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Survival ReBalance
About This Mod
Version 0.7.0 has been released - HP enemy values have been mostly fixed; we tried to make enemies at high levels difficult when given perks such as ninja and pescara.
There is also a standalone version that no longer requires AWKCR for those who need it.
Would you like a more realistic damage model for survival? You don't like bullet sponges very much? Want armor and weapons that won't arbitrarily weigh a ton? Then this fashion could be for you!
This mod completely redesigned and rebalanced the health model, the weight of armor, weapons and cartridges, and some DRs/damages for the Fallout 4. I tried to use real measurements where possible to redefine the weight of armor, weapons and cartridges. I then made significant changes to the damage model, such as shooting the head with a 3-fold multiplier and shooting the chest with a 1.5-fold, and shrunk HP across the board and made the player's HP based solely on endurance. For more information on all the changes, please see below.
This mod is a collection of independent mods that come together to create a whole new experience of survival. If you need only some of the parts of what is described below, see the individual mods in the files section.
Changes in health and damage patterns (Health Model ReBalance):
- The player's hit points are mostly based on the Stamina stata, both the initial amount and the amount received per level. Now the amount earned per level is Endurance * 0.25, and no free hit points, so be very careful when choosing a build with 1 Endurance.
- Part-of-body damage multipliers are increased depending on the species - head, chest and spine shots are more deadly to humans, torso shots are more deadly to death claws, etc. For example, shots to the head of a person now have a 3-fold multiplier - only the most armored or hardcore will survive after the shot to the head.
- Hit point models have been redesigned for all NPCs to reduce "bullet trapping". But this does not mean that they have been removed altogether - high-level deathclaws, for example, will still receive blows before falling, but not so much anymore. NPCs also get far fewer hit points per level.
Armor Changes (Armor ReBalance):
- The weight of the armor is now more in line with the actual materials and dimensions. For example, leather armor uses 1/8 to 3/16 inch thick leather and 1/8 inch thick steel for metal armor.
- Armor usually becomes lighter depending on its materials and size, but not all items lose weight. Damage resistance for some items of clothing and battle armor has been altered.
Changes in weapons and ammunition (Weapon ReBalance):
- The changes in ammunition weights were quite minor, except for the rocket, which is now modeled after the RPG, and the mini-cores, which now weigh much less. Fusion cores weigh more.
- Weapons and gun fashions have also mostly become lighter, more in line with their real-world counterparts. For example, a short double-barreled shotgun weighs closer to 4 pounds instead of the previous 10 pounds, which corresponds to a modern shotgun.
- Automatic weapons now do more damage, more for the convenience of the game than for realism.
The main principle of this set of modifications was to make combat dangerous regardless of the level reached, but to keep it within reason so that enemies would still be defeated. I wanted to make it more realistic; no more shooting a raider in the head 5 times, and hitting the chest does real damage. And making armor and weapons more realistic in weight would also be a boon to Survival, as many things now weigh less.
This mod does not require you to play in Survival mode, it is just focused on the players of Survival mode. Maud has to work on any complexity, but I only tested it on "Survival".
Because this mod changes the armor's baseline, it may conflict with other armor-changing mods. It is also compatible with Armorsmith Extended and Concealed Armor. Since this mod uses AWKCR, it should improve its compatibility with other armor mods, but there is no guarantee that one or another mod will not conflict with this, or vice versa. Let me know if you're using any mod on your armor and notice that it conflicts with this mod and I'll see what I can do to improve compatibility.
The order of the download is important - make sure that this mod is loaded after AWKCR, Armorsmith Extended and Concealed Armor, if you have them.
I've made a few more changes that may or may not suit your tastes - I've given cats a ton of hit points because I'm tired of finding dead cats after raiding settlements. I also reinforced the wandering merchants in the hope that they would not die during the wanderings. Some NPCs still have high HP, but others that can engage the player have been rebalanced like all other enemies. I also included some random bug fixes, such as having a 4th-level bar salesman check the correct store type to show 4th-level inventory, battle armor weight, and things like that.
This mod was created with GECK, cleaned and validated with FO4Edit.
This is a beta version.
I have tested the lower levels well enough, but higher levels could have been more investigated. I'll keep it in beta for a while and use any feedback to further balance the fashion. So please, if you decide to try this mod and find something that you don't like or that you think should be changed, let me know and I'll take it into account.
This mod is definitely not for everyone. In fact, I will be surprised if he gets at least one download or approval. But if you're looking for more difficulties, this mod will definitely offer them. A few tips - with groups of 3 or more enemies is not worth joking, and the fashion of "soft" armor on the chest can be the difference between life and death when it comes to molotov and grenades.
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