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- REST - Realistic Enjoyable Survival Tweaks mod

REST - Realistic Enjoyable Survival Tweaks mod
About This Mod
I do not plan to update this mod at this time. I currently use Horizon because I think it is much better at what I wanted to do initially, it is updated more often and does a lot more amazing things that I wanted to add, but had neither the skills nor the time to learn how to add them. If anyone wants to do this fashion, let me know.
I'm tired of dying for 1-3 shots in survival in the early stages and killing other enemies for 10+, oh, and dying from stray hammer at times really ticked me, so what I decided to do now that the official tools for this came out, is set up a new survival mode to be:
1. Filled with enemies with fewer bullets.
2. More equitable in terms of damage done/sustained (remember the most difficult difficulty in Stalker games).
3. Deleveled, meaning I can meet any equipment at any time of the game and get any perk at any time of the game.
I achieved this by changing the following values:
Health
iNPCBasePerLevelHealthMult 4 to 1
fNPCHealthLevelBonus 5 to 1 (so that NPCs receive less bullets)
PCBaseHealthEnduranceMult 2 to 1
fNPCAttributeHealthMult .5 to 1
iLowLevelNPCBaseHealthMult .2500 to 1
fAVDHealthStartEndMult 5 to 10
fHealthEnduranceOffset 2.5000 to 0
fHealthEnduranceMult .5000 up to 0
The actor's basic health has been increased from 40 to 100 (basic kp has increased as the increase in the level does not give so much kp)
Explosives
All grenades are tagged 'npcs use ammo' to prevent grenade spam
Changes to MolotovCocktail:
blast damage from 50 to 15 (reduced as damag will be mostly dealt over time to be less disposable)
internal radius from 150 to 100 (i thought the radius was too large, i would adjust it if necessary)
duration of fire from 5 to 10 s
Damage value
fDiffMultHPByPCSV .5000 to 1.0000
fDiffMultHPToPCSV 2.0000 to 1.0000
HC_IncomingDamageMult 2.0000 to 1.0000
HC_OutgoingDamageMult 1.5000 to 1.0000
fDiffMultHPByPCTSV .5000 to 1.0000
fDiffMultHPToPCTSV 2.0000 - 1.0000 (all these values just make the damage taken/given 1:1 for survival, I hope all these additional values and calculations make very little sense to me, so I just settled on a flat and fair 1:1 damage)
fActorArmorDesirabilityDamageMult .5 to 1
fActorWeaponDesirabilityDamageMult .5 to 1
Weapons
The values of all weapons perks were changed to increase by 5% instead of 20%, only for unarmed weapons they were reduced by half
Damage of most weapons has been increased to make combat more deadly and faster, see the changelog tab for a complete list of value changes
Deleveling
The settings of level items (all of them can appear at 1st level) vanilla items are made (I think let me know if I missed something, as it was very tiring), in the to-do list - dlc items
Perks requirements are significantly reduced (requirements no higher than lvl 5, for me it made no sense to wait until level 50 to take some perks, will adjust if they somehow break the game)
Most NPCS can appear at any level, and their health has been altered. Some NPCS had too much health (a 60+ level machine gunner with 2000 base kp, no thanks) or not enough (a level 1 raider with 40 kp).
Here's what each of the esp files does:
test - base mod.esp: all changes in health, explosives and damage; nothing else
test - deleveled items.esp: ensures that any items/clothing can appear at any seller/npc
test - deleveled perks.esp: makes sure you can start getting any perk at any level
test - npc tweaks.esp: HP values have changed for many NPCs because some had too many or not enough. The vertiberds also received much more HP :P And I also made so that most NPCs could appear at the first level, and corrected many localized body damage
test - tweaked weapons.esp: some automatic weapons have been upgraded to be on par with their non-automatic counterparts, and many weapon damage baselines have been upgraded, see the changelog tab for a full list of changes
test - crafting tweaks: removed the requirements for craft stalls that did not make sense (local leader) and added instead those that make sense, such as armor tables require the pencil, chemistry stations require the chemist's pencil, etc. Cooking stations and weapon stations do not require any ranks.
test - perk tweaks: damage pens increase damage by 5% instead of 20% and adrenaline increases by 2% instead of 5%
test - combat stealth.esp: a long list of tweaks to make stealth a little more realistic. Enemies won't give up so quickly when looking for you, attacking them will worry them more, they will be more responsive and aggressive when looking for you, see changelog 1.06 for a complete list of changes
test - dlc deleveled perks.esp: fixes the white non-interacting perks you get in your pipboy when using 'test - deleveled perks.esp' in conjunction with the new DLC Far Harbor
test - tweaked weapons dlc1.esp: tweaks of automatic weapons
test - tweaked weapons dlc3.esp: tweaks of weapons for Far Harbor
Test - npc tweaks dlc1.esp: NPC with reduced state machine, health tweaks and body damage
test - npc tweaks dlc3.esp:Far Harbor deleveled npcs, health tweaks, and body damage tweaks
test - deleveled items dlc1: deleveled items for automatron
test - deleveled items dlc3: deleveled items for far harbor
What your boot order should look like
Fallout4.esm
DLC esms
any other esm/esps mod
test - basic mod.esp
test - twiki nps.esp
test - tweaked weapons.esp
test - deleveled items.esp
test - deleveled perks.esp
test - tweaks of crafts.esp
test - combat stealth.esp
test - tweaks of perk.esp
test - dlc deleveled perks.esp
more future test dlc esp patches here
In general, I hope that my fashion will help you and myself to turn this game into a real action-RPG with realistic complexity, instead of being a clumsy shooter trying to be a complex RPG with overstated health scores and RPG elements that don't make sense. I want the player to gradually become stronger than the world around him and at the same time not be punished for not deciding to raise the level of his magical pen, which causes his bullets to do more damage, because the player decided that choosing other perks can be fun. I decided to divide the whole world because the kind of progression that bethesda chose for their last games doesn't make any sense to me: what's the point of getting stronger if enemies end up with 10 times more HP than you do, and they can be killed with 20 rounds of weapons, which really should kill them in 1-3 shots depending on where you get.
If you have suggestions about what I should add to my mod, feel free to say, I am open to most :P suggestions
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