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Ge0rgeCostanza YouCantMilkThose

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Ge0greCostanza

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"Realistic" health for player and enemies. Unleveled world, weaker and medium tier items and enemies are more common. Less loot but more varied, less Power armor lying around, DLC integration, new/unused weathers, much more gear variety for all factions friendly or enemy, survival damage is 1-1 input/output. Some NPCs added to empty areas.

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Changes overview: Unleveled world- Weaker and medium tier items and enemies are more common.

DLC Integration into base game- Items from Fah Habbah and Nuka World such as weapons, armor, food items, some enemies integrated into regular lists (rad rats will spawn with mole rats, ants and crickets will spawn with radroaches, wolves will spawn with wild dogs etc.) Music will play from the dlcs in the commonwealth, weathers from FH and also some unused vanilla weathers are added.


"Realistic" combat- Lowered HP for mostly everyone, health pools based on size generally. A human will have more health than an insect, most mirelurks will have less than a bear etc. Survival dmg is 1-1 for player and enemies, rebalanced weapons and armor. Shotguns have less spread, molotovs do less impact damage but more fire over time damage, weapon mods have less impact on damage (an assault rifle will be a relatively strong mid range weapon with or without mods or perks). Weapons and armor have adjusted perk reqs for crafting their mods. Insects and feral ghouls don't hit as hard physical damage wise, but pose radiation and poison threats, and all feral ghouls now have a radiation aura. Most common armor is mostly effective against small animals or low tier weapons, a full set of leather armor won't do much against a hunting rifle. A full set of combat armor however...

"Realistic" loot- Less loot found in containers but more varied, only a few Power Armor suits and 1 frame found in the world now, still can buy frames and pieces from Atom Cats or join BOS. Ballistic weapons are most common now, want consistent access to energy weapons? Join the BOS, Institute, or the dress up militia. Doctors are a still reliable source of healing items. Less bobby pins, you might even run out if you're careless! "Boss" chests are much more varied now, with several different possible types of loot they contain, from ammo and explosives, to caps and chems, and more.

Survival changes- New healing item "bandage", more common than stimpaks and easier to craft. Food and drink barely heal and are too slow to use during combat, but refill more needs. Beds crafted at a settlement count as full framed beds for players tired levels even if just a mattress or sleeping bag. Adrenaline caps out at 20% dmg bonus. Some chems and grenades/mines have perk reqs to craft now.

Perks/Player- No HP per level for player, Endurance points increase player health by 5, maxing out at 120 (150 with life giver). Player carry weight starts at 60 and maxes at 150 with 10 strength and no perks. Only 7 starting SPECIAL points. Lower AP regeneration rate. Some perks nerfed to suit more "realistic" combat, some perks buffed or changed. The player takes 4x head damage and 1.5 dmg if hit in the torso. Better hug those walls...   

Settlements- Workstations have appropriate crafting perk reqs, cooking stations have no perk reqs. Manual water pumps don't create water for settlements, only for filling bottles or pumping for dirty water. Generators and purifiers have perk reqs. Sleeping bags and floor mattresses crafted in a settlement will count as full on beds for the player allowing you to sleep a full 8 hours on them. Crafted automatons will now only be player killable (protected) while not following you instead of being a waste of resources and dying during an attack.  

NPCs- Different species take varying amounts of damage based on where they get hit. Humans will take 5x dmg if hit in the head, most animals will take double, most humanoid enemies take 1.25x dmg if hit in the torso, mirelurks take even less dmg when hit in the shell. Less health for almost every NPC in the game, some others got more HP. Originally worthless enemies like low level protectrons will fuck you up if you aren't geared up and can now spawn more frequently with laser weapons not just their melee attack. 
Most enemies, especially creatures and robots have much lower base resistances that is mostly only effective against weak weapons. There's much less difference damage and HP wise between many high and low level enemies of the same kind. More gear variety for every major and minor faction and random NPCs. Raiders especially have a large plethora of armor sets and equipment.
Generic scavengers (hostile or friendly), traders, and civilians with no specific faction or town affiliation are all named "Wastelander" now. More civilians found in some spots, some are alone, some are in small groups and are willing to trade or offering healing services, and some are territorial scavengers who will attack if you get too close. Some utilize originally abandoned shacks and huts, others I have made small camps for. A few wasteland doctor NPCs can be found. Gunners, prewar military robots, and some raiders are territorial now and don't usually shoot on sight.
Companions can be killed by the player if not currently following them. Every enemy altered in some way besides HP. Large enemies, Supermutants, and robots will slowly recover health outside of combat. Ferals and insects do poison damage now on every hit, ferals have a rad aura (stole this idea from "Frost" mod). All poison does less instant dmg and instead will eat your health away slowly while you aren't looking. Rad rats can burrow like mole rats now (them not being able to burrow but still spawning with regular mole rats was weird). "Wild dogs" can spawn with packs of dogs, they have the normal dog skin not the gross rotting skin.
"End game" factions are stronger than most other NPCs in the game as you'll probably be engaging with them with better gear and better stats. Many friendly or neutral NPCs and traders are now "protected" meaning they only will go down from enemy attacks and only the player can kill them.

World- DLC music and weathers added, nights slightly darkened, radstorms do more damage over time and not all at once. Some enemies and neutral npcs added to empty areas. More guards and a trader are outside Diamond City,  3 guards and a chem dealer sit outside Goodneighbor.  Both towns' civilians have much more varied schedules and don't just sit in 1 spot all day everyday (this part took me literal days). 
PA suits are actually rare and in guarded or dangerous areas. There's 1 frame (not counting purchasable), 2 Raider and T45s,  1 T51, 1 T60, and 1 X01 in the Commonwealth. Some crafting stations in Sanctuary and Red Rocket have been removed (sorry not sorry) and the cellar in Sanctuary is locked now as well. Original PA locations have been replaced with chests and have enemies spawn near them now if they didn't originally.
The glowing sea does a lot more rad dmg now, you most likely will not survive without a hazmat suit or PA. Skipping dialogue will now play the corresponding "skip dialogue" depending on what option you chose 100% of the time instead of 25%. NPCs will pursue you for a little longer after losing sight, and wont say their random and annoying "hello" dialogue unless you're right next to them now.
The "1.5/2/3/4x" dmg spells that enemies had are now much lower. Most are 1.25 or lower, and rarely maxing out at 2x. Some enemies had .75 dmg spells reducing their dmg, not anymore. Stores reset inventory every 5 days now instead of every 2. Faction vendors have much more stuff to sell to you. Drinking alcohol will blur your screen slightly until it wears off, why this doesn't happen already is beyond me.

Random/Final notes-A LARGE portion of leveled lists and NPCs have been edited, I made this mod for PS4 originally so no scripts are added. I changed 1 involving the manual water pump, and 1 to allow sleeping bags and floor mattresses to count as beds in settlements. I balanced the enemies and weapons around each other and the player, as such other mods that add new weapons or armor will most likely be insanely powerful as they base their stats around the games normal enemies and weapons.
You can argue that some perks might seem pointless and you might be right, but I wanted to combat to feel fast and intense from level 1 to the end game, so yes a high level raider can be gunned down with a low tier weapon when you're level 1, but so can the player when they're level 50 if they don't have swagged out armor or PA.
I don't like being one shot regardless of level by an enemy when I have decent armor and stats, it makes the world not feel believable. "How can anyone survive out here when I get killed in 1 bite by a glowing dog that eats 3 clips of my gun?" Is something I said before I started working on this mod in March of 2019. So I tried my best to make that happen, expect to only really get 1 shot by enemy sniper rifles or explosives (or large creatures). I wanted to make most enemies, especially in groups a threat, regardless of anyone's level. That was the original main goal. I've been playing with my mod now for several months since I released it for PS4 and I don't claim it's perfect but I've been having a blast with it, you might too. 

Made completely to be played in survival mode. New game is technically not required but probably a good idea with the amount of changes. If you have a favorite weather mod, feel free to use that over the changes I made. There's probably plenty of overhaul mods to choose from but none of them I could find did everything I wanted so here we are. This isn't going to make FO4 a great RPG with better quests and choices, but if you're looking to make it a more hardcore and "realistic" fight to survive, this should do it I hope.