What this mod does
Hand places over 1000 additional hostile NPCs to the gameworld, resulting in much more chaotic and dangerous battles in just about every location in the game. It’s mostly a naive “3x multiplier” for all enemy spawns, but I have made many adjustments to the overall composition of groups, for instance instead of adding 2 extra grenadiers for each additional spawn, I will usually prefer rifle or melee mobs as a better complement to the enemy group’s composition. Why it’s doing it
Like many players, I want to increase the overall challenge of the game. However, I am unwilling to do this through nerfing weapons, fundamentally changing combat or stats formulae, or by letting monster life grow to absurd levels. No, I have elected to increase the global threat level purely through quantity.
How it does it
For those familiar with other “More Spawns” mods, it may be surprising that this was done without F4SE or the CK. Since those weren’t available there was simply no choice but to hand place everything. Note that all this mod is adding are instances of already existing mob spawns. That means it should be
compatible with any mod that changes the stats/gear/etc of enemies.
Pros of this approach:
– Might be more stable, since it’s implemented 100% using records in an esp and does not rely on runtime scripts.
– Consequently, it has no dependency on F4SE (as if this matters when everyone uses it anyways) – Should be compatible with consoles
Cons
– Not end-user configurable. If you don’t like my handplaced spawns you can’t easily tweak them to your liking. – Things will be missed. I only added new spawns where I was able to find them in the game records (which is quite a tedious process), and I didn’t find everything.
Reporting Bugs
Please leave a comment stating exactly where you found an NPC that wasn’t doing it’s level best to kill you. Which zone, and which area of the zone if you remember.
How to use it
Just use NMM. It has no dependencies and does not conflict with anything that I know of. To uninstall, just remove the file and you’re good to go.
Survival Tips
Raiders, Super Mutants, Gunners and Feral Ghouls have been increased by 3x on average.
The bulk of game’s zones are in the downtown/financial district, and this is also where most of the new mobs are, so go there if you’re looking for action. Investment into stealth is advised. Mirelurks, and floating jackassy bugs have been ignored. Mirelurk Queens now have a proper retinue. In the old world, it was actually common practice when deploying Sentry Bots, to also deploy a backup unit. Deathclaws travel in packs. There is safety in numbers. Even the Super Mutant Behemoths know this. Did you know that bears are naturally very social creatures? Remember that story missions are not exempt from the increased spawns. If you do not ever have to turn down the difficulty or seriously think about your tactics, I have failed as a mod designer. It goes without saying that if your PC isn’t up to scratch, this mod can lag you a bit. If you see a pack of wild dogs, it’s probably better to run.
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My other mod Adjusted Encounter Zones greatly increases the minimum mob level almost everywhere in the game (without removing level caps entirely), and was intended to be a companion to this one (but both function fine independently. Combine them for the most intense downtown warzones that are currently possible.
Plans
There will probably be further adjustments to individual encounters in the coming weeks. I doubt there will be anything so broken that you need to update this, but I plan to keep polishing it with followup releases for a while just the same.
Authors:varx Must Try It
For decades, mods have granted PC gamers the freedom to tweak, change, and improve their experiences. Bethesda games in particular, with their massive worlds and wide breadth of things to do and see, are ripe for the modding.
From simple bug-fixes to a mod that changes all Deathclaws into killer Thomas the Tank Engines, almost anything you’d want (or didn’t know you’d want) in a game like Fallout 4 exists.
This particular list of Fallout 4 mods is a bit more grounded, focusing on making the Commonwealth even more beautiful without altering gameplay. You can even download some of these mods for Fallout 4 on Xbox One.
Here are IGN’s top 10 visual mods for Fallout 4.
10. Power Armor HUD by Hellstorm102
While we love stomping around in Fallout 4’s Power Armor, its flimsy-feeling, transparent HUD leaves a lot to be desired. The Power Armor HUD by Hellstorm102 replaces these default elements with a solid, weightier control panel. It might obscure your view a little, but in a giant, hulking suit of armor, that’s sort of the point.
You also have the ability to change the look of the new HUD, so whether you like a cleaner interface or something a tad more weathered, your options are open.
Download it on NexusMods. Also available on Xbox One. Find out how to install it with our Xbox One mod guide for Fallout 4.
9. Realistic Word Map by Vastias
The Realistic World Map mod by Vastias takes Fallout 4’s muddled old vanilla map and replaces it with a much more detailed version, featuring roads, bodies of water, and land masses. You can also adjust the map’s brightness and choose what gets displayed. Little details like these make Realistic World Map a must-have for any Wasteland adventurers who like to plan ahead.
Download it on NexusMods.
Starting life as a wee tribe leader you must work your way up to world domination and megalomania in true Civilization style. Civilization test of time download. What's the story, Morning Glory?The basic story and concept will remain the same.
8. Lowered Weapons by Lesma666
Ever since Wolfenstein and Doom, we’ve always wondered why first-person shooters force your character to run around with their weapon constantly pointed out in front of them. It makes sense when you’re shooting, but if you’re trying to conduct peaceful business in a settlement, having your gun raised and ready to fire is a little awkward.
The Lowered Weapons mod by Lesma666 finally fixes this. Having your gun lowered outside combat zones feels way more natural and makes visiting towns and other peaceful camps a lot more immersive.
Download it on NexusMods.
7. Pip-Boy Shadows by McGruffin
Pip-Boy Shadows by McGruffin adds dynamic shadows to the inhabitants and objects of the Commonwealth. More realistic shadows are certainly a plus on their own, but because this mod is most noticeable in the dark, it pairs spectacularly well with the next mod on our list.
Download it on NexusMods. Also available on Xbox One. Find out how to install it with our Xbox One mod guide for Fallout 4.
6. Darker Nights by unforbidable
Have you ever been to the mountains at night? Since the world of Fallout 4 is only sparsely populated with settlements, sporting crude campfires and low-voltage electricity, it gets pretty dark out there at night. But not dark enough.
Darker Nights by unforbidable is a must-have. When the sun goes down on the Commonwealth, this mod makes sure it really feels like night-time. It also comes with an option that lets you adjust how well enemies and NPCs can see you in the dark, making stealth missions much more interesting.
Download it on NexusMods. Also available on Xbox One. Find out how to install it with our Xbox One mod guide for Fallout 4.
5. Resurrection by ResurrectionDev
Even Fallout 4 purists can make room for Resurrection by ResurrectionDev. It gives all landmarks and environmental objects, from rocks to roads and even buildings, an overgrown look that is really a sight to see.
If you have a PC capable of running this mod, there’s no reason not to give the Commonwealth the revival it deserves.
Download it on NexusMods.
4. Mega Explosions by Meltus
One of the best parts of Fallout 4 is making things go boom. But what if you could make the booms even boomier? That’s where Mega Explosions by Meltus comes in. Not only are the explosion sizes from your Fatman, Grenades, and Mines all doubled, but the damage is increased as well. It’s a great way to add awesome new action elements to some of your more explosive battles. If you don’t want the actual game altered in any way, you can also just turn on the bigger explosion textures, and keep damage the same.
Download it on NexusMods.
3. Water Enhanced by Jmane2009
While Fallout 4’s water looks good, Water Enhanced by Jmane2009 is a great way to make the bodies of water in the Commonwealth look even better. Lakes become clearer, light reflects off ocean waves more believably, and streams ripple with a beautiful glisten. With this mod installed, stumbling upon any body of water is really a treat.
Download it on NexusMods. Also available on Xbox One. Find out how to install it with our Xbox One mod guide for Fallout 4.
2. True Storms by fadingsignal
True Storms by fadingsignal takes the vanilla weather effects of Fallout 4 and cranks them up to 11. Running in a thick fog that you can barely see through is awesome and dust storms emphasize just how desolate the Commonwealth has become. This mod also causes special weather events to occur more frequently, making things like rad storms a serious threat to players.
Download it on NexusMods.
1. Fallout 4 Seasons Project by GameDuchess
Fallout 4 is a vast and immersive experience, but in a world where literally years of in-game time can fly by, one crucial element of reality remains absent: the four seasons. So it’s no surprise that our favorite graphics mod for Fallout 4 is the Seasons Project by GameDuchess. From the bright and vibrant colors of spring, to the desolate silence of winter, the Seasons Project lets you bring your favorite time of year to the Commonwealth. The seasons don’t change automatically, but with variations for all four, this mod is definitely worth checking out.
Download it on NexusMods.
If you have recommendations for Fallout 4 visual mods that didn’t make our list, let us know in the comments or on our Fallout 4 modding wiki. Also be sure to check out our list of best Fallout 4 mods on Xbox One.
Fallout 4 New Enemies Mod
Fallout 4 was met with mediocre reception. Following the game changing Fallout 3 and subsequent cult hit Fallout: New Vegas, the bar was set pretty high for Fallout 4 and a lot of gamers would say that Bethesda missed. Although the game featured extremely refined shooting mechanics, an inspired wasteland to explore, and, even in this day and age, an amazing amount of interaction and interactivity with between the player and the game world, players and critics were generally unimpressed. The spark that seemed to make Fallout 3 such an engrossing experience didn't seem to be present in the latest iteration of the Fallout franchise and the games reputation suffers to this day.
Despite the lack of enthusiasm for Fallout 4, one thing cannot be denied: the enemy design in the game is magnificent. Super Mutants sporting armor made from pieces of debris and relicts of the world before the Great War. Deathclaws confidently stalking any foolhardy adventurer brainless enough to wander into their territory. Nightmarish mutated animals and insects that haunt the stagnant wilds of the wasteland. Say what you will, but the enemies in Fallout 4 are undoubtedly the best designed in the entire franchise. With that merit comes the fact that it also includes some of the most powerful and dangerous enemies to grace the nuclear-scarred wastes. This list is just a few of the most gruesome, brutal, and downright deadly creatures that you'll encounter in your post-apocalyptic adventures. With that, pop open a Nuka-Cola and lets begin the countdown!
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15 Vampiric Bloodbug
One of the peskiest enemies in the game, Bloodbugs can be a real nuisance to any player traversing Fallout 4’s wasteland. Essentially giant mutated mosquitos, Bloodbugs gradually evolve over the game from buzzing bother to seriously deadly threat. No other variant of the Bloodbug is as powerful as the Vampiric Bloodbug, the highest tier of the species. They have extremely high tolerance for damage—for a Bloodbug at least—and are able to suck the player dry in a matter of seconds with their long, piercing proboscis.
In addition, Bloodbugs are rarely confronted alone; where there is one mutated giant mosquito, there are guaranteed to be more in toe. Due to their tendency to travel in groups and the fact that they are incredibly difficult to hit outside of VATS, Vampiric Bloodbugs are an enemy that require more than a simple flyswatter to defeat. Make sure you’re carrying a surplus of ammo if you plan to take on a swarm of Vampiric Bloodbugs; not because they’re especially tough but because they’re so damn hard to hit.
14 Gangrenous Feral Ghoul
Sharing the appearance of a normal Feral Ghoul, save for a sickly yellowish pallor, Gangrenous Feral Ghouls are standout as a threat in Fallout 4. Considerably rare in comparison to the other types of Feral Ghoul that roam the wasteland, Gangrenous Feral Ghouls are particularly a threat when encountered in a pack of lesser Ghouls. With comparably high hit points and fiercely powerful, lightening fast swipes, Gangrenous Feral Ghouls can dispose of a player with ease.
Although they can be easily disposed of, as with most types of Feral Ghouls, if Gangrenous Feral Ghouls are able to close the distance without being gunned down first, they can pose a serious threat to any player, especially when dealing with a horde of their less powerful kin. Players should be wary when approaching a room of slumbering Ghouls; if you spot one with yellowish skin, it may be best to try and eradicate the problem from a distance.
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13 Annihilator Sentry Bot Mk. II
One of the wastelands deadly robot adversaries, The Annihilator Sentry Bot Mk.II is an enemy that is worth avoiding, if possible. A heavily armored, fast moving, humanoid battle platform, they are relentless in their deadly purpose if they acquire the player. They are heavily armored and able to deal an insane amount of damage thanks to their multiple weapons systems. The Annihilator Sentry Bot Mk.II is equipped with a flamethrower, mini gun, rocket launcher, and a shoulder mounted mortar capable of sending cluster bomb death to any sniper’s perch.
Luckily, these hulking brutes are usually presented to the player in an inactive state before you lock pick a door or access a certain area, giving you time to prepare for the inevitable conflict ahead. Once they are activated, you’d do best to stay on your toes; The Annihilator Sentry Bot Mk.II will not stop until either you, or it, are defeated.
12 Nukatron Sentinel
An additional robot included as part of the Nuka-World expansion, Nukatron Sentinels are only encountered in the Galactic Zone of Nuka-World. Although they share identical physical traits with their other Sentinel models—save for their bright red paint job—Nukatron Sentinels are extremely deadly. As opposed to the regular arm based laser attack that most Sentinels utilize in combat, the Nukatron Sentinel fires weaponized bursts of Nuka-Cola Cherry and Nuka-Quantum in order down their foes with great efficiency.
Although they ineffectively shuffle around the Galactic Zone bumbling loudly, making them hard to miss and easy to land a sneak attack on, their clumsy nature should not be taken as an indication of their combat effectiveness. They have a massive pool of hit points and are able to absorb a baffling amount of damage and ammunition before finally going down. If at all possible, players are advised to do their best to avoid combat and leave Nukatron Sentinels to their lonely patrol routes.
11 Ancient Behemoth
Super Mutants are pretty common enemy fodder for the Fallout series, making forts and strongholds in the ruined skyscrapers and structures of the wasteland. There are a variety of Super Mutant types from lowly foot soldiers to fearsome Super Mutant Warlords, but none are as feared or as powerful at the Ancient Behemoth. Some of the first experiments conducted by The Institute in Fallout 4, Ancient Behemoths tower over the player at approximately 20 feet tall, wielding a massive club, advancing at an alarming pace, and shaking the ground with their every step.
In addition to dealing massive damage with their bludgeons, Behemoth’s are also capable of stomping the ground, stunning the player, and throwing projectiles should you try to flee from combat. You’ll likely stumble on an Ancient Behemoth laying waste to some of Fallout 4’s other dangerous creatures before setting its sights on you.
10 Quantum Tankbot
An additional type of robot packaged with the Automatron expansion, Tankbots are hulking powerhouses. Rolling around on treads with a humanoid upper body; Tankbots are best left undisturbed. There are multiple variants, as is typical of Fallout 4 enemies, but none are as resilient as the Quantum Tankbot. Sporting a gatling laser for a right arm and a tesla rifle for its left, they’re able to turn any high level player into a pile of goo within a moments notice.
In addition, they sport an electrified force field that deals damage to any player hoping to charge in and deliver a barrage of melee attacks. Quantum Tankbots are also able to absorb a high level of damage as well, meaning that battles with these lumbering death machines are usually drawn out longer than you’d like. Thankfully, the Quantum Tankbot is a rare occurrence and can usually be shutdown from a nearby computer terminal.
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9 Putrid Glowing One
Lower level Feral Ghouls can be tough enough when experienced in a pack, but the experience becomes particularly harrowing when you notice the green iridescent hue of a Glowing One. Glowing Ones are basically over radiated feral ghouls that are nothing but bad news. Not only do they possess the usual speed and ferocity of a normal Feral Ghoul, they deal a lot more damage and tend to be quicker on their feet. Glowing Ones deal radiation damage just from being in their proximity, which is hard to escape as they constantly pursue you once they draw a bead on the player.
As if that wasn’t bad enough, they use a radioactive shockwave attack that can damage you at a distance and heal other nearby Feral Ghouls. Given an opportunity, Glowing Ones will also resurrect slain Feral Ghouls, making their termination in the wasteland a top priority.
8 Dusky Yao Guai
Yao Guais have been a pain in the ass in the Fallout franchise since Fallout 3. Mutated black bears that stalk the wasteland, Yao Guais often appear in the wilds seemingly out of nowhere. No matter your level, they are a constant threat due to their savage speed and attack damage. Players traversing the ruined wastes should always keep their eyes peeled for the infamous Dusky Yao Guai; darker in color and usually with a more scarred hide, these beasts are a real threat, even to higher-level players.
Fast moving damage sponges, Dusky Yao Guais can absorb and put out massive amounts of pain, maiming players with a few swipes. To make matters worse, they are immune to the Animal Friend perk, meaning that they can’t be tamed or avoided. If you see a Dusky Yao Guai cresting the wasteland’s horizon, it’s best to hightail it the other way.
7 Mirelurk Queen
These crustaceous terrors from the deep are luckily only encountered in a few key areas of the game and can prove to be a real pain, especially when part of a group. Larger, more heavily armored, and able to punish players for challenging them in combat, Mirelurk Queens are not an enemy to be trifled with in Fallout 4. In addition to her armored shell and debilitating melee attacks, Mirelurk Queens are also able to spit acid projectiles from a distance.
Mirelurk Queens will also eject a spray of eggs in the heat of combat, spawning a wave of lesser Mirelurk Hatchlings to juggle. Knight of dol amroth guide. Because Mirelurk Queens are usually found in nests abundant with other Mirelurks—including Mirelurk Kings, which lack a shell but can deal massive amounts of damage quickly—the player will usually find themselves surrounded by Mirelurk Killclaws and Glowing Mirelurks before their mighty queen makes herself known.
6 Enraged Fog Crawler
An additional creature class only available in the Far Harbor expansion, Fog Crawlers are basically giant land shrimp from hell. Usually found along the Island’s beaches and coastline, Enraged Fog Crawlers are the toughest of the bunch. Sporting a ridiculous amount of HP, it’ll take more than a few well-placed gauss rifle shots in VATS to down these suckers. Immune to the Wasteland Whisperer perk, an easy way to tell when you’re up against an Enraged Fog Crawler is by making note of the torn pieces of netting and discarded ship parts that will usually accommodate their protective outer-shell.
Enraged Fog Crawlers focus on melee attacks, ripping players limb from limb with giant praying mantis scythe like claws, as well as skewering them with a spear-like nasal appendage. And if you’re planning on bombarding one of these terrors from a distance with a mini-nuke, you’re out of luck; Enraged Fog Crawlers are immune to radiation and poison damage.
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5 Deathskull Radscorpion
Another Fallout franchise staple, Radscorpions is a serious pain for any player traveling the wasteland. A heavily armored carapace, cutting pincers, and a long, stinging tail that can poison are all part of this creature's arsenal. When you start hitting the higher levels, you can expect to run into a few Deathskull Radscorpions. They level with the player, meaning that when encountered they’ll always have a tendency to cut your life short if you’re not prepared.
Extremely high damage tolerance and particularly deadly poison in their stingers makes the Deathskull Radscorpion a formidable foe; one strike from their tail is enough to cripple limbs or kill higher level players. If you hear the familiar sound of a Radscorpion surfacing and happen to catch a glimpse of the Deathskull Radscorpion’s noticeably red body, do yourself a favor and hightail it out of there.
4 Gulper Devourer
Next time you’re playing Fallout 4’s DLC expansion Far Harbor, do yourself a favor and keep your eyes on the trees. You may notice a slick looking blob up amongst the branches; take a shot at it or walk too close and it will drop to the ground, resulting in one of your worst nightmares. Gulpers are giant, bipedal salamanders that are fast and deadly. They will charge the player, making use of their melee attacks and fierce speed. Similar to Deathclaws, a player can always try and target their soft underbelly to deal some real damage, but this can prove difficult when trying to survive a giant salamander’s relentless onslaught.
Gulper Devourers are massive compared to the rest of their species; making their physical appearance on par with the damage they’re easily able to deal to the player. Don’t try and make your way around them either, like most of the creatures on this list, they’re immune to the Wasteland Whisperer perk.
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3 Synth Eradicator
Synths are the “main” enemies in Fallout 4, a constant synthetic humanoid menace that must be dealt with on the battlefield and, sometimes, in town. Part of the Institute’s android army, Synth Eradicators are some of the most difficult enemies in the game to compete with. You’ll usually find them leading a larger pack of earlier model Synths, taking potshots with some of the highest-level weaponry, safely behind the lines while their expandable brethren keep your attention and ammunition on them.
After the dust has cleared from battling a squad of Synths, expect the Synth Eradicator to come in for the kill. Able to absorb heinous amounts of damage and sporting the Institute’s most advanced weaponry, Synth Eradicators are some of the most dangerous threats to roam the wasteland. Due to their intelligent maneuvers and deadly weapons, your survival chances against a Synth Eradicator—to borrow a line from the Synth themselves—is highly improbable.
2 Mythic Deathclaw
Deathclaws are the reoccurring enemy that the Fallout franchise is known for and Fallout 4 is no exception. Deathclaws are abundant in all corners of the wasteland this time around, and come in a variety of flavors; from your plain, deadly Deathclaw to the more exotic Chameleon Deathclaw, that changes its scales to blend in with its background before releasing a barrage of attacks on the player. There is one that is more deadly than the rest however: the Mythic Deathclaw.
Mythic Deathclaws level with the player, meaning that they will always have that lovely red skull next to their name in combat. These radioactive, reptilian hell beasts are never to be taken lightly, even at higher player levels in the game. When facing a Mythic Deathclaw be sure to come with a fully stocked arsenal and maybe even lob a mini-nuke or two its way.
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1 Assaultron Dominator
The Assualtron Dominator is an extremely deadly foe that should always be dealt with using the utmost caution. These cold, calculating, humanoid death machines can be found wandering the wasteland by higher-level players, usually around derelict RobCo buildings. They are fast, efficient, and incredibly tenacious. When they initially spot the player they’ll activate their stealth camouflage, making them incredibly difficult to target in VATS as they unrelentingly charge to get into melee range. If they do get close enough, take heed—the Assaultron Dominator has sword like weapons instead of arms that can cause death in a few swipes.
If you’re able to cripple their legs, they’ll crawl furiously towards you, implementing their devastating head laser if they can get close enough. If you are able to finally put an Assaultron Dominator down, don’t think that you’ve won; Assaultrons self-destruct after being defeated, resulting in instant death for unaware players.
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I really would be grateful if someone make a mod that makes pre-war range weapon and explosives less common on most human & super mutant enemies, especially on raiders, trappers, child of atom, settlers and other human NPCs in-game. I mean it's been over 200 years since the Great War, how come there still enough pre-war weapons existing especially with enemies and settlers. It would be more logical for humans and super mutants to be using melee weapons as they are more easily obtainable and craftable. Pipe weapons are more logical range weapons as they are crafted from obtainable materials, but then again, the ammo being used with this weapons aren't. And after more than 200 years, pre-war weapons especially pre-war explosives should already be very rare as some would have already been destroyed and there are very few weapons cache left to be discovered. Also super mutants are known as brutes, wouldn't it be more logical for them to use melee weapons more often rather than range weapons as they have arms made for bashing and not aiming. And for explosives, molotovs are somewhat logical as they are easily craftable, but then again its been over 200 years, alcohols and beverages used to make them are already rare. And also, since almost 90% of enemies uses range weaponry, it is very hard to play the game especially on survival difficulty as enemies not only have powerful range weapons but also has unlimited ammo compared to the player having limited range weapon capability and ammo capacity.
More Enemies Mod Fallout 4 Gopher
As a solution, I wish someone could make a mod that overhauls the frequency of range weapon enemies and make melee enemies more common, especially for super mutants that are known for there brute strength, for example, 7/10 enemies uses melee weapons, 2/10 uses pipe weapons, and only 1/10 uses pre-war or special weapons (mainly for boss and special enemies). And for range weaponry, pipe weapons should be more common than others and make pre-war weapons rarer and very expensive. For explosives, lessen the enemies that uses molotovs and make pre-war explosives rarer and very expensive.
For exemptions, synths, coursers and institute members are already logical as they are far more technologically advanced that others (energy and plasma weapons). The Brotherhood of Steel are also logical as they scavenge and horde pre-war weapons and technology for personal use (ballistic, energy and plasma weapons. The Gunners are somewhat logical because they can afford to buy this weapons with the caps they earn from there contracts (ballistic weapons with some energy weapons and very rare plasma weapons). The Rust Devils are also somewhat logical as they are far more advance than a ordinary raider but should have more pipe weapons rather than pre-war weapons (ballistic weapons and very rare energy and plasma weapons). The Children of Atom also are somewhat logical as they are the only enemies that uses gamma weapons but frequency of range users should be reduced and melee users increased. Settlers should commonly be using melee weapons but pipe weapons are also an option, around a 50/50 of melee and pipe weapons (melee and pipe weapons).
Already found a mod that somewhat tackles this issue http://www.nexusmods..ut4/mods/3848/? . But I still find the frequency of range weapon enemies to still be not logical. If someone could make this mod possible it would be the most immersive mod yet and a step closer to a more logical fallout world to play even on the unforgiving survival mode. So please help me make this mod a reality, I don't know anything about mod creation but I can give idea and insights for developing a very good mod.
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