------
##Raider Overhaul / Patch
-------------------------------------------
- Balance changes / added missing values to the patch
- #Important
-
Version 5.1
- -------------------------------------------
##Better Locational Damage
-------------------------------------------
#Update Instructions:
Install new version -> load save -> load the Holotape -> go to Mod Settings -> Turn off System -> Close Pip-Boy and wait for the Shutdown Message -> Turn System on and let it load. Done!
#General
- Requires now F4SE (There will be no F4SE free version or stick to 5.0)
- Helmets can now prevent headshots (enabled by default. Toggleable with Holotape on Mod options)
- Added Helmets from DLCs
- Reduced damage taken to humans head / is now equal to body.
#Bugfixes
- Fixed a bug, where some essential NPCs could lose their limbs.
#Compatiblity with other mods
-Added Helmets from RaiderOverhaul
-Added Helmets from Mercenary
- -------------------------------------------
-
Version 5.0
- -------------------------------------------
##Better Locational Damage
-------------------------------------------
# NPCs
------------
-Added missing NPCs
-A lot of balance changes. Several NPCs health values have been tweaked and adjusted.
# Leveled Lists
------------
-Redone the leveled lists
-Added new junk items to raider, gunners, triggermens
# Settings Holotape
-------------------------------
Yep! Thats right! This holotope is used for turning off and on the newest features such as bleeding, stagger, headshots, dismember, uninstalling and more...
# Locational Damage
------------------------------
- Headshot without multiplier *Notes Below for more Information.
- Headmultipliers have been turned down, by a lot. Melee Combat will now shine
# Dismemberment
------------------------------
Dismemberment with sharp melee weapons (Humans/Ghouls only for now. Yes, you can now cut off an arm of your enemy, WHEN: condition of the bodypart is 0, the hit is not blocked and you use an power attack with a weapon that should be able to cut off limbs, example Machete)
## Features (Default: on - can be toggled off in the Settings Holotape. Applies to NPCs and Player)
-----------------------------------
# Bleeding on hit
-----------------------
- New Item: "Bandages" stops bleedings. Can be bought at the doctor. (Bandages will only appear when this feature is enabled)
# Stagger on hit
-----------------------
# Stab and Break integrated
---------------------------------------
-New killmoves, depending on your stance.
-Now possible with a rifle weapon, to kill from behind, with one hit
-Stagger your enemy with a melee weapon and get the chance to kick him. (Actions costs 50 action points.)
# Experience modier (BLD Settings Holotape - Settings)
--------------------------------
-Adjust the amounts of experience you get (1.00x ; 0.75x ; 0.50x ; 0.25x ; 0.00x/disables EXP gain)
# Damage Income modifier (BLD Settings Holotape - Settings)
--------------------------------------
-Taking too much damage? Adjust it urself ingame on the fly! Reduce damage taken by 10%/20%...50%.
# Autosave
-----------------
- Saves the game while not in combat after a period of time.
- Available: 5 Minutes, 10 Minutes, 15 Minutes and 30 Minutes.
# Brutality
-----------------
- Dismember your enemies with sharp melee weapons, shotguns and laser weapons completely
# Knockback
--------------------
- Enables shotgun to knockback your enemies on close range. This does only work vs small enemies and such as humans & ghouls
- Set the chance of a knockback
########################################################
########################################################
----------------------------------------
## Better Weapons Patch and Better Leveled Items - Custom Weapons
----------------------------------------
-Added Widow Shotgun
########################################################
########################################################
-------------------------------
## Raider Overhaul Patch & Raider Overhaul Valdacil Patch
-------------------------------
-Updated and fixed
########################################################
########################################################
Headshot Notes
#########################
This will apply to all enemies that should die with one bullet to their head.
Enemies that should take major damage only, when their head is hit, will still have increased
multipliers.
This is a major step in a perfect damage world and will make melee much more fun.
Example:
Headshot a human with a .38 pistol.
Headshot a deathclaw with a .50 caliber only.
Headshot a supermutant with a caliber higher than 10mm/.38/5mm
Calibers such as .45 and 5.56 have a max range of dealing a headshot to a supermutant and other medium sized enemies.
And yes, this will not apply to the player (but it's possible)
It can be affected by the headpiece you are wearing / helmets will protect you from a headshot
(Well.... still, when you are wearing a helmet and you shoot right into someones face, its not possible to detect, if that part of the head is protected, where you are shooting at. Example would be a helmet where the face is exposed. Even, when you would shoot right into his eye, he would survive, because he is wearing a helmet. This is also possible right now, but its a bit complicated/needs to much calculations, so we will wait for F4SE Updates)
#########################
- -------------------------------------------
-
Version 4.3.1
- -Fixed FOMod (You are no longer forced to take the raider overhaul patch, but its still a great mod :-) )
-
Version 4.3
- #Better Locational Damage
##Health Scaling
-1 Endurance now equals 2.5 Health. At 10 Endurance you get 25 Extra life to a max of 225.
##Leveled Lists (If you choose the non-lvld list version, this does not affect you)
-Reduced meat dropped by several animals
-More "immersive" loot on corpses
--Raiders, Gunners, Triggermens now carry more misc items, food/drinks, chems
*Note: When you live in the wasteland, you carry more in your pockets than a gun...
Example: Some NPCs maybe smoke and carry a lighter and cigarettes.
##NPC
-Coursers had their HP and resistances increased overall
##Weapons
-Increased damage of the Double Barrel Shotgun
-Laser weapons now deal increased limb damage
-------------------------------------------------------------------------------------------------------------------------
#Nuka World DLC
-Adjusted Turrets
-Companion Gage is now covered too
-------------------------------------------------------------------------------------------------------------------------
#Better Weapons Patch and Better Leveled Items - Custom Weapons
-Added M3D - Sig Sauer P220 by Millenia
-Fixed Catalyst AAS (now acts like a shotgun)
-------------------------------------------------------------------------------------------------------------------------
#Custom Better Weapons - Valdacil's Item Sorting - Patch
Has been reworked and renamed:
Far Harbor and Nuka World is required for both versions.
Better Locational Damage - Valdacil's Item Sorting - Patch
-Covers everything that was modified by this mod and adds the sorting tags
(Weapons, Ammunition)
Better Locational Damage - Valdacil's Item Sorting - Patch - CW
-Covers everything that was modified by this mod and also adds sorting tags for custom weapons
If you need a patch without DLCs, you have to create it yourself/adjust these patches with FO4Edit
-------------------------------------------------------------------------------------------------------------------------
#Better VATS
-VATS now slows time by 50%
-------------------------------------------------------------------------------------------------------------------------
#Raider Overhaul Patch & Raider Overhaul Valdacil Patch
-Some leveled list adjustments, regarding junk and some fixing
-Added a patch that is compatible with valdacil sorting (This annoyed me for a long time...)
-------------------------------------------------------------------------------------------------------------------------
#Better Cooking (now requires Far Harbor & Nukaworld)
-Adjusted recipes for Nuka World
-------------------------------------------------------------------------------------------------------------------------
#Better Chems & Better Chems Valdacils Item Sorting Edition
-Stimpacks now regenerate 25% of limb health.
-Med-X now regenerate 100% of limb health. Causes fatigue in the process of regeneration.
-------------------------------------------------------------------------------------------------------------------------
#NoCombatMusic
-Removes combat music
(There are several mods that do the same, but they are outdated and no longer work, so i fixed it my self)
- #Better Locational Damage
-
Version 4.2.5
- [!!!NEW!!!]
#Nuka World DLC
- All changes have been applied to Nuka World
-------------------------------------------------------------------------------------------------------------------------
#Better Weapons Patch and Better Leveled Items - Custom Weapons
- Patched new weapons from MikeMoore's MCAM - Melee Collectable and Adventure Mod
- [!!!NEW!!!]
-
Version 4.2
- #Better Locational Damage
##NPCs
-Increased minimum healthpool for humans.
-------------------------------------------------------------------------------------------------------------------------
#Raider Overhaul Patch
-Updated for the latest version
-------------------------------------------------------------------------------------------------------------------------
#Better Weapons Patch and Better Leveled Items - Custom Weapons
-Removed IF88 Shotgun
-Added Skibadaa Weapon Pack (Contains IF-88 Shotgun)
-------------------------------------------------------------------------------------------------------------------------
[!!!NEW!!!]
#Better Cooking & Better Cooking Valdacil Item Sorting Edition (requires Far Harbor)
-More Recipes
-Recipes can now be cooked with dirty or purified water
-More Food Items (Roasts, Stews, Soups)
-Simple Meals, like steaks, no longer provide buffs. (Recipes that only require meat)
-Complex Meals, which require more than meat as ingredient, will provide buffs when consumed.
-You get what you cook. Example 1 Bloatfly Meat will produce 1 Baked Bloatfly Meat.
(Vanilla: 2 Bloatfly Meat will produce 1 Baked Bloatfly Meat. Sure... Bethesda... the other Bloatfly Meat magically disappeared... never understood that approach...)
-------------------------------------------------------------------------------------------------------------------------
[Changed]
#Better Stabbing is now #Stab and Break
#Stab and Break
-Fixed requirements for stabbing
-Added Neck breaking.
- #Better Locational Damage
-
Version 4.1
- #Better Locational Damage
-Adjusted damage done of bot weapons (some were missing)
-Two-handed melee weapons deal increased limb damage (Grognaks Axe deals extra limb damage)
##Leveled Lists
-Reduced slighty, amount of ammo found from ammo boxes
-Increased chance of finding .50 cal, fusion cells, plasma cartridge
##NPCs
-Humans, slightly reduced damage taken to the chest
-Super Mutants, increased the lower HP Pool and slightly lowered damage taken to the head
##Bugfixes
-Gunner variations, fixed not having the correct amount of HP
-Mr Gutsy variations, fixed not having the correct amount of HP
-------------------------------------------------------------------------------------------------------------------------
#Automatron DLC
-Adjusted damage done of bot weapons (also for companions)
-Increased health, physical and energy resistance for companion bots (including Ada)
-------------------------------------------------------------------------------------------------------------------------
#Far Harbor DLC
##NPC
-Angler, reduced slighty, damage taken to head and chest
-Gulper, reduced damage taken to head, damage taken to belly has been increased
-------------------------------------------------------------------------------------------------------------------------
#Better Weapons Patch and Better Leveled Items - Custom Weapons
-Bugfixes for MK14 EBR
-Added a replacer esp for the newest version of 1911
-Added a replacer esp for the newest version of LK05
-Added a replacer esp for the newest version of Rhino
[!!!NEW!!!] -Added M1941 Johnson LMG by Morbias777
#M1941 Johnson LMG
-Added new automatic damage receivers (Original mod has only one standard receiver.)
-Removed semi-auto modification
(A Triggermen nearly lost a tear, while he tried out his newest favorite toy. Don't forget, Triggermens need love too.)
-------------------------------------------------------------------------------------------------------------------------
#Custom Better Weapons - Valdacil's Item Sorting - Patch
-Updated
-------------------------------------------------------------------------------------------------------------------------
[!!!NEW!!!] #Better Stabbing (This does only work with stab weapons like knives)
Allows you to backstab your human type enemies with a knife! Yes! That's true!
When you sneak upon your enemy or you can get into his back, you can stab him with an activation key.
Also when you bring a human type enemy below 40% life you can stab him from the front into his stomach to finish him off immediately.
*Note: This is an early release, more changes and additions may follow.
- #Better Locational Damage
-
Version 4.0.1
- #Bug fixes
-Fixed Companion faces for Better Locational Damage & Far Harbor DLC
- #Bug fixes
-
Version 4.0
- #General
##NPCs
All companions now have increased HP. This goes for all DLCs Patches.
##Leveled Lists
-Increased the amount of .50 that can drop
##Weapons
-Melee weapon damage has been reduced
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#Better Locational Damage
##Leveled Lists
-Increased amount of meat dropped from all creatures. (More cooking yay!)
-Reduced the amount of molotov cocktails
-Added more very rare nuka grenades
-Added more rare pulse, plasma grenades
-------------------------------------------------------------------------------------------------------------------------
# Far Harbor DLC
##Leveled Lists
-Increased amount of meat dropped from all creatures. (More cooking yay!)
-------------------------------------------------------------------------------------------------------------------------
# BLD DD & DT is back!
BLD - DD -10.esp Reduces the damage done by the player by 10%
BLD - DD -15.esp Reduces the damage done by the player by 15%
BLD - DD -20.esp Reduces the damage done by the player by 20%
BLD - DT +10.esp Increases damage taken by the player by 10%
BLD - DT +15.esp Increases damage taken by the player by 15%
BLD - DT +20.esp Increases damage taken by the player by 20%
-------------------------------------------------------------------------------------------------------------------------
# Better Weapons Patch and Better Leveled Items - Custom Weapons
-Updated & Added Replacer ESP for Desert Eagle (to prevent that the patch gets broken again)
[!!!NEW!!!] -Added MikeMoore's MCAM - Melee Collectable and Adventure Mod
-------------------------------------------------------------------------------------------------------------------------
# Better Chems & Better Chems Valdacils Item Sorting Edition
Better Chems is an optional ESP that increases the duration of various chems to a much higher duration. 15/30/60 Minutes. Now chems act like a real buff and are worth to consume and to risk addiction. (This does only change the duration! NOTHING MORE)
## Affected Chems
Buffout - 60 Minutes
Bufftats - 30 Minutes
Calmex - 30 Minutes
Daddy-O - 60 Minutes
Day Tripper - 60 Minutes
Fury - 15 Minutes
Med-X - Tooltip Fix (The tool tip was wrong, i had to fix it!)
Mentats (all kinds) - 15 Minutes
X-Cell - 15 Minutes
- #General
-
Version 3.9.5
- ### Unequip your .44, Rhino, Desert Eagle, before updating!!! ###
# Better Locational Damage
## Adrenaline Perk
-Reduced Bonus to a maximum of 10%
-Fixed Displayed Bonus Damage
## Weapons
#.44
-Increased Armor Penetration
-Reduced Base Damage
-------------------------------------------------------------------------------------------------------------------------
# Better Weapons Patch and Better Leveled Items - Custom Weapons
#Rhino
-Increased Armor Penetration
-Increased Base Damage
-Keyword fix
#Desert Eagle
-Increased Armor Penetration
-Increased Base Damage
#MK 14 EBR
-Fixed various issues with MK 14 EBR (Recoil and Weapon may spawn with Submachine gun parts)
-Increased damage very slightly
#G3
-Increased damage very slightly
#SCAR
-Increased damage very slightly
-------------------------------------------------------------------------------------------------------------------------
# Custom Better Weapons - Valdacil's Item Sorting - Patch
-Updated
-------------------------------------------------------------------------------------------------------------------------
[!!!NEW!!!]# Better VATS (Optional)
-Maximum Hit Chance is now capped at 85
-Removes Damage reduction while in VATS
-Removed Slow Time while in VATS
*Thoughts:
VATS is a cool feature, but its really overpowered, especially with this mod. At close distance you are able to headshot things easily, which mostly results in death for your oponnents.
So this is the start to balance things out and make it fast-paced. VATS offers you tools to deal with your enemies (specially with perks, where you can penetrate objects.). To use them, you have to be fast and also in the right situation for that. You may not use VATS, while you are surrounded. Keeping distance and cover is the key to success.
- ### Unequip your .44, Rhino, Desert Eagle, before updating!!! ###
-
Version 3.9
- # Better Locational Damage
## NPCs
# Adjusted limbs health of several races to reflect realistic limb condition after getting shot or smacked at the specific bodypart.
*For example: A dog has small legs, putting a bullet into it, will deal signifcant limb damage. When you put one bullet into the leg of a Yao Guai, he will probably ignore that and will be pretty pissed.
# Reduced VATS Hit Chance on Head Location for the races:
-Dogs
-Ghouls
-Humans
# Increased VATS Hit Chance on Head Location for the races:
-Synths
# Reduced Damage Done of the following races:
-Bloatfly
-Bloodbug
-Dog
-Ghoul
-Mirelurk
-Molerat
-Radstag
-Stingwing
# Increased Damage Taken on the following races(Bodypart specific/Weakpoints):
-Deathclaw
-Ghoul
-Mirelurk King
-Mirelurk Queen
-Super Mutants
-Yao Guai
## Leveled Lists
-Reduced chance of finding a full medi kit
-Slightly reduced chance of finding a full ammo box
## Weapons
-Hunting Rifle .50 now has extra armor penetration
-Updated Companion weapon weapons (Increased damage and adjusted limb explosions)
## Bug fixes
-Fixed extra Limb Damage with shotguns not working. (depending on the range you are away from your target.) Shots from close are now devastating again!
# Better Weapons Patch and Better Leveled Items - Custom Weapons
-Keyword fixes on Rhino
-Slightly reduced VATS cost on Rhino, USP, P99
-Added Armor Penetration to Hunting Rifle .50
# Better Weapons - Valdacil's Item Sorting - Patch
-Updated
- # Better Locational Damage
-
Version 3.8.1
- # Short update for the Custom Weapon Patch.
Because of the recent update of the IF-88 Tactical Shotgun, its no longer compatible. If you updated to version 1.1d, please download the latest version of "Better Weapons Patch and Better Leveled Items - Custom Weapons" and overwrite your current IF88-Tactical Shotgun ESP with this one provided in the archive, to fix all issues.
- # Short update for the Custom Weapon Patch.
-
Version 3.8
- # Better Locational Damage
## NPCs
- Reduced damage done from some Mongrels to a normal level.
- Super Mutants had their resistances rebalanced and are now inline with each other.
(This is the natural resistance. Resistance added by equipment they wear, still varies.)
## Weapons
- Updated Receiver Descriptions.
- Reduced armor penetration on automatic receivers.
#.44
- has low armor penetration. Increases with receiver update.
- reduced bonus damage added by receivers
-------------------------------------------------------------------------------------------------------------------------
# Wasteland Workshop DLC
## Bug fixes
- Corrected an issue with Glowing Mongrels
-------------------------------------------------------------------------------------------------------------------------
# Far Harbor DLC
## NPCs
- Adjusted resistances of all NPCs accordingly to the latest changes of the main module
-------------------------------------------------------------------------------------------------------------------------
# Better Weapons Patch and Better Leveled Items - Custom Weapons
- Updated Receiver Descriptions.
- Reduced armor penetration on automatic receivers.
- Fixed some keywords that were missing.
# Rhino
- now uses .44 Ammunition.
- Damage has been reduced.
- new receivers have been added.
- has medium armor penetration. Increases with receiver update.
# Desert Eagle
- Damage has been reduced.
- has high armor penetration. Increases with receiver update.
-------------------------------------------------------------------------------------------------------------------------
[NEW] # Better Weapons - Valdacil's Item Sorting - Patch.esp (Requires AWKCR)
- Adds support for custom weapons to be properly sorted by Valdacil's Item Sorting.
- # Better Locational Damage
-
Version 3.7
- # Better Locational Damage
- Reduced health of human limbs. You get easier crippled and can easier cripple your enemies.
## NPC
- Deathclaws damage has been adjusted. Increased damage for lower variants and decreased for higher variants
- Ghouls without armor have now much less physical resistance.
- Stags damage has been adjusted. Increased damage for lower variants and decreased for higher variants
- Triggermens have much less physical armor, as they have no armor.
- Yao Guais damage has been adjusted. Increased damage for lower variants and decreased for higher variants
# Far Harbor DLC
- Support for the Far Harbor DLC has been added. You can choose from two versions. Leveled list version and no leveled list version. Far Habor does not add any new containers you can loot.
- Far Harbor leveled lists
The leveled list version touches loot of dead creatures and removes bottle caps and junk items(football, toy car etc.) from Rabits, Chickens, Crawler, Angler, Mirelurks etc.
Also Adjusts the weapon arsenal of Trappers. Good weapons in a apocalyptic world is rare. So they use more pipe weapons than pre war/high powered rifles.
(Keep in mind that this is an early release. Further changes will be done.)
- # Better Locational Damage
-
Version 3.6
- # Better Locational Damage
- added no leveled list version
## NPC
Damage & Resistances of various NPCs has been adjusted. NPCs with low damage had their damage increased and high level NPCs had their damage reduced. (A dog that deals more damage than a deathclaw?? No more!)
!Those changes do NOT make the game easier! Big things, hit hard.
- Behemoth
- Bugs
- Deathclaws
- Dogs / Hounds
- Ghouls
- Molerats
- Robots (Turrets, Bots etc.)
- Stingwings
## Leveled Lists
- Adjusted raider boss chest to contain more varied loot.
- Slightly decreased the chance of finding stimpacks in Medkits. Purified Water has been added to compensate.
# Better Weapons Patch and Better Leveled Items - Custom Weapons
- Added P99 by TrophiHunter
An replacement ESP has been added for this weapon. Replace the original ESP with the one i provided.
It will balance the weapon and add new receivers for crafting
- # Better Locational Damage
-
Version 3.5.2
- # Better Locational Damage
## Quick Bugfix
- Fixed Player HP
If you have less than 200 HP please update your health, should now work correclty.
Sorry about any inconvenience that may caused.
- # Better Locational Damage
-
Version 3.5.1
- # Quick Update to fix an master issue with Super Mutant Redux Patch
If you are using the Super Mutant Redux Patch please update.
- # Quick Update to fix an master issue with Super Mutant Redux Patch
-
Version 3.5
- Update!
# Better Locational Damage
## NPCs
- All NPCs have been redone with the CK and hopefully fix all issues that were existing
(Weird faces, FPS instability when using custom textures)
- Revisited all Health values and adjusted them to feedback & experience while playing.
## Bug fixes
- Fixed very hard/survival mode damage taken and damage done
# Patches
- All patches have been redone and adjusted accordingly to the latest changes.
# Important #
As the NPC Templates have been remade from scratch, it's possible that i missed some(as there are more than 1000 NPC records). They will be re-added, as they find them.
- Update!
-
Version 3.4
- # Better Locational Damage
- Difficulty "Very Hard" is now supported.
## Leveled Lists
- Major overhaul and rebalance of leveled lists. A lot of containers have been redone, making looting more fun and surprising. Containers can also be empty.
-- Increased Loot amount and variety of many containers. (Improved immersion)
-- Increased the amount and variety of ammo, you can loot from ammo boxes and may also contain explosives.
( Raider Ammo Boxes may also contain Baseball Grenades, in example. )
### Fixes
- Antibiotics & herbs have been re-added (Accidently got locked out)
# Raider Overhaul Patch
- Reduced drop chance of Strange Meat & Stew
- # Better Locational Damage
-
Version 3.3
- Update!
#Better Locational Damage
- Clean up & some fixes
- Super Mutants deal now much more damage unarmed.
#Patches
Raider Overhaul Patch updated
Super Mutant Redux Patch updated (Was broken with the latest changes)
Custom Weapon Patch updated (Some changes to the leveled lists to prevent other mods to break them)
- Update!
-
Version 3.2
- # Better Locational Damage
## Perks
Fortune Finder & Scrounger - Edited the script(ID: QF_PerksQuest_0004A09E) to balance out the values of extra loot, which you get when looting containers. Even when you already took the perks, those values will be rebalanced by a script.
- Bug fixes
* Fixed a bug with Scrounger & Fortune Finder Perks, with the latest update(1.5), Bethesda broke it. This is now fixed with 1 new script which run only once, you start up the game with this update.
* Ammo has now weight
- # Better Locational Damage
-
Version 3.1
- # Better Locational Damage
A quick update for the new Survival Mode to make it compatible with this mod.
- Adjusted damage settings
- Adrenaline Perk Bonus Damage is now only Melee and provides a bonus of +2% each rank (up to 20%)
- Player Basehealth is now at 200 and is no longer influenced by Endurance. Further changes will follow soon to provide a new bonus to endurance.
*Note: You have to update your HP. Enter Power Armor/Level up/ Increase or reduce Endurance(Food, Chem, Perk)
- Bugfix for Shotgun Limb Damage. Should now work as intended.
**IMPORTANT**
BLD - DD & DT has been removed. As it is no longer necessary.
- # Better Locational Damage
-
Version 3.0.3
- # Better Locational Damage & Raider Patch
## Leveled Lists
- Raiders drop less likely stimpacks upon death
- Ghouls no longer drop ammo
- Ghouls now have less likely Caps
- Ghouls should no longer carry stimpacks / very rare
- # Better Locational Damage & Raider Patch
-
Version 3.0.2
- # Better Weapons Patch and Better Leveled Items - Custom Weapons
- Updated for the latest changes of Wasteland Ordnance
*Note: The latest update caused issues with the receivers beeing messed up.
- # Better Weapons Patch and Better Leveled Items - Custom Weapons
-
Version 3.0.1
- # Better Locational Damaged
Forgot something to change!
## NPCs
Normalized Damage Output for NPCs.
Prior to that, some NPCs gained a little damage boost, which was 25%. (this was still a left over from vanilla fallout 4) The damage you receive is now more predictable and normal armor should also work a little bit better, to protect you.
If you still find yourself dying, a lot. Make sure you install DT 0.5 from the optionals.
- # Better Locational Damaged
-
Version 3.0
- # Better Locational Damage
## NPCs
Deathclaws - slightly reduced damage taken to the head.
Glowing Ghouls - Slightly increased damage taken.
Mirelurks - slightly tweaked body&head modifiers for several mirelurk species.
Synths - tweaked body modifiers
Turrets - redone and adjusted health and locational modifiers.
Super Mutants - Many Super Mutants have now increased physical and slightly more energy resistance.
## Weapons
.44 - Slightly increased the base damage. Advanced receiver nerfed slightly to compensate
Plasma - Slightly increased base damage.
Laser Gun - Slightly nerfed the damage.
Institute Gun - Slightly nerfed the damage, reduced firerate slightly.
## Leveled Lists - Items
Completely redone. Everything has been rebalanced.
To explain it short how it works:
We take ammo as example:
Container can be empty.
If container has loot, it varies now much more. The amount of ammo it contains now vary more than before. It can be a few bullets to a lot. They rarely also contain common explosives.
Normal ammo boxes differ from the raider ammo boxes. Raider ammo boxes contain the ammo & explosives raiders use.
## Automatron Patch
- Added missing weapon (Salvaged assaultron head)
[!!NEW!!]
## Wasteland Workshop Patch
## Super Mutant Redux Patch
## Raider Overhaul Patch
- Updated
- # Better Locational Damage
-
Version 2.9.5
- # Better Locational Damage
An significant change has been occured!
No more random head explosions!
Head explosions and dismember of bodies depends on the weapon you use.
Ballistic weapons like 10mm, .38, .308, .45, .44, .50 are not able to make a head explode.
Shotguns & Miniguns still can. (Miniguns have a firerate of 6000 Bullets per Minute, so yeah it will tear your head definitly down)
Laser weapons are able to dismember.
You are no longer be able to make a head explode with a rolling pin or Wrench Pipe etc. Sledgehammers are still able to achieve that. I don't list which weapon is able to trigger an head explosion, as this is pretty self-explanatory.
## Weapons
The following weapons are now supported by this mod (I really don't know how i could forget them.)
Pipe Weapons added
Submachine Gun
.44 Revovler
## Leveled Lists - Items
- Ammo Boxes can now also be empty, but they now have more loot to compensate that
- Increased the chance of Stimpacks slightly
# Better Weapons Patch and Better Leveled Items - Custom Weapons
- Small bug fix for M14
- Forwaded changes with head explosions listed above
- # Better Locational Damage
-
Version 2.9
- # Better Locational Damage
## Weapons
- Increased range of weapons. Also increased/decreased the damage of some.
- Automatic Weapons no longer have their damage reduced. Instead they have a reduced range.
(I really hated this approach by Bethesda...)
- Lasers weapons have been balanced better, more tweaks may occur in the future
## NPC
- Nerfed Ghouls - Slightly decreased health and tweaked multipliers.
- Supermutants - Slightly decreased health and tweaked multipliers.
## Leveled Lists
- Chems/Stimpacks have been greatly reduced.
- Trash has been reduced. Rare Trash is now actually rare as it should be.
- Removed some caps from several loot lists where it didnt make sense. (Example Bloatfly)
- Benefits of Fortune Finder and Scrounger Perks have been greatly reduced.
## Items
- Psycho / Damage increases from chems only work with Melee weapons or unarmed attacks.
- Increased value of ammunition
# Custom Weapon Patches & Leveled Lists
A lot of cleanup has been done to the leveled list.
Old weapons like G3, G20, AK2047 will be removed when you update.
Don't forget to uninstall the G3, G20 and AK2047!
## Weapons
- Added Wasteland Ordnance
-- New Weapons: SCAR, AK47, G3, G20, L96, M82
- Removed G3, G20, AK2047,
- Renamed M2216 to M16
- Rebalanced again all weapons. (Automatic weapons no longer have reduced damage, instead they have reduced range.)
## Leveled Lists
- Added all weapons to the leveled lists.
# Patches
Raider Overhaul Patch now available in the installer
*Note:
- Some specially chems & food have been tweaked for balance and slightly differ from the original mod.
- Baseball Grenades have been removed from the Raiders for now, as they ended up overpowered with Better Explosives, as they explode on contact.
- # Better Locational Damage
-
Version 2.8
- # Update
# Better Locational Damage
- Hopefully fixed now many problems with NPC-Faces
- Melee Weapon balanced! Yeay!
(There is much more to explain for melee weapons, but to make it easy, they should be balanced, pretty much.)
#Better Perks
(i copied over some changes from my other perk mod to this one, to show it some love.)
- A lot of changes!
- Added Rank 6 for Riflemen & Gunslinger
- New ability added for Rank 2 Riflemen.
- Damage Boost changes for the weapon perks (Heavy Weapons, Riflemen, Gunslinger, Big League, Commando) Damage now Increases to a maximum of +15% damage +3% with each rank.
- Gunslinger now covers all pistols, Commando all automatic rifles
-- In Vanilla Fallout 4 automatic pistols were not covered Gunslinger
- Bug fixes & tooltip updates
**New Plugin**
#BLD - DT 0.75 Sets damage taken to 75% (You receive 25% less damage. Recommended when starting a new game)
# Automatron
- NPC updates
- Added melee weapons for balance
# Everything else i forgot
- # Update
-
Version 2.7
- # Update
Yes! It's true! Here we go again.
**New** Better Locational Damage - DLC_Automatron
Features:
- Leveled Lists
- NPCs
- Weapons (Tesla)
- More will come soon
*Note: This is an early release, balance changes will happen here and there. Expect roboters to be strong. (Get some explosives & my other mod Better Explosives)
- # Update
-
Version 2.6
- # Update Time!
#Better Locational Damage
As i was tinkering on realistic bullet speed, i encountered something... bullets stop at a range of 10000. So this has been fixed now!
- Bullets can now travel up to 15000 (~ ingame 234 yards)
- Damage nerf on some NPCs, to make them a bit more smooth and not one shotting everything
- Reloadspeed has been changed for nearly all weapons. Reloadspeed has been reduced by ~20%. Because this bothered me for a very long time. Get some cover while reloading, you are not Rambo!
- Shotgun has been nerfed, as it ended up to be too devastating in the end (specially for people who use my perk overhaul -> http://www.nexusmods.com/fallout4/mods/7125/?)
- Out of range damage has been buffed for all weapons from 50% to 75%
(In Vanilla, weapon damage is reduced by 50% when a target is "out of range". This has been changed your weapons now will deal only 25% less damage, which is still a lot, so pick the right weapon for your job! Don't try to snipe with a pistol! )
*Bug fixes
- Curie's face has been fixed
#Better Weapons Patch & Better Leveled Items - Custom Weapons
New Weapons! Yay!
The following weapons have now been added:
IF-88 Standalone Tactical Shotgun
The M14 Standalone Rifle
LK-05 Carbine
AS Vektor
Crossbows of the Commonwealth
M1911A1 - Standalone Handgun
All weapons have been distributed to NPCs & Shops. Stats have been balanced, but are still not final.
- # Update Time!
-
Version 2.5
- Update!
*Description updated reflects now all integrated modules!
Yes, i finally merged everything, which was recommended.
After a lot of testing, i'm quite happy with the result and merged the ESPs
* Better Locational Damage now contains:
Scaling options
Better Weapons
Better Crippled Limbs
Better Leveled Lists
Limb Damage Mod
*Note: for users that use weapon balance mods. Don't use them. They suck, all of them and are not "compatible". This mod balances weapons according to all changes this mod makes.*
* Better Locational Damage - Ghoul Edition.esp now needs Better Locational Damage.esp as Master
* Balance changes:
NPCs:
Behemoths & Mirelurk Queens - Have now increased health.
Super Mutants - Increased HP of some lower Super Mutants, to match their race.
Weapons:
Minigun received a much needed buff in damage.
- Update!
-
Version 2.3
- Update!
* Added: Better Weapons Patch & Better Leveled Items - Custom Weapons
-This adds support for some very good custom weapon mods. USE & ENDORSE THEM!
-All weapons have been balanced for Better Locational Damage & added to the leveled lists. You can find those weapons in the world.
* Better Locational Damage.esp & Ghoul Edition updated.
* Better Weapons.esp updated.
---------------------------------------------------------------------------------------------------------------------------
Install instructions: (Better Weapons Patch & Better Leveled Items - Custom Weapons)
When you download Better Weapons Patch & Better Leveled Items - Custom Weapons you will be prompted with the mods links. You have to download the weapon mods listed there!
When you use: "Better Leveled Lists - Items - CW Edition" you dont need to pick "Better Leveled Lists - Items.esp" from the FOMod installer
Better Weapons - Patch.esp does only cover custom weapons! You will still need Better Weapons.esp
Better Weapons.esp has been updated & is needed, when you install all recommended modules.
- Update!
-
Version 2.2
- Update Time!
* Better Leveled Lists - Items
- Weapons are no longer level capped!
- Loot overhauled
- You can now rarely find weapons with more modifications
- Loot distribution has been changed.
-- More loot variety! Weapons differ now much more, than before. Enemies now may carry already modified weapons, which makes them also more dangerous, as they now can also have receivers with higher fire power.
-- Raiders for example, use Pipe weapons more often, but those Pipe weapons can vary now much more! They will now have a higher variety of weapons and armors.
-- Raiders rarely may carry Cryo Grenades
-- Slightly less Ammunition in general
-- Explosives found reduced. This covers missiles, mini nukes. Cryo & Pulse got a slight increase.
-- Vendors sell more modified weapons.
* Better Leveled Lists - NPCs
Unlocks all NPCs. Increases the variety of NPCs you will encounter. If you are using BetterNPCScaling this is a must to install.
*Note: Due to the intro quest of fallout 4, Leveled List plugins have a soft cap of level 5. Once you hit level 5, your enemies will have completely new equipment and will greatly differ from each other, without breaking the game.
* Limb Damage Mod
Now also covers shotguns! (Make sure you update the Better Perks mod, if you are using it.)
They will deal massive limb damage on close range and decreases over range, up to 3 yards.
- Update Time!
-
Version 2.1
- Update Time! Again!
* BLD - DD options re-added
*Note: These are optional, now. 0.3 is no longer recommended. You should try to play with survival standard 0.5(you have to install BLD - DD 0.5 if you play on normal - very hard difficulty)
* Better Locational Damage
- Deathclaw
-- reduced damage taken to the head
- Super Mutant
-- reduced damage taken to the torso slightly
* Better Weapons (is recommended to use this plugin)
- Pipe Revolver
-- increased damage and is no longer useless
- Shotguns
-- increased damage and are now more effective than before
- Combat rifle
-- reduced range on all long barrels. This weapon shines on close and mid range.
-- slighty reduced damage of non-automatic receivers
-- slightly increased damage of automatic receivers
- Aussault rifle
-- reduced range on all long barrels. This weapon shines on close and mid range.
-- slighty reduced damage of non-automatic receivers
-- slightly increased damage of all automatic receivers
- Hunting rifle
-- increased damage of the .50 receiver
Those changes were made to seperate those weapons from each other:
- Combat rifle vs Assault rifle
-- A automatic combat rifle deals slightly more damage but shoots slower
-- A automatic assault rifle deals slightly less damage but shoots faster
-- The same opposite applies to non-automatic
- Combat rifle & Assault rifle vs Hunting rifle
-- A hunting rifle has a slow firerate, is bad for close combat and is viable for mid range. For those situations, a Combat rifle & Assault rifle is superior
-- A hunting rifle has a higher range and deals more damage per shot than the other two. Because of the higher range and damage, it's perfect for deadly long distance shots.
* Limb Damage Mod (New plugin - a work in progress)
- Makes it easier to cripple humans and super mutants
- Update Time! Again!
-
Version 2.0
- * BLD - DD 0.3, 0.4, 0.5 has been removed!
- BLD - DD 0.3 is now build into Better Locational Damage.esp directly. As it was only a unneccesary esp
* Better Locational Damage
- Mirelurk Queen damage increased to Head and Spouts
- integrated BLD - DD 0.30
* BetterNPCScaling
- Added 200-300 NPCs from quests and various others. It should now cover all aggressive encounters
(Start a new game or wait more than 480h to see all changes.)
- * BLD - DD 0.3, 0.4, 0.5 has been removed!
-
Version 1.97.2
- *Added two new DT Options.
- BLD - DT 1.0
- BLD - DT 1.5
If you struggle on surviving the outland, you may want to switch to DT 1.0 or 1.5 when you play on survival difficulty
- *Added two new DT Options.
-
Version 1.97.1
- Small hotfix for the module Better Weapons
* Better Weapons
- Rebalanced Melee Weapons
- Small hotfix for the module Better Weapons
-
Version 1.97
- *Better Perks Agility
-Corrected Tooltip
Ghouls got some love! (Both versions)
*Big ugly ghouls can now do more ugly things with you. Which means:
- Charred, Putrid, Bloated, Glowing got a huge buff and won't die as easily as before.
- Deathclaw reduced damage taken to legs and arms.
- Humans torso slightly tweaked down.
*Better Weapons
- Now also covers weapon mods of 10mm and Deliverer
- Reduced damage added by receivers, to keep endgame balance
- *Better Perks Agility
-
Version 1.96.1
- Accidently messed up 1.96.
Please overwrite with 1.96.1
all changes from 1.96 should now be applied correctly!
Also Big league is now covered by Better Strength Perks
Melee weapons have been rebuffed and should now be much more be deadly.
*Note this does also apply to the enemies you will face with those weapons equipped.
- Accidently messed up 1.96.
-
Version 1.96
- *Better Locational Damage
-Super Mutants take now slightly more damage to the chest
-Dogs in general have their torso damage slightly reduced
-Mirelurk take now slightly more damage to the head
-Deathclaw slightly increased damage to the belly
*BetterNPCScaling
-added missing mutant hound variation
*Better Weapons
-Damage increased of pistols, due to recent changes
Pistols playthroughs are also now much more viable and competitive with other weapons
They still have less range and less damage than other weapons but are a good option to save ammo of other weapons, when in interiors for example.
*Note a tuned pistol can deal more damage than a non-upgraded rifle but still suffers in range and will still deal less damage than a rifle*
-Submachine Gun has a slight damage increase, due to recent changes
-Shotgun got a slight buff, to be still devastating in close combat, as before
-Melee Weapons received an update and have their damage increased, to be more competitive, but they will receive more updates in the future
Suggestions-Complaints, please at the comment section,
As always, have fun!
- *Better Locational Damage
-
Version 1.95
- *Better Locational Damage
tweaked the human head modifier to reflect the latest changes, made
*BetterNPCScaling
Some Raider variants now have increased HP to match better the human nature.
Some Mirelurk variants now have increased HP to match better their crawling kind.
Raider Dogs have increased HP to be a little bit more resistant.
Ghouls now have more HP than humans in general but less than super mutants.
- *Better Locational Damage
-
Version 1.9
- I'm kinda sorry, but here we go again.
A new major update has been released.
*Better Locational Damage Normal Version/Ghoul Edition
Because of the latest changes done to BetterNPCScaling, several changes have been done.
-Humans take increased damage to the chest and reduced to the arms/legs
-Mr Handy has been added with weakspots. Find them for yourself, no spoiler! :-)
-Ghouls have their damage received to limbs and chest reduced.(Normal version only)
-Dogs take reduced damage to the torso, because of the latest changes in BetterNPCScaling.
-Deathclaws take reduced damage to the head, the belly is now more vulnerable.
-And everything else i forgot...
*BetterNPCScaling (A Cell reset is again required for the changes to appear)
Added a lot of new NPCs to this module(even more than yesterday), which will bring again, more difficult enemies and challenging fights. This module will now affect the majority of all encounters you find.
There will be no more rapid major changes to this module. It will receive bugfixes and Named NPCs will be added over time. But this will be the last cell reset you have to do for now.
*Added two new modules:
-Better Weapons (recommended)
Increased the damage of pipe weapons and the 10mm pistol, as the gap was to big to other weapons.
*Note this will also increase the difficulty, as raiders mainly use pipe weapons and will now do more damage.
-Better Crippled Limbs
Increases duration of crippled limbs, before they start regenerate from alone. Vanilla 30-60 until your cribbled limbs would be fully healed. Modded 90-120 seconds. This improves the need of stimpacks, when your limbs get crippled in a fight.
If you find any bugs, please report them at the bug section!
- I'm kinda sorry, but here we go again.
-
Version 1.8
- Major Update
*Better Locational Damage
-Vanilla Damage Reduction Perk for NPCs has been nullified. Raiders deal now normal damage as they should.
*******************
YOU HAVE TO DO A CELL RESET TO SEE THE CHANGES IMMEDIATLY FROM BETTER NPCSCALING!
As described at the sticky in the comment section!
*******************
*Better Scaling had a really really huge update
*Note: This plugin does NOT nerf the game, it makes it even more challenging*
All(hopefully all) low level Raiders & Super Mutants have been buffed, signicantly buffed and brought into line! You will now feel that you fight a human or a super mutant.
You should no longer be able to one shot raiders or supermutants into their body(chest legs arms). Only when you have a really powerful weapon.
A headshot will kill a human. A Super mutant may survive 1-2 headshots before he dies.
*******************
YOU HAVE TO DO A CELL RESET TO SEE THE CHANGES IMMEDIATLY FROM BETTER SCALING!
As described at the sticky in the comment section!
*******************
- Major Update
-
Version 1.7
- WHAT AGAIN AN UPDATE!!!???
Yes, i'm sorry. I totally forgot to bring in the changes, that i made for Synths and some other robots.
Forgot to carry them other to the release version.
Synths and Trons take more damage to some bodyparts, as they where just tooo tough on higher levels.
Have fun!
- WHAT AGAIN AN UPDATE!!!???
-
Version 1.6
- Better Locational Damage - Normal Edition
*Tweaked Ghouls to be more resistant, when shooting at chest, legs and arms.
Better Locational Damage - Ghoul Edition
*Fixed a bug and has been added to the installer.
- Better Locational Damage - Normal Edition
-
Version 1.5.1
- Fixed FOMod installer
-
Version 1.5
- *Better Locational Damage
-Reduced the standard sneak attack multiplier to 1.5 (gun weapons only)
This change was made to prevent sneak attacks becoming overpowered(especially with perks, which broke the game). If you want to go a sneaky character, that lives from the moment of surprise, you have to choose the revelent perks.
*Added Perk Overhauls, Better Strength Perks, Better Agility Perks
To keep the damage balance, the damage of the following perks has been adjusted.
There will be updates to these perks in the future to get them more interesting and fun to play. Not only damage increasement as Bethesda did.
Better Strength Perks
-Heavy Gunner - has it's damage reduced from 20/40/60/80/100 to 5/10/15/20/30
-Iron First - has it's damage reduced from 20/40/60/80/100 to 10/20/30/40/50
Better Agility Perks
-Commando - has it's damage reduced from 20/40/60/80/100 to 5/10/15/20/25
-Gunslinger - has it's damage reduced from 20/40/60/80/100 to 5/10/15/20/25
-Mister Sandman - sneak attack damage has been reduced from 15/30/50 to 5/15/25
-Ninja - Sneak attack multiplier reduced from 0.5/1.0/1.5 to 0.25/0.5/1.0
- *Better Locational Damage
-
Version 1.4
- *Better Scaling NPC
HP of several NPCs has been decreased.
HP of some NPCs has been increased.
To bring them all in line.
(For example: you meet a raider with 60 hp. And then you run around the corner and you meet a
raider with 1000 hp. This happens now much less. I edited a lot of NPCs.)
There are maybe still NPCs with incredible huge amount of HP. If you find one please report them
with their name at the "Bug Section" of this mod.
When you are updating. Please do a cell reset. You can find instructions at the sticky post of the
comment sections
If you find anything that bothers you. Write a comment at the comment section.
Thank you, for downloading this mod!
- *Better Scaling NPC
-
Version 1.3
- *Added BetterScaling
BetterNPCScaling - Reduces the HP gain by NPC by about a half. (less sponges at higher levels! But they still exist :-( ) This is for BLD - DD 0.30. It may work with survival, did not test it.
BetterPlayerScaling - Reduces player HP gain by about 40% when not more than 5 points of endurances are skilled. As the level of the player get multiplied with endurance. (with BetterEndurPerks you can still select the skills!)
!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!ATTENTION!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!
Important information about Better Scaling:
Player HP will update with level up.
NPCs will update on cell reset (when a location was already discovered).
All NPCs which are already spawned will still have the same HP as before!
You will still meet high hp NPCs but on average it should now be smoother.
*Added BetterPerksAllinOne
BetterEndurPerks - removes the endurance requirement for perks that require 6-10 endurance in order to be chosen.
It's advised to not go over 5 endurance skillspoints, because otherwise the health will scale incredible fast and high. (This is a temporary solution until the Creation Kit comes out.)
BetterPerceptionPerks (only contains changes for Rifleman so far)
First overhaul of many in order to play nicely with Better Locational Damage.
Rifleman
-----------------
Rank 1 Vanilla:
Keep your distance long and your kill-count high. Attacks with non-automatic rifles do 20% more damage.
Rank 1 Modded:
Keep your distance long and your kill-count high. Attacks with non-automatic rifles do 5% more damage and gain a chance to stagger opponents.
------------------------------------------------------------------------------------------------------
Rank 2 Vanilla:
Attacks with non-automatic rifles now do 40% more damage and ignore 15% of a target's armor.
Rank 2 Modded:
Attacks with non-automatic rifles now do 10% more damage and ignore 15% of a target's armor.
------------------------------------------------------------------------------------------------------
Rank 3 Vanilla:
Attacks with non-automatic rifles now do 60% more damage and ignore 20% of a target's armor.
Rank 3 Modded:
Attacks with non-automatic rifles now do 15% more damage and ignore 20% of a target's armor.
------------------------------------------------------------------------------------------------------
Rank 4 Vanilla:
Attacks with non-automatic rifles now do 80% more damage and ignore 25% of a target's armor. They also have a slight chance of crippling a limb.
Rank 4 Modded:
Your accuracy with non-automatic rifles is increased by 30% and attacks now ignore 25% of a target's armor. They also have a slight chance of crippling a limb.
------------------------------------------------------------------------------------------------------
Rank 5 Vanilla:
Attacks with non-automatic rifles now do double damage and ignore 30% of a target's armor. They also have a slightly higher chance of crippling a limb.
Rank 5 Modded:
Attacks with non-automatic rifles now do 20% more damage and ignore 30% of a target's armor. They also have a slightly higher chance of crippling a limb.
------------------------------------------------------------------------------------------------------
This is only the first iteration. More will come soon.
The next update will be for Better Explosives!(probably today) Much has been overhauled!
- *Added BetterScaling
-
- Donations
-
Straight donations accepted

If you are looking for direct help, information, patches, unreleased mods, pre-released updates for my mods or just want to talk and share images and videos of your adventures, feel free to join us!
Consider Supporting me for more awesome mods!

Consider Supporting me for more awesome mods!



Overhauls Fallout 4s combat completely in a new crispy and intense way.
Headshots are scripted and helmets can also prevent headshots.
If you can score a lethal headshot, depends on the weapon. A 10mm weapon will work vs a human, but not vs a super mutant. You'll need a .308 to deal a lethal headshot to a super mutant. For a Yao guai you'll require a .50 cal to deal a lethal headshot. Deathclaws, Behemoths etc. are immun to headshots.
The health of NPCs has been adjusted to prevent bullet sponges.
Equipment is what matters. Weapons/Modifications have been overhauled and you are now able to play a raider style character with pipe weapons only. All weapons are lethal. Getting a good balanced armor rating is key to survive as health does no longer scale with level. Use tactics and plan your actions, when breaching rooms and areas.
Many new features, like stagger, bleedings, stealth killmoves and more wait to be used!

(Features are toggleable in MCM and holotape)
#Scripted headshots (enabled by default)
Headshots are now scripted, this means they are independent from the amount of health damage you deal. What matters is the caliber you shoot and what type of enemy you are facing.
Helmets can prevent headshots (NPC only) but F4SE is required to make this feature work. A short list of enemies and calibers:
#Head destruction (enabled by default)
This is another type of headshot and works similar to normal headshots, except that you need to lower the limb health of your enemies head to 0.
#Enemy categories
Low Races
Bloatfly, Bloodbug, Stingwing, Humans(without helmet), Ghouls (does not include glowing), Radstags, Dogs
(calibers for headshots: All, includes lasers/plasma)
Medium Races
Super Mutant, Mutant Hound, Brahmin, Mirelurk(crabs), glowing ghouls, Humans that are protected with helmets(plastic masks or sacks do not count as helmet)
(Calibers for headshots: .308, .44/Shotgun (close range only), .50, Gauss, 45-70, Harpune)
(Energy weapons "can't" one shot headshot medium races, but if you manage to reduce the head health to zero, their head gets destroyed/dismembeerd and they die.)
High Races
Yao guai, scorpions, fog crawler, gulper, angler
(calibers for headshots: .50, harpune)
Non grouped races can not be killed with a headshot.
Deathclaw, Behemoths other boss like enemies are immun to one shot headshots and need to be killed with explosives and/or tactics.
Robots/Synths
They are special. If you are using an energy weapon, you can remove their head and they get destroyed immediately.
#Bleedings (+ Widget but requires HUDFramework) (enabled by default)
Four different types of bleeding have been added. Small, Medium, Large, Fatal.
Your damage resistance rating influences the chance of getting a bleed. The higher your armor rating is, the lower is the chance.
The bleeding chance reduction caps at 200 armor rating. Pushing your armor rating beyond 200, will not decrease the chance further.
Getting hit from close with a shotgun will cause a large wound, while getting hit with an other caliber etc it will only cause a small to medium bleeding. Bleedings stack and can cause death. Not all races can bleed, for example synths and robots in general.
Missing body parts will cause fatal bleeding, which will high likely result in death.
You can use HUDFramework and enable a bleeding widget that tells you, when you are bleeding.(optional)
(Requires BLD - Leveled List plugin -OR- leveled list injection with the BLD holotape)
Bandages have been added to treat your wounds. Can be found from raiders, gunners, containers that contain first aid and be bought at the doctor. In addition to that, they can be crafted at the chem station.
#Stagger on hit (enabled by default)
Not all races can be staggered, only low and medium races. Stagger is an effective way to interrupt your opponent, but be careful, they can also interrupt you. When you are playing a melee character, your melee attacks can be interrupted when hit. Med-X will make you immun to stagger and gives you an advantage.
#Pain (enabled by default, requires Stagger)
Pain occurs when you get staggered and fades over time or can be treated.
There are 3 types of pain: Minor, Moderate, Severe
The worse the pain, the worse the side effects.
Pain comes with a visual and sound effect(Can be disabled with MCM). Those effects will play after a certain amount of time, while your character is in pain. The strength of these effects, depend on the type of pain you have.
How to cure pain
Pain can be cured with vanilla items, like Alcohol and Med-X. BLD also adds new items to cure pain.
There are 2 types of painkillers. Instant and delayed. Instant, like Med-X have an immediate effect. Pills have a delayed effect(by default 30 ingame minutes)
Base game items:
Alcohol - minor pain
Herbal Anodyne - moderate pain
Med-X - severe pain
BLD added items:
Aspirin- moderate pain
Morphine - severe pain
Morphine
Morphine is special and has an extra effect. It fortifies your broken arms and legs. While the duration lasts, your character won't notice, that they are crippled and allow you to run and use weapons without negative effects.
#Locational stagger & bleeding (requires F4SE)
With F4SE, bleedings and stagger are calculated depending on the location hit. If the body part is covered with armor, there is a lower chance a bleeding or stagger occurs. Depending how strong the armor is, the chance is further reduced. Enhancing your armor with crafting, also reduces the chance bleeding and stagger.
This system is automatically enabled, when F4SE is installed and you equip a piece of equipment.
#NPC use items
NPCs now aid their wounds in combat or use buff items(chems) when a fight starts to get an advantage. You can configure this feature with MCM. There are many options to tweak it to your liking.
What items are used
The items they use, are randomized. There are 3 lists. Heal, bleeding cure and buff items. If you want to add more items from the vanilla game or mod added items. You can add them to the respective formlist.
Healing items consist of Stimpaks.
Bleedings are stopped with clean or dirty bandages.
Buff/Chem items consist of two categories, common and rare.
Common: Psycho, Buffout, Mentats, Jet
Rare: Psychobuff, Psycho Jet, Psychotats, Med-X, X-Cell
If you are using this feature, you should also install: Jet Script Bug Fix at Fallout 4 Nexus - Mods and community
#Shotgun knock back
Allows you to knock off low races from their feet at close range. (Can be toggled and tweaked)
#Stab and Break (Stealth finishing moves and more)
Finishing moves can be executed with bare hands, knifes and rifles. (Bare hands only work, when no grenades are equipped)
They are also usable even when detected. You have to stay behind your target to use them. When you are using a knife and you bring your opponent down to 30% health, you can stab him from the front to finish him off with style.
Block breaker
Attacking an enemy who is blocking and you have more than 80 actions points allows you to break his defense, while he is staggered from the attack he just blocked.
#Brutality
Allows you to shoot of limbs with laser weapons and shotguns.
Additional mode: Free for all (Similar to Live Dismemberment)
You can dismember your enemy with everything you have.
#More immersive block (enabled by default)
Both options can be toggled on/off
Blocks cost action points
Blocks now cost Action Points and if the damage exceeds your current action points, you will take damage.
Heavy hits (requires Block costs action points)
You can no longer block heavy hitting enemies like Mirelurk Kings, Scorpions, Deathclaws, Behemoths, Sentry Bots and other creatures who hit heavier than a human can withstand. Their attacks will pierce through and damage your health and action points.
#Cut off human limbs with power attacks (sharp long weapons only) (enabled, always)
#Action points drain on melee attacks (enabled by default)
If enabled, you gain a bonus or penalty for managing your action points in melee fights. Your damage bonus or penalty depends on your action points in percent. Having more than 80% action points will result in additional armor penetration and damage. When falling below 30% you will deal less damage to your enemy.
#Heavy weapon slow (enabled by default)
Heavy weapons are powerful and come now with a restriction. They will slow you down when equipped. As they are very heavy to carry around. A power armor will help you and remove that restriction.
#Tweakable EXP
Leveling too fast? Slow it down by tweaking the EXP you earn. Allows you also to turn EXP off.
This feature is still available, but if you are looking to adjust your EXP gain, I suggest you to get Game Configuration Menu
#Tweak-able damage taken
Taking too much damage? Dying at every corner? Reduce the damage you take ingame, to make life more pleasant.
This feature is still available, but if you are looking to adjust your damage taken or done, I suggest you to get Game Configuration Menu
#Auto save
Forgot to save? No more! When enabled, your game gets automatically saved after a tweakable period of time and only when you are out of combat.

# Outdated videos below #

#Player Scaling
You will start with 180 HP (200 HP with RobCo Patcher) and endurance will increase your HP 5 Health per point.
Want to increase your health further? Perks and other items that provide buffs to health or endurance help you to achieve that.
This change was made to prevent an extremely high health pool at high levels. After a certain level the player became stronger than a Deathclaw. The most important factor for you now is armor, to keep you protected.
Adrenaline is now melee only and increases damage done by 1% per stack. This change was made to prevent the player from getting too powerful.
#NPC Scaling
In Fallout 4 you will meet raiders that have less HP than a Radroach. Deathclaws with less HP than a Bloodbug.
This mod fixes this, by creating health pools for each race.
First of all, no more bullet sponges and better balanced health pools:
Radroaches have less HP than humans.
Humans have less hp than super mutants.
Super mutants have less hp than Deathclaws.
Summary of enemy types
# Small enemies(Roaches, Bloatflys, Dogs etc.)
Small enemies don't have much health and not that hard to get rid of.
If it's small it shouldn't give you a hard time
# Humans & Synths
Humans will now behave like humans. A shot to the head is deadly. Damage to arms and legs, will wound them but less likely kill them. Humans have their own HP Pool. They will need several shots to the chest to bring them down. (Remember, you can cripple them now and break their arms and legs)
Synths behave like humans, but they don't really have a weak spot. They are harder to kill than humans.
# Super Mutants
Super Mutants are now physically superior to humans. They can take much more than a human. Their health pool is much higher than humans. You really want to use rifles / explosives to take them out. A big group of super mutants will give you a lot of trouble, as they should. They are much more resistant. You don't want a fist fight with a super mutant...
# Mirelurks, Scorpions etc.
They can give you trouble, but with the right weapons, you can take them out quick, before they overwhelm you. Aim for their weakspots!
# Large Creatures (Deathclaws, Behemoths, Mirelurk Queens etc.)
You really want to bring some good weapons here, otherwise just run away.
# Adjustments of damage increases from external sources
- Some external sources, that increase damage done have been reduced / do now only increase melee damage. Those changes are required to make things balanced.
Example:
- Psycho does now only increase melee damage.
- Strongsperk does only affect melee damage.
- Sneak attacks have been disabled (reduced to x1.0) to avoid one shotting a whole army with a pistol.
#Limb Damage
Cripple your enemies now more easily! Immobilize your enemies and execute them! Shotguns will deal devastating limb damage from close range. You can now disember ghouls and make them crawl before your feets. Shoot off their arms and legs without killing them.

What has been changed?
Many weapons have been re-balanced to make every weapon viable. With and without modifications.
This mod enables you to play with the weapon of your choice and easily switch between newly found weapons.
Weapons still differ from each other and different situations, need different weapons.
The base damage of many weapons has been considerably raised.
(This change was made, to better balance out how weapon damage works with damage resistance.)
Weapon receiver modifications has been decreased and can now only increase the damage done by up to 40%
(Reduces the gap between a full modded and un-modded weapon. Making the penalty for using an un-modded weapon much less punishing.)
Weapon out of range multiplier has been raised to 0.75 (was 0.5)
(If your bullet exceeds the range stat of your weapon, it now deals 25% less damage, instead of 50%. This fixes the issue of many weapons being useless with small range.)
Automatic weapons now deal as much damage as their semi counterpart but still have slightly less range.
(I don't know who came up with the idea, that automatic weapons deal ~30% less damage, than their counterpart. Shame on you!)
Shotguns are now useful
(Spread has been decreased and they can deal damage, even at mid range with a decent barrel. Try it!)
Reloading speed has been reduced.
Seek cover while reloading. Surprise your enemies while they are reloading. This affects NPCs and player.
Looking for a patch? Check out the official patch repository

#Leveled Lists (strongly recommended but optional, adjustable with MCM)
Leveled lists have been adjusted for a better gameplay.
It covers:
- Equipment re-balanced that NPCs wear
(Equipment that NPCs wear now varies much more and always ranges from low to high. Important for balance of this mod)
- Unlocks all weapons at level 5 (All weapons have been balanced. You can play with whatever weapon you want!)
- Unlocks all enemies at level 5 (Levels do not matter, all NPCs are balanced for all levels. Thanks to the new NPC scaling.)
- Bandages are added to the leveled lists (important when Bleedings are activated. Can also be added with Pip-Boy under Gameplay.)
Loot & Vendors
- Better distributed loot. Good things are rare
- Less ammo / chems / first aid
- More varied weapon spawns (Your enemies may have modified weapons too)
- Containers can be empty (Ammo, Medkits. If you need stuff, you maybe want to visit a vendor and buy stuff with your caps.)
NPCs
- More varied NPC spawns, that differ in strength. (thanks to NPC Scaling they are all in line to their races nature)
- Raiders have no longer access to combat armor, they stick to their leather & metal as they should.
- Raiders also rarely have "good" weapons. They mainly use pipe weapons.(Don't think, that this will make it easier for you...)
- Foods and drinks NPCs carry have been overhauled. In addition to that, they now also sometimes carry forks, spoons and knifes, depending on their food they carry.
- NPCs now carry more miscellaneous stuff and add personality:
In example, raiders may carry cigarettes and a lighter. A toothbrush and paste. Pencils and paper. And much more...
#Better Perks # This is listed as optional, but it's still required #
Better Perks overhauls the vanilla perks, so that they play nicely with Better Locational Damage, as vanilla perks break the game at some point.
Perception Perks
- Rifleman has it's damage reduced from 20/40/60/80/100 to 3/6/9/12/15
- Rank 1 adds a chance to stagger the enemy.
Strength Perks
- Heavy Gunner - has it's damage reduced from 20/40/60/80/100 to 3/6/9/12/15
- Iron First - has it's damage reduced from 20/40/60/80/100 to 10/20/30/40/50
Agility Perks
- Commando - has it's damage reduced from 20/40/60/80/100 to 3/6/9/12/15
- Gunslinger - has it's damage reduced from 20/40/60/80/100 to 3/6/9/12/15
- Mister Sandman - sneak attack damage has been reduced from 15/30/50 to 5/15/25
- Ninja - Sneak attack multiplier reduced from 0.5/1.0/1.5 to 0.25/0.5/1.0
#Better Chems
Better Chems is an optional ESP that increases the duration of various chems to a much higher duration. 15/30/60 Minutes. Now chems act like a real buff and are worth to consume and to risk addiction. (This does only change the duration! NOTHING MORE)
Affected Chems
- Buffout - 60 Minutes
- Bufftats - 30 Minutes
- Calmex - 30 Minutes
- Daddy-O - 60 Minutes
- Day Tripper - 60 Minutes
- Fury - 15 Minutes
- Med-X - Tooltip Fix (The tool tip was wrong, i had to fix it!)
- Mentats (all kinds) - 15 Minutes
- X-Cell - 15 Minutes
#Better Vats
Removes the slow time effect and damage reduction gained on activation.

#Automatic F4SE Patcher
Make sure to grab Better Locational Damage - RobCo Patch at Fallout 4 Nexus - Mods and community (nexusmods.com)
which will automatically patch your game and get rid of incompatibilities!
#What about mods that add new ammo types?
Good that you ask! BLD Helper comes with a config file, which contains several mods pre-patched:
New Calibers - several ammo types have been patched, but not all.
Munitions - All ballistic ammo types have been patched.
Any many more.
#Compatibility Patches included
Raider Overhaul by MadMAX713
Super Mutant Redux
Nightstrikers
Weapons of Fate (Ballistics Overhaul)
Any weapons that don't fall into the ballistic category still need to be patched.
(Melee, Laser, Plasma and other type of weapons)
Mods that add new Races also need a patch, so BLD knows, if you can headshot the new race or not. Most mods, that add new NPCs are fine.
Looking for another patch? Visit my Discord or take a look at my official repository
Zzyxzz Official Patch Repository

It's recommended that you start a new game with this mod.
If you install this on a existing savegame.
You may want to do a cell reset(see sticky on how to do that), to refresh zones & your enemies.
Load Order examples:
1)
Fallout.esm
DLCs.esm
Other Mods.esp
Better Locational Damage.esp
Better Leveled Lists.esp
Better Locational Damage - DLCs.esps
Better Locational Damage - Valdacil's Item Sorting - Patch.esp
Other BLD Misc Mods.esps (Better Cooking, Better Chems etc.)
2)
Fallout.esm
DLCs.esm
Other Mods.esp
Better Locational Damage.esp
Better Leveled Lists.esp
Better Locational Damage - DLCs.esps
Better Weapons - Patch.esp
Better Leveled Lists - Items - CW Edition.esp
Better Locational Damage - Valdacil's Item Sorting - Patch - CW.esp
Other BLD Misc Mods.esps (Better Cooking, Better Chems etc.)
3)
Fallout.esm
DLCs.esm
Other Mods.esp
Better Locational Damage.esp
RaiderOverhaul.esp
Better Leveled Lists.esp
Better Locational Damage - DLCs.esps
Better Locational Damage_ Raider Overhaul_Valdacil_Patch.esp
Better Weapons - Patch.esp
Better Leveled Lists - Items - CW Edition.esp
Better Locational Damage - Valdacil's Item Sorting - Patch - CW.esp
Other BLD Misc Mods.esps (Better Cooking, Better Chems etc.)

0. If you want to uninstall this mod, it's adivsed to revert to an old savegame. And skip everything else below.
1. Turn the System off in the holotape and wait till the uninstall message in the top left corner.
2. Remove everything related to this mod.
3. (optional but recommended) Cell reset.
4. Done

For the best experience, it's recommended to play on survival difficulty and install all recommended modules in the FOMod installer.
It will take Fallout 4 to a whole new level & experience in gameplay. The wasteland will be hard and unforgiving. Your good aim will be rewarded. Create tactics to breach raider filled areas. Be ready to die a lot. Always be aware of your surroundings.
If you really love to blow your way through the city, check out my other mod (which i also recommend):
Better Explosives
# Overhauls explosives in Fallout 4, make them differ from each other.
# More BOOM! A grenade will now actually kill something.
# Molotovs now burn enemies to death, instead of blowing them up to death.
# A fix for NPCs spamming grenades.
# A perk overhaul. Optional removal of the Trajectory line, when taking demolition perk, for better immersion.)
# More fun with explosives.
Other mods that are highly recommended
FlaconOil's HD ReTexture Project in 4k 2k - Made from Scratch
Hein84 Texture replacers

#Q: Does this mod effect the player too?
A: Nearly all features affect the player. Headshots and dismember not.
#Q: Does this mod affect all NPCs?
A: Yes, even your followers.
#Q: On which difficulty should i play with this mod?
A: You can play on vanilla survival. It will work fine.
#Q: Can i play with this mod on normal difficulty?
A: Yes you can. But survival is still recommended.
#Q: Why do my explosives deal no damage?
A: Because Bethesda handled them really bad. I tried to fix that with my other mod Better Explosives.
You can choose between 3 versions of damage. It's a must have for every explosive expert.
You can find a link above, in the "Recommendation" section.
#Q: I taking too much damage, how can i fix that?
A: In FOMod, are tweaks for the damage you receive and deal. It's also possible to adjust the damage you receive with the settings holotape. Also make sure, you have the mod correctly installed. The starting value for the player health is 200. (If you are using Better Locational Damage - RobCo Patch the health value will be different, but always be correct.) If your health is below that value without debuffs, then were is something wrong.
#Q: Does this mod work <immersive, realistic, whatever> weapon mod?
A: This mod contains its own weapon overhaul. So, no.
#Q: Does this mod work with mod <insert your favorite mod here>?
A: It's to you to find that out.
#Q: AW MAW GAWD so many esps for one mod? Do i need them all?
A: Yes and no. Try not to merge the main mod, do not touch it. It contains and handles of the scripts. Merge the DLC patches at your own risk. They do not contain any scripts, so it should be possible. Other small misc patches like no legendary enemies, no combat music, VATS can be merged without any issues. I'll not offer merged ESPs, as its too much work to maintain many different versions of this mod.