Radfall for LitR 8.0
Here's the Radfall files for the most recent build of LitR 8.0
2025-11-16 11:52:19 +0000 UTC View Post
Here's the Radfall files for the most recent build of LitR 8.0
2025-11-16 11:52:19 +0000 UTC View Post
Finally managed to work through the compilation of LitR against the newest update to FO4. I've gone ahead and bumped the version up to 8.0, as this does include a major overhaul to how uniques are distributed.
In order to get the compile done, I went ahead and stripped out a LOT of weapons that were previously in the list as unique replacers. Things like Kellog's Pistol and Righteous Authority are back to vanilla, for example. I'll be working on improving these to take advantage of the ...
2025-11-16 10:02:40 +0000 UTC View PostWell, we've hit yet another modpocalypse, and I'm still standing. The release of Anniversary Edition means a few things for LitR. The first is that I need to recompile the wabbajack installer against it, which is annoying because my local dev environment is currently on 7.2, which isn't yet complete. So I am working to finish it up and get 7.2 out the door. The major barrier to this, is just how much is changing with this update. The new Lunar Arsenal is a huge overhaul of the guns in the l...
2025-11-13 08:23:14 +0000 UTC View Post
Here is the Radfall build against the LitR 7.2-2 prerelease. Same install process as normal.
2025-11-07 13:23:16 +0000 UTC View Post
This is the follow up from the last pre-release, with the integration of the Faction Paintjob Distribution through the new patcher.
https://drive.google.com/file/d/1UchRGa8XaFKOCejzOPl7dgmASzhow708/view?usp=drive_link
Thanks to the AE Drop around the corner, I am going to be a bit rushed to get this out the door to keep the list installable, and could reall...
2025-11-07 07:10:04 +0000 UTC View PostSo, after more than a month I FINALLY have the automated patcher version of my Faction Distribution Framework ready for testing. It's been a headache, but it's finally more or less done, at least to a point where I'm happy for other people to test it. Now, the question I'm pretty sure most of you are asking is "What does this mean for LitR?".
Well, LitR relied on the old Faction Distribution Framework to handle compatibility between Lunar, the various paintjob mods, and everything else ...
2025-11-03 16:50:17 +0000 UTC View Post
After a month and a half of work, I am ready to announce that the successor to Faction Distribution Framework is finally ready for a beta release.
Did you have a couple drinks, decide to buy the Creation Club skins, and then were dissapointed that they were just craftable, and weren't on the factions? Do you see all the paintjob mods on the nexus, and wish the same? Does the idea of patching and maintaining a complicated load order to do this give you a headache? 2025-11-03 16:31:50 +0000 UTC View Post
Here is the latest version of Radfall, built against the LitR 7.2 Beta 1.
This contains the Perk tweaks previewed here, and the crafting changes previewed here.
The LitR 7.2 release is going to be a big one, with a relatively long development cycle. As always, I'll do my best to keep things ...
2025-09-13 06:22:42 +0000 UTC View Post
The major change here is a complete rebuild of Lunar Arsenal, which is the core weapon distribution framework for the modlist. The main changes here are around Automatics, which have been split into SMGs which use pistol ammo, and are fully automatic, Assault class Rifles, which use assault class ammo (.223, 5.56, and 7.62, and ECP), and can be found in both burst fire and fully automatic mode, and Machine Guns, which are Heavy Weapons that use assault class ammo, are fully automatic, and fir...
2025-09-12 06:48:32 +0000 UTC View Post
Building settlements manually isn't something I particularly enjoy. It's why I've deemphasized it in Radfall, it's why I built Settler Built Settlements. In addition to that, I generally try to lean into the dirty, scrappy vanilla asthetic. If I am building a settlement I want it to feel like part of the world, so I tend to leave the trash. This is why there is no automated scrapping mod included in LitR.
If you want to add some sort of mod that will help clean up your settlement, they...
It's been a few weeks since I posted, so I figured you guys were probably due an update.
Previously, I was working on the Radfall script, making improvements, adding melee crafting back, and adding degredation for melee weapons, as well as making other various improvements. During this process, I got to thinking about the base weapon set in the list (e.g. the ones that spawn standard on enemies, not the uniques).
Commando Automatics
So, one of the ways Vanil...
2025-08-15 07:02:48 +0000 UTC View Post
As discussed in my previous dev blog, I've been working on some crafting changes...
Ranged weapon crafting requirements have been reworked
Attachments no longer require perks to attach (muzzle/sights/scope/grip/stock)
Pipe Barrel crafting now requires pipes (new component item), improvised energy weapon barrels have similar misc item requirements
P...
2025-07-19 11:35:36 +0000 UTC View PostIt's been a while since I've done one of these, so I figured it was probably time for an update on what I've been working on since the 7.1 update. The short answer is Radfall.
The long answer is that I've been working on the weapon crafting patching script. Based on some feedback I received from long time LitR supporter and contributor LegendaryArmighty, I decided to remove most of the perk requirements for swapping attachment mods on weapons.
Muzzles and sc...
2025-07-12 04:36:57 +0000 UTC View PostLitr uses a selection of hand picked, modified and repacked textures. Luxors 2k texture pack makes up the bulk those, along with a variety of others on top of that, all of which you can see in MO2 textures sections fairly easily.
If you want to add some custom textures on top of that, you're fairly safe to do so. Textures have no impact on the save file, so there's no risk. You can safely add whatever you like, as long as they don't require plugins that touch any actual records. Loose ...
One of the many things I carried over in Radfall from True Perks was the removal of the Cannibal perk. The perk always felt boring to me, both from a flavor perspective but also from a game mechanics perspective- food is already effectively infinite, so what's the point? In order to not leave a blank hole in the poster, I decoupled Lady Killer and Black Widow from gender, and allowed the player access to both. The downside to this, is that the perks are effectively identical. Better than cann...
2025-06-08 09:24:54 +0000 UTC View PostOver the history of LitR, there have been various Skip-The-Prologue mods included, however as of the current release there isn't one included.
If you're looking to add one, then I have two recommendations
SKK Fast Start is the most straightforward. It just allows you to skip the prologue, and teleports you to outside the vault. I don't include it in the main list by default as it's extremely conf...
2025-05-24 10:08:52 +0000 UTC View Post
Updates for the 7.1.0 version of Radfall.
No major changes, this is mostly just a rerun of the script against the content updates in 7.1.0
EDIT 3rd June 2025: Fixed a bug on the Energy Cell ammo record that was causing a crash for automatic zap guns.
EDIT: LitR 7.1.0 is now live on Wabbajack- download it from the gallery, not here
This is a minor update, bringing in the the backported NG Creation Club Content, as well as a handful of new weapons and armor. The addition of the NG Creation Club content also brings with it a bunch of updates that were previously blocked, namely LFO and UFO4P.
This is a minor update, meaning while it's backwards compatible and technically save safe, users updating can expect some ...
2025-05-03 18:00:38 +0000 UTC View Post
Damage modifiers have been reverted to normal Lunar Fallout Overhaul levels, of 1.3 to 1, instead of the vanilla 4 to 1, however the Adjustable Survival Mode Damage mod allows the player to tweak combat difficulty to their liking. Along with that, adrenaline has been disabled, as without the massive base damage nerf it doesn't really make sense from a balance perspective. Diseases have also been disabled, as it's a system that just randomly punishes the player, without offering any real chanc...
2025-04-30 05:35:37 +0000 UTC View PostWhen adding creation club content, there are a couple traps to watch out for.
The main one is the archive header version. Fallout 4 NG version archives have a different header than the archives for the older version of the game. This needs to be either updated (I've never actually done this so I can't recommend a tool), or you can unpack the archive with MO2, and then repack it. If you don't do this, the game will crash trying to load.
The second is the archive li...
2025-04-22 12:27:31 +0000 UTC View Post
One of Radfall's core goals is to reinforce the resource usage gameplay loop instead of the respawn one. We do this by increasing player max health, so that combat and healing is more a war of attrition, where you are slowly worn down over time instead of constantly dying and respawning. Horizon players should be familiar with this idea. At the same time, it also introduces caps on the max health you can get back from food, to reintroduce the tense feeling combat has with a more limited ...
2025-03-30 06:19:55 +0000 UTC View Post
In Vanilla FO4, Power Armor isn't very special. You get handed a free set in one of the tutorial quests, and keeping it running is easy, the only drawback is it doesn't really protect you very well. Life in the Ruins does quite a lot to overhaul Power Armor progression already- from blowing up the free tutorial PA, to reworking balance and progression and requiring Perks to repair it. Radfall is basically the icing on that cake, giving a few extra tweaks to how it's crafted and the related p...
2025-03-30 06:19:32 +0000 UTC View Post
This part of Radfall can be a little unintuitive at first, particularly for new players at lower levels. The idea that you don't get your strength bonus without a backpack can be a little hard to wrap your head around at first. As of 7.0.7, LitR adds a starter backpack just outside Vault 111, and if you don't like the system the easiest configuration tweak is to just disable the Survival Carry Weight penalty in SCM. If you're using Radfall in your own modlist, I suggest making those two c...
2025-03-30 06:18:30 +0000 UTC View Post
For me, settlement crafting is oddly out of place in a survival focussed Fallout 4 list. It ends up diluting the core exploration and quest gameplay loops, and becomes an easy source of infinite resources. Radfall attempts to rebalance that, and make the experience of building settlements rely more heavily on what is already there, and on salvaging particular items in the world instead of just vacuuming up every random piece of junk.
Within LitR, these changes are paired with a selectio...
2025-03-30 06:17:46 +0000 UTC View Post
In vanilla fallout, within the first few minutes of the game the meat starts throwing itself at you. Radroaches, molerats, mongrel dogs, all these "tasty" little stimpaks with legs that practically jump into your pockets- so much so that in survival, you can't even begin to carry it all. There's no feeling of scarcity, and you mostly end up just ignoring meat drops.
At the same time, for most of those raw meat items, there's a single, boring, recipe to grill them. Some mods have tried ...
Radfall's Scripted patcher looks into every vender container, and makes the following changes. Originally, this was based on my mod Barter, however the script has been more or less completely rewritten, as part of merging to Radfall.
Vendors only Buy items that they can possibly sell, no more dumping your junk at every vendor for caps
Vendors have fewer caps, so ...
2025-03-30 06:13:56 +0000 UTC View Post
The perks in Radfall were originally based on my True Perks mod, plus a bunch of patching an integration for the other features of Radfall.
Perks now require increasing specials for each rank (e.g., gunslinger 1 requires agility 1, gunslinger 2 requires agility 2, etc).
Special training now maxes out at starting stat + 9, but requires 7 levels per ran...
2025-03-30 06:12:00 +0000 UTC View Post
In general, Radfall doesn't make a lot of changes to the difficulty of combat. I've built it mainly to handle the survival resource aspects of the game. In LitR, I rely on Lunar Fallout Overhaul to handle the balance of the main game (and if you're running a non-LitR list I recommend grabbing it, or another similar mod like Damn Apocalypse), along with mods like 2025-03-30 06:07:31 +0000 UTC View Post
Have you ever look at the scope on your 10mm Pistol, and thought to yourself, "Why can't I just take the scope from there, and put it on my rifle?
Radfall massively overhauls weapon crafting, via a custom fo4edit script that adds weapon degradation, and reworks all the crafting recipes to use a universal weapon scrap system.
This is a based off a rebuild of my Degrade and Salvage mo...
2025-03-30 06:06:15 +0000 UTC View PostAn update to Radfall for LitR 7.0.7
Regenerated patching for balance changes to GreaseRat Garb Helmets
Doubled Power Armor Scrap from Power Armor
Fixed bug where the player would gain perk tokens from scrapping PA