Adrenaline Redone - A Logical Approach
Adrenaline Redone - A Logical Approach
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About this mod Machine translation
Adrenaline Redone - A Logical Approach
Introduction:
Bethesda had a great idea for adding adrenaline to their survival mode, however, their implementation was extremely flawed. This mod is part of a larger mod I'm working on bringing True Perks into Fallout 4, which will rework, balance, and add Perks, Skills (introduced by rcoll's mod for Ex Exceptional), and Traits for more balanced RPG mechanics and immersive gameplay.
question:
Adrenaline should no longer give damage bonus to your guns and explosives
Adrenaline rush shouldn't last until you fall asleep
Adrenaline should realistically affect other things
Most importantly, adrenaline should not upset the balance of the game
While I can appreciate the choice and consequences Bethesda is trying to create by combining sleep (save) with an adrenaline system as a way to end the adrenaline reward, it's unrealistic and doesn't work with how PC players play Survival Autosave. Adrenaline Redone completely duplicates the Adrenaline perk to address these glaring issues.
Solution:
To solve the problem of unlimited adrenaline, I implemented EAGnR's mod, Adrenaline Rush's "Timed Adrenaline Drop Mode", and I'm very grateful to him/her for allowing me to reuse his/her work. Here's an explanation of how the timer works with the changes I made:
- A timer will reduce the player's adrenaline level by 1 level for every real-world-minute spent outside of combat during the first 4 minutes, and by 2 levels every minute for the next 3 minutes after combat. In total, it takes 7 real-world minutes outside of combat to go from level 10 to level 0 of adrenaline drops. - Adrenaline Redone comes with an in-game settings holotape, so if you want to adjust the time it takes for adrenaline to drop, you can do so there.
- Additionally, the number of kills required for each level of adrenaline has been reduced from 5 to 3, since there is now a timer and adrenaline is no longer unlimited.
How does this affect gameplay?
This seemingly brief cooldown timer is to prevent the player from being in a constant adrenaline state, so the adrenaline benefits don't last longer than they actually make sense. By reducing the number of kills required per level of Adrenaline from 5 to 3, higher levels can be achieved without being too easy to reach.
These two changes make adrenaline more realistic, as it shouldn't be "hard" to start pumping, and adrenaline levels shouldn't last longer than 10 minutes. It now takes 30 kills to reach Adrenaline rank 10 (instead of 50) and "cools down" more slowly the longer you're out of combat.
All changes:
Removed global player damage buff
Leaving combat will lower your Adrenaline Ranking over time
Each level of adrenaline requires 3 kills
5% damage per level to unarmed, melee, and bashing attacks
Sprint -5% AP cost per level
-5% chance of staggering per level
-10% max fatigue per level
-3% invasion damage per level
Why these changes?
Basically, everything you'd expect to be affected by adrenaline in real life will be affected in the game. It didn't make sense for your bullets and explosives to do more damage because your adrenaline is going up, so I removed it. But it makes sense to do more physical damage, be able to run longer before fatigue, take more hits, be able to ignore your fatigue, and reduce the chance of staggering.
But don't these changes favor melee combat or freehand construction?
Yes, it's like adrenaline! However, being able to sprint longer, take less damage, ignore your fatigue AP penalty, reduce stagger times, and increase slam damage will also benefit gun users.
The changes are scaled and rewarded at higher levels without being unrealistic or overly powerful.
Install:
The timer in this mod is not within the game's time frame. So if you are using the default timescale 20, you will need to download that version. If you are playing with the timescale of 6 then you will need this version.
Keep in mind that the mod comes with an in-game settings holotape …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.