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A large-scale gameplay and rebalance overhaul mod for Supernova and Hard Difficulty.

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This is a large-scale gameplay and rebalance overhaul mod for Supernova and Hard Difficulty that I have been making for myself, it's far from finished and there is a lot more I am going to do, so consider this like an early access, it's fully functional and enjoyable, but it's missing lots of things I want to do, at this time it is only for the original version of The Outer Worlds and all the DLC is required, as I do not like the Spacers Choice Edition and I have no plans of ever playing it again, but if I get enough requests I might be willing to do a Spacers Choice Edition version, but it wouldn't be the same due to the level uncap and at this time I have edited almost 1,000 game files, so I have no plans to do a Spacers Choice Edition just for the hell of it.

I've always loved The Outer Worlds, it's an interesting little game world that I love to revisit, but I hate how easy and unbalanced the game is, once you start to level up some you get so overpowered nothing stands in your way, you just run through the game, nothing has meaning, you don't have to earn anything, nothing feels rewarding, there is no tough choices in the gameplay, the game throws way to much ammo and loot at you, there is no real challenge to the game, challenge and engagement is what creates immersion, so I started making this mod and I still have a lot more to do, but as is, it will knock a dent in some of this stuff to make the game feel more engaging and immersive.

What's Included
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Balanced NPC Health Pool
On Supernova and Hard Difficulty, the NPCs do 2.0 Damage and have 1.3 Health, and they use a weird health curve that makes no sense, on Normal Difficulty they do 1.0 Damage and have 1.0 Health across the board, the Player does 1.0 damage across all difficulties. I doubled their global health value to 2.6 and then balanced the health curve.

Longer Survival Rates
I lowered the drain rates of the Thirst, Hunger, and Exhaustion meters from 1.0 to 0.65, so they will drain 35% slower, so you want have to maintain them as often, I always felt like they drained to fast and it takes you out of the game to have to maintain them, they now feel like a feature and not a chore.

More Responsive Combat AI
All enemies got some sort of change, some of those changes are as follows, I raises the values on shots fired by npcs, so they will shoot more shots before switching to the next attack pattern, I lowered the pauses between NPC actions, so the the pauses they take in between switching attack patterns and recovery will not last as long, I lowered cooldown times on some of their actions, so they will uses them more during the encounter, I made various other small changes like lowering their cover time, added in dodge chances when it made sense or made them sprint on approach

50% Less Loot
I lowered the spawn chance for a lot of loot on around 100 different game files, for things like ammo, bit cartridges, consumables, misc items, junk, armor, weapons, helmets, and weapon and armor mods, some crates, ammo boxes, lockers, fridges, but the game has so many different loot files, even separate loot tables for enemy corpses, so there is a lot more work to be done here, but with what I have done you will notice a bit of a difference, especially with ammo and adreno, you want have so much and early game around Edgewater you will have to manage it, I found myself having to buy a little ammo and use melee a few times to keep from running completely out of ammo, but after leaving Edgewater I've always stayed around a few hundred to the good of each ammo type and that's because I have a lot more loot tables to edit and I will probably end up going lower then 50% on a lot of stuff, because this game just throws free loot at you to where you do not have to make any tough choices.

Balanced Tinkering Scale
I balanced the tinker chart to have realistic obtainable levels, the first level is vanilla 50 bit and then I multiplied that by 1.1 and I followed this same pattern all the way through, to give you an idea of the cost, first level is 50, level 10 is 130, level 20 is 336, level 30 is 960 and the final tinker level cost 2263, so you won't feel like your cheating the tinkering, you'll still have to pay a little until you get the 2 Science skill reductions to tinker cost.

Aptitudes
All Aptitudes got brand new bonuses, makes picking an Aptitude worthwhile and mean something.
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No Discernible Aptitude - +1 Determination
+1 Perception Attribute Point

Beverage Service Technician - +3% Drink Effect Duration
+30% to All Consumable Effect Duration

Bureaucrat, Rank 0 - +1 Block
+1 Charm Attribute Point

Cashier, Sub-Grade, Non-Supervisory - +1 Persuade
-25% Buy Price

Construction, Electrician Class, Wire Spooler - -3% Shock Damage Received
+1 Strength Attribute Point

Elevator Operations Specialist - +1 Engineering
+1 Temperament Attribute Point

Factory Worker, Conveyor Operator - +1 Dodge
+50kg Carrying Capacity

Farmer, Dirt - -3% N-ray Damage Received
+25% Sell Price

Food Additive Tester - +3% Food Effect Duration
-25% Hostile Effect Duration

Janitor, Sanitation Class - -3% Corrosive Damage Received
25% Less Weapon Degradation

Tossball Team Mascot - +1 Inspiration
25% Less Armor Degradation

Medical Technician, Junior Grade - +1 Medical
+25% Base Health

Safety Inspector - -3% Plasma Damage Received
+5 Base Armor Rating

Scientist Assistant, Level 0, Class A - +1 Science
+1 Intelligence Attribute Point

Sub Sous Chef - +1 1-Handed Melee
+1 Dexterity Attribute Point


Player Perks
The player perks are one of the main contributors in why the player gets so overpowered, on paper it may not look so, but behind the scenes when you apply a 20% or 25% boost to something that is already getting boosts from other multipliers, it makes it very overpowered. Most all of the player perks got some sort of change, in most cases that was a nerf to lower the percent value, but a couple of the perks got buffs raising their value.
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Tier 1
A Few Bits More
Additional Ammo stock on Vendors +100%, Additional Consumable and General stock on Vendors +100%
Changed to - +50%

Slow the World
+25% Tactical Time Dilation Meter Max
Changed to - +15

Lone Wolf
+25% Increase in damage when alone in a party
Changed to - +15%

Strider
+25% Walk Speed
Changed to - +20%

Cheetah
+20% to sprint speed
Changed to - 15%

High Maintenance
Armor and Weapon durability loss 25% less
Changed to - 50% less

Precision
+15% to Companion Crit Chance
Changed to - +5%

The Negotiator
-20% to Vendor Prices, I changed this to 25%
Changed to - -25%

Deadly Demonstrations
+50% XP from Companion Kills
Changed to - 20%

Quick and the Dead
+50% Tactical Time Dilation Recharge Rate
Changed to - +20%

Pack Mule
+50kg Carrying Capacity
Changed to - +100kg

Nietzsche's Reward
+5% Damage per Flaw
Changed to - +1%


Tier 2
Run and Gun
-65% Movement Penalty to Accuracy
Changed to - -33%

The Reaper
+25% Tactical Time Dilation Restored per Kill
Changed to - +5%

Weird Science
+50% Science Weapon Damage
Changed to - +20%

Scanner
+20% Bonus to Extra Headshot / Weakspot Damage
Changed to - +5%

The Collector
increases the range at which all interactable objects around you highlight without requiring you to look directly at them by 5m
Changed to - 7.5m

Snake Oil Salesman
+20% Vendor Buying Price
Changed to - +50%

We Band of Brothers
+25% Chance to reset a Companion Ability cooldown on each Critical Hit
Changed to - +10%

Tag Team
+25% Chance to reset a Companion Ability cooldown when using the other Companion's Ability
Changed to - +10%

Rolling Thunder
-20% Companion Ability Cooldowns for each of your kills
Changed to - -5%

Harvester
+15% Health Restored per Kill
Changed to - 10%

Assassin
+25% Quiet Weapon Damage
Changed to - +15%

Lone Master
+5 to All Skills, if no Companions are in the party and a +10 to All Skills, if no Companions were recruited
Changed to - +10 to All Skills, if no Companions are in the party and a +10 to All Skills, if no Companions were recruited


Tier 3
Wild Science
+50% Science Weapon Damage
Changed to - +20%

Tactical Master +70% Movement Speed during Tactical Time Dilation for 5s
Changed to - +100% Movement Speed for 5s

Revenge
whenever you are affected by a harmful Combat Effect deal +20% Damage
Changed to - +10%

Last Stand
+30% Damage while under 25% Health
Changed to - +15% damage while under 25% health

Boom
Headshot!, Headshot kills deal 25% of their damage to enemies within 2.5m
Changed to - 10%

Don't Go Dyin' On Me!
Revive Companions to 25% Health
Changed to - 15%

Thick Skin
-15% Plasma Damage Received and -15% Area of Effect Damage Received
Changed to - both to -10%

Tit for Tat
+15% Melee Damage returned as Health
Changed to - +5%

Solo Sneaker
-33% Detection Radius of Enemies
Changed to - -15%

Improvisation Warrior
+300% Improvised Weapon Damage and +75% Improvised Weapon Degradation
Changed to - +50% Improvised Weapon Damage and +50% Improvised Weapon Degradation


Companion Perks
Almost all the Companion Perks were nerfed, it's the same story as the Player Perks, they allow you to become to overpowered and cheese your way through the game.
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Healthy
+30% Base Health
Changed to - +20%

Boisterous
+30% Threat Generated
Changed to - +20%

Sneaky
-30% Threat Generated
Changed to - -20%

Spec Ops
+20% Chance to Reset Ability Cooldowns on Ability Use
Changed to - +10%

Stonebreaker
+30% Companion Ability Damage
Changed to - +15%

Jazz Hands
-30% Equip Time and +30% Ranged Weapon Reload Speed
Chnage to -15% and +15%

Echoing Thunder
+20% Chance to Reset Ability Cooldown on Kill
Changed to - +10%

Second Wind
Health to 25% Health when downed
Changed to - 15%

Shake it Off
-30% Harmful Status Effect Duration
Changed to - -20%

Synchronicity
+25% TTD Meter when Parvati uses an Ability.
Changed to - +10%

Showtime
Parvati deals 25% increased damage for 5 seconds after using her Ability.
Changed to - 15%

Sermon
+20% Dialog Combat Effect Duration
Changed to - +10%

CPR
While Ellie is in the party, fatal damage to you instead heals you 25%, 5m cooldown
Changed to - 15%

Chrono-Harmony
+25% of your Tactical Time Dilation meter When Parvati kills an enemy
Changed to - 10%

Emergency Med Tech
+50% Healing from Inhaler when under 20%
Changed to - +20% when under 20%

Long Winter
+20% Duration of Status Effects inflicted by Companion Abilities
Changed to - +10%

Rust Bucket Resistance
-20% Automechanical Damage Received
Changed to - -10%

Mod Finder
+10% Chance to extract Mods in the Field
Changed to - +15%

Bootlickers
+20 Damage to Cowering Enemies
Changed to - +5%

Rebellion
+20 Damage to Corporate Military
Changed to - +10%

This.Is.Tossball!
+50% Tossball Weapon Damage
Changed to - +20%

Antagonistic Fury
+Up 20% Negative Faction Damage
Changed to - +10%

Planned Intervention
Max will taunt enemies within +20m when you drop below 25% Health
Changed to - 10%

Grand Justice
Trickshot ignores 50% Armor Rating
Changed to - 25%

Bad Samaritan
+20 Damage to Automechanicals
Changed to - +10%

Radiation Proofing
20% N-ray Damage Received
Changed to - -10%

Exterminator
+20 Damage to Creatures
Changed to - +10%

Cunning Strikes
+20% Sneak Attack Damage
Changed to - +10%

Beyond The Grave
-50% cost of bribes
Changed to - 25%

Self Governed
+50% Post armor damage to Corporate Military
Changed to - +20%

Tuned In
Drug Effect Duration +50%
Changed to - 25%

Clean Sweep
Harmful Status Effect Duration: -25%
Change to - -15%


Skills
The majority of the Skill bonuses got rebalanced to reasonable values, especially the damage contributing ones that allow the player to do absurd amounts of damage, I also lowered the chance for enemies to cower and flee to 1% and a max of 2%, so this will rarely happen now, those 2 mechanics make the AI act stupid.
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1-Handed Melee
60 - ADEPT - 1-Handed Melee Weapon Reach +30%
Changed to - 20%

80 - EXPERT - 1-Handed Melee Weapon TTD Drain -50%
Changed to - 25%

100 - MASTER - Power and SweepAttack Chance to Stun +25%
Changed to - 15%

150 - VIRTUOSO - 1-Handed Melee Critical Chance ignore 100% Armor
Changed to - 25%


2-Handed Melee
80 - EXPERT - 2-Handed Melee Weapon TTD Drain -50%
Changed to - 25%

100 - MASTER - Power and Sweep attack chance to knockdown +25%
Changed to - 15%

150 - VIRTUOSO - Power and Sweep Attack Chance to Stun +50%
Changed to - 15%


Dodge
60 - ADEPT - Dodge Protection: +30% Armor Rating for 5s after every dodge
Changed to - 15%

80 - EXPERT - Dodge Force: After dodging, your next Melee Attack gains Damage +50%
Changed to - 25%

100 - MASTER - Dodge Penetration: After dodging, you next Weak Spot hit within 5s has a 50% chance to ignore armor
Changed to - 25%

150 - VIRTUOSO - When Dodging, 25% chance to Stun enemies within +3rn
Changed to - 20%


Block
100 - MASTER - Perfect Blocks weaken opponents, increasing the damage they take by +100% for 5s
Changed to - 25%


Handguns
40 - COMPETENTHandgun Critical Damage +50%
Changed to - +20%

80 - EXPERT - Debuffed Enemy Critical Chance +20%
Changed to - +10%

100 - MASTERHandgun Critical Hits ignore 100% Armor
Changed to - 25%


Long Guns
40 - COMPETENTLong Guns Critical Damage +50%
Changed to +20%

60 - ADEPT - Long Guns Headshot / Weakspot Damage +20%
Changed to +10%

100 - MASTERLong Gun Critical Hits ignore 100% Armor
Changed to - 25%

150 - VIRTUOSONon-Critical Hits ignore 50% Armor
Changed to - 10%


Heavy Guns
40 - COMPETENTHeavy Weapons Critical Damage: +50%
Changed to - +20%

60 - ADEPT - Heavy Weapons Reload Speed: +30%
Changed to - +15%

80 - EXPERT - Heavy Weapons Frenzy: Critical Hits increase Rate of Fire +30% for 3s
Chnaged to - 15%

100 - MASTER - Heavy Weapon Critical Hits ignore 100% Armor
Changed to - 25%


Persuade
20 - NOVICE - Cower: Humans have a 20% chance to cower in fear for 3s after the first time you hit them.
Changed to - 1%

40 - COMPETENT - Cower Duration: +7s
Changed to - +1s

60 - ADEPT - Cowered Target's Armor: -50%
Changed to - -10%

80 - EXPERT - Human Cower Chance: +10%
Changed to - +1%

100 - MASTER - When a Human cowers, you gain +25% Armor for 10s
Changed to - +10%


Lie
20 - NOVICE - Scramble 15% chance Automechanicals will slowly attack other enemies instead of you for 10s
Changed to - 5% for 5s

40 - COMPETENT - Scramble Duration: +7s
Changed to - 5s

80 - EXPERT - Automechanical Scramble Chance: +10%
Changed to - 5%

100 - MASTER - Scrambled Automechanical Weakspot Damage +30%
Changed to - +15%


Intimidate
20 - NOVICE - Terrify: 20% chance creatures will become terrified and flee for 10s after you kill one.
Changed to - 1%

40 - COMPETENT - Terrify's Area of Effect: +100%
Changed to - +10%

60 - ADEPT - Terrified Creature Movement Speed: -30%
Changed to - -10%

80 - EXPERT - Creature Terrify Chance: +10%
Changed to - +1%

150 - VIRTUOSO - 20% chance Creatures you strike with Critical Hit will become Terrified.
Changed to - 10%


Hack
80 - EXPERT - Automechanical Detection Range: -30%
Changed to - -15%


Sneak
80 - EXPERT - Sneak Attack Weakspot Damage: +20%
Changed to - 10%

100 - MASTER - Sneak Attacks ignore +50% of the target's Armor
Changed to - 20%


Lockpick
100 - MASTER - Find Pristine Item Chance: +100%
Changed to - 50%


Medical
60 - ADEPT - Hostile Effect Duration on Targets: +50%
Changed to - 20%

100 - MASTER - Damage Bonus vs Humans: +20%
Change to - +10%

150 - VIRTUOSO - After using the inhaler, gain +20% Damage per Consumable Slot used, lasts 10s
Change to - +5%


Science
60 - ADEPT - N-ray Damage: +25% Corrosion Damage: +25%
Changed to - +10% on both


Engineering
40 - COMPETENT - Break down weapons and armor for a 20% chance to extract a Basic Mod
Changed to - 15%

80 - EXPERT - Break down weapons and armor for a 10% chance to extract a Rare Mod
Changed to - 15%

100 - MASTER - Damage vs Automechanicals: +20%
Changed to - +10%


Determination
20 - NOVICE - The Inhaler heals you and your companions, but they get 30% of the healing effect
Changed to - 15%

40 - COMPETENT - Companion Critical Damage: +20%
Changed to - 10%

60 - ADEPT - Companions get an additional 25% of the Inhaler's healing effect
Changed to - 10%

80 - EXPERT - Resolve: If a Companion is downed, the party gains +50% Armor Rating and Damage +50% for 10s
Changed to - 10% and 10%

100 - MASTER - When Companions kill an enemy, they gain 50% Health
Changed to - 10%


Inspiration
40 - COMPETENT - Companions gain +20% Armor Rating
Changed to - 10%

60 - ADEPT - Companions Skill Bonus to Player Skills: +100%
Changed to - +50%

80 - EXPERT - Inspired Precision: When Companions kill an enemy, the party gains Critical Hit Chance +20% for 5s
Changed to - 10%


Weapons
All the Guns got there sound radius increased, using these weapons will now alert nearby enemies across a larger radius, and reload times got small increases to slow down reloading a bit, some got adjusted ammo pools and max item health when it made sense, nothing too drastic was done and no base damage values were changed, but I did change the Light Assault Rifle to use Light Ammo, the Auto-Mag Pistol got switched to Automatic firemode, the Plasma Carbine got switched to automatic firemode. The shotguns got some much-needed attention, they should feel a bit more useful now, the launchers and the emitters got small radius and range increases.
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Assault Rifles
Increased the sound radius from 3000 to 6000, increased the ammo pool from 24 to 30, increased reload time from 3 to 3.3

Unique Thunder
Increased the sound radius from 3000 to 6000


Light Assault Rifles
Switched ammo type from Heavy to Light, Increased max item health from 1500 to 4500, increased the sound radius from 3000 to 6000, increased reload time from 3 to 3.3

Heavy Machine Guns
Increased the sound radius from 4500 to 6000, increased ammo pool from 40 to 60, increased reload time from 3.5 to 4.5

Light Machine Guns
Increased max item health from 1500 to 4500, increased the sound radius from 4000 to 6000, decreased ammo pool from 90 to 60, increased reload time from 3.5 to 4.5

Auto-Mag Pistol
Switched the Firemode from SemiAutomatic to Automatic, increased the sound radius from 3000 to 6000 increased ammo pool from 12 to 18, increased reload time from 1.5 to 1.8

Unique Irion's Flintlock
Increased the ShotsPerBurst from 2 to 3.


Light Pistol
Increased max item health from 1500 to 3500, increased the sound radius from 2500 to 6000, increased ammo pool from 9 to 12, increased reload time from 1.5 to 1.8

Unique Salvager's Helper
Increased ammo pool from 18 to 24 and decreased the reload time from 3.0 to 1.8


Revolver
Increased max item health from 1500 to 3500, increased the sound radius from 4500 to 6000, increased reload time from 2.1 to 2.4

The Vermin
Increased the sound radius from 4500 to 6000, increased reload time from 2.1 to 2.4

Tactical Shotgun
Decreased the Spread from 2 to 1.5, decreased the AISpread from 3 to 2, decreased the AimAssistSpread from 2.5 to 2, Increased the Max Effective Range from 750 to 1200, increased the sound radius from 4000 to 6000, increased ammo pool from 6 to 8, increased reload time from 2.4 to 2.8

Sawed Off Shotgun
Increased the max condition from 1500 to 3000, increased the Max Effective Range from 500 to 900, decreased the Spread from 3 to 2.5, decreased the AISpread from 3.5 to 2.5, decreased the aim assist spread from 2.5 to 2, decreased ammo pool from 8 to 6, increased the sound radius from 4500 to 6000, increased reload time from 2.4 to 2.8

Dead Eye Assault Rifle
Increased the sound radius from 3500 to 6000, decreased the shot time from 0.5 to 0.3, increased ammo pool from 6 to 8, increased reload time from 3 to 3.4

Hunting Rifle
Increased the sound radius from 3000 to 6000, increased reload time from 3 to 3.4

Plasma Rifle
Decreased the Shot Time from 0.6 to 0.3, Increased Max Effective Range from 2500 to 3000, increased the sound radius from 2500 to 5000, decreased ammo pool from 40 to 30, increased reload time from 2.4 to 2.8

Plasma Carbine
Switched the Firemode from Charged to Automatic, Increased Max Effective Range from 2500 to 3000, increased inner radius from 35 to 40, increased outer radius from 100 to 120, increased the sound radius from 2000 to 9000, increased reload time from 2.4 to 2.8

Bolter Pistols
Increased inner radius from 25 to 30, increased outer radius from 50 to 60, increased the sound radius from 1500 to 4000, increased reload time from 1.6 to 1.8

Flamethrower
Increased Max Effective Range from 1000 to 1100, increased the Max Range from 1200 to 1300, increased the base damage from 14 to 16, increased the base critical chance from 0.1 to 0.15, increased the ammo pool from 50 to 60, increased the reload time from 3.5 to 4.5

Grenade Launcher
Increased the Inner Radius from 200 to 250, increased the reload time from 3.5 to 4.5

Plasma Launcher
Increased the Inner Radius from 200 to 250, increased the reload time from 3.5 to 4.5

Tesla Cannon
Increased Max Effective Range from 1000 to 1200, increased the Max Range from 1000 to 1200, increased the ammo pool from 50 to 60, increased the reload time from 3.5 to 4.5

Weapon and Armor Mods
Most of the weapon and armor mods got rebalanced to reasonable values, many were strong as and stronger than some of the perks.
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Armor Mods
All armoring bonus armor mods
T1 + 5 changed to +3
T2 +10 changed to +6

All Skill bonus armor mods
T1 + 5 changed to +3
T2 +10 changed to +6


Ranged Weapon Mods
FunTimes Barrel
Critical damage +25%
Changed to - +10%

Sure N' Straight Barrel
Ranged weapon spread -25%, Ranged weapon spray -80%
Changed to - weapon spread -15% and weapon spray -30%

Stagger Barrel
Critical damage +25%
Changed to - +10%

Gyro Sight
Weapon spread -20%
Changed to - -15%

Exact-O-Sight
Post armor damage dealt +15%
Changed to - 5%

Extend-O-Sight
Weapon range +25%
Changed to - +20%

RangedSightMod
-25% Stamina Drain Rate
Changed to - -15%


Melee Weapon Mods
Soft Speaker
Weapon Noise -90%, Intimidate +10
Changed to - Intimidate +3

Mr. Ouch
Power attack damage +20%
Changed to - +10%

Post armor damage dealt +15%
Changed to - +10%




What I have planned for the next big update
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At this time I have edited almost 1,000 game files and I have reached my limit to where I want to take a step back, finish playing and move on to the next game, there is a lot more I plan to do with this mod, as I love The Outer Worlds and I normally play it a few times a year, so next time when I play, I plan to bring these changes to the mod.

NPC Detection Rates and Radius - Harder but balanced sneaking

Idle NPC AI Behavior - I am going to make the ambient NPCs switch idles more often and roam further so they will catch you stealing

Encounters - I'm going to look at increasing the number of enemy spawns in some of the encounters

XP - I might rebalance some of the XP amounts, so you do not level up so quickly

Flaws - rebalance the negative effects, maybe swap some of them out for completely new ones

Melee Weapons - more enjoyable melee, from swing times, animation times, anything I can come up with to make it a bit more fun and viable

Consumables - overall rebalance from bonus values to time limits to make them more useful

Armor and Clothing - tone down some of the overpowered bonuses, especially on some of the Unique's

Traps - I am going to make them more fun and dangerous

More Loot Table Edits - knock a bigger dent in all the free loot, where you have to make choices in your gameplay

Economy - overall economy rebalance that will go along with the loot tables



Other Community Mods I use and would recommend you use alongside mine