Damn Apocalypse
Modular Survival Overhaul, including very in-depth loot and economy overhauls, power armor scarcity mods, lightweight combat add-ons, and fallout overhaul mods.
Screenshots 5 screenshots
About this mod Machine translation
Modular Survival Overhaul, including very in-depth loot and economy overhauls, power armor scarcity mods, lightweight combat add-ons, and fallout overhaul mods.
Prerequisites: Automatic Workshop, Far Harbor, Nuclear World, Shelter Technology Workshop DLC
Warning in advance: Damn Apocalypse is a major overhaul similar to Horizon and Nuclear Winter. Therefore, I strongly recommend opening a new game to test or play to avoid unnecessary trouble. I only packaged and uploaded the core components and related modules. For other compatible patches, please refer to your own installation content and go to the original address to download and install.
Chinese address:
The detailed introduction written by Stan on FK (it is recommended to read it, it is much better than the machine translation below):
motivation
Apocalypse of the Damned was originally created to address the shortcomings of all the loot overhauls we currently have. We (aka the original authors, BabyBearington and payl0ad, below) actually needed a proper hardcore loot and economy overhaul as a functional replacement for Horizon's loot/economy overhaul, but it quickly became apparent that this was going to be a massive project aimed at completely fixing loot distribution and the in-game economy. We ended up further than Horizon (conceptually) in terms of loot.
Since we were still not satisfied with some game systems, we made more modules. These are power armor scarcity, combat effectiveness, and radiation survivability.
Using multiple modules is definitely encouraged, but not required. All modules can be used individually, although the combat add-on alone may not be worth it. Apocalypse of the Damned is perfect for a "fully customizable" survival mod rig. Each module has some configurability - using Configure Holotape, but in general no aspect of the module can be completely turned off for technical reasons.
Overview/Design Goals
Loot/Economy Module:
Loot is now location-aware. You'll find more medicine in hospitals, more ammunition in military bases, more scrap in industrial areas, and more food in inhabited areas.
It's rare to find anything in an unlocked container, and it's even rarer to find anything useful in an unlocked container. To offset the seeming lack of items, about a dozen new junk items have been added.
Pre- and post-war locations/containers are distinguished by their loot lists. The jet that was locked away in a safe 200 years ago no longer exists. You know, before Jet even came along.
Hand-placed loot is not guaranteed to be item X at location Y, and any hand-placed food has a chance of spawning a junk item. Specific items are also randomized to a certain extent.
There is no such thing as a completely useless item. Everything has some use.
The DLC items are loosely integrated into the Commonwealth, which makes sense. This means something like Vim! DLC weapons that are in the Commonwealth, or appear on the regular Commonwealth guide.
The rates for doctor services have been significantly increased, and bartering is generally detrimental to the player.
All crafting recipes that make it easy to grow large amounts of Bottle Caps have been nerfed to the point where they no longer break the economy. This includes things like spray water or purified water.
Lockpicking is more valuable. Locked containers are the most reliable way to find useful (non-scrap) items. It's a bit difficult to open the lock now. Non-locksmith characters should consider installing a mod that enables alternative lockpicking methods.
Obtaining higher level weapons is less reliable, making lower level guns (like tubular rifles) more useful. Enemies can drop broken, non-functional weapons, with a 1/4 chance of dropping a functional gun. Melee weapons do not generate shatter. Broken weapons often have valuable parts.
Animals do not drop any meat directly. Their carcasses must be harvested with a hunting kit for the meat to appear (see video). Hunting kits can be crafted at the Chem …
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.