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Delirium_Logo.png.ffb3a2a2be7c4f75948f5d728a648ee3.png

 

Current Version:  4.4c
Requirements:

All DLC

Version 4.4c {What's on the tin......} 

****DISCLAIMER**** 
Delirium is a standalone overhaul mod. 
Fresh characters are required! 
NOT COMPATIBLE WITH AWKCR. 
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! 
***END OF DISCLAIMER*** 

An abridged notation of mod contents and features. 
Fixed numerous bugs. 
Tweaked Game Settings related to respawn timers, and difficulty-to-xp scaling. 
Enabled Limited 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 (with food)! 
And SO MUCH MORE! 

Unique Weapons now have their info located on a conveniently obtained/crafted holotape found at the exterior of vault 111's elevator, or at the delirium bench under (Delirium Mode) category! 
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! 

**Note:** 
Need support or want to see the change-logs? stop by my Discord and chat with me! 
https://discord.gg/4MX4XNP

********* 
Still here?... Want to spice up Delirium some more? 

Check for other supported Delirium Content on Bethesda Net!

The Fuckening and Jimmy's Point Redux!

******** 
Next Gen Update Creations Support: 
Be sure to download the following patches to add support for the free Creations from the NGU 
- Tesla Canon [Patched] 
- Hellfire Power Armor [Patched] 
- Makeshift Weapon Pack [Coming Soon] 
- X-02 Power Armor [Patched] 
- Heavy Incinerators [Coming Soon] 
- Enclave Remnants [Patched] 

Cheers!

 

 

Delirium Docs: 

https://docs.google.com/document/d/1mBSEwwtGnqmKhyAo7a-9xAgnbLvkSal-UjAUarPkhH4/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!

Edited by Ravvynfall
HUGE Updates, check the GDoc, too many to list!


What's New in Version 4.4c

Released

Hey guys, been a while, forgot to update this for quite some time.

 

The list of changes between version 3.5 and 4.4c are quite expansive, so I'm linking my gdoc for the changes to save us all some time.

This will be the final update here, as I've taken heavily to uploading regularly to bethesda net, and very slowly uploading to nexus. 

A noteworthy change to highlight is the compatibility made for, and welcoming of playstation into the Delirium family. Proudly available for all 3 platforms now!

https://docs.google.com/document/d/1mBSEwwtGnqmKhyAo7a-9xAgnbLvkSal-UjAUarPkhH4/edit?usp=sharing


User Feedback

Recommended Comments

toastonrye

Posted

FYI - There is a newer version available in the in-game Fallout 4 mod menu, search for Delirium there. At time of writing the version hosted here is 2.8 and the latest is 3.5.

So far it seems to work with the rest of my mods loaded with MO2.

Ravvynfall

Posted

On 12/4/2022 at 9:49 AM, toastonrye said:

FYI - There is a newer version available in the in-game Fallout 4 mod menu, search for Delirium there. At time of writing the version hosted here is 2.8 and the latest is 3.5.

So far it seems to work with the rest of my mods loaded with MO2.

Thanks for bringing this to my attention. it has been updated here, as well as live on bethesda net now.

 

Happy Holidays, and Merry Krampus!

Ravvynfall

Posted

Emergency Version Rollback:

Gamebreaking Bugs Found in 3.6 Update!

Tye2424

Posted

Hey I've been playing through your mod on Xbox one and I love a lot of the changes you made. It's obvious to me you've played a lot of fallout and you know what makes it fun. Anyways.. I got a mod that added in the explorer perk at level 18 and I noticed the rusty campers everywhere. So I went into the campers fought the raid bosses at around level 30 or so (it was fun as hell). Anyways I fought like all 5 of these guys on very hard, it was a blast. They dropped these key cards. I got #0 #1 #2 #3 and #4 meaning I beat 5 raid bosses in total. I found the decrepit camper in the glowing sea. I can't get into it. I'm not sure what I'm missing. Do I need to go into the dlc? Are there more raid bosses in far harbor and Nuka world I need to beat first? I didn't really wanna go to those places until I cleared the map cause I'm weird like that. Any hints at all would be appreciated. Even though your mods amazing I can't find shit about it online. 

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