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Gameplay Changes

Mods that alter some aspect of gameplay.

7 files

  1. Ring of Weightless Carry

    OVERVIEW - Provides to the player a ring that grants the wearer the ability to carry more items. The item would be considered by most players to be overpowered. However, it does provide the ability to harvest more items without constantly having to sell, scrap or store items. There are no scripts in this mod and there is a bit of lore-building so that it is not entirely story-breaking.
    WHERE DO I ACQUIRE SUCH A WONDERFUL ITEM? As always, the first clue is free: It is in an outside cell.
    Second clue -
    Third clue -
    Oh, just tell me where it is ALREADY!
    As always, constructive feedback is welcomed. I seriously questioned whether or not to release this as a public mod. I did build it as such and so, therefore, I decided to finally release it if only because I'm sure that there are a few players who may regard it as useful. Enjoy.




  2. Far Better Far Harbor - Exploration Expanded

    Far Harbor Exploration Expanded
    Welcome back to Far Harbor!
    Far harbor has plenty of places to explore but I felt it was missing a few extras in some of the more sparcely populated areas and places to rest were even more scarce so I fixed it. This adds a player home in the harbor and another stash house on the other side of the island as well as several lot spots and several suprises. 
    IMPORTANT: This mod includes my Better Far Harbor Information Center as an All In One (AIO) the form number did not change so you should be able to add this in its place (unconfirmed) but I still recommend a fresh game if you have been to Far Harbor.
    This mod does NOT break precombines so it is safe to use with BostonFPSFix and PRP (Loade before PRP). 


    1 comment


  3. Better Generators 2022

    Better Generators 2022

    Ever thought the power output of the lower tier generators was a little on the low side? This simple set of edits boosts the power output of the 4 entry-level generators.
    Vanilla generators scale poorly with the fusion gen, with the 'fusion', having 10x the output of a large generator (with their large footprint). There was nothing between 10 > 100, which was a big omission in my opinion.
    With Better Generators, It now takes 6-7 Large generators to match the output of a fusion generator, which is a more reasonable imo. The ratios between the 3 standard gens, is virtually identical to vanilla.
    See below. 
    Better Generators 2022 AIO
    An expanded version that overhauls the power consumption of most of Fallout's key powered buildable items. These are realism edits and the upshot is, it makes (most) items consume more power than vanilla. It includes the features of the basic Better Gen file.
    Overview of changes
    Powered turrets
    Decon Arch
    Water Purifier* and Industrial Water Purifier
    The changes are almost exclusively focused on power CONSUMPTION. Items stats, are otherwise not changed, with one exception*. The water purifier(and gens) have had their stats\output altered, build costs increased and its power consumption\output increased. The three powered pumps, are basically the same ratio energy wise to water output. ~ 5 to 1.
    The water purifier, is now a more viable option between the water pump and the Industrial purifier.
    Most turrets cost more power to operate. For example, In the vanilla game, the fusion generator could power up to 50! heavy lasers, which is not reasonable.
    With AIO, the same generator will power a more realistic, 20 heavy lasers. 
    The spotlight turret, now only consumes 1 power.
    Bottom line, the more power-hungry an item or process is, its power consumption has been tweaked to some degree. A few items power consumption has been reduced. This is a realism file, so, if you dont like that kind of thing, or are not looking for that, dont drop comments here saying you dont like that, really. Fallout 4's water purifiers for example, are not an especially efficient tech, and that is what this file is meant to (better) reflect.
    Power hungry laser turrets, no longer consume power at the artificially low vanilla rate. 
    Changes (Power)
    Small Generator:      3 > 5
    Medium Generator: 5 > 10
    Large Generator:    10 > 15
    Wind Turbine:           3 > 5
    The materials requirements for the improved generators, and the Purifier(AIO) have also been boosted proportionally from their base recipes.
    Trouble Shooting. 
    Existing turrets\devices will display the vanilla energy consumption in build mode. To 'update', simply store the turret, or device, and place it again. It will then display the updated power consumption.
    If you dont see the new generators power boosted to the levels above, move the file down your load order until you do in case there is another mod changing the same items.
    Safe to add or remove at any time. Installing this will give an immediate power boost to all existing gens.
    Should be compatible with most load orders w/o issue. Some mods and overhauls may modify some, or all of the same values as BG 2022. 
    This file is geared for users looking for a lightweight, vanilla power overhaul, and are looking for a realism edits that are consistent with the vanilla game.
    This file should sync well with scarcity-type of mods, providing they dont alter the same objects of course.




  4. Delirium - Difficulty Overhaul Mod

    Current Version:  3.5
    All DLC
    {What's on the tin......}
    Delirium is a standalone overhaul mod.
    Fresh characters are required!
    Delirium MUST be loaded last in your order when using alternate start mods,
    or else it WILL break your game, no exceptions!
    This was found by aggressive testing,
    Delirium will prevent leaving your cryopod if it is not last in load order!
    Delirium is a massive overhaul that modifies vanilla records,
    therefore, it should NEVER be used with OTHER overhaul mods.
    Delirium is NOT intended for heavy load orders,
    due to high risk of mod conflicts!
    An abridged notation of mod contents and features.
    Fixed numerous bugs.
    Tweaked Game Settings related to respawn timers, and difficulty-to-xp scaling.
    Enabled Console Commands for Survival Mode.
    Buffed several enemies, health pools, damage, and regen rates have been tweaked.
    Rebalanced or Reworked nearly all weapons.
    Reworked several effects, including legendary, molotov damage, etc.
    Tweaked energy-based ammo to behave similarly to fusion cores.
    Added unique crafting bench with unique recipes.
    Added new unique crafting system utilizing a blueprints system, blueprints are craftable and purchaseable.
    Added craftable armor.
    Added craftable weapons.
    Added customizable ammo conversion feature to most ballistic weapons.
    Added craftable power armor.
    Removed armor pieces from concord rooftop power armor frame.
    Removed nearly all "wild" power armor sets from the world.
    Buffed power armor health by 50%.
    Added craftable clothing.
    Added craftable helmets.
    Added craftable legendary effects, tweaked some names for clarity with crafting.
    Added craftable ammo, quantities determined by weight and type (energy, ballistic, etc).
    Added miscellaneous craftables.
    Created a new and unique "Canine Traits" system and framework for Dogmeat and Strong via craftables.
    Created Non-Faction Ballistic Weave alternatives.
    Added ballistic weave support to nearly all non-glasses type clothing.
    Tweaked several perks.
    Linked several crafting stations within their respective communities.
    Added new items to companion gifts.
    Created Several unique weapons and placed into the world space, check "hints" for clues.
    Added several Makeshift Camps, complete with map markers.
    Increased scarcity of vital medical supplies!
    Eliminated premature Power-Creep!
    Re-introduced Non-Vats Crit Chance!
    Location 1: Laser RCW; "I have everything you need for hot-blooded murder...cold..blooded murder..."
    Location 2: Prototype Plasmacaster; "....what's left of the old world...where america spied on their enemies..."
    Location 3: Atom's Glory; "cutting your teeth on honor will bring you here, and without it, you'll never find it."
    Location 4: Flak Cannon; "those abominations being close enough to smell, makes me sick to my stomach."
    Location 5: Chinese Assault Rifle; "sealed away near a cure, guarded by soldiers of fortune"
    Location 6: Grenade Launcher; "...come back later, thanks for your help..."
    Location 7: Prototype Enclave Rifle; "lost in the shell of atom's cracked and glowing womb..."
    Location 8: The Dragon: "Weak recruits so far. They break instead of honing to an edge."
    Location 9: Police Revolver; "I expected you to take your payment and leave."
    Location 10: Anti-Material Rifle; "At the pinnacle of murder for hire, you can unleash death from a mile away."
    Location 11: The Judge; “At the height of chaos bred from in-fighting, justice was lost.”
    Location 12: Final Stand; “With the cask in hand, a brave soul was spirited away, to be seen nevermore.”
    Location 13: Happy Slapper; "But on a throne, cold and still, hushed voices made use in times of secret and joy."
    Location 14: The Executioner; "Persecution or Forgiveness? Your home was destroyed, the perpetrator standing before you."
    Location 15: Meat Cleaver; "Drifting in and out of a cloud of despair, it was forgotten."
    Location 16: Sledge-o-Matic; "You will help me find...Milk of human kindness?"
    Location 17: Friday; "Long lost in the waters of time, once a place of great fishing and fun, now a death trap."
    Location 18: Jack; "Deep in the belly of blood and vision, you will know the way by the stench of death."
    Location 19: Baker's Dozen; "Want some Coffee? Careful, it's hot! I'll get it for you."
    Location 20: Colonel Mustard; "Was it Mrs. Plum, in the study, with the rope?"
    Location 21: The Sneeze; "It's said, there are fans of downing a glass of fuel, garnished with a mutant's toe, right before a big surgery."
    Location 22: Abyssus; “As the ouroboros, the man and machine meet as harbingers of all that is raze and rebirth, beginning again once more.”
    Location 23: Plague Bearer; “Far Harbor: Scorned on torn shores and scarlet rage, left this relic of putrid-spite, trapped in the mooring.”
    Location 24: Burninator; “Nuka World: Real nice view, if it weren't blotted out by blood and bribe.”
    Location 25: Ravvyn’s Talon; “Nuka World: Safe and sound, its attraction is electric!”
    Location 26: Uncle Buck; “Far Harbor DLC: Drowned in a bath of blood and brine, shifting and settling to the tides.”
    Location 27: Ol’ Skipper; “Far Harbor DLC: Lost in the land of faith and fishing, his kingdom's holy light shines upon it.”
    Location 28: Bog Blaster; “Nuka World: guess you could say that I like the peace and quiet, and the view... well, look for yourself. It's something else.”
    Location 29: Interceptor; "Locked in dark harmony, vigilance and virulence are equal foes."
    Delirium makes enemies just as dangerous as you and some even more. All of the vital changes that exist within this mod, impact everything that you AND your enemies have access to.
    In short, if YOU can, THEY can!
    Good Luck!

    Need support or want to see the change-logs? stop by my Discord and chat with me!
    Projekt Ardent: https://discord.gg/4MX4XNP
    Delirium Docs: https://docs.google.com/document/d/1rbERwg_-F_Vqurbn6kmQXAQOb-3xkSKelYxfuTMISOE/edit?usp=sharing
    Advice for New Users:
    After getting some major feedback from my users, I felt I should offer a piece of advice regarding the changes at the museum of freedom, aka "that damn deathclaw!"
    While the deathclaw is now, exceptionally dangerous, it is still killable. However, you will need to use various tactics to accomplish this. Ideally, you should avoid the encounter all together, and come back later when you are better equipped. But, if you intend to kill the deathclaw as soon as possible, I recommend a few of the following approaches.
    Hunt down the key for the cryolator that is hidden within vault 111 before leaving (yes, the key is hidden inside), and collect or craft some Jet after leaving. Using the cryolator with jet, is a pretty effective way to kill the deathclaw, so be sure to not waste your ammo on anything else until it is dead.
    Another tactic, and my personal favorite, is to track down a syringer and pick up/craft lockjoint joint syringes, and just lock down the deathclaw to keep it harmless while you burn it down with everything you've got (including the cryolator if that was picked up).
    Last potential tactic is to take advantage of the environment to effectively cheese it with doorways, molotovs, chems, and guns. This method is very hit or miss, but can work with a bit of luck.
    Good Luck!




  5. Locky Bastard

    The lockpicking minigame haunt your scavenging dreams ?
    You're role-playing as a not-so-subtle character ?
    You think picking a lock is stupid when you can just blow up the damn thing ?
    Well, my friend, you've come to the right place ! Become a Locky Bastard today !




    Nexus Page


    Click Me 
    Contains additional infos. Please head over there for support, bug report, feature request, and link to other mirros, console versions and translations.



    Locky Shot
    The success chance is tied to your weapon's type and your relevant perk using it, your locksmithing skill, and the level of the lock you're shooting at.
    Overall, this have a low/moderate chance of success, but can easily be repeated multiple times. The risk to break the lock each time you fail to open it, and the precious ammo lost in the process, is the downside of shooting instead of lockpicking.
    To shoot a lock, simply look at it, keep a small distance, aim your gun, and use the prompt. A few weapons such as the cryolator or the fatman cannot be used to open the lock. Also, safes cannot be shot open.

    With locksmith level 3, you can repair broken locks, but it will always turn them into master lock, harder to open.

    Locky Boom
    The success chance depend on your rank in demolition expert, and the level of the lock you're trying to blow up.
    Every lock can be detonated, even broken ones. This have a rather high chance of success, but will cost you an explosive and some precious adhesives, and you could end up just finding a stupid billard ball once you finally open it. Really worth it ? Your call.
    To detonate a lock, crouch in front of it and get close, you'll have a prompt to detonate it. If you don't have a suitable explosive equipped in the grenade/mine slot, or lack adhesive, a message box will warn you.
    Oh, and obviously, it's going to explode. Don't stay here ! Plus, it's going to alert nearby ennemies.

    Locky Kick
    Success chance is tied to your strength, though it have a very low impact if you're not wearing power armor.
    Only doors can be opened by kicking them. You can try as much as you want, until the door open. But if you're not wearing power armor, you're slowly going to injure your leg. If you do wear a power armor... well, your fusion core will have to give up a bit of energy.
    This have a very low chance of success without PA, and moderate with PA. There is no big downside if not playing in survival, except that you might spend a few minutes kicking at a door if the lock level is a bit high.
    To kick a door, stand in front of it, close enough, and draw your weapon.

    Locky Picker
    Not exactly a brand new feature, but to keep consistency (and remove the stupid gating), you can now try to open any locks, regardless of their level (except for those requiring a key, a terminal, or other fancy stuffs).
    Instead of giving you access to new locks to open, locksmith perks increase your chance of opening locks of the corresponding levels.
    Overall, lockpicking have been made slightly harder than vanilla if you don't have the right perk, and slightly easier if you do.

    Compatibility & Known Issues

    All of the potential compatibility issues and known issues are detailed in the readme. Please read it before reporting a bug.
    Before you ask, yes, it is 100% compatible with Locksmith. Doors/Containers locked with locksmith can be re-opened by locksmith (i.e. using the key you locked it with), and other locks can be opened using the various features from Locky Bastard.


    Each of the formula use one or several multipliers that can be edited using FO4Edit to tweak the success chance yourself. I wanted to do this via a simple INI file, but Beth kinda forgot to give us the possibility to read INI settings, sorry ^^

    Credits and Thanks

    PixelGamer, Vatiwah, Kottabos, AlChestBreach - Youtube reviews
    SparrowPrince - Original inspiration for the mod's name
    xXBlackWorkXx - German Translation
    Fireundubh - Original lock-level based XP based function
    noahdvs - Sound effect for Locky Kick


    The sound effect file provided by noahvds is licensed under Creative Commons License




  6. Fallout Unleashed

    This mod introduces changes to combat, sneaking, zones, and spawns and other factors that you can check in the list bellow .
    All zones have been overhauled , offering a wider and different ranges of spawned NPC levels. the leveled list has been modified too , in order to have more normal and legendary spawns .
    the messaging system has also been overhauled for better immersion .
    These modifications are non-linear, which makes game play even more unpredictable and exciting .
    the mod is a work in progress (other features will be added later) .
    The leveled list has been modified, filling the gaps in between levels for the spawned NPCs , and increasing the number of both normal and legendary spawns. The map marker fade distance is cut in half, giving a better exploration experience. The vendor respawn time (default 2 days) is now 1 day. The respawn of all locations is now 84 hours for both normal (default 168) and cleared (default 480) locations. The VATS max engagement distance has been increased. You can now target foes in VATS from further away. Your power armor fusion cells have ~40% more lifetime. The chance of running into legendary foes is doubled. You have a higher chance of finding legendary items. Sneaking is now much more fun and rewarding. Invest in sneak, you will need it! Overall difficulty has been increased by modifying the leveled actor multiplier for the various difficulty settings. Combat has been overhauled, in many ways, to be more challenging. More zoom on iron sights. Kill-cam odds have been reduced by 30%. VATS has been slowed down a bit, improving the experience. The in game messages has been overhauled, by changing them from third person to first person, in order to have better immersion . example :"you cannot use this right now" changed too "I cannot use this right now", "you cannot fast travel from this location" changed too "I can't fast travel from here" ...etc . more options here .


    Q: Do I need to start a new game, or will it work with my current save?
    A: If you have any other mods that modify the above parameters, there may be unpredictable behavior, most of which can be fixed by changing load order.
    you don't need to start a new game , it's better to go in an interior cell and wait 84 hours in order for the cells to reset .
    Q: Can I easily uninstall it, or will I lose my saved game?
    A: Given the nature of the modifications, there should be no problems with save games.
    No templates or quests were altered. The mod was made with FO4Edit.


    The mod is a single .esp file, just use Mod Manager, or copy it to your data folder and activate it within the launcher.
    Many thanks for neokio for his continous help .
    And many thanks to the FO4Edit team for their great work!




  7. Sane Fusion Cores

    Tired of your fusion cores running out like bad batteries? Yeah, so was I. Now they deplete in a more sane manner.
    Running while in power armor no longer consumes energy from the cell.
    Anything which consumes Action Points (VATS, sprinting, etc) consumes half the energy it used to.
    Yes, you might say it's a cheat mod, but I got tired of them running down so fast and not being able to find very many.




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