Weapon Damage Armor Turret NPC Health Perks Overhaul

Fallout 4 Mods |

Weapon Damage Armor Turret NPC Health Perks Overhaul

WARNING: You need all three .esp to play as I intended, however I split them into 3 parts just in case some people don’t like one or someone makes a better mod in that area. The mods cover 1) Weapon damage (All weapons, meaning punches, bites, acid sprays Vertibird guns etc) and wearable armor 2) Perk Adjustment so you aren’t super OP 3) NPC health and resist adjustments.

Not creative enough to name the mod yet…

1) Quick List + Short Instructions
2) Short Summary
3) Long Version
4) Important Points
5) Compatibility/Permissions
6) Recommended Mods
7) Weapon Damage List
8) Revisions

Please excuse bad spelling or grammar for now, I’m exhausted and wanted this finished so I could get to sleep.

1) Quick List:
-ALL weapons increased in damage, 2X-5X yours and your enemies, such as Sentry Bot minigun, Protectron laser, Scorpion sting, etc.
-Mods for guns/energy and all damage perks nerfed, You still do more damage then the base game in the end, but the goal was not to make perks/mods such an insane boost, to help out the NPC enemies.
-More enemies got damage/accuracy perks to help them out.
-Health was somewhat normalized. Example: Weakest raider was 30hp, Strongest was 500. Now its more like 90-300. Trying to get rid of the total wimps and the bullet sponges.
-Removed perks nerfing enemy damage… those first raiders can hurt a new character now.
-Huge buff for things that were way too weak, such as Vertibirds, Turrets (yours and Theirs) and Robots.
-Lowered the level lists for some weapons so they show up sooner. Assault Rifle at 18ish instead of 28, Sledge Hammer was 18, I put it much lower. ETC.
-Increased value of guns somewhat – it bothered me a Mirelurk Steak was worth more then a gun
-Improved the first Auto mods. the -35% penalty was a bit too much imo.
-Buffed companions to cope with the tougher enemies – somewhat. I also gave them perks some new perks and the robots/synths/mutants got natural resist… just like every other one of those races has.

Instructions: Just download with NMM and install like any file. I intend all 3 files to be used together for the effect I wanted but its your game. There was some confusion on difficulty damage multipliers. This mod is MUCH harder then Vanilla. I suggest you use “Create Your Own Difficulty Rebalance” By Vaveron01 http://www.nexusmods.com/fallout4/mods/222/? You can set exactly what multiplier you want for damage with it. If you have a mod already that makes damage insane like 4X certain enemies are going to bend you over and @#^% even if you are wearing PA.

2) The Short: For you impatient people, this mod greatly increases ALL weapon damage. That means yours, and things you can never pick up like the Sentry Bots Minigun/Rockets. I buffed weapons, but nerfed mods a bit, so they aren’t so vastly better then the base weapon, yet still an improvement. Weapon Perks are nerfed from 100% to 50%. Vertibirds do huge damage now, Protectrons are now semi worthy of the name, TURRETS (yours and theirs are HUGELY buffed in health/armor/damage) etc. In addition, I have gone painstakingly down the list and adjusted like 80% of combatant NPC health. The weak enemies are a bit stronger, but the bullet sponges have been given a large nerf in health. Enemies have been given perks to be more accurate and do more damage (you get them so they do too) Armor for EVERYONE (like Super Mutant Armor) has been increased… thus enemies wearing armor are a bigger threat. That’s the short of it, I HIGHLY SUGGEST YOU READ THE FULL DESCRIPTION. Survival difficulty WILL beat you down hard in this mod.

3) The Long: I started this mod with the intent to change weapon damages. The current weapon damage mods out either 1) mod maker has no clue about guns 2) Mod maker is a gun nut and doesn’t care about game balance. I really do not mean these as insults… just how I view it, maybe they like it that way, I don’t. I started modding guns with some realism and some game balance in mind. As an example, .38 now does 48 damage. OMFG WHAT FORTY-EIGHT!? yes… keep in mind, armor is stronger so if you have that outfit you find on the dead guy right outside Sanctuary plus the Army Helmet also found nearby, they will be hitting you for the high 20’s, maybe 30… so even a level 1 can take a few hits. All the weapons, ranged, explosive and melee, do about 2X-5X more then the base game. Minigun does 40 damage… yeah i know, I’m insane. Trust me it works out. I’ts much heavier then before and even with a 5X buff, the Assault Rifle which went from 30-70 is still all round a better choice. To put my changes in perspective, in my mod the AR does 70 X1.5 from mods (single shot) 105 X1.5 from perks = 157.5. Base game would be 30X1.75 from mods 52.5 X 2 from perks = 105. In general, guns start out much stronger and end up with not as wide as a gap.

Bethesda made a major mistake when it introduced craftable weapons into Skyrim and now to Fallout 4. The problem is, a crafted item is simply too much better then the base item. you HAVE to take crafting (well ok you don’t… every semi serious gamer will though) a fully modded gun does 75% more damage (100% for energy weapons) over the base weapon, and those dummy NPC’s mainly carry base weapons. So, I raised weapons base damage and nerfed the mods down to about 50%, except for the .50, that mod is a huge increase, as it should be. I then nerfed perks down from 100% (its actually more considering the bonuses) to 50%. So you did do 175-200% more damage then Joe Raider with your perks and modded weapon. Now Joe Raider might have a 25-50% inc damage perk, so you do 50% more then a mid-high raider/Gunner with a stock weapon. If his weapon is top modded, you will do equal damage.

However, I found that no matter what I did, some enemies were too easy, and other were still bullet sponges, and sucked at doing damage. So, I started to take a look at NPC stats…

I noticed a level 1 raider (which shouldn’t, and now in this mod does not exist… a person who kills for a living having the same level as a fly?) had 30 health. A CHILD has 40 health. I then noticed a high level gunner has 1260 health. He has more health then a Sentry Bot, more then a Deathclaw, more then a Behemoth. More then a freaking Vertibird Gunship. Oh, and not unique, just a high level Gunner. Really Bethesda? By their logic Robert Altman (google him) would be harder to take down then a battleship…. someone should make that mod.

Anyway, I started “normalizing” the health pools as best I could. For example, I made the first raiders you encounter (who are now level 4) go from 30hp – 90/100ish. The guys who had 1000-1200 now have 500-600. Yeah, you still wont kill them in 1 head shot but it is a game, when the GECK comes out and we can easily plunk down more enemies to compensate I might redo the mod to make all humans die to a .50 no matter what, minus maybe PA. For now, the bullet sponge effect is hugely reduced. I made other enemies who are weak stronger, for example, the weak ass Super Mutants you know are Bethesda’s wrong creation, there were no weak SUPER (key word there) mutants in Fallout 1 and 2. The weakest Super Mutants in the base game had 100 hp and were level 7. Now the weakest have 400hp and are level 20. In addition they have better natural resists due to very tough skin, and most will carry better weapons then they currently do. Don’t worry… the higher level ones that had 1200 hp had it nerfed down… Super Mutants have 400-800 HP. No more total wimps, no more bullet sponges.

Still on the topic of NPC’s I’m sure you have all noticed how much Vertibirds suck. They are more often in pieces burning then flying. Oh, and guess how much damage they do? Really, please guess———————– 5. FIVE DAMAGE. oh, the high level one (why do they have levels?) does 15 damage, I know terrifying, excuse me as I run for cover. So, the first Vertibird fires paint balls, and the top one fires .38? oooorrrr Bethesda doesn’t pay test maybe? Seriously if someone can explain why a gunship does 5 damage please PM me and explain it. Anyway, I buffed that, a little… like to 120. You might just have to take cover if you attack one now. I tripled their health and like quintupled their armor. Seriously, their stats were a joke.

Other examples of tougher NPCs would be the Sentry Bot. Bethesda did a good job vs Fallout 3/NV. They look cool, act aggressive and are more dangerous then before but they were still wimpy. miniguns did 12 damage each and they had 750 health. Now the weakest Sentry Bot does 50 damage a shot, has 2300 health, and quadruple the armor they had. You will need missiles, mines, pulse weapons or just a lot of ammo to take one down. If you try to stand in an open area and toe to toe them you will have a much harder time with this mod. I tested, and the Siege Breaker Assault bot ripped me a new one while I was wearing X01 PA. Cover is needed now.

Turrets got a HUGE buff. Turrets in the base game are a JOKE. 70hp and 10 damage for most of them. I’m too tired to even make a joke about it. I buffed your turrets and NPC Turrets a lot. If memory serves, the weakest turret is 500hp and 50 damage a shot. Your turrets well murder people and the raiders turrets will murder you now if you dont take cover… you might actually have a reason to sneak to the turret controls now.

NPC’s damage and accuracy sucks. Bethesda put NPC perks in the game, but for some odd reason they didn’t give them to a lot of NPC’s. Raiders of level 1,4, and I think 9 actually had perks that made their damage 25% weaker. I removed those, no babying here. I gave raiders, gunners, robots, super mutants of level 10+ perks to increase their damage, ranging from 25% to 100% for the toughest ones. I gave some of them an accuracy perk too. Damage works for sure, I THINK accuracy worked but its hard to make sure. they did hit like 4/10, not it feels 6-7/10. If it worked, most Gunners have it, so watch out.

I found a lot of mistakes as I went through the list. Some higher level enemies of the same class had less health and resists then lower level ones… in particular DeathClaws/BOS/Mutants had these. I think I fixed a bunch of them. I found a bunch of other issues I’m too tired now to go into. In short, the game should be a lot more challenging but also rewarding in the start. In the middle, if you try to go somewhere early, like that National Guard post where the Sentry Bot ambushes you as you come out, your going to get wrecked. Some enemies really require Power Armor or a lot of use of cover now. In general weaker enemies have more health and do more damage then they did, the higher level enemies got a health nerf but also a damage buff. X Npc may not take 3 .50 bullets to the face anymore but he will also be doing more damage. I tried to balance realism and game play. Most humans will die from a .50 to the chest, some might take it, a very few may take 1 to the head, there has to be some tough enemies. Heavy Weapons are good now but they are heavy… what a thought.

4) The Important part is this: Enemies like the Gunner Colonel have less health then they did but they also do more damage now, and might be more accurate. Some enemies increased 2X-5X in damage, the Vertibird increased 24X in damage. Turrets went from 10-50… for the weakest Turret. Sentry Bots 12-50. If you try to play on survival, or with your mod that makes Survival 400% increased enemy damage or something crazy, you are most likely going to get WRECKED, unless you never take hits. I play with part of the Arbitration mod which increases enemy stealth detection so thats what I’m used to. I HIGHLY Recommend you get Customize Your Own Difficulty http://www.nexusmods.com/fallout4/mods/222/? by Vazeron1. You might wanna dial Survival enemy damage to 100-150%.

5) This is my first published mod. I have modded Skyrim and NV before for myself. I welcome a seasoned modder to look at my mod and tell me if I messed up. It works perfectly for me but I have not been able to test every little thing. I may have given an enemy 2000 health instead of 200, or made a mod do 15.0 more damage instead of 1.50. I think I checked it all out but who knows. This mod edits weapon damage, npc stats, perks, and a very little bit of the leveled lists, all I did was lower the level of a few weapons so they drop earlier. If you want someone else’s player weapons stats but want my buffed enemy weapons and turrets etc, just load their mod after mine and it should overwrite just the parts you want. I did it all the time for Skyrim with no issues. You have permission to use this mod in another mod if you like, just drop me a message. I welcome feedback.

6) To get what I intended from the mod you should use all 3 of my .esp but its up to you. I HIGHLY recommend Customize Your own Survival Difficulty by Vazeron1 http://www.nexusmods.com/fallout4/mods/222/? be used with my mod. Some enemies may be too much as the default 200% survival, and I assure you that unless your character is insanely powerful things like Sentry Bots will crush you if you have a 300%+ mod running. I recommend you use the stealth overhaul and enemy AI part of Arbitration by JackArbiter http://www.nexusmods.com/fallout4/mods/2037/?. I also recommend Adjusted Encounter Zones and More Spawns by Varx. He is also trying to make the game harder and has done things this mod doesn’t, and in my tests they work fine together.

7) Weapon Damage List:
.38 – 48 damage
.44 – 120 Damage
.45 pipe – 64
10mm – 56 Damage
SMG – 54

I wrestled with these pistol rounds. its not fully realistic, 10mm is more powerful then a .45 IRL (.45 is a little fatter but 10mm has much more energy behind it) .44 is more powerful then .45 but not quite 2x. However, I had to side with game balance. 10mm is your starting gun, can be turned into full auto and spammed. It was vicious in its SMG form. .38 needed power to remain a danger later in game. .44 is rare and the .44 magnum pistol needs to be a viable power option for pistol users. I know the SMG sounds crazy powerful but it is a .45 round, and honestly I tested it and its not that great. I lowered its range too so its really a indoors clearing gun. I hate lowering damage for autos as its unrealistic but its needed, at least before we get more extensive modding ability.

Assault Rifle – 70 (I think thats about right for single shot, in auto form its a beast, even with a slightly nerfed final auto mod)
Broadsider – 132 I never use it. I figured its low velocity but a very heavy object and balance has to be figured in, it has explosive damage ontop of the 132 aswell. I tested it and wrecked a top level Super Mutant, please tell me what you think.
Both Shotguns: 125 sounds extreme but you need to get close to 1 shot low raiders.
Hunting Rifle – 116 1 shots lowbie raiders, and a head shot will kill most higher raiders/gunners. its .50 went from a 1.75 to 1.25 upgrade, but fires more slowly. .50 is to be feared now.
Institute – 60 It got a larger capacity and has better auto mods then the laser. Laser hits harder for single shot, Institute holds more energy and has better auto mods. best/easiest balance i came up with. When more modding is doable, they should do different damage types.
Laser – 66
Laser Musket – 75 Never use it… buffed to where I thought was even with other buffs.
Combat Rifle – 74 Gains damage over the pipe .45 due to a longer barrel and superior construction. It bothers me a rifle uses .45. Honestly I wanted to mod this to use 5.56 but then that creates other problems… maybe make Miniguns use 5.56, rename 5mm to 6.8mm and have the combat rifle use that. Then the combat rifle will hit harder then the Assault Rifle but have a lower RoF and more kick, and the .308 still has a place as the hard hitting slowest RoF rifle round.
Gauss Rifle- 260 damage.
Plasma – 60 Energy 60 Physical.
Flamer – Was 9 damage, now 30. I also made the nozzel mods a bit better by increasing their range. I tested it out, pretty good close range weapon now.
Minigun – 40 I also increased the RoF for some barrels and decreased the spread. I know it sounds crazy, but a few points. First, the 5mm round is real, and is used for killing small-medium sized animals. They can travel up to 2700 FPS. I’m sure if made for the military they could easily get them up to 3000+ FPS with AP rounds. Thats a deadly round even if small. As far as game balance, the minigun SHOULD be a killing machine. It should also require 11 strength, or in other words beyond human range without drugs or PA. For now, I made it weigh 2.2X what it currently is in game. It annihilates short range but the spread is crazy and without strong back you wont be taking a lot of extra gear with you. The other automatics are honestly better in 2/3 situations. Also, you aren’t fighting base game enemies.
Gatling Laser – 42 See above.
Rocket Launcher – 250 explosive up from 135. There is some formula where the game takes the explosive + the rocket launchers damage + my perks to reach damage in the 700’s. I did a lot of tests, its in a spot where with explosive perks it will 1 shot just about any human, as it should. I think we need a mod to reduce rocket ammo because not much else then Sentry Bots and the Mrelurk Queen take more then 2 hits.
Fat Man – 900 explosive I increased the blast radius some too.
All melee weapons except walking cane and boxing glove 2.5X-4X damage, plus I didnt nerf their mods
Grenades – roughly doubled
Turrets- 2X – 5X damage increase, 3X-5X armor increase, 5X+ health increases… your enemy will fear yours and you should fear theirs.
Enemy only weapons got 1.5 – 6X upgrades depending. Watch out.

8) 1.1 Update: Very slight tweeks to enemy damage, none to weapons you can use. I made Glowing ones MUCH more dangerous, they are rare and can be considered the “Hulk” version of Ghouls. Normal Feral Ghouls are slightly stronger then Vanilla but still just annoying pests.

1.2 Adjusted Enemies: pretty important update, I buffed companions. All synths have natural resists… except Curie,(both versions) I fixed that. All Super Mutants have Natural resists… except Strong, I fixed that. Some companions have stats and some don’t, I fixed that. Strong had 0 strength, while Piper had 5. makes total sense right? Yeah well now he has 12. I gave him an unmodded Super Sledge and he nearly 1 shot a Gunner Sgt. I gave some companions perks. Macreedy has used a gun his whole life, he got the 25% inc damage and accuracy perk. Cait got a damage perk… fought her whole life. X6-88 is a Warrior Synth, I perked him as such, etc. Some followers are simply better then others at combat now. Codsworth got an armor/health buff. Use him if the early game is too hard for you. They all got a slight health buff, but they gain health per level life you do, and their stats are higher then you would guess. I messed with Trigger Men, I had missed them before. I gave the Minute Men more HP so they can cope better in the new world.


Credits: Cruor34
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