Fallout 4

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GUN NUT v1.0 (Test Release)


OVERVIEW

***This mod is NOT done. I am putting this up here mainly for feedback. Do not yet save with it installed until I have tested it more.***

Pre-War guns (Combat rifle, shotgun, etc) would degrade after 200 years. Parts would break and be replaced by handmade pieces.

Bullets are lethal. I was not satisfied with the Vanilla Survival gunplay, it was too easy, and enemies could take too many hits. Now, a single pistol bullet will kill most humans if placed properly. "Most humans" includes the player, so watch out.
Gameplay is changed with a strong emphasis on the player's own reaction time and reflexes.

I didn't like how "Damage" was calculated and "Balanced" with the receiver upgrades. Automatic weapons do not do less damage per shot than semi automatic ones. Also, the ROF of automatic weapons felt dialed-back and sluggish.


DESCRIPTION
Extensively changes vanilla BALLISTIC weapons;
-Pipe Gun
-Pipe Bolt-Action
-Pipe Revolver
-44
-10mm
-Combat rifle
-Combat shotgun
-Minigun
-Hunting Rifle
-Double Barrel Shotgun
-Submachine Gun
-Syringer (Currently no way to craft ammo)

In the following ways;
-More descriptive name inspired by previous Fallout lore,
-Comprehensive upgrade overhaul,*
-Changed default templates

UPGRADES OVERHAUL

Instead of increasing levels of "powerful" with damage multipliers, I have implemented a new system. The RECEIVER category only changes the material the weapon is built from, and the ROF of the weapon, including Automatic/Semi-Automatic.
Feasible rechamberings have been included in the RECEIVER category.
High-tier Gun Nut perks allow you to construct 2x auto receivers, with high ROF and recoil, which you may deal with using other gun mods.

NEW CATEGORIES such as BOLT, LUBRICATION, TRIGGER, HAMMER, etc. These make small, one-time modifications to the weapon which improve performance in small ways.

The idea here is not for the player to quickly upgrade their gun as fast as possible, until achieving "Powerful Advanced Receiver," which the player is encouraged to do in Vanilla game. Instead, the player will focus more on restoring Pre-War guns to their proper condition, and making small improvements on Post-War weapons.

Several categories of mods are cross-functional. For example, hunting rifle barrels can be attached to the combat rifle. Scopes will eventually be re-implemented as cross-functional units which can be made ONCE and transferred BETWEEN weapons as the player chooses, instead of making a new scope per each gun.

AMMUNITION

All ballistic ammunition types have been renamed. Additionally, each bullet has been assigned a weighted damage value. This means the "damage" of a firearm is determined by its caliber, as it should be. A .45 round will do the SAME amount of damage PER ROUND as it would in a pipe revolver AND submachine gun.

EXPLOSIVES
Grenades have been given new designations. Additionally the frag grenade has been buffed, and given an explosive shrapnel effect, and very loud explosion.

MISC
A small collection of junk items has been added. There is a Lubricant item used in firearm mods, and additionally various loose gun parts.

TO_DO LIST

-Cross-functional scopes, See-Thru Scopes integration
-Proper categorization of barrels: Smoothbore only for combat shotgun, Rifled only for rifles.
-Mod chains (Cleaning first required for lubrication, Rechambered barrels required for Rechambered receivers, etc).
-Apply specific .NIF transforms to loose mods, no more generic wood boxes.


Tl;DR, Cheeki Breeki