How to Make Survival Mode Fun Again Fallout 4
| For a cantankerous-game overview of Survival articles, see Survival. |
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" Is the struggle of this world but a pleasant game for you? Do yous long for a more vicious take on a life lived mail apocalypse? If you answered "Yes and yes!", Survival difficulty is for you! " — Fallout four loading screens
Survival mode (sometimes chosen Survival difficulty) is a unique gameplay mode in Fallout 4 with significant differences to other modes. Survival mode was added to the game for all platforms on March 29, 2016. It replaced the existing Survival difficulty, which was renamed to Very Hard.
Contents
- one General features
- 1.1 Summary
- 1.2 Travel and navigation
- one.3 Combat
- 2 Wellness and well-being
- 2.1 Healing
- 2.2 Crippling
- 2.iii Companions
- two.4 Wellness
- ii.4.1 Effect values
- two.iv.i.1 Hunger and Thirst
- 2.4.1.2 Disease run a risk
- 2.four.i.3 Disease risk values
- 2.4.2 Thirst
- ii.4.three Hunger
- ii.iv.4 Sleep
- ii.4.4.ane Sleep timer
- 2.4.4.ii Minimum slumber requirements
- two.4.four.three Entering combat
- two.four.iv.4 Day 1 anomalies
- 2.iv.4.five Caffeine and alcohol
- 2.4.five Waiting
- 2.4.6 Illness types
- 2.4.7 Disease durations
- ii.4.1 Effect values
- iii Bugs
- 4 See also
Full general features
Survival mode can be accessed in the options bill of fare. Survival mode can be set up before starting a new game. This mode cannot be toggled freely. Once Survival manner is activated, turning it off will permanently disable it from being reactivated for that save file.
In Survival mode, autosave and manually saving from the carte has been disabled. The only means of physically saving the game is to sleep in a bed, on a mattress, or in a sleeping bag. The exit save function is still available simply is a temporary save that is deleted automatically upon loading. Additionally, the use of console commands is disabled.
In case of unsolvable bugs in quests etc., the Survival manner may be deactivated in the Settings-Menu by choosing another difficulty to enable console commands. Even though it states that the deactivation of Survival Mode is irreversible, by entering the post-obit console command cgf "Game.IncrementStat" "Survival Denied" -1 you tin subsequently reactivate the Survival Mode again in the Settings-Menu.
Ammunition has a set weight, per round, based on the ammunition type. For example the 10mm circular has a weight of 0.025 per round, whereas the mini nuke has a weight of 12. If one becomes overencumbered, their Agility and Endurance will drop by 2, they volition suffer from Fatigue and they will take periodic damage which can cripple the legs. Location respawn fourth dimension is 35 in-game days for non-cleared locations and 80 in-game days for cleared locations to repopulate enemies and loot, as opposed to the standard 7 and 20 days respectively.
While fixed enemy locations have increased repopulation times, the occurrence of random enemy encounters is two days or less.
Summary
GAMEPLAY | NORMAL | SURVIVAL |
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Saving | Manual, quicksaving and autosaves are bachelor. | The only saves available are the exitsave (one per character) and saves made when sleeping (three per character). In some cases at that place is a single autosave available from but prior to exiting Vault 111. Otherwise, autosaves, quicksaves and manual saves are disabled. |
Fast travel | Fast travel is available. | Fast travel is disabled. |
Locations of interest | Easy detection of locations of involvement. | Detection of locations of interest are significantly reduced. |
Location repopulation rate | Repopulate after seven or 20 (for "[Cleared]") in-game days. | Repopulate later on 35 or lxxx in-game days. |
Stronger enemy spawns | Stronger enemies announced as the player character levels. | Stronger enemies spawn with regularity. |
Harm | Standard damage. | Sole Survivor does 150% harm and takes 200% impairment relative to "Very Hard" difficulty. Relative to normal fashion, Sole Survivor does 75% damage and takes 400% harm. |
Experience gain | Normal rate. | Enemies yield 2x feel. |
Available perks | Adrenaline perk not readily bachelor. | Adrenaline perk is given. |
Wellness | Not subject area to Exhaustion, Hunger or Thirst. | The Sole Survivor is challenged to stay hydrated, fed and rested. |
Fatigue | Not subject to Fatigue. | Subject area to Fatigue. |
Affliction | Not field of study to illness. | Antibiotics or a medico are needed to heal illness. |
Healing radiation |
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Healing rates | Food, stimpaks and RadAway heal instantly. | Restorative items recover HP at a significantly reduced rate. |
Crippled limbs | Crippled limbs auto-heal after combat. | Bedridden limbs do not machine-heal. Must be healed past a stimpak or by a physician. |
Behave weight |
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Overencumbrance | If the Sole Survivor exceeds their carrying capacity, they will be unable to run or fast travel. Ranks 3 and 4 of Strong Dorsum will negate these penalties. | If the Sole Survivor exceeds their carrying chapters, they will be fatigued, their Agility and Endurance will exist reduced and will accept periodic limb damage. Rank four of Stiff Dorsum will negate these new side furnishings. |
Companions | If knocked unconscious, companions will get back up subsequently combat. | If knocked unconscious, companions volition not become back up afterwards combat. They must be healed first, or they volition return to their designated settlements. Not-NPC robot companions will instead exist destroyed rather than returning to a settlement. |
Workshop | No limits on overall workshop inventory capacity. | Workshop inventory capacity reduced. May bear on the availability of production items (food, h2o, etc). |
Fast travel is disabled, with the exception of inbound the Institute, which tin can only be entered via fast travel while they are an bachelor faction. Being a member of the Plant, notwithstanding, will non allow one to bypass fast travel'southward elimination every bit the only outward teleportation point is the C.I.T. ruins. However, traveling via Vertibird using a Vertibird signal grenade is unaffected.
Alongside the changes to fast travel, the compass's range of detection has been significantly restricted to a thing of yards for locations of interest and completely removed for NPC detection, hostile or otherwise. Enemies will still show on the compass if they are quest targets, east.g. in the Taking Betoken or Randolph Safehouse quests.
Combat
In combat, in that location have been several primal changes. Firstly enemies accept had their attack strength (damage output) and overall health/damage resistances increased. Relative to Very Hard difficulty player outgoing impairment is increased by x1.5 and player incoming damage is increased past x2.0, with both furnishings applied prior to any reductions for ER/DR. The Sole Survivor's impairment output is increased in absolute terms simply reduced relative to the greater increment in damage done by enemies. This generally results in more challenging battles (unless the enemies are given no opportunity to assail). As well, the see frequency of higher level enemies has been increased, calculation an additional layer of difficulty.
Feel Points still, have been doubled. Additionally a new perk, Adrenaline, is automatically practical to the Sole Survivor every bit one rank for every v enemies they kill. This perk increases up to a 50% increase in damage, only the bonus is chop-chop reduced upon sleeping, proportionate to the time slept. In addition the healing rate of Aid items is significantly slowed, reducing the ability to kickoff wellness damage by using Aid items in mid-gainsay.
Wellness and well-existence
In Survival mode, the Sole Survivor must remain hydrated, consume periodically and accept a regular slumber wheel in lodge to survive. Failure to manage one's well beingness will result in negative effects such as Fatigue, Hunger and Thirst, reducing maximum AP, and increasing the take chances of contracting an disease. Illness risks come from various sources, such as food, drinkable, chem employ, being hit by many creatures' unarmed attacks, immersion in water, or pelting. Immune deficiency can be caused by certain chems, farther increasing the risk of disease. Poor slumber quality (more specifically: sleeping as well often, for shorter periods) may increase the overall risk of affliction, significant that a pattern of using low-quality sleeping places (sleeping bags, mattresses) may indirectly increase the risk of disease (run across Illness risks section beneath for more details).
Healing
Additionally, sleeping in a bed for less than 7 hours volition not heal all Hit Points (HP). There is a sliding scale of health recovery for sleep duration of fewer than 7 hours. Furthermore, the healing rates of all wellness-restorative items are significantly slowed, rather than being instant, and the use of medicinal items such as stimpaks, RadAway and chems can issue in thirst, hunger and allowed deficiency, which will then increase the risk for the Sole Survivor condign ill. Healing effects from foods and drinks only occur if the Sole Survivor is free from (respectively) any hunger or thirst status effects. The healing effect of drinking from water sources (contaminated or not) is profoundly reduced, from 15 HP per drink to only 1.five HP per drink - and simply if at that place are no current thirst status effects.
Nonetheless, visiting a md for purposes of restoring health, removing rads, and curing addictions still carry no side effects. Paying a doctor to "Cure Wellness" will remove all diseases, in addition to restoring the histrion character to full hitting points, at no extra charge.
Survival style adds antibiotics, a rare loot detail, craftable, also obtainable from some doctors and vendors, which will immediately cure all diseases, with no side furnishings. Antibiotics tin be cocky-administered "in the field" and practice not crave traveling to a doctor. Survival mode as well adds diverse herbal remedies of different types. These tin be crafted, establish in loot, or bought from vendors, and are cheaper and more common than antibiotics. Each type of herbal remedy will reduce the chance of contracting certain specific disease types only (not all types). The herbal remedies are preventive rather curative: they must be taken prior to exposure, or at least, prior to sleeping (encounter below section on Disease risks).
Crippling
If one is crippled in whatever form, this no longer recovers with fourth dimension and must be rectified with a stimpak, by sleeping in a bed, mattress or sleeping bag for two hours, or past visiting a doctor for treatment. The third rank of Adamantium Skeleton withal, largely negates this event, as information technology makes the Sole Survivor'south limbs immune from the furnishings of crippling.
Companions
Equally noted higher up, the carry weight of companions has been reduced.
When downed in combat, companions will no longer heal themselves automatically and thus crave a stimpak to recover from their injuries. If left unattended, they will get out the Sole Survivor's traveling party and return to their most contempo settlement to recover. Codsworth will crave a Robot repair kit for healing if Automatron add-on is installed.
Generic robotic companions synthetic at the robot workbench as part of the Automatron add-on office differently from other companions. As they no longer agree essential status, they will explode on death, becoming unrecoverable.
Wellness
There are five stages in each category of Wellness that bridge in-game hours. Decreases in Wellness condition are chosen Fatigue (not to be confused with the affliction of the same proper name). Decreases in Wellness are communicated to the player with a "Fatigue" pop upwardly warning. The increasing thresholds for each level of Health condition are on a curve. For example, information technology takes well-nigh half dozen hours without eating to go from Well-fed to Peckish to Hungry, then a further 12 hours to go from Hungry to Famished.
The tables in the sections beneath evidence the gauge times that it takes for a character to get from completely satisfied to the listed condition in each area. In-game fourth dimension is expressed in "hours" and real-time is expressed in "minutes." These progressions tin can exist sped upwards when using certain items - Stimpaks and many chems inducing dehydration, RadAway causing hunger, etc.
Effect values
Hunger and Thirst
Generally speaking, the value that an item contributes or hinders ane's health is equal to the budgetary value of the item used (as shown in the Pip-Boy inventory, not as shown during trading with a vendor). Benefit furnishings tend to use the total value, while negative furnishings tend to use a fraction of the negative value. High monetary values (positive or negative) are capped at a maximum issue value that varies by Wellness level.
There is as well a minimum effect value, generally equal to half the size of the electric current Wellness ring (for virtually bands, but not all). The result of this is that most hunger and thirst weather condition tin be cleared by eating or drinking two items of whatsoever type, regardless of how low their monetary value is. An implication of this is to consume low-value food and beverage to deal with hunger and thirst while saving higher value items for their buff furnishings.
Affliction take chances
Unlike Hunger and Thirst, Disease uses a minimum (and maximum) base percent gamble ("risk pool"), which is increased by a flat additive percent value based on the category of detail or exposure event involved. This additive value ranges from +ane% (normal food) to +12% for High-risk foods, with a typical value being around +5% (eg creature bites/claws) to +7% per exposure (eg chems and Standard-hazard foods).
But the high-adventure events (which include bites, most chems, swimming, and cannibalism likewise every bit the riskier foods) also trigger an immediate, intra-day check for contracting a disease. Other exposure events (rad treatments, caffeine drinks, normal food, pelting) simply accumulate adventure in the disease risk pool. The affliction hazard pool is checked upon going to sleep, or on any high-risk outcome (discipline to some cool-off timers). Whenever the disease risk pool is checked, information technology is either cleared down fully to the minimum (if a new disease is contracted) or drained slightly (if no new disease is contracted).
Disease risk is directly increased by overall Fatigue (the inverse of Wellness). Fatigue is a weighted average of Hunger, Thirst, and Slumber factors. Hence information technology is important to minimize all these aggravating chance factors, specially prior to sleeping.
Taking herbal remedies volition reduce the affliction chance by -20%, for the diseases that the specific remedy protects against. However, the remedy must exist taken no more i game 60 minutes prior to the take chances check (sleeping or high-chance result).
If the player grapheme is in an immune-suppressed state (a side consequence of RadAway and Lorenzo's Serum) then the total disease risk is increased 10 120%. (It may be appropriate not to sleep until this consequence land has expired.)
Any corporeality of sleeping volition clear down the disease adventure pool to its minimum value, adapted for Health. Low quality sleep (on mattresses etc) may increase the overall chance of getting a disease, if the furnishings of Fatigue outweigh the effects of reducing the chance pool to the minimum level, especially considering that more than frequent slumber will atomic number 82 to more frequent disease checks.
More often than not speaking, the best fourth dimension to accept disease prevention measures is simply before sleep or (if it can be anticipated) just before high-risk exposure. It is a very adept idea to be fully fed and fully hydrated at the betoken of going to sleep, particularly if you are likewise tired and/or accept had high exposure to disease risk factors.
Disease gamble values
Foodstuffs with Standard disease risk in raw form (+seven% to take a chance pool): | Foodstuffs with Loftier disease take a chance in raw form (+12% to risk pool): | All other foodstuffs presumably have the +i% default risk. Including: |
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- Special cases
- +0% to pool for Purified H2o, no check
- +2% to puddle for Nuka-Cola, no cheque
Chems trigger +7% to the risk pool, immediate bank check. (From a script annotate it looks like all addictive Chems will trigger this.)
Thirst
Thirst will negatively impact the Intelligence, Luck and Perception stats, until corrected. Drinking dirty water, either bottled or directly from open water sources such as puddles and rivers, increases the possibility of contracting an illness. As a means of ensuring one has a steady supply of h2o, the Sole Survivor can now fill up empty bottles with dingy or purified water. Dirty h2o is obtained from sources such as rivers, puddles, or ponds. Purified water is obtained from water pumps and h2o fountains, or direct (without needing to supply an empty bottle) from the workshop inventory of a settlement with a water supply surplus, as in a vanilla game.
Nuka-Cola (and variants) give merely 40% of the expected thirst reduction, based on their budgetary value (capped), and cause increased hunger equal to xx% of their monetary value (capped).
THIRST | Parched | Thirsty | Mildly Dehydrated | Dehydrated | Severely Dehydrated |
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Effects | -i INT | -two INT -ane PER | -4 INT -i LCK -3 PER | -8 INT -two LCK -5 PER | -x INT -3 LCK -7 PER Periodic Damage |
Duration In-game (hours) | 4 hours | 9 hours | 18 hours | 30 hours | 45 hours |
Elapsing Real-time (mins) | 12 mins | 27 mins | 54 mins | 90 mins | 135 mins |
- While sleeping, the increase of thirst is 25% of normal, ie 75% less than standard.
Hunger
While the Sole Survivor is hungry (including Craving - annihilation other than Well Fed), the healing and bonus properties of normal (non-wild) food consumption is suppressed until enough is consumed to brand the survivor "well-fed."
Eating normal food that grants a bonus (due east.g. the +1 Agility of deathclaw steak) while not Well Fed will remove the bonus if information technology is already agile. For case, eating a deathclaw steak while not hungry to gain the bonus, and then becoming Peckish, then eating a second deathclaw steak to go well-fed will negate the +ane Agility bonus and would require eating a 3rd deathclaw steak to regain it. This is probably a bug.
The amount of food that must be eaten to reduce hunger is relative to its quality (which is equal to its nominal price), i.e, a ribeye steak satisfies hunger more than than a grilled radroach. Certain foods, such as soups and certain crops, will satisfy both hunger and thirst, to the aforementioned value as their nominal price, so in upshot have double worth or double effect.
Wild plants in full general practice not reduce hunger, only they exercise apply their other buffs regardless of whether the histrion is Well Fed or not. Razorgrain also behaves this way, which is almost certainly a bug. Certain wild plants (wild corn, wild mutfruit, wild tarberry, silt bean) comport like normal plants, not wild plants, in this regard.
The Cannibal perk has a special interaction chosen Dark Craving when eating a corpse is used to satisfy hunger.
HUNGER | Peckish | Hungry | Famished | Ravenous | Starving |
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Effects | -1 END | -ane CHR -ii End | -3 CHR -4 END -i LCK | -5 CHR -8 Stop -two LCK | -5 CHR -x Terminate -three LCK Periodic Damage |
Duration In-game (hours) | 6 hours | 12 hours | 24 hours | 36 hours | 64 hours |
Duration Real-time (mins) | 18 mins | 36 mins | 72 mins | 108 mins | 192 mins |
- While sleeping, the increase in hunger is 25% of the standard, so 75% less.
Sleep
Sleeping for at least one game hour on whatever bed, mattress, or sleeping purse will salve the game, only have no other upshot other than causing a disease check. Sleeping longer (two hours or more) will heal bedridden limbs, progressively heal hit points, and begin to reduce Fatigue levels that the thespian character has adult from being tired (but non Fatigue from hunger or thirst). Healing of hit points can proceed over multiple sleeping sessions. Each sleeping session causes 1 illness cheque of the current disease risk pool.
It is possible to sleep for nothing hours by hitting Cancel immediately afterwards hitting the sleep control. This saves the game and carries out all of the normal disease checks, merely does not reduce tiredness or grant whatsoever healing.
The Sole Survivor cannot sleep more than 3 game hours in a sleeping bag or a tent, and more than 5 hours on a mattress. A mattress cannot reduce the sleep Fatigue state below "Tired" and a sleeping purse cannot reduce any existing sleep Fatigue land of "Weary" or less (Tired, Overtired, or Weary). Sleeping on a mattress or sleeping handbag can prevent entering these slumber Fatigue states, but cannot remove them in one case they have been acquired. If no better identify to sleep is available information technology becomes important to anticipate when the next worst sleep state volition arrive, and sleep before that happens.
To sleep for longer amounts of time, or to fully remove all sleep Fatigue states, it is required to apply a real bed. Attempting to slumber for longer than these times volition result in 1 waking up at the fourth dimension threshold.
More frequent sleeping indirectly increases the risk of contracting a disease, peculiarly if there is exposure to disease risk events between sleep. This is because while sleeping clears down the accumulated increased affliction gamble, a college minimum hazard is imposed past Fatigue (including hunger and thirst), and a affliction bank check is forced each time the player goes to slumber, checked prior to any reduction in the illness risk puddle.
Sleeping for 7 game hours or more allows one to recover full health and if sleeping in a bed as opposed to a mattress or sleeping purse, will ensure one is well rested and minimizes the risk of affliction. Being comatose for any menstruum of time, in whatsoever bed, of any type, will force a check for disease. It volition and then clear the disease risk pool down to the Fatigue-adjusted minimum (encounter the Disease take chances section) regardless of how brief the period of sleep is.
Sleep timer
The sleep timer or sleep counter runs for 14 game hours afterward waking up fully rested.
The bulletin "You experience rested" appears subsequently sleeping, when the sleep timer has been fully cleared. If the histrion is not currently at the Tired country or worse, 2 hours sleep is sufficient to clear this timer completely and permit upward xiv hours before condign Tired. (Sleeping for just ane hour risks the role player character entering the Tired state *after* waking upwards).
Minimum sleep requirements
The absolute minimum sustainable corporeality of sleep while avoiding the Tired land is to slumber two hours after every 13–14 hours of being awake (theoretically, 14 hours but only given perfect timekeeping and no gainsay). This would hateful sleeping 4 hours out of every 30-32 hrs. An optimal pattern for regular sleep (if a bed is hands available) would be to sleep 2 hours after every 10 hours awake, for a full of four hours slumber out of every 24 hours.
With only a single regular sleep time each solar day, the optimum sleep duration would be 10 game hours asleep and then 14 hours awake (if there is no combat, see below); otherwise, the player graphic symbol will get the Tired warning at a unlike time on each successive 24-hour interval.
Entering combat
Entering combat (non including just sprinting) increments the sleep counter by 15 game minutes, i.e. brings the next sleep Fatigue condition 15 minutes closer. (There is a cooldown timer on this counter, so entering combat 56 times in immediate succession volition not cause an increment in sleep fatigue land.)
Solar day 1 anomalies
On the first day of the game, upon leaving the Vault (always) at 9am, the player volition become Tired at 11am unless they sleep prior to that time (or sooner if they enter combat). However if sleeping prior to becoming Tired on the starting time 24-hour interval (simply), the sleep timer is fully reset (even if sleeping for zero hours), granting the full normal 14 hours earlier the actor becomes Tired. (This benefit may not persist if restoring from a saved game that was saved at that indicate.)
Caffeine and booze
Consuming caffeinated drinks such as Nuka-Cola will delay the need to sleep for some time. They also volition temporarily reduce the current tiredness state by (usually) one step. However, caffeinated drinks have hunger increasing effects every bit well every bit reduced thirst-quenching effects. Alcoholic drinks will typically cause increased Thirst rather than reducing information technology.
SLEEP | Tired | Overtired | Weary | Exhausted | Incapacitated |
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Effects | -5% AP Refresh | -ane STR -15% AP Refresh | -1 AGI -1 LCK -2 STR -thirty% AP Refresh | -2 AGI -ii LCK -4 STR -l% AP Refresh Tin can't Sprint | -4 AGI -iii LCK -6 STR -75% AP Refresh Can't Run |
Elapsing In-game (hours) | 27 hours | xl hours | 55 hours | 69 hours | 82 hours |
Elapsing Existent-time (mins) | 81 mins | 120 mins | 165 mins | 207 mins | 246 mins |
- The in-game / real-fourth dimension data in the tables above are approximations but
Waiting
Dissimilar sleeping, waiting (using an item of furniture) does not reduce the rate of hunger increment or thirst increase, does non heal impairment, and does not clear or reduce the disease hazard puddle. Hunger, thirst, and tiredness all proceed to accumulate normally while waiting.
However waiting does non trigger a disease pool bank check like sleeping does. Too, periodic impairment effects - caused by extreme states of hunger or thirst, overencumbrance, or the "Infection" disease - will non occur while waiting.
As in normal way, waiting will (like sleeping) completely avoid the furnishings of rad storms, fugitive the need to seek shelter inside an interior cell.
Illness types
At that place is no correlation betwixt player character deportment and any particular disease blazon. Illness type is near totally random, the merely exception being that the game will not assign the same disease blazon consecutively. (Merely might well assign first one affliction, then a different one, then the first 1 again).
It is not possible to contract more ane disease per game day, and it is not possible to contract a affliction on the first game twenty-four hour period. Subject area to this, information technology is possible to take multiple diseases at the same time, and information technology is theoretically possible to contract all affliction types simultaneously.
Disease durations
- 144 hrs Fatigue (game time value)
- 72 hrs Infection
- sixty hrs Indisposition
- 96 hrs Lethargy
- 168 hrs Parasites (NeedMoreFood)
- 48 hrs Weakness
Bugs
- PC Playstation four Xbox I If the squirrel stew is used to satisfy both the Parched and Craving effects simultaneously while some other food bonus is already in effect, this nutrient bonus will become permanent. The bonus description volition disappear from the Condition card the moment the squirrel stew is eaten but the bonus itself volition remain and can be checked in the SPECIAL page or in the affected stat section if such bonus involves Damage Resistance, Energy Resistance or others. Some bonuses cannot be checked without console commands, then if one wishes to avoid accidentally exploiting this glitch, information technology's all-time non to employ the squirrel stew while another nutrient bonus is in effect.
- PC Playstation 4 When outset joining the Railroad subsequently completing Tradecraft, the message "You tin can now fast travel to and from Railroad HQ" withal appears, despite the fact that fast travel is disabled in Survival mode.[verified]
- PC Cleansing the Commonwealth for Knight Rhys seems to have a bug when getting the Clear Breakheart Banks quest. No flag appears on the super mutants, and no objection is given for finishing the quest. Since the use of the panel isn't allowed, no set is bachelor.[verified]
- PC Playstation 4 Xbox One Due to the increased respawn times, Cleansing the Democracy and similar quests may run out of targets to transport the player to.
- PC Playstation 4 As noted in a higher place in the Hunger section, Razorgrain behaves like a wild constitute for nourishment purposes, and three wild plants behave like their domesticated equivalents. [verified]
See also
- Fallout: New Vegas Hardcore style
- Fallout Shelter Survival mode
Source: https://fallout.fandom.com/wiki/Survival_mode
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