Fail's Sensible NPC Health

⭐ — (67 endorsements) 📥 1,509 downloads 📌 v1.2 📅 12/7/2015
⚪ Last updated 2015

By FailFailWin · Creatures

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 12/12/2015 📅 Created: 12/7/2015
⚠️ Install Order · 2 steps
1🛠️ F4SE — Fallout 4 Script Extender Download ↗
2🔧 UFO4P — Unofficial Fallout 4 Patch Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 👍 4.4% endorsement rate — high engagement, a strong quality signal
  • 🏆 #13 of 22 Creatures mods in this game by downloads

📋 About This Mod

A small .esp to lower the outlandish health of the Commonweath's human residents. And increase a few others.

Aims

This mod should change the health of SOME (i.e. only those listed) NPCs to realistic, sensible levels. It's designed to be played with no legendaries, and all the suggested mods installed, as otherwise you may find the humans still too tough to be realistic. Feedback and bug reports appreciated.

Essentially I've edited the various levels of creature the leveled lists select from when spawning NPCs for a zone, so in theory it should work without a new save once areas respawn. That said, you will still be stuck with low level zones, my mod does nothing to fix that. It also probably won't effect every NPC for the same reason, it only messes with randomly generated bullet fodder. There are a lot of entries I didn't touch. Yet. If anyone wants me to try, feel free to offer suggestions... Sensible NPC Health Changelog 1. 0

  • []Red widow, infected and vampiric bloodbug - bloodbug health (those things look flimsy) []Vicious dog - Rabid dog brought down to albino levels (alpha too). Was going to bring these down further but I figure rabid dogs can be pretty nasty. Just not shrug off a missile level nasty.
Super Mutants
  • []Mutant hound - Normal hound health moved to glowing hound levels (350 or so), glowing hound levels increased (to about 500). These things were way too weak for the way they look. Gnarly. []Super mutants - All mutants lower than brute given brute health (275 or so). Mutants should be damn scary to low level characters and provide more of a sense of victory when you can finally take on a group of them. 
Humans

All brought in line with highest sensible health. Aimed for around 2-300 MAX.

  • []BoS Soldiers - all above knight brought in line with knight []Gunners - All above private brought in line with private []Minutemen - Brought into line with lvl 18 minutemen []Raider - survivalist and veteran brought in line with waster []RR agent - brought in line with lvl 21 agents
Sensible NPC Health Changelog 1. 1
  • []Low end radscorpion health minimum moved from 250 to 400, high end moved from 1125 to 800. Should be a nice spread now.
  • All stingwings reduced to lowest level stingwing health (but are still tougher due to DR), speed increased to 3x original. They should go down in one or two shots now, even the high level ones, but are now scary fast. Well, not really. Just not slow like they were, you'll have moving targets now.
Sensible NPC Health Changelog 1. 2

I've noticed that the endgame npcs that level with player health (basically t

📊 Mod Details

Game
Fallout 4 Mods
Author
FailFailWin
Version
1.2
Downloads
1,509
Endorsements
67
Category
Creatures
Created
12/7/2015
Updated
12/12/2015

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