Part 1, Weapons. This also changes health, explosions, and some other stuff. Weapons: Gun damages are now based on caliber. 5mm (sentry bots)=70 5.56 (turrets)=73 7.62=79 .45-70=98 .308=101 .50=200 Guass=200 Shotshell=10 pellets doing 24 damage each for a total of 240 .38=60 .45 (mister gutsies with combat rifles)=64 10mm=70 .44=75 Broadsider=369 Harpoon=150 (unchanged) Junk Jet=50 Railway Rifle=100 (unchanged) Vertibird Noseguns=250 each explosive rounds. Energy weapons are more arbitrary. Alien=199 Assaultron=200 Cryolator(robots w/cryo)=35 Flamer=30 (automatic, was originally 1, might need changed, but probably no more OP than an automatic laser) Gamma=20 Institute Laser (blue laser weapons in general)=133 Eyebot, Mister Handy=95 Gatling Laser=95 Laser Musket=115 Laser (gun,turret,protectron)=126 Liberty Prime Laser=100+133EnergyDam (can disintegrate) Plasma=174 Salvaged Assaultron Head=126 Tesla=126 Melee Assaultron Blade=65 Assaultron Claw=55 Baseball bat=56 Baton=44 Behemoth Anchor+Bolder=500 Board=44 Boxing glove=29 Caltrops=15 Cane=45 Combat Knife=50 Deathclaw Gauntlet=60 Deciples Blade=58 Fire Hydrant Bat=300 Hammersaws for bots=120 Grognak's Axe=120 Knife=40 Knuckles=45 Lead Pipe=50 Machete=60 Meat hook=48 Mr. Gutsy/Handy Pincher=40 Mr. Gutsy/Handy Saws=60, 65 on DLC bots Pipe Wrench=55 Pool Cue=45 Pole hook=60 Power fist=80 Protectron claw, NIRA melee=40 Revolutionary sword+Chinese officer sword=63 Robot Axe/baton/drill/hammer/hook/saw/skull=80/60/70/85/60/65/90 Robot Construction=50 Rolling pin=33 Ripper=20(automatic, up from 4) Shishkebab=63+20EnergyDam, 80+20 for robots Sledgehammer=74 Switchblade=39 Tire iron=43 Acid Soaker poison damage from 5 to 10. Weights were changed: .44 pistols/western revolvers no longer checked as "bolt action." The cool cocking animation is gone, but it fires as fast as you need it to. Lasers/plasma don't disintegrate/gooify. 10mm weight from 3 to 3.25. Assault Rifle weight from 8 to 20. Broadsider weight from 18 to 97. Combat Rifle uses .308. Base Capacity Halved. Combat shotgun base capacity from 8 to 4. Projectile # from 8 to 10. Cryolator weight from 10 to 20. Deliverer uses .38. Capacity from 8 to 7 like real PPK. Double Barrel Projectile # from 8 to 10. From 5 to 10 for companions. Flamer weight from 15 to 27. Guass Weight from 8 to 12. Gatling laser, animation fire seconds from 1 to 0.033343, weight from 18 to 50, fires instantly w/o charging. Harpoon Gun weight from 16 to 41. Institute laser capacity from 30 to 12. Laser Rifle capacity from 30 to 12, weight from 3 to 4.5. Minigun speed from 3 to 6.6, animation fire seconds from 1 to 0.033343, fires instantly w/o charging up, weight from 16 to 68. Shoots crazy fast, like 60 per second like irl. Overpowered. Missile Launcher damage from 15 to 500. The impact of the missile itself should stack with the explosive damage. Pipe Bolt-action capacit from 6 to 5, weight from 3 to 3.5. Pipe Pistol weight from 2 to 4. Pipe Revolver weight from 4 to 3. Plasma weight from 2 to 4, capacity from 30 to 12. Power fist weight from 4 to 7. Radium Rifle weight from 7 to 6.5. Railway rifle weight from 9 to 19. Submachine gun capacity from 50 to 30, weight from 7 to 8. Tesla Rifle capacity from 15 to 12, weight from 8 to 16. Weapon spreads (aim model): Combat shotgun spread reduced from 12 to 10. Double barrel shotgun spread reduced from 12 to 6. Laser musket spread reduced from min4/max8 to min3/max5. Minigun spread reduced from min 3/max 10 to min 2.5/max 8, runaway - recoil shots increased from 20 to 50. Sentry bot minigun max spread reduced from 10 to 6. Virtibird attacks when staggered, ranged accuracy mult increased from .75 to .8. Vertibird minigun spread reduced from min 2/max 10 to min 1.5/max 4. The max/min range of all playable and companion ranged weapons was increased. Anything that is held by an NPC, not integrated weapons on robots. 2x for shotguns, 3x for pistols and 6x for rifles and energy weapons. This excludes the alien blaster, salvaged assaultron head, gamma gun, squirtguns, railway rifle, tesla rifle, junk jet and thrower types like flamers. Treated the broadsider like a rifle and harpoon gun like a pistol. Object Modifications: This would be a huge list, but essentially, the mods add weight instead of multiplying it. Many mods that produce little or no change to the gun's appearance add no weight at all. As a result, your modified weapon should only weigh a couple pounds more depending on what's on it. The weapons that I didn't make incredibly heavy on purpose are much lighter. Only mods for energy weapons or ammo changes will effect damage. Energy weapons gain much less than they do in vanilla though. Projectiles: Missile speed doubled from 2500 to 7500. Minutemen Artillery flare speed reduced from 2500 (thrown at the speed of a literal missile) to 1400 and timer increased from 0.8 to 2.5 seconds. Timers for mines reduced from 1.5 to 0.5. Explosions, most were simply doubled: Artillery strike from 1000 to 2000. Baseball grenade from 100 to 200. Bottlecap mine from 300 to 600. Broadsider from 75 to 150. Car large and small from 200 to 400. Cryo grenade from 100 to 200. Mine from 100 to 200. Cryo projectile from 20 to 40. Explosive projectile from 25 to 50. Fatman from 450 to 1200. MIRV child explosion from 450 to 900. Frag grenade damage from 150 to 300. Child explosion, mines, and trap grenades from 100 to 200. Fusion core from 100 to 600. Fusion core meltdown from 300 to 600. Gas trap explosion from 5 to 100. Grenade shell from 50 to 100. Heavy projectile from 100 to 200. Liberty Prime Nuke from 500 to 5,000. Minutemen artillery damage from 200 to 600, outer radius from 1000 to 1250, IS radius from 10,000 to 12,500. MinArtilleryActorForce Outer radius from 786 to 850. Missile explosion from 135 to 270. Missile shell small sentry from 30 to 60. Moneyshot from 25 to 50. Nuka grenade from 300 to 600. Oil trap initial from 8 to 16. Oxygen tank from 200 to 400. Plasma grenade damage from 150 to 300, outer radius from 500 to 550, IS radius from 800 to 900. Pulse grenade outer radius from 500 to 650. Vertibird from 185 to 1200. Vertibird propeller damage from 50 to 400, force from 550 to 700. Vertibird hull chunk from 50 to 200. DLC01Mechanist pulse grenade outer radius from 500 to 650. DLC03SubBaseExplosion from 400 to 800. DLC04NukaNukeExplosion from 675 to 1350. DLC04NukatronCherry from 150 to 300. Quantum from 100 to 200. DLC04Frag MIRV from 150 to 300. DLC04NukaCherryGrenade from 200 to 400. DLC04NukaQuantumGrenade from 300 to 600. DLC04NukatronColaExplosion from 25 to 50. DLC04SentryShoulderCherryExplosion from 20 to 40. Game Settings: fEnduranceHealthMult to 0. fPowerArmorNPCArmorDamageMultiplier from 3 to 1. fNPCHealthLevelBonus reduced from 5 to 0. fDiffMultLegendaryChance for all difficulties to 0. fdiffmultlegentaries all 0. These don't have a copy in FO4Edit, though they were changed via Creation Kit and seem to be in effect when the mod is installed: iNPCBasePerLevelHealthMult set to 0. fDefaultHealth set to 80. fLowLevelNPCBaseHealthMult value of 1. fNPCAttributeHealthMult 0. fEpicLootMaxPCLevelMult 0. fEPicLootWeighting 0. fDiffMultLegendaryRarity_H 0. fDiffMultHPBy and ToPCTSV set to 1. fPCBaseHealthMult 0. fNPCHealthLevelBonus = 0 fHealthEnduranceOffsset = 0 fHealthEnduranceMult = 0 Player starts at 80 health and gets 5 per level of endurance, same as usual, but the HP gain from leveling up should be drastically reduced. All base/template human and ghoul NPC types should have 100 HP. Nearly all of the generic human and triggermen NPCs were set to use the stats of the template NPCs, but it doesn't seem to have worked. So the player still needs to level for the appropriate perks to get the most out of their weapons, armor and character in order to deal with them at higher levels. They still don't sponge up damage near as bad. Enemies can be underwhelming at first, but anything with a gun will be dangerous from the start. Legendary enemies and items shouldn't spawn. The leveled item changes are just too long to type out. Handmade Rifle and Lever Gun and their ammo types are added to normal rifle/automatic leveled lists. Nearly all ammo and weapon leveled lists should be unleveled. Radium Rifle and Western Revolver are limited to their respective DLCs. Vehicle healths tripled for smaller cars and quadrupled for larger ones to deal with higher damage. NPC healths adjusted to be at a baseline of 100 for humans/ghouls, 400 for super mutants, etc. The templates are changed and many unique NPCs as well. The object effects EnchPulseGrenadeEnergyDamage and the DLC01 for the mechanist have attached the base effect "dtPlasmaEffectChanceAlways 'Damage Type Energy'" adding a magnitude of 600 dmg to all robot races. Damage related NPC perks reduced to 0 additional. Adrenaline reduces accuracy by increasing the cone of fire mult by 5% or .05 each level. Vertibirds made much more durable. DRs 270 after the strongest doubled, HP made 8000. Part 2, Armors. For this, I pretty much just doubled every DR value Energy DR in (). Except: Power Armor: Raider limbs from 50(25) to 100(50), helm from 100(50) to 200(100), chest from 200(100) to 400(200) T45 limbs from 50(30) to 150(90), helm from 100(60) to 250(150), chest from 200(130) to 400(260) T60 limbs from 130(85) to 180(120), helm from 180(120) to 280(180), chest from 280(185) to 480(320) T51 limbs from 90(60) to 260(170), helm from 140(90) to 360(240), chest from 240(160) to 560(370) Radiation Res. upped by 10 for each limb, 30 for chestpiece. X-01 limbs from 170(110) to 340(220), helm from 220(140) to 440(280), chest from 320(210) to 640(420) Radiation Res. upped by 15 for each limb, 40 for chestpiece. I swapped the changed values to benefit the armors that I think should be best. For example with T60 and T51, when I doubled these values, I gave T51's 90x2 to T60 and T60s 130x2 to T51. T45 got multiplied differently too. I also swapped the durabilities, with T45 getting X-01's (T45 is steel and logically would be far more durable), T60 getting T51's (middle), T51 getting T45s (advanced, but fragile), and X-01 getting T60s (better than T60 in every way and tougher too) I made Synth heads have no armor rating for some reason. They're probably headbands or something or literally just heads. Seems PA always spawns in old canon models, T-45d, T-51b, and T-60 given a b, whether it had a model at any point or not. T51 and T60 battery drain rate swapped in favor of T51. PowerArmorPerk changed, bashing damage modified by 2x. PADamageMult WAS changed from 1 to 0.8 so 20% of damage would be reduced in conjunction with armor DR. This seemed overpowered, so I undid it. PA impact damage from 14 to 28, perk also doubled to 60 or something. Part 3, Consumables: Weary, Starving, Severe Dehydration prevent running. All foods originally had benefits cut in half. Removed. Still leaving this as a component because having to walk when already struggling to that degree is an understandable redline and keeping it seperate makes opting out easy. Part 4, Perks and survival dmgmult perks: Survival damage incoming and outgoing now 1x, from 2x and .75x. Adrenaline negatively impacts accuracy by 10% each level. Damage increase from Rifleman, Gunslinger, Commando, dropped from 20% per level to 10% per rank to keep things under control. Demolition Expert, Heavy Gunner reduced to 5% per rank. Basher improved. 25% per rank, doing 2.5x at the final rank. Courser perks same as player perks. Mister sandman perk from 30% to 10% Bloody Mess perk half as good. Gunfu half as good. Legendary double damage and accuracy perks changed. There aren't legendaries. If uniques have these, worth a look. Big guns, energy weapons, explosives, small guns bobbleheads down from 25% more critical damage to 10%.