Fallout 4

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Bojacks

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Bojacks

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About this mod

B.W.O. - Bojacks Weapons Overhaul aims to change weapons and ballistics to be more realistic within the Fallout world along with other modifications.

Permissions and credits
Welcome to B.W.O. - Bojacks Weapons Overhaul.  This mod was created using the FO4Edit.  Big thanks to my friends who served in the military and are now ex and current law enforcement officers that helped me out with the damage values and naming of ammunitions and weapons.



Description:
The aim of this mod is to change the Fallout 4 weapons experience by turning the ammunition/ballistics to realistic damage values and weapons modifications to be as realistic as possible with energy weapons balancing out in between so they don’t feel left out and useless and can do things that ballistics can’t.  Obviously, armor and power armor gear will factor into how much damage a weapon does to a person. But a .50 BMG will destroy anything and anyone regardless of armor and power armor.

Information:
Without the Creation Kit/G.E.C.K. being released there isn’t much that can be done as far as advance modding goes for what I’d like to add into this mod unless there is someone out there that knows all the Codes & Values that would like to partner up with me and get the future features included into this mod while we wait for the CK/GK to come out.

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Current Changes
 

Ammo Changes:
·        Shotgun Shell to 12Ga 00 Buckshot – 80 Damage
·        .38 to .380 ACP – 10 Damage
·        10mm to 9x19mm – 25 Damage
·        .45 to .45 ACP – 45 Damage
·        .44 to .44 Magnum – 70 Damage
·        5.56mm to 5.56x45mm – 50 Damage
·        5mm to .222 Remington – 50 Damage
·        .308 to 7.62x51mm – 100 Damage
·        .50 to .338 Lapua Magnum – 150 Damage
·        Fusion Cell – 30 Damage
·        Fusion Core – 40 Damage
·        Plasma Cartridge – 30/30 Damage
·        2mm EC – 200 Damage

 

Weapons Changes:
·        Pipe Rifle now holds 20 round clips from 12
·        10mm Pistol now holds 15 round clips from 12
·        Combat Rifle now uses 7.62x51mm rounds only from.45 ACP
·        Deliverer now uses .380 ACP rounds only from9x19mm and holds 7 round clips from 8
·        Pipe Bolt-Action now holds 3 rounds from 6
·        Minigun Drum now holds 999 rounds from 500
·        Laser Gun now holds 20 round clips from 30
·        Institute Gun now holds 40 round clips from 30
 
 


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Future Changes & Current Plans
 

Ammo Changes:
·        5mm to 7.62x51mm – 100 Damage
·        .308 to Lapua Magnum – 150 Damage
·        .50 to .50BMG – 300 Damage
 
Changes to Weapons& Modifications:
·        Weapon mods will only increase and reduce accuracy, damage (Very Slightly), clip size, recoil, weight, range and rate of fire. Scopes will more than likely be untouched.
·        Pipe Revolver to .45 ACP only
·        The heavier the gun the less recoil it has. The lighter the gun the more recoil it has.
·        Recipe changes
 
Player/NPC Damage& effects (Body Parts):
·        Head shots will kill all humans, dogs and most super mutants in one hit unless they are wearing head armor then a .380 ACP might take two head shots to kill humans or more for super mutants and so on.
·        Limbs will take a lot less damage but they have a 100% chance to cripple them if hit. If shot in the legs, movement will be slowed to a limping state. If shot in the arms, aiming will be harder and there is a 5% chance of dropping your weapon.
·        .50 BMG will blow all limbs apart no matter what human, mutant or monster (even death claws) and is an instant kill weapon and will even kill anyone in a power armor suit in one hit as it will penetrate everything and anything. Might take a few shots to kill a behemoth though…
·        Flamethrowers will have a burn effect. For example, you won’t need to keep holding down the fire button to keep burning someone or something. Once they are ignited they will keep burning for an amount of time and go into a panic mode and run aimlessly until they die or put out the fire. Though the longer you hold the fire button the more damage ignite will do.
·        Power Armor wearing Players & NPC’s will be immune to damage such as flamethrowers, Fire and any caliber round under .44 Magnum and probably all melee damage types. But the armor can break from taking too much damage from any form of attacks.
 

More to come
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Seeking Help
I am currently seeking help in finishing this mod before the G.E.C.K./Creation Kit is released (Since it will be awhile). I have limited knowledge with anything outside of using G.E.C.K./Creation Kit.  So if there is anyone that has a lot of experience with FO4Edit or any other coding/program that wants to partner up or help me in achieving my goals for this mod will be greatly appreciated.