I hadn't heard of it yet, but it sounds really good by this review! I just have to try it on my Xbox, so I went ahead and ported it. I left a comment with the link on the mod page as well. Thanks for the cool mod!
Thank you for making it and thank you to the dude who ported it, it’s a truly great mod. Now I just wish someone would make a mod to make damage caliber based on Xbox and I would never need another mod.
The intro makes me think back to how fallout 1 and 2 works where if you hit a critical in a spot where it does serious damage if you get lucky on a really tanky enemy you can kill it with just your bare hands
As much as I liked some of these health overhauls, I really want to keep the RPG feeling Fallout games are known for. I really enjoyed how New Vegas tackled gameplay, certain enemies still felt threatening at high level, but were still circumventable with the right perks and weapons/ammo. I hope the FO4:NV team manages to get the DT system to work on a modded basis like the RobCo Patcher does for some of the mods here
Good comment, and same here. I don't like the direction the fallout 4 nexus is going (and has been going) towards for a while, where the whole transforming the game into Tarkov thing seems to be the new norm. People need to remember that this an RPG first and foremost.
@@vintner_ I think a large part of the blame lies with Bethesda for making Fallout 4 less of an RPG than any of their prior titles. Simplified perks, simplified dialogue. Besides, New Vegas didn't have silly levels of health scaling either. And it had a hardcore mode.
I played with Hardcore Health Overhaul when BrandyBoy released his video and guide about it. Standardizing enemy hp values AND applying damage purely by caliber was fantastic. Fully recommend taking that route, at least assuming everything about the guide still applies and hasn't been broken in some way.
I think HHO is broken. For example, .308 only does 8 damage. Idk about you, but that doesnt seem right to me. .22lr does a single point of hp damage. 1.
@@natmilcur The next gen update happened after my comment. Could be that completely breaks HHO, or maybe you didn't follow some step of the guide just right. I don't really know, haven't looked into it recently. I do know Bethesda's update broke a whole lot of mods.
Hardcore Health Overhaul is where its at. I can’t play Fallout 4 on the Xbox without it. Every NPC’s health scaling makes sense now and I can use SKK’s damage modifier to lower my damage output at high levels so I don’t end up one-shotting everything.
I made an alternative to SCOURGE called Unleveled Commonwealth (which in my opinion is better because of its implementation, also doesn't need the scaling flag remover) that keeps the relative balancing of NPCs between different tiers. It uses similar values for health, armor, etc but distributes them intelligently. It's also more compatible with creature mods (even ones that add new races) out of the box and adding explicit compatibility is trivial compared to making an add-on for SCOURGE. Difference is you need a new game for it to work. Now that you mentioned the True Damage critical damage issue, I could easily make an alternative for that as well in the same way I did this one if it's actually needed. I stopped playing Fallout 4 lately so I haven't thought about it.
I like this. The one thing that dissuaded me from Scourge was the fact that tiers didn't matter. A Super Mutant Overlord could have the same health as a normal Super Mutant
@@anzack2551 Yeah I was miffed about that as well, plus when I made it, the Scaling Flag Remover was not out yet so it would routinely break when I leveled up. I'll make the true damage one as well in a couple days probably. I'm working on other projects currently so I don't have time, but it should only take a couple hours.
No. Your initial premise that having rpg elements inherently creates bullet sponges is wrong. What creates bullet sponges is developers wanting to give 'substantial' numbers of %boosts to damage and durability, in order to 'give a feeling of player power progression'. When in reality, they could spend more time on soft stats like reload speeds, recoil reduction, movespeed, etc. The other major contributor is the lazy use of scaling algorithms instead of hand tweaking the variants and CAPPING the stats within reasonable bounds.
Beat me to it. I would much rather an fps rpg make my character feel like an inexperienced shooter until I level their skills. I can roll at any level in fo4 even with hardcore difficulty overhauls because my fresh out of the fridge lawyer is being piloted by someone with over a decade of fps experience.
@@lv83bloodknight And because vanilla weapons damage is terrible on most of the guns and then you have some guns that you dont even notice that you are playing very hard difficulty because weapon is so overpower.
Fallout 1 and 2 with combat speed set at Fast don't feel very bullet spongey(relative to the turn based system), i always feel like i can kill enemies fast like that but also they can kill me very fast if i f**k up.
@@BlueFusion2910 Fallout 1 and 2 relied more on static encounter zones and beef-gating via equipment. The damage thresholding system meant if something truly felt 'spongy', you had brought the wrong weapons to that fight.
Hardcore Health Overhaul made by ItsYaBoyBrandyBoy. He also has a UA-cam channel, and in the video he said that he made the mod manually...anyway thanks for video, awesome as always!
It's not a damage overhaul but I really like wasteland wound care. It reduces the effectiveness of Stims and adds in some other options for healing. It's not maim, but I kinda found maim to be annoying when the stim nerf was really all I wanted
Funny that nobody hasn't mention that hardcore health overhaul mod makes manually adjust each npc health. i can only imagine how long that have been taken.
Scourge breaks any sensible boss fight and make them a joke. I won't say it's recommendable untill there is a way to exclude unique NPCs. Although it is a very practical and effective way to eliminate the bullet sponge issue. Since I didn't know if there's a better alternative I think I might actually try and tweak that aspect my self.
Maim 2 is on Xbox and I've had no issues running it. A small quirk is it doesn't technically start running until you take a hit, finding a sanctuary radroach helps.
Could you do a video on Power Armor Gameplay/Overhaul mods? There’s one called Power Armor Restrictions that prevents you from using heavy weapons + Assault Rifle unless you’re in power armor. It works on a tag system rather than by weight
All of this feels so pointless. I just set the player and enemy damage both to x2 and it fixes literally everything. The game feels very realistic and balanced. It's almost like the Bethesda gameplay team actually did their jobs properly but then some executives nephew played it and complained and made them change it at the last minute so they threw in some quick half-assed change.
would you be willing to share your scourge config settings more in depth? what intimidates me about scourge is that i have no idea what are actually good and fair values for me to set as i’ve never really delved into fallout 4 on a statistical level. if it helps i’m a big fan of frost and dust and do want that “shot or be shot” gameplay
Ideal settings heavily depend on the damage of the weapons you want to use, as well as the body part damage multipliers you're using (eg. vanilla has a 1x damage multiplier for torso shots, CURSE has 1.5x, BLD has 2.5x) and the difficulty damage modifier. My advice is to find out how much damage a .50 cal shot to the torso does (or whatever attack you don't want any human to survive) and set Human maximum health to be a bit below that, and their minimum health to 1/3 or 1/4th of the maximum value. Repeat the process for all other races and save your changes using MCM Settings Manager.
Maim is designed around Modded weapons honestly and it has a whole host of extra aid items it's basically adding in the damage + healing system of EFT into Fallout 4 but i have no idea about the problem you were having with it
Ahh, thnx for noticing the critical damage boost when using True Damage. I was scratching my head when I one shot critical a Deathclaw with a 308 rifle.
I have a mod that caps player level at 100. It's limiting in a creative build way - you can no longer become god with all perks. Enemies don't scale too ridiculously. I also have a custom balance mod where enemies do double damage and the player does normal. So enemies can be killed at a good pace but so can you.
A mod that caps the player level has always been essential for the gameplay feeling i try to orchestrate. I need to clarify that i'm on Xbox and the only mod that i have found perfoeming this fundamental function is the mod Level Cap which i have been using for years as a staple. Is this the one you're refering to, or have i missed something?
i use direct Hit + Hit 'em where it hurts + SCOURGE + Bastion I also use Combined Arms + Combined Arms Expanded + Combined Arms Tweaks (CAT) ---> these weapons have a true damage style damage normalization, bullet drop, headshot multiplier etc. Also, i dont play with vats. Vats is for weaklings. I used F4SE custom mapping to set vats off. Now my VATS key on controller (LB) is auto-move. works pretty well. lightweight and not script heavy like PANPC and BLD
can use direct hit and better locational damage without the base scaling hp mods? i dont mind the bullet sponges if these mods make more lethal already
i like BLD. but i feels like the power armor are too weak because of it. even after i install armor upgrade and bastion(power armor overhaul) by the same author, any recommend to make power armor a power to be reckon with? i imagine it as a tank but it can get crushed easily lol with BLD
you installed MAIM 2 incorrectly. The MAIM distributor and MAIM 2 esps MUST go at the very end of your load order. The only esps you can have after them are previsbines and the m8r complex item sorter mod esp, nothing else. This will ensure stimpacks actually work, not to mention the rest of MAIM's mechanics. For the record, MAIM 3 (still in beta on the author's discord) solves these slightly fussy installation requirements and features other improvements too. Even when MAIM IS working correctly, stimpacks are very very slow-acting and only heal your health bar, nothing else. You need to use MAIM's other items to heal specific types of injury on specific body parts. If you're into that sort of thing it's far and away the best mod of its type out there at the moment
Well i dont lnow im still using true damage and munitions already have a patch for it and it feels good.Wgen i feel the damage is off you can always adjust it in MCM
Hey have you considered doing workshop mod battles? I know theres a metric ton of settlement object mods but I think comparing the most popular ones that add the same vanilla objects to the menu would have potential.
With perks and the AK style weapon from Nuka World, the bullet sponge problem is solved for me. My settlements produce bottle caps and I have the bottle cap perk at level 3, so I always have enough bottle caps to buy 7.67mm ammo.... Currently the weapon does around 90 damage, but I'll soon be able to get it to over 130 damage. I hardly notice when I'm facing a legendary enemy. I also have Ada, the robot, who has gatling lasers on both hands and a head laser. The thing shoots a lot of things away and I then destroy the rest with the overpowered AK. The bullet sponges were a problem for a short time, but with weapon peks and the second best weapon in the game (the battle rifle), the problem is basically solved. I'm now annoyed by a mechanism that makes the opponent immediately flinch away as soon as I aim at him. It's really annoying when I see how the opponent reacts to my mouse pointer, like in a bad web ad. You point at him and he slides away like a magnet on the wrong side.
Another thing i noticed on my game from true damage It seems when using with bastion the power armor doesnt seem that resistant as it shouod be nor it makes the power armored enemies true tanks I hate bullet sponges but i feel for this game the power armor will make sense to make enemies a bit of bullet sponges But all that happen on my game oniy not sure if anyone else had same problem Edit: another side issue for using all those mods minus True Damage, my character barely takes any damage while enemies seems normal
strange how maim worked pretty flawless for the past year for me, on the rare occasion i got the no healing but i just used force refresh in mcm and it would be solved. wondering if some of my engine fix mods help out or if its hardware related (ryzen cpu vs intel type stuff hell maybe even windows 11 vs 10 ).
I agree with most of what you said, quibble with a little, but the genius of all this is how modding allows everyone to tweak the experience to our own tastes. Fallout 4 has gone from a mediocre Fallout title to my favorite game thanks to mods like these, and it's time for developers to both recognize and acknowledge that.
My first playthrough of fallout needed some better damage mods. Loved my entire playthrough and when I played vanilla, I realized how jarring and problematic vanilla's damage system is.
on Xbox should I use a combination of hardcore health overhaul and better locational damage perks only or is HHO by itself enough to rid myself of bullet sponges and become a balance experience?
Could you please recommend to me a great weapon collection mod to use. Something that doesn't require any special tweaking, I'm kind of a basic player and just want to change up the weapons.
@@PancuroniumB I really appreciate your response! Do you know of any mods that will significantly increase the density of units in the game and allows you to stumble into fire-fights between other factions. I remember there was a mod like this for Skyrim and it was awesome, as these worlds can feel so empty at times. Also I was thinking, it would be cool if you made a video where you create like a list of the very best mod of each category, that are easy to install with links to them in NMM and then people can just like watch the video, click the links and enjoy their game. It would probably be a very popular video / resource for us older players.
iv been using maim for over a year now, its always worked for me but im also running a mod that adds tarkov healing items. pretty sure they are supposed to go together. it makes gameplay brutal though. not recommended for the casual player youl just rage quit and uninstall
Hey i have a overhaul mod you could check out its called gunfighters framework ive been using it for awhile it dose a mix of this alot of other mods do but in a more convenient and polished way
I actually love the bullet sponges. Gives a great challenge. Anyway, like in the description I have used a bunch of mods to balance my game. Including incoming and outgoing damage, having every character and npc level the same, bigger enemies like rad scorpions, behemoths and mirelurk Queens very strong and mostly do one hit kills. So sometimes running away, finding shelter and regrouping is better. I use a mod that also brings all friends to me to regroup. I increased the amount of enemies to make it challenging if there are many weaker enemies. I increase or decrease the power of my weapons according. For example a headshot from a sniper rifle on a normal person without head Armor must be a one hit kill. The bigger enemies can basically only be killed with heavier weapons, rad scorpions don't cheat any more by burrowing through concrete and stuff. So I now have a good balance of weapons to get me through almost any situation. I also die a lot so have used a revive system where companions can revive me within 60 seconds before it's game over. Sometimes this doesn't work because the companions are so damn stupid.
Pancuronium, i though it was this video but must not have been, but i swear you recommended once a mod that makes enemies in PA actually wear helmets, could you link that for me please?
what do you think of robco patcher i tried installing it keep getting robco patcher dll cant open even tho the dll file is in the mod folder when i downloaded it
the problem with True Damage is that its made for people who completely remove energy weapons from the game, as True Damage doesnt touch any energy weapon so it if u wanna play with energy weapons you need to make your own patch for true damage as there is no publicly available patch for energy weapons and true damage.
Energy weapon isnt modify by True Damage unless you change the sliders in MCM, so you dont need a patch. If an energy weapon from a mod is doing less damage it likely does not have the energy weapon keyword.
Why would True Damage work with energy weapons? They don't fit into the design philosophy at all. A fusion cell has no damage spec, it's just a battery. The same caliber bullet fired from any gun will have similar kinetic energy, though.
@reaperanon979 what do u mean "why?" Im not complaining. Im telling people something ab the mod which was not mentioned in the vid. One person responded to my comment saying "oh thats why my rifle did Jack damage". That was the intent of my comment lol
@@MarkoGh Guess I just don't understand why someone would expect it to. It would be weird if it did. It's not made for someone who removes energy weapons at all, though. The default energy weapon balancing is rather fine with it, they work as they should.
Taking whatever RPG elements are left in Fallout 4 out completely is a bit too much in opinion Bullet sponginess in FPS RPGs is more of an issue of player feedback rather than RPG mechanics I would say Having a High health enemy exhibit that using actual mechanics instead of a huge health bar would help I guess Example, similar sized enemies with differing health could be distinguished by more armor that would fall off as a mechanic similar to synths Or mutants of higher health could be much larger with meat chunks falling off similar to doom All high health enemies could also have multiple behavioural states full health tired crippled disabled etc based on health instead of looking, behaving and responding the same way from start to the end of encounter thereby taking away from the bullet sponge feeling
I don't like BLD because Commonwealth Raider sometimes wear NukaRaiders armor. They are all just raiders but no, even barbaric brainless groups on earth wears uniform. There are no Warboy or The Buzzard they are just raider gang, no.
@@lv83bloodknight That's all fair and subjective, but values should still be somewhat reasonable. There's no way a mere human in combat armor should be tanking more damage than a Deathclaw or Super Mutant Behemoth.
Idk, Fallout doesn't feel spongy to me. And it's the most RPG game of the entire series. Yet numbers don't get nearly as ridiculous as in F3 and F4. Sure enemies grow in toughness as you progress through the game, but by the end you feel neither underpowered nor overpowered. On top of that, i don't remember it featuring firearm bonus damage. They deal the damage they deal it's just enemies getting better gear as you move through the story and across the map. Well, of course Fallout 2 is also RPG, but it does give you bullet sponges much sooner, imho. At least that's how I remember it. In other words, it's not RPG mechanics that make enemies spongy. It's how Bethesda implements it. It's this modern trend of «GIMME BIG NUMBERS». 99999999999 critical headshot, fifty 999s flying out of the enemy as you shoot it. 🟨ULTRA RARE, 🟨* [ ! LEGENDARY ! ] 🟨[ ! ICONIC ! ] * 🟨 .22 pistol 🟨 ( RAINBOW PAINTJOB ) 🟨 Damage: oVeR9o0o!1!1! Shoots 50 bullets pEr Sh0t! Cyberpunk had the exact same issue and it took them 2 years to finally make the game enjoyable.
author of the CURSE mod here, I didn't think anyone would notice my mod but thank you for reviewing it! 👍👍
I love you.
I hadn't heard of it yet, but it sounds really good by this review! I just have to try it on my Xbox, so I went ahead and ported it. I left a comment with the link on the mod page as well. Thanks for the cool mod!
Thank you for making it and thank you to the dude who ported it, it’s a truly great mod. Now I just wish someone would make a mod to make damage caliber based on Xbox and I would never need another mod.
As an xbox user I have a lot to thank you and dreadedjake for freeing my LO from tons of standalone mods. Its running great so far.
@@dreadedjakeI was looking for it on Xbox but i couldn’t find it
The intro makes me think back to how fallout 1 and 2 works where if you hit a critical in a spot where it does serious damage if you get lucky on a really tanky enemy you can kill it with just your bare hands
As much as I liked some of these health overhauls, I really want to keep the RPG feeling Fallout games are known for. I really enjoyed how New Vegas tackled gameplay, certain enemies still felt threatening at high level, but were still circumventable with the right perks and weapons/ammo. I hope the FO4:NV team manages to get the DT system to work on a modded basis like the RobCo Patcher does for some of the mods here
Good comment, and same here. I don't like the direction the fallout 4 nexus is going (and has been going) towards for a while, where the whole transforming the game into Tarkov thing seems to be the new norm. People need to remember that this an RPG first and foremost.
@@vintner_ I think a large part of the blame lies with Bethesda for making Fallout 4 less of an RPG than any of their prior titles. Simplified perks, simplified dialogue. Besides, New Vegas didn't have silly levels of health scaling either. And it had a hardcore mode.
@@OppetsismiimsitsitcHardcore Mode doesn't have anything to do with combat difficulty, apart from companions dying
@@kaizenregimen Yes, and that's a good thing.
yep, I agree it makes combat more urgent@@Oppetsismiimsitsitc
4:07 the amount of locations with seams like that, most notably in mod added content, is INSANE.
I played with Hardcore Health Overhaul when BrandyBoy released his video and guide about it. Standardizing enemy hp values AND applying damage purely by caliber was fantastic. Fully recommend taking that route, at least assuming everything about the guide still applies and hasn't been broken in some way.
I think HHO is broken.
For example, .308 only does 8 damage. Idk about you, but that doesnt seem right to me.
.22lr does a single point of hp damage. 1.
@@natmilcur The next gen update happened after my comment. Could be that completely breaks HHO, or maybe you didn't follow some step of the guide just right. I don't really know, haven't looked into it recently.
I do know Bethesda's update broke a whole lot of mods.
Appreciate it.
Hardcore Health Overhaul is where its at. I can’t play Fallout 4 on the Xbox without it. Every NPC’s health scaling makes sense now and I can use SKK’s damage modifier to lower my damage output at high levels so I don’t end up one-shotting everything.
Does hardcore health overhaul work well with survival difficulty?
Your comparison videos are so helpful! I’ve been trying to decide between a bunch of these mods for a while!
Game configuration menu is the most essential mod imo
If you just turn global damage multiplier up it can solve the damage sponge issue on its own
I made an alternative to SCOURGE called Unleveled Commonwealth (which in my opinion is better because of its implementation, also doesn't need the scaling flag remover) that keeps the relative balancing of NPCs between different tiers. It uses similar values for health, armor, etc but distributes them intelligently. It's also more compatible with creature mods (even ones that add new races) out of the box and adding explicit compatibility is trivial compared to making an add-on for SCOURGE. Difference is you need a new game for it to work.
Now that you mentioned the True Damage critical damage issue, I could easily make an alternative for that as well in the same way I did this one if it's actually needed. I stopped playing Fallout 4 lately so I haven't thought about it.
Have you released it or are still working on it? I googled "Unleveled Commonwealth" and searched on the nexus but couldn't find it.
I like this. The one thing that dissuaded me from Scourge was the fact that tiers didn't matter. A Super Mutant Overlord could have the same health as a normal Super Mutant
@@anzack2551 Yeah I was miffed about that as well, plus when I made it, the Scaling Flag Remover was not out yet so it would routinely break when I leveled up.
I'll make the true damage one as well in a couple days probably. I'm working on other projects currently so I don't have time, but it should only take a couple hours.
Where can you download this mod of yours? @reaperanon979
@@reaperanon979where can we find Unleveled Commonwealth?
No. Your initial premise that having rpg elements inherently creates bullet sponges is wrong. What creates bullet sponges is developers wanting to give 'substantial' numbers of %boosts to damage and durability, in order to 'give a feeling of player power progression'. When in reality, they could spend more time on soft stats like reload speeds, recoil reduction, movespeed, etc. The other major contributor is the lazy use of scaling algorithms instead of hand tweaking the variants and CAPPING the stats within reasonable bounds.
Beat me to it. I would much rather an fps rpg make my character feel like an inexperienced shooter until I level their skills. I can roll at any level in fo4 even with hardcore difficulty overhauls because my fresh out of the fridge lawyer is being piloted by someone with over a decade of fps experience.
Bullet sponges are there because their AI is terrible. Something that continues in Starfield. Bethesda should hire Greslin to script their AI lol
@@lv83bloodknight And because vanilla weapons damage is terrible on most of the guns and then you have some guns that you dont even notice that you are playing very hard difficulty because weapon is so overpower.
Fallout 1 and 2 with combat speed set at Fast don't feel very bullet spongey(relative to the turn based system), i always feel like i can kill enemies fast like that but also they can kill me very fast if i f**k up.
@@BlueFusion2910 Fallout 1 and 2 relied more on static encounter zones and beef-gating via equipment. The damage thresholding system meant if something truly felt 'spongy', you had brought the wrong weapons to that fight.
Hardcore Health Overhaul made by ItsYaBoyBrandyBoy. He also has a UA-cam channel, and in the video he said that he made the mod manually...anyway thanks for video, awesome as always!
As of late October 2023, True Damage has a patch fixing the critical hit issue. Rejoice!
I just lazily did a 5x incoming damage and outgoing damage mod, it works somewhat but I need to upgrade
It's not a damage overhaul but I really like wasteland wound care. It reduces the effectiveness of Stims and adds in some other options for healing. It's not maim, but I kinda found maim to be annoying when the stim nerf was really all I wanted
Funny that nobody hasn't mention that hardcore health overhaul mod makes manually adjust each npc health. i can only imagine how long that have been taken.
Scourge breaks any sensible boss fight and make them a joke.
I won't say it's recommendable untill there is a way to exclude unique NPCs.
Although it is a very practical and effective way to eliminate the bullet sponge issue. Since I didn't know if there's a better alternative I think I might actually try and tweak that aspect my self.
Maim 2 is on Xbox and I've had no issues running it. A small quirk is it doesn't technically start running until you take a hit, finding a sanctuary radroach helps.
lore friendly audio quality lmao
Could you do a video on Power Armor Gameplay/Overhaul mods?
There’s one called Power Armor Restrictions that prevents you from using heavy weapons + Assault Rifle unless you’re in power armor. It works on a tag system rather than by weight
Maybe, but I can't promise anything.
"Enables non-lethal dismemberment for humans"
Nice
All of this feels so pointless. I just set the player and enemy damage both to x2 and it fixes literally everything. The game feels very realistic and balanced. It's almost like the Bethesda gameplay team actually did their jobs properly but then some executives nephew played it and complained and made them change it at the last minute so they threw in some quick half-assed change.
A critical patch has been released for true damage
would you be willing to share your scourge config settings more in depth? what intimidates me about scourge is that i have no idea what are actually good and fair values for me to set as i’ve never really delved into fallout 4 on a statistical level. if it helps i’m a big fan of frost and dust and do want that “shot or be shot” gameplay
Ideal settings heavily depend on the damage of the weapons you want to use, as well as the body part damage multipliers you're using (eg. vanilla has a 1x damage multiplier for torso shots, CURSE has 1.5x, BLD has 2.5x) and the difficulty damage modifier.
My advice is to find out how much damage a .50 cal shot to the torso does (or whatever attack you don't want any human to survive) and set Human maximum health to be a bit below that, and their minimum health to 1/3 or 1/4th of the maximum value. Repeat the process for all other races and save your changes using MCM Settings Manager.
Maim is designed around Modded weapons honestly and it has a whole host of extra aid items it's basically adding in the damage + healing system of EFT into Fallout 4 but i have no idea about the problem you were having with it
Ahh, thnx for noticing the critical damage boost when using True Damage. I was scratching my head when I one shot critical a Deathclaw with a 308 rifle.
all the valuses for hardcore health overhaul where set manualy (as the creator states in his video)
I have a mod that caps player level at 100. It's limiting in a creative build way - you can no longer become god with all perks. Enemies don't scale too ridiculously. I also have a custom balance mod where enemies do double damage and the player does normal. So enemies can be killed at a good pace but so can you.
A mod that caps the player level has always been essential for the gameplay feeling i try to orchestrate. I need to clarify that i'm on Xbox and the only mod that i have found perfoeming this fundamental function is the mod Level Cap which i have been using for years as a staple. Is this the one you're refering to, or have i missed something?
Is the CURSE Mod the reason why my char dont Jogging anymore when i press "W"? He only walks.
i use direct Hit + Hit 'em where it hurts + SCOURGE + Bastion
I also use Combined Arms + Combined Arms Expanded + Combined Arms Tweaks (CAT) ---> these weapons have a true damage style damage normalization, bullet drop, headshot multiplier etc.
Also, i dont play with vats. Vats is for weaklings. I used F4SE custom mapping to set vats off. Now my VATS key on controller (LB) is auto-move.
works pretty well.
lightweight and not script heavy like PANPC and BLD
No Fallout Unbogus?
By far best Combat Overhaul for this game still. Nice, even development of skills.
can use direct hit and better locational damage without the base scaling hp mods? i dont mind the bullet sponges if these mods make more lethal already
Yes.
I use Wasteland ballistic, pretty good damaged overhaul.
i like BLD. but i feels like the power armor are too weak because of it. even after i install armor upgrade and bastion(power armor overhaul) by the same author, any recommend to make power armor a power to be reckon with? i imagine it as a tank but it can get crushed easily lol with BLD
you installed MAIM 2 incorrectly. The MAIM distributor and MAIM 2 esps MUST go at the very end of your load order. The only esps you can have after them are previsbines and the m8r complex item sorter mod esp, nothing else. This will ensure stimpacks actually work, not to mention the rest of MAIM's mechanics. For the record, MAIM 3 (still in beta on the author's discord) solves these slightly fussy installation requirements and features other improvements too.
Even when MAIM IS working correctly, stimpacks are very very slow-acting and only heal your health bar, nothing else. You need to use MAIM's other items to heal specific types of injury on specific body parts. If you're into that sort of thing it's far and away the best mod of its type out there at the moment
Well i dont lnow im still using true damage and munitions already have a patch for it and it feels good.Wgen i feel the damage is off you can always adjust it in MCM
How about a video of better shotgun or better realism mods? Great video also.
Hey have you considered doing workshop mod battles? I know theres a metric ton of settlement object mods but I think comparing the most popular ones that add the same vanilla objects to the menu would have potential.
I'll add that to my long list of ideas to consider.
@@PancuroniumB lol maybe you'll make more than 4 bucks
Hell I wish I was making 4 bucks a day on UA-cam! Maybe I'll reach that lofty goal eventually.
Faction overhaul mods?
With perks and the AK style weapon from Nuka World, the bullet sponge problem is solved for me. My settlements produce bottle caps and I have the bottle cap perk at level 3, so I always have enough bottle caps to buy 7.67mm ammo.... Currently the weapon does around 90 damage, but I'll soon be able to get it to over 130 damage. I hardly notice when I'm facing a legendary enemy. I also have Ada, the robot, who has gatling lasers on both hands and a head laser. The thing shoots a lot of things away and I then destroy the rest with the overpowered AK. The bullet sponges were a problem for a short time, but with weapon peks and the second best weapon in the game (the battle rifle), the problem is basically solved. I'm now annoyed by a mechanism that makes the opponent immediately flinch away as soon as I aim at him. It's really annoying when I see how the opponent reacts to my mouse pointer, like in a bad web ad. You point at him and he slides away like a magnet on the wrong side.
Another thing i noticed on my game from true damage
It seems when using with bastion the power armor doesnt seem that resistant as it shouod be nor it makes the power armored enemies true tanks
I hate bullet sponges but i feel for this game the power armor will make sense to make enemies a bit of bullet sponges
But all that happen on my game oniy not sure if anyone else had same problem
Edit: another side issue for using all those mods minus True Damage, my character barely takes any damage while enemies seems normal
with the true damage update what combo of mods would you recommend ? thx for the amazing reviews anyway !
I don't know for sure right now. I need to make a part 3.
strange how maim worked pretty flawless for the past year for me, on the rare occasion i got the no healing but i just used force refresh in mcm and it would be solved. wondering if some of my engine fix mods help out or if its hardware related (ryzen cpu vs intel type stuff hell maybe even windows 11 vs 10 ).
Yeah but if you combine Direct Hit with Deadeye from the same author youre good to go
Why is all the gore green? Is that a UA-cam safety thing to prevent getting flagged?
So which of the Recommended mods would you recommend on a serious playthrough? Which are the best combo?
The problem is "skill scaling" a proper rpg does not scale and let you because a god or puts you on the same level as the enemy
"Enemies eat my bullets because I'm low leveled." It's an RPG, and you're low leveled. What did you expect?
I agree with most of what you said, quibble with a little, but the genius of all this is how modding allows everyone to tweak the experience to our own tastes. Fallout 4 has gone from a mediocre Fallout title to my favorite game thanks to mods like these, and it's time for developers to both recognize and acknowledge that.
My first playthrough of fallout needed some better damage mods. Loved my entire playthrough and when I played vanilla, I realized how jarring and problematic vanilla's damage system is.
on Xbox should I use a combination of hardcore health overhaul and better locational damage perks only or is HHO by itself enough to rid myself of bullet sponges and become a balance experience?
HHO by itself will do the job. Tho personally I still use Maim 2
Could you please recommend to me a great weapon collection mod to use. Something that doesn't require any special tweaking, I'm kind of a basic player and just want to change up the weapons.
WARS isn't a bad choice if you only want to use one mod.
@@PancuroniumB I really appreciate your response! Do you know of any mods that will significantly increase the density of units in the game and allows you to stumble into fire-fights between other factions. I remember there was a mod like this for Skyrim and it was awesome, as these worlds can feel so empty at times.
Also I was thinking, it would be cool if you made a video where you create like a list of the very best mod of each category, that are easy to install with links to them in NMM and then people can just like watch the video, click the links and enjoy their game. It would probably be a very popular video / resource for us older players.
iv been using maim for over a year now, its always worked for me but im also running a mod that adds tarkov healing items. pretty sure they are supposed to go together. it makes gameplay brutal though. not recommended for the casual player youl just rage quit and uninstall
Hey i have a overhaul mod you could check out its called gunfighters framework ive been using it for awhile it dose a mix of this alot of other mods do but in a more convenient and polished way
I actually love the bullet sponges. Gives a great challenge. Anyway, like in the description I have used a bunch of mods to balance my game. Including incoming and outgoing damage, having every character and npc level the same, bigger enemies like rad scorpions, behemoths and mirelurk Queens very strong and mostly do one hit kills. So sometimes running away, finding shelter and regrouping is better. I use a mod that also brings all friends to me to regroup. I increased the amount of enemies to make it challenging if there are many weaker enemies. I increase or decrease the power of my weapons according. For example a headshot from a sniper rifle on a normal person without head Armor must be a one hit kill. The bigger enemies can basically only be killed with heavier weapons, rad scorpions don't cheat any more by burrowing through concrete and stuff. So I now have a good balance of weapons to get me through almost any situation. I also die a lot so have used a revive system where companions can revive me within 60 seconds before it's game over. Sometimes this doesn't work because the companions are so damn stupid.
best mod for that is the SURVIVAL OPTIONS MOD
Pancuronium, i though it was this video but must not have been, but i swear you recommended once a mod that makes enemies in PA actually wear helmets, could you link that for me please?
I don't think I ever did, and I'm not sure what mod you're thinking of. Power Armor to the People, maybe?
@@PancuroniumB Don't think so, i must have imagined it or conflated it with something else, thanks for the reply though :)
what do you think of robco patcher i tried installing it keep getting robco patcher dll cant open even tho the dll file is in the mod folder when i downloaded it
Read the midnight ride modding guild 😇
the problem with True Damage is that its made for people who completely remove energy weapons from the game, as True Damage doesnt touch any energy weapon so it if u wanna play with energy weapons you need to make your own patch for true damage as there is no publicly available patch for energy weapons and true damage.
So that's why my rifle was doing Jack damage...
Energy weapon isnt modify by True Damage unless you change the sliders in MCM, so you dont need a patch. If an energy weapon from a mod is doing less damage it likely does not have the energy weapon keyword.
Why would True Damage work with energy weapons? They don't fit into the design philosophy at all.
A fusion cell has no damage spec, it's just a battery. The same caliber bullet fired from any gun will have similar kinetic energy, though.
@reaperanon979 what do u mean "why?" Im not complaining. Im telling people something ab the mod which was not mentioned in the vid. One person responded to my comment saying "oh thats why my rifle did Jack damage". That was the intent of my comment lol
@@MarkoGh Guess I just don't understand why someone would expect it to. It would be weird if it did.
It's not made for someone who removes energy weapons at all, though. The default energy weapon balancing is rather fine with it, they work as they should.
wouldnt that make game progression pointless?
Taking whatever RPG elements are left in Fallout 4 out completely is a bit too much in opinion
Bullet sponginess in FPS RPGs is more of an issue of player feedback rather than RPG mechanics I would say
Having a High health enemy exhibit that using actual mechanics instead of a huge health bar would help I guess
Example, similar sized enemies with differing health could be distinguished by more armor that would fall off as a mechanic similar to synths
Or mutants of higher health could be much larger with meat chunks falling off similar to doom
All high health enemies could also have multiple behavioural states full health tired crippled disabled etc based on health instead of looking, behaving and responding the same way from start to the end of encounter thereby taking away from the bullet sponge feeling
Try modern firearms tactical edition. It end the bullet sponge problem.
modern firearms is heavy scripts mod , avoid this mod . you use single guns mods
where to get this green blood effect
i hate seeing blood in my game
there are tons of gore removers on the nexus
Yeah damage scales with the player not the gun.
So if you dont use cheat mode auto aim like me then trye damage is still recommended? Lol
Why are all the gibs green?
Probably dude's squimish at red colors, or maybe trying to not be demonitized by UA-cam? Either or.
@@bluenightfury4365 My take on them is that they could have been badly textured.
Bullet sponge on survival mode is not that bad
true damage is unusable because on bug with criticals? lol bro
I think FNV has the better gunplay just because there are no sponges
Subscribed.
Can you pair these mods with S7 Skill System - A Skyrim Style Leveling Overhaul?
I don't like BLD because Commonwealth Raider sometimes wear NukaRaiders armor.
They are all just raiders but no, even barbaric brainless groups on earth wears uniform.
There are no Warboy or The Buzzard they are just raider gang, no.
Its dumb because the point of getting stronger is that enemies become easier 😒
Is fallout London a fallout 4 mod or is it fallout 4 modded?
Can you mod fallout London?
Can you mod a mod?
Is fallout London a modded mod?
So thats why im getting 1 shot lol cause of true damage 😅
Now fix FO76... Oh, wait... It's always online... Xd
Wtf is a defalt you mean default😂
Enemies are only bullet sponges because you play Fallout 4 like it's an FPS
Fallout 4 IS an FPS. Just because it's an FPS _RPG_ doesn't mean it should take four magazines to kill a high-level Gunner.
Depends on what kind of shooter you like
Vanilla Fallout 4 is basically a looter shooter like Borderlands/Destiny/Warframe/Division.
@@lv83bloodknight That's all fair and subjective, but values should still be somewhat reasonable. There's no way a mere human in combat armor should be tanking more damage than a Deathclaw or Super Mutant Behemoth.
Idk, Fallout doesn't feel spongy to me. And it's the most RPG game of the entire series.
Yet numbers don't get nearly as ridiculous as in F3 and F4. Sure enemies grow in toughness as you progress through the game, but by the end you feel neither underpowered nor overpowered. On top of that, i don't remember it featuring firearm bonus damage. They deal the damage they deal it's just enemies getting better gear as you move through the story and across the map.
Well, of course Fallout 2 is also RPG, but it does give you bullet sponges much sooner, imho. At least that's how I remember it.
In other words, it's not RPG mechanics that make enemies spongy. It's how Bethesda implements it. It's this modern trend of «GIMME BIG NUMBERS».
99999999999 critical headshot, fifty 999s flying out of the enemy as you shoot it.
🟨ULTRA RARE, 🟨* [ ! LEGENDARY ! ] 🟨[ ! ICONIC ! ] * 🟨 .22 pistol 🟨 ( RAINBOW PAINTJOB ) 🟨
Damage: oVeR9o0o!1!1!
Shoots 50 bullets pEr Sh0t!
Cyberpunk had the exact same issue and it took them 2 years to finally make the game enjoyable.