Fix 1 problem and create another. Headshot multipler is a fail solution. If some builds get headshot multipler and others dont, is it balanced? If its worth it to shoot at head with minigun where you miss most shots, it is good design? If you make player stronger by allowing him to exploid headshots, while knowing that enemy AI rarely goes for them is it good balance? If companions become useless as they rarely go for headshots, wont lone vanderer become the best perk in the game? And what about the removal of dmg perks? If you make those perks useless, while keeping other op perks around, isnt that just reducing the options we have? If gun nut can give you more dps with automatic receiver or more vats shots with hair trigger receiver, why is it so bad to give base damage? DPS=dmg per shot*number of shots. Doesnt gun nut increase the dps then? What about defensive and economy perks? If they can give you advantage, why couldnt you get damage per shot advantage?
@@jannol1269 thats the beauty of modding , just get mods for the things u dont like or use fallout 4 edit to tinker with the game or better yet play a game designed for harsh survival instead of modding a poorly made rpg with focus on action elements into one
@@jannol1269 eventually the damage boost perks are useless once you level up high enough. Fallout 4 having an unlimited level cap is stupid because, at level 160 vanilla you'll be too frustrated by the absolute tank enemies you'll just restart anyways
No clickbait used. Core problems and potential solutions explained in-depth. Extensive showcase of what each mod does and even comparing multiple mod approaches. Mod dependencies and potential issues or compatibility problems noted. No time wasted on length intros, hype building, or irrelevant marketing shilling. Overall concise presentation style, and simple vocal delivery. All mods/links cited, and video timestamps included. Yeah, I'm thinking this is the best Fallout content creator on TH-cam. Subbed. Only thing I'd request you add: note the mod author for each mod showcased.
Mornedil's Combat Rework covers several of the most important of these issues, has no reqs *or* hard incompatibilities, and doesn't try to mangle and brutalize FO4 into something it will never be.
But isn't that mod something that don't really fix bullet sponge issue that people are complaining if understood that mod right. Because it dont remove health difference between different type npc:s so for example gunner colonel still have same over 1000 health than on vanilla game right?
Interesting, I've been using the exact same outdated mod for nearly 8 years now, and it has worked without any issues, no compatibility problems, no sudden bullet sponges, no underpowered weapons, no mod conflicts, all while making most enemies drop in a couple bullets regardless of what weapon I'm using, with only deathclaws, robots and power armor being kind of bullet spongy unless you have upgraded weapons (or a rocket launcher), the mod is called "BRUTALITY Hardcore Rebalance" and after 8 years of playing with it, I can only recommend it compared to all the other needlessly complicated and convoluted mods.
Honestly bro thank you for this. Ive been trying to find a realistic damage fix and what mods i should use for the longest. Earned a follow from me cus you went straight to the point in the 1st couple of min. I really appreciate that!!
The Scourge Maim True Damage DirectHit (even Bastion too)load order is very popular amongst the community that likes the hardcore damage. Every fight is likely to kill me, even with power armor. But when I'm smart or tactical I always win. I even use Unleveled world (different mod) and can encounter anything at any level. SKK's combat stalker is quick to humble me out though. Every 30 minutes irl getting ambushed is crazy. By the way, the Mutant Menagerie mod patch is outdated (MM has a new build) but people are working on it. The Scourge discord is pretty cool, one of the better mod discords I've participated in.
@@DjiN29 aye, l love that! Last I checked (a few weeks ago) somebody was working on it. I already went and edited the enemies in xEdit by now tho, guess for next playthrough!
what I really like about maim mod is it reminds me of old school games where you need to focus on what type of damage you got and what aid you need. It adds an entire new difficulty which I love because Fallout 4 after a while is really easy and repetitive.
Not sure why some modded weapon receiver modifications don't work, the authors probably forgot to mark them properly. EDIT: I fixed the issue that affected some of those mods and added (hopefully) better handling of "ammo type" sort of attachments which don't actually change the ammunition the weapon uses but simply adds effects.
Damn dude, your vids are getting seriously good! Also thanks for keeping us lowly VR users in mind, we can't use most script extender mods so our choices are much more limited.
My set up: Better Location Damage with Robco Patcher (only base mod no additions), disable Auto Save, Pain and Scripted Headshots (keep head destrucion) + NPCs have Perks + Bastion + ChemfluenceAI + True Damage.
0:44 mans says RPG should not have goofy and unrealistic RPG stats.. then realistically uses VATS to slow down the time stat. He really made the game a true tac shooter
You should also check out BLD, Better Locational Damage. It adds real head shots, live dismemberment, it also makes do that calibers matter for headshots for super mutants and helmets, including power armor. It lets you configure knockback with shotgun blasts and stealth takedown inputs. Theres an extension that makes Robots resistant to ballistics, minus the 50 cal, but weaker to energy. It also makes armor matter more and balance all humans, including yourself, to have 100 health no matter what level, with Endurance obviously adding more or less.
I'm currently working on an Overhaul; primarily for PS4/5. I'm brand new to modding myself, but I'm getting into a good flow and have been around Fallout mods since the Classic AlChestbreach days. My plans are to custom-tailor parts of these mods I enjoy while making them available on ALL platforms. I will also be creating some settlement mods/fixes; anything to make it more enjoyable or easier. It may be quite some time before anything is finished, but I'll likely post updates on my channel once I feel things are good enough for the public. Feel free to make requests and I'll try to get back to you! I enjoy hearing new ideas and learning how I can incorporate them to my work!
While I can’t really make use of the mods listed thanks to being stuck on Xbox, I still really appreciate the work you do for these videos! I can see them becoming extremely helpful once I upgrade.
This is an interesting video, i used maim + maybe scourge? Before. The big issue with it is that it encourages low damage accurate high rate of fire weapons, i tried playing a vats gunslinger build and it just made the game easy mode as you could just kill rooms of people with one headshot each, especially with the huge damage resistance from vats. Also making melee builds fairly unviable until you had blitz maxed which is fairly late game. Not sure what I'll use this time round, Bastion looks interesting, I'm going to be a bit more picky about my mods this time, I'd like power armour to be much rarer and very powerful but with some guns (like Degenerate Dak's 20mm anti armour rifle) to be able to pop you, so you take more notice of what weapons the enemy is carrying and if you know there is an armoured enemy you can bring your own firepower. Thanks for doing these videos. 😊
Thank you for your videos! You’re doing great work. Your videos are single-handedly getting me back into the Fallout modding grind, and I can’t be happier with the results. I would really appreciate some text or info-dumps on screen to help me process information when multiple mods are being compared so I can more easily decide which one is best for me. You’ve really got a talent for processing and relaying large amounts of information, and I really hope you make it big!
Its not super fancy, and it requires the use of FO4edit for modded weapons, but I recently released a very simple damage overhaul for vanilla ballistic weapons and ammo. It uses the same idea as TD but it doesn't require or add a bunch of extra stuff because the only thing being touched is the weapons themselves directly. Set weapon base to zero, put damage on bullet, magic attachment boosts go bye bye. Perks still work normally though. Needs patching for individual modded weapons using vanilla ammos to remove their base damage but that's the give and take for this sort of mod. Luckily said patch takes 2 seconds to make so it's not too time consuming.
Never undestood this complaint. I always play 1) On Survival (but with quicksave, because the game was not designed around sleep-to-save and it's a chore) 2) On full Adrenaline 3) With all possible damage Perks (Rifleman, Demolition Expert, Lone Wanderer, Bloody Mess, best receivers from Gun Nut) 4) With lvl50 level cap. 5) I even play without stealth (no stealth damage modifier) AND without VATS (no regular critical hits). I NEVER had a problem of enemies being spongy at any point in the game. Most enemies die to one headshot with Lever Action/Bolt rifles. Bigger enemies take longer to kill, but for them I use Chems and More explosives. Seeing "damage overhaul" being such a unanimous problem is so bizarre to me.
I honestly have to agree. Survival was designed so you and enemies have equal footing and die in around the same amount of shots. (You deal too much damage so you deal 25% less and enemies dont deal enough so they deal 4x more damage. And like you said, there are many ways to increase your damage though I do think forcing players to spend perk points on weapon types is kind of lame I understand why it exists (to have specialized builds).
I gave up with the idea of making fallout 4 realistic damage after experiencing Thing's MP5 become stupidly OP with true damage (which even without true damage already quite OP. That weight to damage ratio is insane) and American 180 become stupidly weak (If I'm not wrong. I forgor). I ended up with scourge+bastion+double damage without perk Thank you for the 20 minutes. Every Pancuronium video is appreciated
I've been doing a very basic version of these with Fallout London that seems to of worked well, installed a mod that limits the health range of enemies, then used xedit to add damage values for the calibres based on the recommendations of the mod author for calibre damage fallout London (mod didnt really take with munitions so did it manually), seems to be working pretty well so far, most human enemies go down in 1-3 shots from a 5.56 rifle and .50 AMR will more or less kill whatever it hits short of the largest monster. (And makes encounters with NPC's carrying them memorable, got 1 shotted by a Hooligan with an AMR at Spittlefield market, took good use of cover and tatics to take him down). I am missing the mixed medical supplies from Mami, but that's maybe for another playthrough later on, Fallout London is a bit janky to be messing too much
I play on Xbox and use hardcore health overhaul, tracers and fx for bullet drop and projectiles instead of hitscan Better location damage (main and second mod too) Curse This is the best balance of realism/damage bases in caliber and difficulty. You could get away with using BRO3 but tbh it make it a bit too easy imo
8:12 ⚠️ It seems not a lot of people have noticed a massive oversight with *True Damage* . There’s a bug with companions/allies, they have way too high damage compared to the player. So while it takes you 30-35 shots to the head to take down a Behemoth with an assault rifle, it will take to them 5-6 shots. So why bother wasting ammo on enemies if your companion will kill them faster and easily? Why worry about encountering a deathclaw if Piper will delete it with 4 shots of her magic 10mm pistol? Makes the mod almost useless… And no, it hasn't been fixed yet.
"I want a realistic damage model but i dont want a weapon designed to enable one man take on an entire squad to be able to let you do that" Then get a mod that removes anything that isnt semi automatic bro, The whole point of damage mods is to make the gunfights high risk high reward. You can either play slow and steady with a methodical take on engaging opponents to enable you to survive a gunfight while being heavily outnumbered or you can go for the wild play that if it doesnt work out is guaranteed death but if it does you will dominate the fight. I dont understand your issue with machineguns making things too easy when thats their job, Their main drawback is their weight, which to make machine guns more balanced for your sake, Play in hardcore where ammunition has weight, then you have to decide, Are you going into a heavy fight? Take your M249 chambered in 5.56x45 and load up with ammo, But if you are going in looking for loot, its more viable for you to take a trusty carbine instead so you can save on ammunition weight and bring home more loot. Machine guns arent there for you to use as a looter, but to give you a severe edge in an offensive or defensive action.
Good video. For whenever you do another mod weapon battle. Can you do one for LMG/Machine Guns? Since we don’t have any real machine guns in the vanilla game outside the Vanilla Assault Rifle.
I'm looking for a fix or a good replacement for the mod "Better Locational Damage". "Weapon penetration settings" keeps setting damage resistance of all ammo to 0, even with the Armor Penetration Bug Fix. This seems to essentially make armor useless. I'm also unable to use "Stab and Break", even though I have it set to enabled in the MCM. I've installed the prerequisites, and the MCM works fine for other mods. Again, I'm looking for a fix or a good replacement for "Better Locational Damage".
After playing with a completely 'immersive' set of mods in my LO for one playthrough, SCOURGE + HHO + TD, I can't say that I didn't enjoy it but I certainly feel like the weapon sandbox in Fallout loses a lot of its value when practically every rifle is the same, every pistol, etc etc. I found myself just sticking to using Kellogs Revolver with the cleanest sight for a decent portion of the early game; I had more than enough .44 to last me as the unleveled world meant two points in Scrounger had higher damage calibers littering the Commonwealth. You don't get to experience modded weapons the way that their authors intended them to be experienced, and with things like Dak's attachment pack now out, vanilla weapons are never really worth enhancing outside of a better sight and flat recoil reduction attachments. There's a superb middle-ground if you want the best of both worlds - make headshots much more lethal with something like the 'Headshot Damage Multipliers' mod, so good accuracy is still rewarded with 3 - 5 shot kills on heavier enemies like Super Mutants, and... That's it. Bastion is still a totally valid mod if you like making your PA lore accurate, using GCM to tweak durability of NPC and even player parts. I also use DirectHit to reward headshots on unarmored targets even more. But yeah. The bullet sponge problem gets resolved with your headshots chunking enemies with enormous health pools, and you don't sacrifice what I feel is one of FO4's only redeeming features over other Fallouts with the fun gunplay and deep (modded) customization it can offer. You don't have to play like it's Tarkov either as the player levels and progresses their perks and stats like usual. I've tried making Live Dismemberment work too and when it does it's great, but I keep getting headless creatures/synths and the only enemies that die instantly when decapitated are humans and ghouls so.
yeah with dismemberment mods you really do need balancing changes otherwise you end up never dismembering regular enemies and blowing all the limbs off bosses and having a mag dump into their head for five minutes
In life, You gotta sometimes just accept that somethings cannot be fixed 😅 In this case, trying to fix a system error. I think the ideal would be to reinstall Fallout New Vegas's armor DT and DR and alternate ammo on the spot system and overall low HP for all enemies. Obsidian really fixed the bullet sponge by doing so.
So are there mods that make NPC vs NPC like this? I have a good setup for me vs the NPC but when I roll with 3-15 BOS soldiers they seem to die easy but I have them all laser weapons but they don’t do much damage yet I use the same laser weapon and 1-3 hit kill humans and similar creatures. They on the other hand have to shoot 20+ times.
I mod game in my way and instead of making it full shooter, I made it full rpg experience. It feels very balanced. I play on very hard, where enemies deal 4times more damage than you, they also heavily outnumber you. To match their power you use perks. At first there is no way you kill supper mutant by yourself, but later on, you become able to kill a whole group. To fix the bullet spoungines I use scourge as well as mod that multiplies all damage dealt to and by player 3 times. This way the game feels like many other shooters. You kill most humans by 2-3 headshots with weak weapons, but if you take perks, you might eventualy become able to 1 shot. If you use more powerfull weapon or craft your weapon for more damage, you 1 shot most enemies that dont wear powerfull defensive gear. Granades become lathal again. Instead of normal granade doing 130 damage, very hard difficulty reduces it to 65 and your 3times dmg mult mod increases it to almost 200. This kills all humans and deals very high damage to super mutants. If enemy shoots you with pipe rifle in early game for 12 damage, difficulty multiplies it to 24 and 3times mod gets it to 72. If you have some damage reduction, this damage would be reduced to 40. If you have 150 health, you can only take 4 body shots. Game becomes way more tactical, bullet spounginess removed and rpg element reckts you in the early game, but rewards you in the late game. I dont like some solutions like removing damage perks as this leaves you with no choice than to invest into the remaining op perks. Gun nut becomes op if you wont be heavily penalized for automatic receiver and commando becomes useless. This removes any balance of perk system. You also still have defensive and economy perks so removing damage perks wont prevent you from becoming stronger. Also the headshot multiplier is a fail implementation. Imagine you use minigun and aim for the head. Even if you miss 4 out of 5 shots while aiming for the head, you still deal the same damage as if you aimed for the body and hit every single bullet. Body shots are lethal too, while headshots dont allways kill, so it doesnt make sense even from the real world perspective. Thaths why general damage multipler is better. With the 3 times damage mod you actualy deal 6 times more headshot damage and 3 times more bodyshot damage. This feels way more balanced that 5 times headshot and 1 times body. Show me any other game that has such a high headshot damage. None. Becouse it changes the way you play. Sneak snipers become op. How are you gonna compensate for melee builds? What about companions that rarely shoot head? Its all garbage now becouse of headshot multipler change that favorites only certain playstiles.
i haven't tested to see if it works, but synthesis generates a json folder that contains the settings for caliber and unleveled commonwealth that appears to have all the settings used in the program's ui. it's possible that you can bypass synthesis's laggy ass settings tab by using a text editor and the json file instead. again, i have not tested it! the folder it outputs to is synthesis > data > fallout 4 > caliber-damage-overhaul or unleveled-commonwealth, depending on what you're using
Have you tried _ Balance _ ? It's not perfect but its simple and works with all weapon mods. Robots are still bastard hard to kill but meat stuff is appropriately yielding, helmets are more functional etc.
It was the first kind of mods i made myself even before the creation kit came out. In my opinion the mods you showed are a must have. All this stupid bulletsponge shit makes no sense. But unfortunetaly my own mod doesnt work anymore and I have no time to fix it. What i also changed was all kinds of explosives and heavy weapons. I wanted to have a system which was inspirated by the older warhammer40k rules, where tanks had a specific toughness and you can only damage them, if your weapon has a minimum strength. I wasnt able to create this system 1 to 1 without the creation kid or more deep modding. Instead I made tanky monsters very healthy with high armor and gave explosive weapons also a ton of more damage. So you would really need a rocket launcher at least, if you want to kill the big bots or huge monsters in this game. Also I made most human people more resistent to laser weapons and bots less resistent. Because Plasma does both dmg types, I left it as it is, but i made the projectiles a bit faster. I also added the starwars laser projectiles mods for the standard laser weapons, because it looks amazing and is fun. The synth laser weapons still remained as the regular blue beams. But I also gave them higher fire rates and bigger magazines but less dmg. This was fun but redoing all this stuff will take a while. Maybe with the creation kit I will do it again.
I am using true damage and hardcore health but you also need some sort of armour damage resistance mod to go with it. I am using Damage Resistance mod and sub mods but it doesn’t cover modded armours always so need a better option
for me i just hate heavy weapons in general in alot of games. it should be where you either need to use a bipod while prone or a tripod secured to a spot to be able to use it while having to lug around lots of ammo or use power armor to allow you to use it without recoil making a shot past the first few impossible. i'm thinking of getting fallout 4 on pc when its onsale and add tons of mods and this was exactly what i needed. i rarely actually enjoy a mod list video, however you did it well. Fo4 on Console is awful because of the lack of good mods i think the game with my favorite LMGs would be foxhole. it has mounted guns and LMGs. the LMGs are expensive require you to lug around heavy ammo and require you to stay prone to keep stability high. stability is accuracy in that game and it goes down when you move or move your mouse wildly fire your weapon or are under suppressing fire but gets improved when using cover or crouching or going prone. the mounted guns require someone with a tripod over their shoulder and another person with a mounted gun over their shoulder. the gun and tripod use both hands and are quite heavy meaning it slows you down prevents you from firing your weapon without dropping it and messes with your stamina
Ive been trying to install caliber but all it does for me is reduce the damage of weapons and it seems like the bullets dont get any bonus damage to remedy this. Does anyone have a solution?
Any1 got something that tones down the base turrets with this setup? I love the game play but one or two heavy machinegun turrets at my base turns a swarm of 20 synths into a trash pile in 2seconds lol. I know I can house rule myself to not use them but was wondering if there is another fix
@@PancuroniumB I figured. Although, disabling head dismemberment and explosion seems to work with headshot multipliers. At least in my case. I assume disabling a function is a bit different than tweaking specific values?
It depends on how it's done. Decap and dismemberment can be disabled through body part data, but there likely are other ways to do it via scripts, game settings or weapon records. I know in FNV dismemberment/decap can be disabled per weapon, and there are game settings to reduce the overall chance of it happening. I assume this is still true in FO4.
@@PancuroniumB Well, the feature didn't affect modded weapons, so the change could be specific enough not to overwrite entity data directly. Who knows. Definitely not me.
So i tried unleveled commonwealth with true damage. Everything seems really easy tbh. I used scourge and true damage a bit before and i actually ran into a problem of getting one shot by shotguns. Tbh im kinda lost on if unleveled is meant to be this easy
I am using the following mods: Spell Perk, Scaling Flag, Scourge, Level Up Menu, Hot Diggity, True Damage (only Perks enabled plus Diggity Patch), Direct Hit, Hardcore Health O, Bastion, Weapon of Fate, Caliber Overhaul, and Armor Fix Patch. Now I have two questions: Is it normal that the 10mm only deals 2 damage? Even my fists deal more than this. Do I need to turn off something for 'True Damage' in the McM, if iam only using Perks.
If you're only using the Perks esp you shouldn't need to turn anything off. Something's wrong, your weapon should be doing 10x as much damage, which means something is overwriting CALIBER's changes to ammunition records. You'll need to check in FO4Edit.
I'd recommend stop using the word "Fix" when describing what these mods are doing with fallout 4's base gameplay design. These mods are not bug fixes. Your looking to change the gameplay to better suit a shooter you vibe with. Cool. But your not fixing anything. Your changing the base mechanics. Great video, nice to see the options have changed since I last played.
If something is generally acknowledged to be a problem (and the bullet sponges nature of enemies in Fallout 4 most definitely is) whether it's an intentional design feature or a bug using the term 'fix' to describe methods or mods that correct it is completely fine as it's a widely recorgnised problem with the gameplay. Don't language police other peoples videos dude, more subscribers doesn't grant you some inherent authority. I
Can I ask a question? For the mods that help with realistic damage, do they change the modifications you can add to your weapons and the skill bonuses you get from things? Some add better accuracy in general/VATs, some add less recoil etc - do we still have these or do they modify the perks a bit to help balance things out?
Thanks so much for these videos. I am looking forward to getting a maim playthrough and a non-maim playthrough. Personally I've actually done a couple vanilla/ vanilla+ playthroughs recently and have actually found some enjoyment of the vanilla systems ironically. Due to that personally I think I will try deadeye with the head destruction system instead of guaranteed headshot deaths. I feel like that combined with the other numerous mods will give the best feel to me. But not sure if I'll run into the issues you did. But either way thanks for these videos they've been very helpful!
Most vanilla weapons have a property (I can't look up the name right now, I'm waiting for my mods to update to "next-gen") that makes them lose 50% (or more with shotguns) of their damage beyond a certain range. Setting that to 0% would help, and it may be possible to universally affect all weapons with the RobCo Patcher. However, I don't think weapons can shoot beyond the cell loading distance (and there would be no AI to hit either), and that's only a few hundred meters away.
I noticed that too later on, it's just how it is. I guess ferals don't need the top part of their brain. Synths share the same oddity, they can survive without a head.
On the Hardcore Health Overhaul Nexus page the mod author says using HHO and Scourge together is redundant, but watching this video I was under the impression you recommend using them both. Did I misunderstand?
If you only care about health changes it's redundant since SCOURGE will overwrite all of HHO's values there. HHO's body party data edits (limb damage multipliers and non-lethal dismemberment) aren't overwritten by SCOURGE. This is the reason you'd want to use them together.
They work fine together, just load whichever mod you want to win conflicts later. SCOURGE's scripted stat changes to NPCs will overwrite HHO's manual edits to NPC records regardless of load order, however.
@@PancuroniumB Bet that's what i was thinking i just needed to get something to edit the players scaling health and the SCOURGE player module looks to have some issues. Also hands down you gotta be the best mod reviewer cause ive been following these vids for recommendations while building a new fo4 mod list of 1000 mods.
there's no need to try and "unmake fo4 as an rpg", because it's not really an rpg to begin with. really, you can keep both things, just make skills affect anything other than weapon damage... but bethesda are far too lazy to actually do anything interesting like that.
Does this make the game too easy? I understand it’s more realistic but maybe that isn’t what I want in a game like Fallout. This all seems cool but couldn’t I just aim for the head and become the Wasteland overlord and have no challenges?
Yep, they work fine together. I used them in my recent 50 hour playthrough and didn't have any problems aside from some minor balancing issues with CALIBER and Munitions (9mm doing more damage than .45 for example).
@@PancuroniumB thanks. There is Excessive Blood Spray Overhaul that adds blood texture that covers you (or npc) when someone is dismembered near them, but its textures arent on par with that texture from MAIM. Maybe will try to replace one with another
I must weirdo then because i dont find out enemies being too bullet sponge, actually pretty mutch other way i feel on higher level most enemies die way too fast.
This is such a huge problem that it needed 3 parts , not that im complaning i love every single video you have uploaded so far
Just play survival and enable saving it’s pretty good maybe remove perk damage but that’s it
@@acev3521 nah scourge is an essential
Fix 1 problem and create another.
Headshot multipler is a fail solution. If some builds get headshot multipler and others dont, is it balanced?
If its worth it to shoot at head with minigun where you miss most shots, it is good design?
If you make player stronger by allowing him to exploid headshots, while knowing that enemy AI rarely goes for them is it good balance?
If companions become useless as they rarely go for headshots, wont lone vanderer become the best perk in the game?
And what about the removal of dmg perks?
If you make those perks useless, while keeping other op perks around, isnt that just reducing the options we have?
If gun nut can give you more dps with automatic receiver or more vats shots with hair trigger receiver, why is it so bad to give base damage? DPS=dmg per shot*number of shots.
Doesnt gun nut increase the dps then?
What about defensive and economy perks? If they can give you advantage, why couldnt you get damage per shot advantage?
@@jannol1269 thats the beauty of modding , just get mods for the things u dont like or use fallout 4 edit to tinker with the game or better yet play a game designed for harsh survival instead of modding a poorly made rpg with focus on action elements into one
@@jannol1269 eventually the damage boost perks are useless once you level up high enough. Fallout 4 having an unlimited level cap is stupid because, at level 160 vanilla you'll be too frustrated by the absolute tank enemies you'll just restart anyways
No clickbait used.
Core problems and potential solutions explained in-depth.
Extensive showcase of what each mod does and even comparing multiple mod approaches.
Mod dependencies and potential issues or compatibility problems noted.
No time wasted on length intros, hype building, or irrelevant marketing shilling.
Overall concise presentation style, and simple vocal delivery.
All mods/links cited, and video timestamps included.
Yeah, I'm thinking this is the best Fallout content creator on TH-cam.
Subbed.
Only thing I'd request you add: note the mod author for each mod showcased.
Mornedil's Combat Rework covers several of the most important of these issues, has no reqs *or* hard incompatibilities, and doesn't try to mangle and brutalize FO4 into something it will never be.
But isn't that mod something that don't really fix bullet sponge issue that people are complaining if understood that mod right. Because it dont remove health difference between different type npc:s so for example gunner colonel still have same over 1000 health than on vanilla game right?
@lartonki You can fix that with Hardcore Health Overhaul since that mod only touches the health of npcs and the player
Hell yeah, an ammo overhaul mod battle would be excellent
I love your mod reviews. Honest, to the point, no clickbait or bs.
I was legit just researching what damage overhaul I should install into my game. Lol. Thanks for saving me some time!
what did you end up installing
Interesting, I've been using the exact same outdated mod for nearly 8 years now, and it has worked without any issues, no compatibility problems, no sudden bullet sponges, no underpowered weapons, no mod conflicts, all while making most enemies drop in a couple bullets regardless of what weapon I'm using, with only deathclaws, robots and power armor being kind of bullet spongy unless you have upgraded weapons (or a rocket launcher), the mod is called "BRUTALITY Hardcore Rebalance" and after 8 years of playing with it, I can only recommend it compared to all the other needlessly complicated and convoluted mods.
Love the ending. Feel like you were in a good mood making this
Great work! You do so much extensive work for these reviews, and I really appreciate it!
Topic suggestion: radiation changes
Honestly bro thank you for this. Ive been trying to find a realistic damage fix and what mods i should use for the longest. Earned a follow from me cus you went straight to the point in the 1st couple of min. I really appreciate that!!
The Scourge Maim True Damage DirectHit (even Bastion too)load order is very popular amongst the community that likes the hardcore damage. Every fight is likely to kill me, even with power armor. But when I'm smart or tactical I always win. I even use Unleveled world (different mod) and can encounter anything at any level.
SKK's combat stalker is quick to humble me out though. Every 30 minutes irl getting ambushed is crazy.
By the way, the Mutant Menagerie mod patch is outdated (MM has a new build) but people are working on it. The Scourge discord is pretty cool, one of the better mod discords I've participated in.
How does all that run with modded weapons? I like a fun smattering of lore friendly stuff so nothing super crazy with custom ammo or anything.
+1 to scourge scord
is there a Xbox version of that LO as the only mod I could find is maim 2?
Nope, new Mutant Menagerie patch is available, created for Life Finds a Way
@@DjiN29 aye, l love that! Last I checked (a few weeks ago) somebody was working on it. I already went and edited the enemies in xEdit by now tho, guess for next playthrough!
what I really like about maim mod is it reminds me of old school games where you need to focus on what type of damage you got and what aid you need. It adds an entire new difficulty which I love because Fallout 4 after a while is really easy and repetitive.
....you really do have the gift of the gab to mod reviews, nobody else tells it like this, a credit to you.
Not sure why some modded weapon receiver modifications don't work, the authors probably forgot to mark them properly.
EDIT: I fixed the issue that affected some of those mods and added (hopefully) better handling of "ammo type" sort of attachments which don't actually change the ammunition the weapon uses but simply adds effects.
Thsts crazy, i was hoping youd do a new part of this soon.
Your def making the best f04 mod content ok youtube atm
Keep it up!
Thank you a lot for your mod battle series. That's what i needed, it's saved me a lot of time testing shitty mods myself.
Thank you for mentioning the critical patch for true damage, for some reason the author does not mention this at all on his mod page.
just watched both of your other vids yesterday very helpful videos!
Imagine going through all this trouble then suddenly feeling like doing a melee build run
Damn dude, your vids are getting seriously good! Also thanks for keeping us lowly VR users in mind, we can't use most script extender mods so our choices are much more limited.
Why doesn’t script extender work on VR?
VR and flat have different versions. We have our own script extender but mods have to be specifically ported to it.@@acev3521
My set up:
Better Location Damage with Robco Patcher (only base mod no additions), disable Auto Save, Pain and Scripted Headshots (keep head destrucion) + NPCs have Perks + Bastion + ChemfluenceAI + True Damage.
0:44 mans says RPG should not have goofy and unrealistic RPG stats.. then realistically uses VATS to slow down the time stat. He really made the game a true tac shooter
Thanks for the run down. I'm going to try some of these after I get done with a Starfield play through.
You should also check out BLD, Better Locational Damage. It adds real head shots, live dismemberment, it also makes do that calibers matter for headshots for super mutants and helmets, including power armor. It lets you configure knockback with shotgun blasts and stealth takedown inputs. Theres an extension that makes Robots resistant to ballistics, minus the 50 cal, but weaker to energy. It also makes armor matter more and balance all humans, including yourself, to have 100 health no matter what level, with Endurance obviously adding more or less.
He's done it before.
I'm currently working on an Overhaul; primarily for PS4/5. I'm brand new to modding myself, but I'm getting into a good flow and have been around Fallout mods since the Classic AlChestbreach days.
My plans are to custom-tailor parts of these mods I enjoy while making them available on ALL platforms. I will also be creating some settlement mods/fixes; anything to make it more enjoyable or easier. It may be quite some time before anything is finished, but I'll likely post updates on my channel once I feel things are good enough for the public. Feel free to make requests and I'll try to get back to you! I enjoy hearing new ideas and learning how I can incorporate them to my work!
Thanks you, I've been spending so much time trying to figure out how to switch bullets and edit damages with Fo4 edit
I just stumbled on your channel, this is Gods work you're doing. Respekk.
While I can’t really make use of the mods listed thanks to being stuck on Xbox, I still really appreciate the work you do for these videos! I can see them becoming extremely helpful once I upgrade.
Theres still some mods you can get that do some of these things. I had universal npc health, live dismemberment, headshots, etc.
@@EA_SP0RTCENTER oh, sweet! If you don’t mind, could you provide a list of what you have so I could try it out?
@@hollowsteel I'll load it up later this evening and tell you which ones you need
I hope one day game devs realize that bullet sponges that shit floating numbers ARE NOT FUN
hardcore health overhaul is such a pain to play regardless of what armor im wearing i get oneshot from any gun
I freaking love unleveled and caliber, probably the best used together. The only thing that sucks is the synthesis patcher
This is an interesting video, i used maim + maybe scourge? Before. The big issue with it is that it encourages low damage accurate high rate of fire weapons, i tried playing a vats gunslinger build and it just made the game easy mode as you could just kill rooms of people with one headshot each, especially with the huge damage resistance from vats. Also making melee builds fairly unviable until you had blitz maxed which is fairly late game.
Not sure what I'll use this time round, Bastion looks interesting, I'm going to be a bit more picky about my mods this time, I'd like power armour to be much rarer and very powerful but with some guns (like Degenerate Dak's 20mm anti armour rifle) to be able to pop you, so you take more notice of what weapons the enemy is carrying and if you know there is an armoured enemy you can bring your own firepower.
Thanks for doing these videos. 😊
thank you bro!!!
true to caesar.
Thank you for your videos! You’re doing great work. Your videos are single-handedly getting me back into the Fallout modding grind, and I can’t be happier with the results. I would really appreciate some text or info-dumps on screen to help me process information when multiple mods are being compared so I can more easily decide which one is best for me. You’ve really got a talent for processing and relaying large amounts of information, and I really hope you make it big!
Its not super fancy, and it requires the use of FO4edit for modded weapons, but I recently released a very simple damage overhaul for vanilla ballistic weapons and ammo. It uses the same idea as TD but it doesn't require or add a bunch of extra stuff because the only thing being touched is the weapons themselves directly.
Set weapon base to zero, put damage on bullet, magic attachment boosts go bye bye. Perks still work normally though.
Needs patching for individual modded weapons using vanilla ammos to remove their base damage but that's the give and take for this sort of mod.
Luckily said patch takes 2 seconds to make so it's not too time consuming.
Never undestood this complaint. I always play 1) On Survival (but with quicksave, because the game was not designed around sleep-to-save and it's a chore) 2) On full Adrenaline 3) With all possible damage Perks (Rifleman, Demolition Expert, Lone Wanderer, Bloody Mess, best receivers from Gun Nut) 4) With lvl50 level cap. 5) I even play without stealth (no stealth damage modifier) AND without VATS (no regular critical hits). I NEVER had a problem of enemies being spongy at any point in the game. Most enemies die to one headshot with Lever Action/Bolt rifles. Bigger enemies take longer to kill, but for them I use Chems and More explosives. Seeing "damage overhaul" being such a unanimous problem is so bizarre to me.
I honestly have to agree. Survival was designed so you and enemies have equal footing and die in around the same amount of shots. (You deal too much damage so you deal 25% less and enemies dont deal enough so they deal 4x more damage. And like you said, there are many ways to increase your damage though I do think forcing players to spend perk points on weapon types is kind of lame I understand why it exists (to have specialized builds).
I gave up with the idea of making fallout 4 realistic damage after experiencing Thing's MP5 become stupidly OP with true damage (which even without true damage already quite OP. That weight to damage ratio is insane) and American 180 become stupidly weak (If I'm not wrong. I forgor). I ended up with scourge+bastion+double damage without perk
Thank you for the 20 minutes. Every Pancuronium video is appreciated
I've been doing a very basic version of these with Fallout London that seems to of worked well, installed a mod that limits the health range of enemies, then used xedit to add damage values for the calibres based on the recommendations of the mod author for calibre damage fallout London (mod didnt really take with munitions so did it manually), seems to be working pretty well so far, most human enemies go down in 1-3 shots from a 5.56 rifle and .50 AMR will more or less kill whatever it hits short of the largest monster. (And makes encounters with NPC's carrying them memorable, got 1 shotted by a Hooligan with an AMR at Spittlefield market, took good use of cover and tatics to take him down).
I am missing the mixed medical supplies from Mami, but that's maybe for another playthrough later on, Fallout London is a bit janky to be messing too much
I just slap on waseland ballistics and wasteland wound care, thats all for me
the.1 of the best f4 mods channel
I play on Xbox and use
hardcore health overhaul,
tracers and fx for bullet drop and projectiles instead of hitscan
Better location damage (main and second mod too)
Curse
This is the best balance of realism/damage bases in caliber and difficulty.
You could get away with using BRO3 but tbh it make it a bit too easy imo
I also use modern firearms pack 600mb version,
and boring perk overhaul.
Forgot to mention these and they also have an effect on health damage
Would you ever consider making a list of weapon mods that you consider top tier and you love to use in your load order
8:12 ⚠️ It seems not a lot of people have noticed a massive oversight with *True Damage* . There’s a bug with companions/allies, they have way too high damage compared to the player.
So while it takes you 30-35 shots to the head to take down a Behemoth with an assault rifle, it will take to them 5-6 shots. So why bother wasting ammo on enemies if your companion will kill them faster and easily? Why worry about encountering a deathclaw if Piper will delete it with 4 shots of her magic 10mm pistol? Makes the mod almost useless…
And no, it hasn't been fixed yet.
Strait to the point, informative, well worth the watch
you have a new sub,
good content doesn't need the creator to ask for a sub :)
"I want a realistic damage model but i dont want a weapon designed to enable one man take on an entire squad to be able to let you do that" Then get a mod that removes anything that isnt semi automatic bro, The whole point of damage mods is to make the gunfights high risk high reward. You can either play slow and steady with a methodical take on engaging opponents to enable you to survive a gunfight while being heavily outnumbered or you can go for the wild play that if it doesnt work out is guaranteed death but if it does you will dominate the fight.
I dont understand your issue with machineguns making things too easy when thats their job, Their main drawback is their weight, which to make machine guns more balanced for your sake, Play in hardcore where ammunition has weight, then you have to decide, Are you going into a heavy fight? Take your M249 chambered in 5.56x45 and load up with ammo, But if you are going in looking for loot, its more viable for you to take a trusty carbine instead so you can save on ammunition weight and bring home more loot.
Machine guns arent there for you to use as a looter, but to give you a severe edge in an offensive or defensive action.
Good video. For whenever you do another mod weapon battle. Can you do one for LMG/Machine Guns? Since we don’t have any real machine guns in the vanilla game outside the Vanilla Assault Rifle.
I'm looking for a fix or a good replacement for the mod "Better Locational Damage". "Weapon penetration settings" keeps setting damage resistance of all ammo to 0, even with the Armor Penetration Bug Fix. This seems to essentially make armor useless. I'm also unable to use "Stab and Break", even though I have it set to enabled in the MCM. I've installed the prerequisites, and the MCM works fine for other mods.
Again, I'm looking for a fix or a good replacement for "Better Locational Damage".
After playing with a completely 'immersive' set of mods in my LO for one playthrough, SCOURGE + HHO + TD, I can't say that I didn't enjoy it but I certainly feel like the weapon sandbox in Fallout loses a lot of its value when practically every rifle is the same, every pistol, etc etc. I found myself just sticking to using Kellogs Revolver with the cleanest sight for a decent portion of the early game; I had more than enough .44 to last me as the unleveled world meant two points in Scrounger had higher damage calibers littering the Commonwealth. You don't get to experience modded weapons the way that their authors intended them to be experienced, and with things like Dak's attachment pack now out, vanilla weapons are never really worth enhancing outside of a better sight and flat recoil reduction attachments.
There's a superb middle-ground if you want the best of both worlds - make headshots much more lethal with something like the 'Headshot Damage Multipliers' mod, so good accuracy is still rewarded with 3 - 5 shot kills on heavier enemies like Super Mutants, and... That's it. Bastion is still a totally valid mod if you like making your PA lore accurate, using GCM to tweak durability of NPC and even player parts. I also use DirectHit to reward headshots on unarmored targets even more. But yeah. The bullet sponge problem gets resolved with your headshots chunking enemies with enormous health pools, and you don't sacrifice what I feel is one of FO4's only redeeming features over other Fallouts with the fun gunplay and deep (modded) customization it can offer. You don't have to play like it's Tarkov either as the player levels and progresses their perks and stats like usual.
I've tried making Live Dismemberment work too and when it does it's great, but I keep getting headless creatures/synths and the only enemies that die instantly when decapitated are humans and ghouls so.
yeah with dismemberment mods you really do need balancing changes otherwise you end up never dismembering regular enemies and blowing all the limbs off bosses and having a mag dump into their head for five minutes
In life, You gotta sometimes just accept that somethings cannot be fixed 😅 In this case, trying to fix a system error.
I think the ideal would be to reinstall Fallout New Vegas's armor DT and DR and alternate ammo on the spot system and overall low HP for all enemies. Obsidian really fixed the bullet sponge by doing so.
So are there mods that make NPC vs NPC like this? I have a good setup for me vs the NPC but when I roll with 3-15 BOS soldiers they seem to die easy but I have them all laser weapons but they don’t do much damage yet I use the same laser weapon and 1-3 hit kill humans and similar creatures. They on the other hand have to shoot 20+ times.
Your videos are just different, you are great
I mod game in my way and instead of making it full shooter, I made it full rpg experience. It feels very balanced. I play on very hard, where enemies deal 4times more damage than you, they also heavily outnumber you. To match their power you use perks. At first there is no way you kill supper mutant by yourself, but later on, you become able to kill a whole group. To fix the bullet spoungines I use scourge as well as mod that multiplies all damage dealt to and by player 3 times. This way the game feels like many other shooters. You kill most humans by 2-3 headshots with weak weapons, but if you take perks, you might eventualy become able to 1 shot. If you use more powerfull weapon or craft your weapon for more damage, you 1 shot most enemies that dont wear powerfull defensive gear. Granades become lathal again. Instead of normal granade doing 130 damage, very hard difficulty reduces it to 65 and your 3times dmg mult mod increases it to almost 200. This kills all humans and deals very high damage to super mutants. If enemy shoots you with pipe rifle in early game for 12 damage, difficulty multiplies it to 24 and 3times mod gets it to 72. If you have some damage reduction, this damage would be reduced to 40. If you have 150 health, you can only take 4 body shots. Game becomes way more tactical, bullet spounginess removed and rpg element reckts you in the early game, but rewards you in the late game. I dont like some solutions like removing damage perks as this leaves you with no choice than to invest into the remaining op perks. Gun nut becomes op if you wont be heavily penalized for automatic receiver and commando becomes useless. This removes any balance of perk system. You also still have defensive and economy perks so removing damage perks wont prevent you from becoming stronger. Also the headshot multiplier is a fail implementation. Imagine you use minigun and aim for the head. Even if you miss 4 out of 5 shots while aiming for the head, you still deal the same damage as if you aimed for the body and hit every single bullet. Body shots are lethal too, while headshots dont allways kill, so it doesnt make sense even from the real world perspective. Thaths why general damage multipler is better. With the 3 times damage mod you actualy deal 6 times more headshot damage and 3 times more bodyshot damage. This feels way more balanced that 5 times headshot and 1 times body. Show me any other game that has such a high headshot damage. None. Becouse it changes the way you play. Sneak snipers become op. How are you gonna compensate for melee builds? What about companions that rarely shoot head? Its all garbage now becouse of headshot multipler change that favorites only certain playstiles.
Well not 5 times headshot damage but counter strike comes close by having 4x headshot damage multiplier
i haven't tested to see if it works, but synthesis generates a json folder that contains the settings for caliber and unleveled commonwealth that appears to have all the settings used in the program's ui. it's possible that you can bypass synthesis's laggy ass settings tab by using a text editor and the json file instead. again, i have not tested it!
the folder it outputs to is synthesis > data > fallout 4 > caliber-damage-overhaul or unleveled-commonwealth, depending on what you're using
Have you tried _ Balance _ ? It's not perfect but its simple and works with all weapon mods. Robots are still bastard hard to kill but meat stuff is appropriately yielding, helmets are more functional etc.
Wasteland Ballistic cover this problem for me.
What about Unbogus Health Scaling?
It was the first kind of mods i made myself even before the creation kit came out.
In my opinion the mods you showed are a must have. All this stupid bulletsponge shit makes no sense.
But unfortunetaly my own mod doesnt work anymore and I have no time to fix it.
What i also changed was all kinds of explosives and heavy weapons. I wanted to have a system which was inspirated by the older warhammer40k rules,
where tanks had a specific toughness and you can only damage them, if your weapon has a minimum strength.
I wasnt able to create this system 1 to 1 without the creation kid or more deep modding. Instead I made tanky monsters very healthy with high armor and gave explosive weapons also a ton of more damage.
So you would really need a rocket launcher at least, if you want to kill the big bots or huge monsters in this game.
Also I made most human people more resistent to laser weapons and bots less resistent. Because Plasma does both dmg types, I left it as it is, but i made the projectiles a bit faster.
I also added the starwars laser projectiles mods for the standard laser weapons, because it looks amazing and is fun.
The synth laser weapons still remained as the regular blue beams. But I also gave them higher fire rates and bigger magazines but less dmg.
This was fun but redoing all this stuff will take a while. Maybe with the creation kit I will do it again.
I am using true damage and hardcore health but you also need some sort of armour damage resistance mod to go with it. I am using Damage Resistance mod and sub mods but it doesn’t cover modded armours always so need a better option
for me i just hate heavy weapons in general in alot of games. it should be where you either need to use a bipod while prone or a tripod secured to a spot to be able to use it while having to lug around lots of ammo or use power armor to allow you to use it without recoil making a shot past the first few impossible. i'm thinking of getting fallout 4 on pc when its onsale and add tons of mods and this was exactly what i needed. i rarely actually enjoy a mod list video, however you did it well. Fo4 on Console is awful because of the lack of good mods
i think the game with my favorite LMGs would be foxhole. it has mounted guns and LMGs. the LMGs are expensive require you to lug around heavy ammo and require you to stay prone to keep stability high. stability is accuracy in that game and it goes down when you move or move your mouse wildly fire your weapon or are under suppressing fire but gets improved when using cover or crouching or going prone. the mounted guns require someone with a tripod over their shoulder and another person with a mounted gun over their shoulder. the gun and tripod use both hands and are quite heavy meaning it slows you down prevents you from firing your weapon without dropping it and messes with your stamina
One downside fron Caliber Damage Overhaul: Rechambers doesn't affect damage.
There is only one thing that does not make sense to me in these Overhauls for weapons, how are NOT ballistic weapons treated?
Ive been trying to install caliber but all it does for me is reduce the damage of weapons and it seems like the bullets dont get any bonus damage to remedy this. Does anyone have a solution?
great vid man
Any1 got something that tones down the base turrets with this setup? I love the game play but one or two heavy machinegun turrets at my base turns a swarm of 20 synths into a trash pile in 2seconds lol.
I know I can house rule myself to not use them but was wondering if there is another fix
Great video, thanks!
Which combo of these mods would be best if I’m trying to do a light vanilla plus overhaul?
Hell yeah new Pancuronium just dropped
I can't ever get 20/3/5x headshots to work with any live dismemberments
Both edit body part data, so only one mod can work at a time.
@@PancuroniumB I figured. Although, disabling head dismemberment and explosion seems to work with headshot multipliers. At least in my case. I assume disabling a function is a bit different than tweaking specific values?
It depends on how it's done. Decap and dismemberment can be disabled through body part data, but there likely are other ways to do it via scripts, game settings or weapon records. I know in FNV dismemberment/decap can be disabled per weapon, and there are game settings to reduce the overall chance of it happening. I assume this is still true in FO4.
@@PancuroniumB Well, the feature didn't affect modded weapons, so the change could be specific enough not to overwrite entity data directly. Who knows. Definitely not me.
So i tried unleveled commonwealth with true damage. Everything seems really easy tbh. I used scourge and true damage a bit before and i actually ran into a problem of getting one shot by shotguns. Tbh im kinda lost on if unleveled is meant to be this easy
I am using the following mods:
Spell Perk, Scaling Flag, Scourge, Level Up Menu, Hot Diggity, True Damage (only Perks enabled plus Diggity Patch), Direct Hit, Hardcore Health O, Bastion, Weapon of Fate, Caliber Overhaul, and Armor Fix Patch.
Now I have two questions: Is it normal that the 10mm only deals 2 damage? Even my fists deal more than this.
Do I need to turn off something for 'True Damage' in the McM, if iam only using Perks.
If you're only using the Perks esp you shouldn't need to turn anything off. Something's wrong, your weapon should be doing 10x as much damage, which means something is overwriting CALIBER's changes to ammunition records. You'll need to check in FO4Edit.
I'd recommend stop using the word "Fix" when describing what these mods are doing with fallout 4's base gameplay design.
These mods are not bug fixes. Your looking to change the gameplay to better suit a shooter you vibe with. Cool. But your not fixing anything. Your changing the base mechanics.
Great video, nice to see the options have changed since I last played.
Fallout 4 makes new vegas power armored enemies seem paper thin and those guys have DT
If something is generally acknowledged to be a problem (and the bullet sponges nature of enemies in Fallout 4 most definitely is) whether it's an intentional design feature or a bug using the term 'fix' to describe methods or mods that correct it is completely fine as it's a widely recorgnised problem with the gameplay.
Don't language police other peoples videos dude, more subscribers doesn't grant you some inherent authority. I
Scourge and unleveled Commonwealth dont exist on Xbox what do i do?
Can I ask a question?
For the mods that help with realistic damage, do they change the modifications you can add to your weapons and the skill bonuses you get from things? Some add better accuracy in general/VATs, some add less recoil etc - do we still have these or do they modify the perks a bit to help balance things out?
Other bonuses of perks/weapon mods beside damage are still there in most mods, yes.
Still waiting on a review with wasteland ballistics, not the best but neat.
Thanks so much for these videos. I am looking forward to getting a maim playthrough and a non-maim playthrough. Personally I've actually done a couple vanilla/ vanilla+ playthroughs recently and have actually found some enjoyment of the vanilla systems ironically. Due to that personally I think I will try deadeye with the head destruction system instead of guaranteed headshot deaths. I feel like that combined with the other numerous mods will give the best feel to me. But not sure if I'll run into the issues you did. But either way thanks for these videos they've been very helpful!
is there any mods that makes firing on long distances more effective? There is no way bullets are loosing that much k1LL1ng power over a 60 meters💀
Most vanilla weapons have a property (I can't look up the name right now, I'm waiting for my mods to update to "next-gen") that makes them lose 50% (or more with shotguns) of their damage beyond a certain range. Setting that to 0% would help, and it may be possible to universally affect all weapons with the RobCo Patcher. However, I don't think weapons can shoot beyond the cell loading distance (and there would be no AI to hit either), and that's only a few hundred meters away.
That F4 is an RPG is only because everything and anything are RPGs these days.
Anyone have issues with the ferals heads popping off and still coming at ya with hard core health overhaul?
I noticed that too later on, it's just how it is. I guess ferals don't need the top part of their brain. Synths share the same oddity, they can survive without a head.
Thanks for the response, thought maybe I just made a mistake somewhere. Good video man to the point and informative
On the Hardcore Health Overhaul Nexus page the mod author says using HHO and Scourge together is redundant, but watching this video I was under the impression you recommend using them both. Did I misunderstand?
If you only care about health changes it's redundant since SCOURGE will overwrite all of HHO's values there.
HHO's body party data edits (limb damage multipliers and non-lethal dismemberment) aren't overwritten by SCOURGE. This is the reason you'd want to use them together.
I'd *love* to see your LO.
I go into FO4 Edit and find the weapon I want and crank up the base damage.
I’m playing on Xbox and most of these mods aren’t on Xbox is immersive Gameplay 5 a good mod?
Does SCOURGE work with Hardcore Health Overhaul? Cause Hardcore Health Overhaul's health changes to the player are more clean than the player module.
They work fine together, just load whichever mod you want to win conflicts later. SCOURGE's scripted stat changes to NPCs will overwrite HHO's manual edits to NPC records regardless of load order, however.
@@PancuroniumB Bet that's what i was thinking i just needed to get something to edit the players scaling health and the SCOURGE player module looks to have some issues. Also hands down you gotta be the best mod reviewer cause ive been following these vids for recommendations while building a new fo4 mod list of 1000 mods.
there's no need to try and "unmake fo4 as an rpg", because it's not really an rpg to begin with. really, you can keep both things, just make skills affect anything other than weapon damage... but bethesda are far too lazy to actually do anything interesting like that.
Not sure if it's off the table or not but have you ever considered do a similar series on Skyrim?
Requiem is probably the best overhaul of combat damage and efficiency I've seen.
Does this make the game too easy? I understand it’s more realistic but maybe that isn’t what I want in a game like Fallout. This all seems cool but couldn’t I just aim for the head and become the Wasteland overlord and have no challenges?
Does anyone know what animation mod he’s using for the deliverer at 17:18
Another Deliverer Reanimation by CADAVVER. I'll put that in the description.
@@PancuroniumBmuch appreciated. That looks like one of the better deliverer animations out there
hey man, if I can ask, where is the colt m1908 vest pocket or fn vest pocket pistol from?
I can't be certain because I don't know these weapons by their real names, but they should be from the .45 Pistol or .22 Pack mod.
@@PancuroniumB I'm referring to the gun at 0:07
It's a unique weapon from the .45 Pistol mod.
I love the reviews just one question are u AI. The way defualt is said??
First 4:30 of this video is insanely helpful
Can you do a mod battle for deathclaws?
love the videos!
Good afternoon sir! Love fallout 4!
Is there a mod like ture damage for xbox?
Is there a Xbox version of this? I havent been able to find any other mods other then maim2 on Xbox.
hey man a little question, caliber damage fit well with scourge ?
Yep, they work fine together. I used them in my recent 50 hour playthrough and didn't have any problems aside from some minor balancing issues with CALIBER and Munitions (9mm doing more damage than .45 for example).
@@PancuroniumBuuu thanks for the dataaaaaaaaaa
Anybody know of any mods like true damage for Xbox?
What's the mod that caused your hands to be covered in blood on 16:17 ?
MAIM adds a blood shader effect whenever you bleed.
@@PancuroniumB thanks.
There is Excessive Blood Spray Overhaul
that adds blood texture that covers you (or npc) when someone is dismembered near them, but its textures arent on par with that texture from MAIM.
Maybe will try to replace one with another
I must weirdo then because i dont find out enemies being too bullet sponge, actually pretty mutch other way i feel on higher level most enemies die way too fast.
Thank you for the video