RimWorld

RimWorld

69 ratings
Fallout GigaPatch
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Mod, 1.3
File Size
Posted
Updated
3.423 MB
29 May, 2022 @ 2:54am
17 Jun, 2022 @ 6:36pm
6 Change Notes ( view )

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Fallout GigaPatch

In 1 collection by Hahkethomemah
600+ Firefly/Fallout/CB themed, auto-sort friendly [1.3]
610 items
Description
Fallout Giga-Patch is a hefty pack of patches for Fallout Collaboration Project mods, which fixes bugs and rebalances the content to fit standards set by vanilla and DLCs.

Scope of the changes:
  • Tuned down all obscenely overpowered stuff (75% accuracy minigun, 12x better social apparel, +50% research boots for 20 cloth etc.)
  • Changed items according to their flavour, creating alternatives to vanilla ones with slightly different application or a spacer tier versions of industrial weapons
  • Rationalized all market values. No more cheap junk to sell for thousands or op guns to buy for pennies
  • Swapped research requirements for stuff that was put in medieval tier but had stats better than industrial/spacer tier
  • Added missing weapon tags and Ideology classes
  • Changed apparel that takes all 3 layers to adequate number of layers
  • Fixed wrong weapon offsets
  • Added mechanics that were mentioned in descriptions but wasn't there. (e.g. Shock Sword desc reads "Causes EMP and burns." so now it really shocks and burns)
  • Fixed missing sounds, integer errors and other misc stuff
  • Plants are no longer simply better than vanilla ones - now they have a bit smaller yield and require more work, but are resistant to toxic fallout and blight
  • Most descriptions were not touched, but I removed things like "XYZ can inflict 16 damage per hit in good condition", which was both immersion-breaking and untrue
  • Changed any copy-paste skins into alternative versions of given weapon, with ups and downs fitting the description
  • Fixed some laser weapons not dealing heat damage
  • Unearthed items that missed XML completely
  • Made unique weapons not appear in trading or on raiders. If you create only one, it will be truly unique. Also, made them have a positive beauty score
  • Undid any uncalled changes these mods silently made to vanilla files

At the moment FGP tweaks 100+ weapons, 100+ armours and 7 plants across 22 mods.

Below you can see the list of currently patched mods. You can use one, few or all, although I recommend subscribing to everything. I tweaked them to complement each other when possible and they fill the tech tree nicely, enhancing item progression.

1. Enclave Armory
2. Bert's Fallout Armory
3. Chinese Remnant Equipment
4. Classic Combat Armor
5. Fallout New Vegas Submachine Guns
6. FNV Heavy Weapons Pack
7. FNV Laser Weapons
8. FNV Assault Rifles and LMG Pack
9. FNV Lever Action Rifles
10. FNV Pistols
11. FNV Revolvers
12. FNV Shotguns
13. Creation Club Rifle Pack
14. Fallout Plants
15. Great Khan Equipment
16. Makeshift Handguns
17. Makeshift Rifles
18. Minuteman Equipment
19. Classic Plasma Weapons Pack
20. Raider Armor and Apparel
21. US Army Equipment
22. Unstoppables Costumes



FAQ
Q: Is it safe to add or remove mid-game?
A: Yes.

Q: Why do I see yellow warnings about things that were supposed to be fixed?
A: They are fixed. The game informs you about errors in original files, which were later overwritten. That's due to the method of patching.

Q: Method of patching? Wait, these are not patches at all!
A1: Indeed. While usually it's a bad practice to overwrite defs to make fixes in someone's mod, we have a specific situation here. First of all, these mods are not maintained in their current state, so there are no new changes the overwrites could harm.

A2: But most importantly, Rick plans to rebuild these mods to use new FCP Framework. As a side effect, said framework will require people to start a new game. Rick also decided they will change some defnames along the process (which I am strongly against) and such changes simply break saves. So if/when this happens, don't panic. Give me a day or two and this workshop entry will be transformed into a legacy fork, with all fixes applied and old defnames restored. With FGP you'll be able to continue playing on your save.

Q: What about mods that are missing from the list?
A: I released this initial package to quickly fix the mods I use in my 600+ modlist, because they contain some really op stuff that needed to be tweaked asap (and I'd rather do that than just remove them). I will include more, although in a bit slower pace, as this was a lot of work already. If you know a FCP mod that needs tweaking to fit vanilla, make a comment and I'll get to it, 1 mod a day.



If you'd like to see a Fallout overhaul one day, consider supporting Fallout Collaboration Project. It's a very cool, ambitious project and they would appreciate help.
45 Comments
TurtleShroom 16 Jan, 2023 @ 11:38am 
Does this Mod still work in V1.4 ?
Da Evil Wizard 1 Oct, 2022 @ 2:56pm 
thank god that shit was soooo OP it sucked ass
Hahkethomemah  [author] 19 Sep, 2022 @ 11:24am 
@Riei
No plans for Compendium, it's too messy. FCP should release BoS and Encalve factions at some point, there's hope in that.

@Ven Ten
Sorry I didn't follow on the Combat Armor thing yet. This mod is a secondary project, a lot of higher priority things to do atm.
Helios 19 Sep, 2022 @ 10:40am 
Would be nice to see this also integrates the brotherhood compendium, sadly that mod is the only one that adds fallout enclave and bos factions so its nice to use (but it adds a lot of duplicated armor and weapons)
darsabre 1 Sep, 2022 @ 5:42pm 
you are a gentleman and a scholar. thank you for this.
Hahkethomemah  [author] 17 Jun, 2022 @ 6:55pm 
Update:

Added failsafe for the situation when US Army Teaser tries to break FGP version of New Vegas Rifles Pack when Desert Rangers Equipment is also present on the modlist.

TLDR: Desert Rangers Equipment can now be used along FGP.
(while it's still not part of the patches)
Hahkethomemah  [author] 17 Jun, 2022 @ 6:55pm 
@Vel Ten
Sure thing. Jut went on the vacation, but I'll get to it when I'm back.
Vel Ten 15 Jun, 2022 @ 8:13am 
A couple small mods that could be balanced are the FCP Combat Armor, Reinforced Teaser
and the Modular Combat Armor Teaser.
Deon ☣ 14 Jun, 2022 @ 5:08am 
This is MAGNIFICENT.

I really liked artstyle of FCP, but the values were really off.
Of course for each his own, but so far I like what I see.

Again, thank you very much.
2ScoopsPlz 7 Jun, 2022 @ 2:29pm 
Np, and thanks to you for makin this. Balancing all of these must've been hella time-consuming.