Fallout 4

Fallout 4

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Kmoes Dec 4, 2015 @ 7:05pm
Nuzlocke Challenge
So just finished the main story. Since a majority of the game's quests, etc. are based around not finishing the game, I decided to make a second playthrough, only harder. Decided to make a list of a bunch of restrictions to make it even harder than just turning up the difficulty. If youre looking for more of a challenge, you can try and attempt what I'm going for. Added a few exceptions to some of the rules to make a few areas slightly easier.

Survival Mode.

No stats can be level 10. (Bobblehead exception).

Cannot take the following perks (Specific point level cannot be taken): Lead Belly (3), Lifegiver (3), Ghoulish, Solar Powered, Medic (4), Bloody Mess (4), Ricochet.

Only pistols and melee weapons can be used. (Legendaries are not allowed)

Drugs like Jet, Buffout, Psycho, etc. cannot be used. (Med-X, Radaway, etc. are fine)

Only armor with 0 BASE stats can be equipped. Ex: Drifter Outfit, Vault Suit, etc. must cover full body. (Exception: You can armor upgrade the equipment) (Exception 2: Hazmat Suit is allowed)

Power suit cannot be used. (Exception: First power suit can be used up until deathclaw triggered event ends, must kill deathclaw)

You cannot purchase ammunition or healing items/drugs from merchants.

Your companion can only carry junk/misc items. (No weapons, food. Cannot equip items except their defaults)

No fast travel. (Exception: Settlement under attack, cannot fast travel back)

Only one in-game death per month may be used. (Somewhat hard to keep track of, not challenge breaking necessarily)

Items cannot be stolen from settlements. You can take items after they join you.

No mods may be used. No exploits/bugs can be used.



Tried to keep it still somewhat basic without going into technicalities like (Only 5 stimpacks on you at once, sleep every night, restart if you die), as those generally are more of a pain in the ass for the average player. Let me know if you got any interesting things you're doing or rules you think I should add in.
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God Taint Dec 4, 2015 @ 7:07pm 
I'm on my second playthrough right now as an unarmed + unarmored character on survival difficulty. No drugs, no power armor. It has been quite challenging so far.

Edit: Also, the only mod I have installed is the Simple Bug Fixes one from the Nexus.
Last edited by God Taint; Dec 4, 2015 @ 7:08pm
Rip Van Winkle X Dec 4, 2015 @ 7:09pm 
Take away Rad-away. Only go to the doctor to cure rads :P
Kmoes Dec 4, 2015 @ 7:09pm 
Originally posted by FallenMerick:
I'm on my second playthrough right now as an unarmed + unarmored character on survival difficulty. No drugs, no power armor. It has been quite challenging so far.

Edit: Also, the only mod I have installed is the Simple Bug Fixes one from the Nexus.
Obviously that would be an exception to the no-mod rule. I just wrote that in so that people dont write mods like "Instant kill on headshot" then use Vat Perks and instant kill everything. I really do want to try an unarmored mode myself, which is how I first designed this. Then just cranked it up from there.

Originally posted by Rip Van Winkle X:
Take away Rad-away. Only go to the doctor to cure rads :P
I'll consider it, not sure if I would want to do that. I was going to add in a rule of "Dont go to diamond city until level 30+" etc. Might be a bit insane to go up against guys like "Child of Atom", who can instant wreck you in a few hits, especially if no Radiation resistance.
Last edited by Kmoes; Dec 4, 2015 @ 7:11pm
ghpstage Dec 4, 2015 @ 7:56pm 
I reckon that barring stat chems, stat armours and power armours are all good moves for increasing difficulty.

But, of the perks you picked out to ban, two are more or less completely worthless (ghoulish, iron belly) others are mediocre and/or overrated and the rest mostly seem to be outclassed by things like sneak, ninja, gunslinger, gun nut, mr sandman, them melee equivelants where appropriate or many of the luck perks.
In fact the opportunity cost of getting a lot of the perks you've banned would probably make things harder, especially if done at low levels!

Also not being able to fast travel isn't going to increase difficulty at all, if anything it will only increase tedium.
Last edited by ghpstage; Dec 4, 2015 @ 7:58pm
Kmoes Dec 4, 2015 @ 8:00pm 
Originally posted by ghpstage:
I reckon that barring stat chems, stat armours and power armours are good moves for increasing difficulty.

But, of the perks you picked out to ban, several are more or less completely pointless (ghoulish, iron belly) others are mediocre and/or overrated and the rest mostly seem to be outclassed by things like sneak, ninja, gunslinger, gun nut, mr sandman, them melee equivelants where appropriate or many of the luck perks.
In fact the opportunity cost of getting a lot of the perks you banned would probably make things harder, especially if done at low levels!
I wanted to keep it as realistic as possible when choosing perks. Realistically, the sun will not heal you and remove radiation damage. On a side note, stuff like getting higher percentages in criticals, critical stacks, limb damage, etc. are semi-more realistic. In real life a headshot would more than likely always kill a raider, but they sometimes take 2-4 hits. If I had wanted to make it an actual challenge, I would of just barred all perks, or at least the ones that offer + Damage or + Healing (A few of those I banned)
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Date Posted: Dec 4, 2015 @ 7:05pm
Posts: 5