**This is a fan made modification made with unofficial tools. Use this at your own risk, and back up all save files and mods before using.**

Recommended Mods

Unofficial Fallout 4 Patch

Fallout 4 Balance Patch Change List







Legendary Effects



Buffs:

Nerfs:



Miscellaneous Adjustments:

Weapons

Guns

Melee Weapons

Throwables

Ammo

Crafting Recipes + Settlement Objects



Ammo

Beds

Water

Miscellaneous

[Wasteland]

Consumables

Consumables

Food

Chems

Drinks

Perks

Radiation

NPC's

Vendors

Game Settings/Misc

This mod rebalances Fallout 4 for people who mostly enjoy the vanilla experience, but feel it could use some balance adjustments.Relatively simple and subtle changes that are usually compatible with most other mods. I think most people will agree with these changes.Load this mod early on in your load order so your other mods can overwrite any changes.Some legendary effects were so bad they weren't even worth considering. The worst offenders were compensated, while some of the more exploitable effects were slightly toned down.Does 50% more damage against humans.50% more damage⇒100% more damage. These enemy specific effects were interesting, but simply didn't compete with other effects that work on all targets.Does 50% more damage against Mirelurks and bugs.50% ﻿more damage﻿⇒100% ﻿more damageDoes 50% more damage against ghouls.50% more damage﻿⇒100% ﻿more damageDoes 50% more damage against animals.50%﻿ ﻿more damage⇒100% ﻿more damageDoes 50% more damage against Super Mutants.50%﻿ more damage⇒100% ﻿more damageDoes 50% more damage against robots.50% ﻿more damage﻿⇒100% ﻿more damageAdds 10 points of energy damage and can turn enemies into goo.10 energy damage⇒12 energy damage. This is only increased to 12 because it scales off of perks for some reason (most effects don't)Chance to stagger on hit.New Condition - 50%⇒15% Chance to stagger for rippers. For comparison auto weapons have a 5% chance to stagger. This looks like an oversight.Target is poisoned for 10 seconds. (3 points poison damage per second)30 total damage⇒40 total damage This effect doesn't stack like some other similar effects, so it needs some help.Sets target on fire for 15 points of damage.15 damage⇒25 damage Similar to the poisoners effect, this doesn't stack.10% chance to deal 100 Electrical damage on a successful block.10% chance⇒50% chance Blocking is risky and hard to pull off, these effects need to be... charged up.Blocking has a 25% chance to set attackers on fire for 50 damage.25% chance⇒100% chance.20% chance to freeze the enemy when you block their attack20% chance⇒40% chanceDoes 10% more damage when looking down the sights.10% damage⇒25% damage This is still a lame effect, but at least it's usable now.Bullets explode on impact doing 15 points area-of-effect damage.15 damage⇒10 damage Thanks to shotguns, this effect needs to be toned down a bit. Thanks, shotguns.Targets bleed for 25 points of additional damage, spread over 5 seconds.25 damage⇒15 damage This damage ignores all resistances and stacks, making it possibly the best vanilla legendary effect. It needs to be... wounded.Time slows down for a moment while aiming.The "Legendary Slow Time!" Debug message that shows up in the corner of the screen has been removed.Slows time momentarily as the last round is chamberedThe "Legendary Slow Time!" Debug message that shows up in the corner of the screen has been removed.For the most part, weapons are relatively balanced. A few small base damage adjustments and weight tweaks to smooth things out and we'll be on our way.Energy weapons receive a larger boost because they do no benefit from any armor penetration effects.13 base damage⇒17 base damage. This helps raiders remain relevant throughout the game, as well as make a pipe weapon usable if it has a good legendary.34 base damage⇒35 base damage.24 base damage⇒26 base damage.30 base damage⇒33 base damage. This weapon shows up late in the game and the ammo is rare, but the damage didn't reflect that.8 base damage⇒10 base damage. This weapon is the main reason heavy weapons feel lacking21 base energy damage⇒27 base energy damage. More usable if you get one with a legendary effect now.﻿35 base energy damage⇒38 base energy damage. Some unique weapons are cool, but couldn't compete with standard legendary weapons32 base energy damage⇒42 base energy damage. Base damage only applies to standard and automatic, charging variants are not changed5 base damage⇒20 base damage, 5 enchant duration⇒8 enchant duration. More the like the Acid Sucker17 base damage⇒19 base damage. This weapon is pretty rare and needs some help to be compared to similar swords.5 base damage⇒6 base damage. This item cannot be spawned as a legendary effect and has limited upgrades, so it needs some help.13 base damage, 13 base energy damage⇒16 base damage, 16 base energy damage. This very rare weapon had very low DPS.1 base damage⇒5 base damage﻿All upgrades have 20 more damage. The ammo is so rare. Weapon is still a joke, but you can actually kill something with it now﻿10 base damage﻿⇒15 base damage Democracy is non-negotiableBladed upgrade +21 damage⇒+20 damage #cleannumbers50 initial explosion damage⇒40 initial explosion damage These were just too darn good, and too frustrating on higher difficultiesSome ammo types were just too heavy to use in survival mode and made the game more tedious rather than challenging.12 Weight⇒5 Weight.7 Weight⇒4 Weight4 Weight⇒3 Weight0.015 Weight⇒0.035 Weight One round equals one cap and these are far too common. Carrying thousands of these now has a slight downside.1 Weight⇒0.5 Weight1 Weight⇒0.5 WeightCrafting is a huge part of the game, and crafting recipes can really make or break the balance.20 acid⇒10 acid, 1 ammo created⇒5 ammo created I'm not entirely convinced 1 ammo for 20 acid was even intentional+1 Steel, +3 Cloth. Now requires the same materials as other beds.-1 Cloth. Now Requires same amount of cloth as other beds.+2 Screws, +1 Concrete This was too easy to craft and made some of the other water purifiers not worth it in early stages of the game+2 Ceramic, +4 Copper, + 4 Oil, +6 Screws40 Water Output⇒20 Water Output Ah yes, the biggest cheese in the entire game. You can still water farm, it's just slightly less ridiculous.5 Power Requires⇒ 10 Power Required+2 Ceramic, +2 Copper, +2 Oil, +4 Screws2 Power Requires⇒ 5 Power Required+2 Ceramic, +4 Copper, +4 Oil, +4 Screws4 Power Requires⇒ 6 Power Required100 Water Output﻿⇒50 Water Output Did somebody say project purity?+3 Aluminum, +2 Screws, +1 Gear.Requires you to be in Vault 88 or Finish the Vault 88 quest to craft in other settlements. Too easy source of water in survival mode.+3 Aluminum, +2 Screws, +1 Gear.Requires you to be in Vault 88 or Finish the Vault 88 quest to craft in other settlements.+Science 4 Perk This object completely removes the threat of radiation from the game, and looks incredibly fancy to not require science.+8 Aluminum, +4 Copper, +5 Rubber+1 Fertilizer, +1 Purified Water Crops were very easy to mass produce within minutes. This will slow things down in a lore friendly way.+1 Ceramic, +2 Copper, +2 Gears, +2 Rubber, +4 Steel3 Power Output⇒6 Power Output Less generator spam required. A small generator should be able to run quite a few lights, and now it can.+1 Ceramic, +3 Copper, +3 Gears, +3 Rubber, +7 Steel, +3 Screws5 Power Output⇒10 Power Output+12 Aluminum, +10 Copper, +6 Gears, +2 Nuclear Material, +4 Rubber, +5 Screws10 Power Output⇒20 Power Output+3 Nuclear Material, +2 Rubber, +2 Screws+2 Copper, +3 Gears, +10 Steel3 Power Output⇒7 Power Output This thing takes up a lot of space and required a lot of materials. There was really no reason to build it.150 Power Generated﻿⇒100 Power Generated Gameplay-wise this nerf should go even further, but it's still nuclear after all.500 Power Generated﻿⇒300 Power Generated+1 Glowing Fungus This prevents exploiting jet for XP while not hindering normal jet use in the slightest.Dirty Water⇒Purified Water Since there is no way to get dirty water without bottles, all soups were changed to use purified instead.Dirty Water⇒Purified Water+1 RazorgrainDirty Water⇒Purified Water+1 Tato, +1 CarrotPretty straightforward adjustments to make consumables more competitive with eachother, and fix some bugs along the way.(DamageRadiationChem)Removed Keyword: ChemEffect. Despite having Chem in it's name, chems never irradiate you. This bug fix prevents food from being considered as chems.(FoodNotChem)Also added to the hardcore perk that turns off food effects when hungry. Required because of the previous change.Slow Time for 10 seconds⇒Slow Time for 8 seconds. On harder difficulties where it mattered, jet was stealing the spotlight.0.10 Weight⇒ 0.20 Weight Hoarding 10 thousand stimpaks should come at a cost, even if it's a mild one.50% reduction in generic stimpack leveled lists50% Reduction in generic radaway leveled lists50% reduction in select leveled lists+40 Health⇒+20 Health Purified water was better than stimpaks and all other healing items, and it was easy to get a near infinite supply within minutes.+40 Health⇒+20 HealthA few perks are abnormally strong due to the way the game stacks benefits, while a few others are horrible.100% Chance of collecting extra meat⇒50% Surprisingly one of the best perks in the game, and you get it for free... in a shack... at the start of the game.200% max increase⇒120% max increase. Due to how chem duration stacks, chem durations become absurd. Don't be fooled by the small numbers on this perk20 HP per rank⇒25 HP per rank. Due to how player health scaling works, this perk quickly became useless35% Max Chance⇒ 30% Max Chance. Crit on AP refill unchangedSlight adjustments to Rad numbers, because for the most part radiation is a non issue in Fallout 4.1 Rad Damage⇒3 Rad Damage2 Rad Damage⇒3 Rad Damage5 Rad Damage⇒10 Rad Damage5 Rad Damage⇒10 Rad Damage5 Rad Damage⇒10 Rad DamageVariant #1: 10 Rad Damage⇒20 Rad DamageVariant #2: 5 Rad Damage⇒10 Rad DamageVariant #3: 3 Rad Damage⇒9 Rad DamageVariant #1: 6 Rad Damage⇒12 Rad DamageVariant #2: 3 Rad Damage⇒5 Rad DamageVariant #3: 1 Rad Damage⇒2 Rad DamageVery subtle adjustments to NPC stats.+10 Base Health⇒ +50 Base Health It's not a lot, but it helps prevent the occasional bug from taking down a helicopter.+40 Base Health⇒ +50 Base Health+0 Base Health⇒ +10 Base Health+0 Base Health⇒ +10 Base Health+510 Base Health⇒ +600 Base Health+510 Base Health⇒ +600 Base Health+510 Base Health⇒ +550 Base HealthAdjustments to vendor prices10x base cost⇒17x base cost. "Small" legendary weapons were too cheap when compared to armor or large weapons. Lookin' at you, overseers guardian.HP Large: 35 Caps⇒130 CapsHP Small: 15 Caps⇒80 CapsRads: 40 Caps⇒120 CapsAddiction: 75 Caps⇒150 Caps Somehow, healthcare is still virtually free after the war. I guess that's a silver lining.Settings that are made to be easily adjusted, but usually have quite a large impact on gameplay.Also contains some miscellaneous changes that don't have their own group yet.2 Base XP⇒1 Base XP If you really liked settlements you would quickly find yourself leveling too fast and ruining the game's progression0.10 Mult XP⇒0.05 Mult XP25 Max XP⇒20 Max XP0.10x⇒0.25x Players who know about this mechanic can cheese the game very hard with VATS. It was only meant to make up for not being able to move..05⇒.09 Despite the lore, fusion cores are incredibly common. This change won't prevent you from hoarding 100 cores, but it may put a dent in it.10 AP drain⇒15 AP drain. This was never as big of a concern as it should be. This gives the "Sniper" perk's hold breath bonus some meaning.