Important reminder: this patch will only work with NORMAL BULLET SPEED VERSION of Weapons of Fate, it will NOT WORK WITH ITS REDUCED SPEED VERSION
Please double check and make sure load order look like this:
Realistic Guns and Bullets Overhaul.esp
Weapons of Fate.esp
RGBO377_WOF120.esp
Version 3.77
This update is compatible with and REQUIRES Vanilla Weapons HD by mluppov, http://www.nexusmods.com/fallout4/mods/23566/? , which replaces vanilla weapons mesh to high-polygon models and makes them much nicer looking. Please make sure load order look like this:
WeaponsHD.esp
Realistic Guns and Bullets Overhaul.esp
Update 3.77 Changes:
- Slightly tightened .44 Revolver, Western Revolver, Pipe Revolver and Lever Gun bullets spreads, slightly increased Flamer spread
- Shaved some weight off .44 Revolvers and Handmade Rifles
- Slightly reduced the range of .44 Bull Barrel to the same level of Western Revolver Long Barrel, at the same time reduced its recoil. So now the advantage of .44 Bull Barrel over Western Revolver is not longer range, but smaller recoil
- Increased fire rate of Combat Shotguns
- Increased Fatman MIRV range, and fixed its cluster disperse angle, they should now be flying away from player instead towards player as in vanilla
- Misc. tweaks and fixes
- Updated WOF patch to be compatible with 3.77, please re-download
- Other patches in Optional Files section still compatible with this update
Version 3.76f
As of 1 Sep, 2017, since WMF has been updated, a new compatibility patch WMF14_RGBO376 replaces the old one, the INSTALLATION method is CHANGED too, please read the following very carefully before you install:
1. Install Weapon Mod Fixes (WMF) first:
- Choose GOTY (all DLC) version when the first fomod window comes out
- Choose Vanilla Weapons HD version when the second fomod window comes out
- When the third fomod window comes out, DO NOT CHOOSE AWKCR PATCHES (RGBO is already compatible with AWKCR, therefore you do not need AWKCR patch). Other patches are NOT supported by this mod, so please don't ask me if you should install any of them
2. Install RGBO 3.76
3. Install Compatibility Patch - WMF14_RGBO376
4. Adjust and make sure the load order look like this:
WeaponModFixes-GOTY.esp Realistic Guns and Bullet Overhaul.esp WMF14_RGBO376.esp
Version 3.76
This update is compatible with and REQUIRES Vanilla Weapons HD by mluppov, http://www.nexusmods.com/fallout4/mods/23566/? , which replaces vanilla weapons mesh to high-polygon models and makes them much nicer looking. Please make sure load order look like this:
WeaponsHD.esp Realistic Guns and Bullets Overhaul.esp
- Made weaponsHD.esp a master file, that should remind people remember to download and install Vanilla Weapons HD
- When using Double Barrel Shotgun with Spiked Muzzle Brake, gun melee attack animation now correctly showing barrel poking (as if with a bayonet) instead of vanilla gun-butting
- Misc. tweaks and fixes
- If you use Weapon Mod Fixes, since it has been updated therefore a new compatibility patch is available for download in Optional Files section. Please read installation note in sticky post very carefully before you install Weapon Mod Fixes and its compatibility patch
- Other patches in Optional Files section still compatible with this update
Version 3.75
This update is compatible with and REQUIRES Vanilla Weapons HD by mluppov, http://www.nexusmods.com/fallout4/mods/23566/? , which replaces vanilla weapons mesh to high-polygon models and makes them much nicer looking. Please make sure Realistic Guns and Bullets Overhaul.esp is BELOW WeaponsHD.esp in the load order
Updated 3.75 changes:
- Damage of Plasma Gun Flamer Barrel now only affected by Heavy Weapons perk, thank you riloki for your kind suggestions!
- Increased the recoil difference when player changes ammo types of a gun, that is, you will notice higher recoil than previous versions when a gun is converted to use more powerful ammo, and lower recoil than previous versions when a gun is converted to use less powerful ammo
- Slightly increased recoil of Handmade Rifles
- All patches in Optional Files section still compatible with this update
Version 3.74
Update 3.74 changes:
- This update is compatible with and REQUIRES Vanilla Weapons HD by mluppov, http://www.nexusmods.com/fallout4/mods/23566/? , which replaces vanilla weapons mesh to high-polygon models and makes them much nicer looking. Please make sure Realistic Guns and Bullets Overhaul.esp is BELOW WeaponsHD.esp in the load order
- Revert projectile of player vertibird minigun back to beam to prevent it from hitting own vertibird at certain angles (this only affects you if you are using WOF)
- All patches in Optional Files section still compatible with this update
Version 3.73
Misc. tweaks and fixes:
- Slight increase of Submachine Gun and Radium Rifle recoil
- Greatly reduced paint guns recoil
- Removed Laser and Institute Laser guns Automatic Barrel ammo capacity penalty
All compatibility patches in Optional Files work with 3.73
Version 3.72f
To use this compatibility patch, please read and follow the following instructions very carefully:
1. Install Weapon Mod Fixes (WMF) first:
- Choose all DLCs when the first fomod window comes out
- When the second fomod window comes out, you will notice the mod contains its own patches for Realistic Guns and Bullet Overhaul, DO NOT CHOOSE THEM! They are meant to be used with RGBO versions long time ago and not the lastest
- When the third fomod window comes out, DO NOT CHOOSE AWKCR PATCHES, DO NOT CHOOSE RGBO PATCHES
2. Install RGBO 3.72
3. Install Compatibility Patch - WMF131 - RGBO372
4. Adjust and make sure the load order look like this:
WeaponModFixes.esp WeaponModFixes-Automatron.esp WeaponModFixes-FarHarbor.esp WeaponModFixes-NukaWorld.esp Realistic Guns and Bullet Overhaul.esp WMF131_RGBO372.esp
Version 3.72
Update 3.72 changes:
Nothing spectacular, just some minor fixes and tweaks:
- Added keywords to some weapons to comply with latest AWKCR (please update your AWKCR as well), plus some other keyword changes
- Reduced capacity of 10mm Pistol large magazine to 30
- Reduced capacity of Alien Blaster Fusion Magazine to 60
- Increased capacity of Assault Rifle drum magazines to 100
The compatibility patches in Optional Files still work with this version, please feel free to continue use them
Version 3.71
Update 3.71 changes:
No major changes or new features, just misc. tweaks and fixes:
- Increased robot tesla guns damage to 30 in line with tesla semi-auto damage
- Fixed minigun accelerated barrel description/effect mismatch. Thanks Prodigy152 for pointing this out!
- Slightly increased pipe syringer gun accuracy to save your precious syringe ammo: it's still a inaccurate short ranged weapon though, just made it better within the margin
Version 3.7
Now updated to 3.7!
Update 3.7 changes:
Reworked Tesla Gun damage modelling, now Tesla Gun work like this:
- Base damage 25, but every hit result in a small area of effect explosion that does 25 electrical damage (similar to explosive bullets)
- Charging Barrel has longer range and has damage 45 plus the 25 damage explosion
- Shotgun Barrel split the lightning into 5 bolts with 9 damage each and with shorter range, but each bolt has their own AOE 25 damage explosion
- Charging Lob Barrel is more like a grenade launcher, it launches 5 lightning balls that carries 9 damage + 25 explosion damage each, and it actually has longest range among all barrels, but with rather low projectiles speed and accuracy
- The damage change also apply to all Robots and Turrets that uses tesla guns
Other changes:
- Removed recoil bonus of Beam Focusers, this make them more specialized for semi-auto firing with extended range
- Increased minimum damage of Laser Musket to 40 for short barrels and 45 for long barrels
- Increased range of Assaultron and Bobobrain arm lasers to equivalent of rifle range
- Misc. Tweaks and fixes
All WOF and VIS in optional files still compatible with Update 3.7, you can continue using them
Version 3.6w
Important reminder: this patch will only work with NORMAL BULLET SPEED VERSION of Weapons of Fate, it will NOT WORK WITH ITS REDUCED SPEED VERSION
Please double check and make sure load order look like this:
Realistic Guns and Bullets Overhaul.esp Weapons of Fate.esp RGBO36_WOF120.esp
Version 3.6
Update 3.6 changes:
- Player now only encounters NPC with submachine guns and assault rifles at higher level than vanilla, this should give player more time to source better protections to counter the increased gun damage of this mod in general. Thanks honglong17 for your kind suggestions
- Changed sentry cluster bomb projectiles so now they don't seek targets but still uses trajectory calculation, they are just area of effect carpet bombing weapons now
- Increased explosion damage of missile (vanilla less damage than frag grenade)
- Sentry missile launcher now has same damage of a regular missile launcher (vanilla much less than)
- Reduced Frag and Plasma Grenade damage inline with other grenades
- Reduced Molotov Cocktail explosion damage
- Tesla gun lobber receiver now fires a salvo of exploding lightning balls (I have no clue what vanilla effect was doing)
- Reverts Turret projectiles back to beam to fix some turrets not firing properly (this only concerns WOF users)
- Fatman MIRV now fires a cluster of 6 mininukes in accordance to its 3D model (vanilla 5)
- All shotguns and shotgun turrets now fire 9 pellets (as per common 12 gauge 00 buckshots) instead of vanilla 8
- Misc. tweaks and fixes
Version 3.5w
Important reminder: this patch will only work with NORMAL BULLET SPEED VERSION of Weapons of Fate, it will NOT WORK WITH ITS REDUCED SPEED VERSION
Please double check and make sure load order look like this:
Realistic Guns and Bullets Overhaul.esp Weapons of Fate.esp RGBO36_WOF120.esp
Version 3.5
Update 3.5 changes:
Projectiles Overhaul:
I have combed through the main game and all DLCs and modified most projectiles that are close related to player's gameplay, to give them more realistic speeds and gravity:
- Once again, if you are using Weapons of Fate by Seb263, http://www.nexusmods.com/fallout4/mods/12986/? , all projectiles have realistic speeds with gravity=1. You will also need to download the compatibility patch available in the optional files section, PLEASE READ THE INSTALLATION INSTRUCTIONS VERY CAREFULLY
- If you are using this mod alone, most of guns still shoot with perfect straight line and hit instantly the moment you pull the trigger (that means no change from vanilla), and the lower speed projectiles (syringe gun, railway rifles, fatmans, grenades...etc.) still have realistic speeds, but with gravity=0.5, this will make them shoot with much longer range and much straighter, to easy the learning curving of new way of aiming with those weapons
- Grenades now all weigh 1 pound (so are your mines) and has 4 second delay, with realistic throwing speed. That means if you are using Weapons of Fate, you are no longer able to throw them very far like before, (but think of the bright side, neither can your enemies, so you are less likely to experience rains of grenades in combat if you stay out of range). If you just use this mod alone, because of half gravity setting, grenades can be thrown further but still not as far as vanilla
- Homing beacons/smoke grenade, those you use to call in artillery/missile strikes or synth reinforcements/vertibirds, they all weigh 0.5 pound and can be throw greater distance than regular grenades (gravity conditions of WOF or NO WOF still applies), they are also changed their sound levels to "silent" so not to alert your enemies, and their timer are set to 4 seconds same as other grenades. I would also suggest you use this 4 second timer period to sneak yourself away after throwing them and calling in artillery/missile strikes (especially if you are using WOF), due to artillery inaccuracy there is a small but not negligible chance the bombardment may come near your current position: you don't want to be in their blast range, and you want a direct hit from them even less, because mortars has ballistic damage of 800, and missile 3200
Other changes:
- Gauss Rifle minimum damage now finalized to 100 ballistic and 50 energy, with armor piercing ability to ignore 40% of target armor
- Fatman explosions are now given 100 radiation damage (vanilla 0)
- Behemoth rock throw now does 156 ballistic damage
- Deathclaw rock throw now does 52 ballistic damage
- Vertibird miniguns and fixed forward machine guns now fire explosive rounds
- Companion default weapons are given better gun parts (powerful receivers, hardened piercing receivers, improved automatic barrels and maximized capacitors, etc.), however this only works when you first meet them. If you already have them, their default weapons will be embedded in game save files and stuck in vanilla form. Unfortunately, changing game save files are beyond the scope of this mod, so this change is just provided as is
- Fixed Radium Rifle Advanced Receiver rate of fire. Thanks Morchaste for pointing this out!
- Greatly increased recoil of Lorenzo's Artifact Gamma Gun
- Decreased Combat Shotgun drum magazines capacity to 24
- Misc tweaks and fixes
Version 3.4w
Important reminder: this patch will only work with NORMAL BULLET SPEED VERSION of Weapons of Fate, it will NOT WORK WITH ITS REDUCED SPEED VERSION
Please double check and make sure load order look like this:
Realistic Guns and Bullets Overhaul.esp Weapons of Fate.esp RGBO34_WOF120.esp
Version 3.4
Update 3.4 Changes:
Changed some of the Legendary Effects:
- removed recoil penalty (and a dubious value of +2.5 damage) from Automatic Laser Musket Effect
- Powerful Effect now only adds 20% damage (vanilla 25%)
- Violent Effect now adds 40% damage (vanilla 25%) and has only 25% recoil increase (vanilla 300%), Violent Effect should also works on energy weapons now (vanilla missing energy damage increase)
- Rapid Effect only increase 20% speed and 10% reload speed (vanilla 25%/15%)
- Two Shot Effect removed accuracy penalty and reduced recoil increase to 60% (vanilla 100%)
- All of the above changes now also include correct AP costs according to the setting of this mod as well
A vast number of weapons and NPC weapons now has realistic projectile speed, as well as gravity effects.
- If you use this mod together with Weapons of Fate by Seb263, http://www.nexusmods.com/fallout4/mods/12986/? (please give him an endorsement if you use this excellent mod, it costs just a few second of your life, but you can help to let more people know his mod), all projectiles changed in this mod would have realistic gravity effects. To do this, YOU ALSO NEED TO DOWNLOAD A COMPATIBILITY PATCH AVAILABLE IN MY OPTIONAL FILES SECTION
- If you choose to use this mod alone, high speed projectiles used in most of guns will still fly in straight line, while other lower speed projectiles (mini nukes, broadsider cannon balls, syringes, railway spikes...etc.) will have half of the gravity effects. This will make those projectiles shoot much straighter and hence ease the learning curve of aiming those weapons
Other changes:
- Fine-tuned AP cost system, AP costs are now closer related to rates of fire
- Vanilla Flamer range calculations were total mess! Now fixed and replaced with following: Long barrel now renamed High Flow Barrel, which has 20% increased damage and 20% rate of fire; flamer range now only affected by nozzles, long range flame has range of 60 yards, medium 45 yards and short 30 yards; flames do full damage till 40% of range, and decrease to 70% damage till 80% of range, and then zero damage when out of range. Cryo Flame and Plasma Flame has same range as medium ranged Flamer. Cryo Crystalline Projectile now has additional ballistic damage of 8
- Standardized all charging weapons to 1 sec charging time and 50% minimum damage, this applies to Laser Guns, Tesla Guns, Gama Guns, Gauss Rifles and Junk Jet
- Standardized charging weapon damage calculations, as a result of this, Tesla gun base damage now increased to 50, and Gauss Rifle has minimum damage 80 ballistic and 80 energy
- Removed some nonsense weapon modification requirements (such as Big Leagues 4 to build a Shovel Stock) of Handmade Guns and Western Revolvers, the requirements are now limited to Gun Nuts and Science!, in line with the rest of weapons
- Misc tweaks and fixes
Version 3.3
Update 3.3 changes:
- Weapon weights now use empty weights in game: when I did the weight overhaul it was before Beth created survival mode, so I made the weapons in game having loaded weights or weights with ammo in magazines. Since the introduction of survival mode, ammo has weights and it's only fair to use empty weight now so not to eat into player's precious carry weight limit. Many thanks for jakelad for enlightening the way!
- Gauss Rifles now has bas damage 75 ballistic plus 75 energy (vanilla ballistic 110), I believe this reflect the hybrid nature of the weapon better
- Compensators now have smaller muzzle rise but bigger spread than muzzle brakes, as they should be, thanks jakelad again for bringing this one up!
- Increased Combat Shotguns fire rate to a more realistic level
- Misc tweaks and fixes
Version 3.2w
This patch is meant to WORK WITH WOF NORMAL BULLET SPEED VERSION ONLY, it will NOT WORK WITH its REDUCED BULLET SPEED VERSION.
Update Changes:
- Recalculated all projectile speed and impact force. Speeds will be based on real world projectile speed of ammos used in this mod, and impact force calculated from respective bullet weight and speed, with Gravity=1. Original WOF had gravity=2 and about 3 times real world bullet speed, I guess it could be due to the different interpretation of in game distance unit, WOF author may have taken I unit=1 foot, but I believe 1 unit=1 yard
- Fixed a small misplacement of data by the original WOF maker, he used regular .308 projectile data where .308 suppressed projectile should be used, now corrected
- Added Broadsider, Combat Shotgun, Double Barrel Shotgun, Flare Gun, Fatman, Harpoon Gun, Junk Jet, Missile Launcher, Railway Rifle and Syringe Gun, all with recalculated realistic projectile speed, some of them requires new skills to aim, so try them out!
Version 3.2
Update 3.2 changes:
Weapon Aim Model Overhaul:
- Different weapons now have more distinc characteristics regarding hit spread, recoil and accuracy. Energy weapons are most accurate, some ballistic weapons are more accurate than others, pipe weapons are simply bad, and junk jets...don't count on them... Test out your weapons in game!
Change of armor piercing properties:
- In vanilla all armor piercing receivers carry same -40% target DR property, this was acutally too OP: with the FO4 damage calculation this means armor piercing simply does flat out 20.6% damage increase, this made armor piercing receivers actually better than the next higher tier receiver in most conditions. Now this is changed: rifle type ammos, such as 5mm, 5.56mm, 7.62mm and .308 will have -30% DR in this mod, or 13.9% damage increase, other ammos such as .38, .45, 10mm only have -20% DR, or 8.5% damage increase. Please note the above increase may still mean better damage against higher DR targets, so player can still modify their weapons ahead of and according to anticipated encounters
Other changes:
- Reduced Compensator recoil deduction: compensators were a bit too good and almost made muzzle brakes obsolete, now compensators have more distinctive characteristics when compared to muzzle brakes, the former won't absorbs as much recoil as the latter, but are better at reducing horizontal spreads
- Shaved some weights from Hunting Rifles, thanks jakelad for your kind suggestions!
- Misc. tweaks and fixes
Version 3.1w
This patch is meant to WORK WITH WOF NORMAL BULLET SPEED VERSION ONLY, it will NOT WORK WITH its REDUCED BULLET SPEED VERSION.
Update Changes:
- Recalculated all projectile speed and impact force. Speeds will be based on real world projectile speed of ammos used in this mod, and impact force calculated from respective bullet weight and speed, with Gravity=1. Original WOF had gravity=2 and about 3 times real world bullet speed, I guess it could be due to the different interpretation of in game distance unit, WOF author may have taken I unit=1 foot, but I believe 1 unit=1 yard
- Fixed a small misplacement of data by the original WOF maker, he used regular .308 projectile data where .308 suppressed projectile should be used, now corrected
- Added Broadsider, Combat Shotgun, Double Barrel Shotgun, Fatman, Harpoon Gun, Junk Jet, Missile Launcher, Railway Rifle and Syringe Gun, all with recalculated realistic projectile speed, some of them requires new skills to aim, so try them out!
Version 3.1vw
If you wish to use Valdacil's Item Sorting, Weapon of Fate together with Realistic Guns and Bullets Overhaul, then you need this patch
This patch is meant to WORK WITH WOF NORMAL BULLET SPEED VERSION ONLY, it will NOT WORK WITH its REDUCED BULLET SPEED VERSION
Some stats in WOF are tweaked to follow the RGBO calculations, with added weapons and ammo types. Change List as follows:
- Recalculated all projectile speed and impact force. Speeds will be based on real world projectile speed of ammos used in this mod, and impact force calculated from respective bullet weight and speed, with Gravity=1. Original WOF had gravity=2 and about 3 times real world bullet speed, I guess it could be due to the different interpretation of in game distance unit, WOF author may have taken I unit=1 foot, but I believe 1 unit=1 yard
- Fixed a small misplacement of data by the original WOF author, he used regular .308 projectile data where .308 suppressed projectile should be used, now corrected
- Added Broadsider, Combat Shotgun, Double Barrel Shotgun, Fatman, Harpoon Gun, Junk Jet, Missile Launcher, Railway Rifle and Syringe Gun, all with recalculated realistic projectile speed, some of them requires new skill to aim, so try them out!
Version 3.1
Update 3.1 changes:
- Decreased Lever Gun, Combat Rifle and Hunting Rifle short and stub barrel damage loss with distance. This was supposed to happen with Update 3.0, but somehow I confused myself copying and pasting new data into the mod, I apologize, now fixed
- Minigun Gunner Sight had too much accuracy buff, decreased to Glow Sights stat in line with this mod now, this is an old mistake that has been buried in the pile of changes, now fixed
- Gatling laser and Gamma Gun now has disperse same as other laser guns, which is better than ballistic weapons; Plasma Gun has disperse in between laser and ballistic weapons, as its hybrid nature in terms of damage
- Misc. tweaks and fixes
This patch is meant to WORK WITH WOF NORMAL BULLET SPEED VERSION ONLY, it will NOT WORK WITH its REDUCED BULLET SPEED VERSION.
Update Changes:
- Recalculated all projectile speed and impact force. Speeds will be based on real world projectile speed of ammos used in this mod, and impact force calculated from respective bullet weight and speed, with Gravity=1. Original WOF had gravity=2 and about 3 times real world bullet speed, I guess it could be due to the different interpretation of in game distance unit, WOF author may have taken I unit=1 foot, but I believe 1 unit=1 yard
- Fixed a small misplacement of data by the original WOF maker, he used regular .308 projectile data where .308 suppressed projectile should be used, now corrected
- Added Broadsider, Combat Shotgun, Double Barrel Shotgun, Fatman, Harpoon Gun, Junk Jet, Missile Launcher, Railway Rifle and Syringe Gun, all with recalculated realistic projectile speed, some of them requires new skills to aim, so try them out!
Version 3.0
Update 3.0 changes:
- Increased the distance of rifle ammo and laser beams reach, this may solve the problem of enemy cannot be hit at very long distance
- Increased the speed of plasma gun, gamma gun, alien gun, railway spike and syringer projectiles to make them more useful in combat
- Increased range and accuracy of .308 barrels, Gauss Rifle barrels and laser/plasma sniper barrels
- Increased fire rate of automatic laser guns, combat rifles and radium rifles, decreased fire rate of flamers
- Tightened disperse of Vertibird Minigun bullets as mounted weapon should have
- Misc. tweaks and fixes
Version 2.9
Energy weapons overhaul
- Increased accuracy of long and short barrels of laser gun, laser musket, institute laser, gatling laser and minigun
- Standardized energy weapon damage calculation: short barrel, auto barrel and splitter barrel have 0% damage change, improved short barrel, improved auto barrel, improved splitter barrel and long barrel 20% damage increase, improved long barrel 40% damage increase
- Regarding laser gun and plasma gun sniper barrels, the changes are as follows: laser sniper barrel is a "charging" barrel, therefore it can achieve higher damage, with the penalty of having only half of ammo capacity, regular version has 80% damage increase, and improved version 120% damage increase, the charging time is reduced to 2 seconds from vanilla 3; plasma barrel is not a charging barrel, therefore no ammo capacity penalty, but only 40% damage increase for regular version and 60% damage increased for improved version, and only slightly increased fire rate (0.3 second compare to 0.25 second for other semi-auto barrels)
- Beam splitter has 0% damage increase, improved splitter 20% damage increase, they now has higher out of range damage penalty similar to shotgun projectiles
- Increased plasma flamer barrel damage to 15 ballistic and 15 energy (vanilla both 12), but decreased ammo capacity to 100 (vanilla 300)
- Removed range penalty of gyro compensating lenses
Other changes:
- Standardized turrets and robot weapons range: protectrons, eyebots, wall mounted bubble turrets, due to size limit they can only have short barrel weapons with pistol range, sentry bots and tripod turrets however can have longer barrels with rifle range
- Standardized out of range damage multiplier for turrets and robot weapons, regular auto and semi-auto weapons 0.5, shotgun turrets and beam splitters 0.1, flamers 0.7
- Recalculated pipe weapons damage according to barrel length
- The crude build of a pipe bolt-action gun is unlikely to take the high pressure of .50 ammo, therefore changed .50 receiver to 5.56mm receiver, with faster fire rate and smaller AP cost
- Misc. tweaks and fixes
Version 2.8
Update 2.8 changes:
- Increased Tesla Rifle base damage to 42 (vanilla 32), ammo capacity to 20, its charging barrel also has longer range, but decreased fire rates of all charging mods
- Increased all stub barrels range
- Alien Blaster fixes: increased its long barrel damage, with fusion magazine mod now it fires blue laser same of Nuka World Fake Alien Blaster, alien blaster turrets now uses fusion cells (vanilla 5.56mm ammo) and has blue laser damage in line with this mod
- Added Disciples .44 Bladed Bull Barrel, sorry it was buried in the vanilla data piles and I never noticed it, now it has long barrel plus bayonet stats in line with this mod
- Misc tweaks of Turrets and Robot Weapons stats
Version 2.7g
A compatibility patch for Classic Assault Rifle - Additions for Z06Frank's G3 mod by Giggityninja and Z06Frank, http://www.nexusmods.com/fallout4/mods/14248/?
Please note the gun stats has been tweaked to comply with RGBO standards, while I try to keep original modder's intentions as much as possible
please install RGBO first, then G3, then the patch
Make sure the load order look like this:
Realistic Guns and Bullets Overhaul.esp G3.esp G3_RGBO.esp
Version 2.7
Update 2.7 Changes:
- Now compatible with AWKCR and AWKRC must be installed before this mod
- Removed automatic receivers damage penalty: all tiers of automatic receivers has same damage modifiers as same tier semi-auto receivers. However, to balance out the OPness of auto receivers in VATS, auto receivers now has further increased AP cost, and the damage increase between tiers is reduced from 25% to 20%, that means hardened, powerful and advanced receivers has damage increase of 20%, 40% and 60% respectively, instead of vanilla 25%, 50% and 75%
- The above change obvious benefits all-automatic weapons, such as miniguns, gatling lasers and submachine guns. Minigun base damage increased to 17, gatling laser to 21, and submachine gun to 34. Please bear in mind NPCs using these weapons are even more deadly now, however
- Removed pipe weapons damage penalty: all pipe weapons in previous versions has 20% damage penalty, now this is removed. All ballistic weapons damage now based on ammo type and barrel length, as in real life
- Because of removed pipe gun damage penalty, .38 ammo is once again returned to game. Based on .38 Super, with 650J @5", pipe weapons has base damage of 13 to 17 depend on barrel length. Renaming of .38 to .357 is no longer required
- Slightly increased 10mm and .44 damage to better match real world muzzle energy
- Compensators now have better recoil control but won't completely eliminate horizontal jerks as in vanilla (only greatly reduce it now)
- Other tweaks and fixes
Version 2.6w
This is a compatibility patch for Weapon of Fate (Ballistics Overhaul) 1.2.0 by Seb263, http://www.nexusmods.com/fallout4/mods/12986/?
Please install in the following order: RGBO first, then WOF, then this patch
Make sure the load order look like this:
Realistic Guns and Bullets Overhaul.esp Weapons of Fate.esp Weapons of Fate - Reduced Bullet Speed.esp (optional) RGBO26_WOF120.esp
Version 2.6
Many thanks to the kind contribution of argvminusone, NexusFiles and Kmieciu in making of this update!
Update 2.6 changes:
Now includes weapons from Nuka-world DLC:
- Handmade Gun (AKA Chinese Assault Rifle): base damage 42 (real world 7.62x39mm ammo, 2100J muzzle energy @ 16" barrel), actual damage affected by barrel length
- Western Revolver, base damage 42, just another .44 revolver, but with increased fire rate and reduced AP cost compare to standard .44 revolvers
- Extended the good changes from this mod to Nuka-world robots weapons and turrets
- Reduced fire rate of Flamers to reduce its OPness from previous update, changes including all robot weapons and turrets (thanx argvminusone!)
- Increased recoil and reduced fire rate of automatic receivers of Assault Rifles to reduce its OPness (thanx Kmieciu!)
- Lowered sound levels of all guns with suppressors, both guns and projectiles to better reflect player sneak attack abilities (thanx NexusFiles!)
- Corrected Miniguns Armor Piercing properties from previous update
- Motars now have massive kinetic damage if score a direct hit
- Vanilla Bug fixes: corrected ammo and damage type mismatch of a few Nuka-world DLC robot weapons
Version 2.5w
Thanks to Seb263, author of Weapons of Fate (Ballistics Overhaul), http://www.nexusmods.com/fallout4/mods/12986/? , with his permission and blessings a compatible version of Realistic Guns and Bullets Overhaul is ready for download! You'll find this version in Optional Files
To install:
1. Install WOF first
2. Install this version of RBGO right after WOF, and make sure file "WOF110_RGBO25.esp" is immediately BELOW/UNDER all Weapon of Fate related *.esp in the load order
3. Done!
Please note the following:
1. ONLY INSTALL this version IF you are also USING WOF, DO NOT INSTALL this version IF you are NOT USING WOF
2. You DO NOT need the main file of RGBO, just install this version after WOF
3. Once again, make sure file "WOF110_RGBO25.esp" is immediately BELOW/UNDER all Weapon of Fate related *.esp in the load order
Version 2.5
Now Updated to 2.5!
Many thanks to the kind contribution of SilvasRuin, XarathosHawke and Norr in making of this update!
Update 2.5 changes:
- Increased Minigun base damage to 14, and added Armor Piercing property to its Standard and Accelerated Barrels
- Increased Gatling Laser base damage to 18
- Increased Junk Jet damage to 75, but reduced its fire rate
- Increased Cryolator base damage to 30
- Reduced Double Barrel Shotgun base AP cost, increased its Long Barrel range, standardized Double Barrel Shotgun and Combat Shotgun pellets spread according to barrel length, their shortest barrels now have narrower spread
- Redone Radium Rifle radiation damage model to better reflect the game lore
- December's Child .308 receiver now have correct damage
- Ammo weight overhaul, now ammo weights reflect the weight values of their real world counter parts
- All of the above changes would also apply to Turrets, NPC and Robot weapons
Version 2.4
Many thanks to the kind suggestion of SilvasRuin and Norr, without them this mod would not have been possible!
- Reverted Alien Blaster ammo capacity to 42, as homage to Hitchhiker's Guide to the Galaxy
- Changed December's Child legendary Combat Rifle from Far Harbor to fire .45-70 ammo instead (vanilla 5.56mm), since I have provided Combat Rifles 5.56mm ammo way earlier than Bethesda, it's fair to give back a .45ish ammo for its unique version. Base damage 77 (vanilla 33), but with reduced ammo capacity and increased weight, recoil and AP cost. I think my change is more lore friendly to Far Harbor as well
- Boosted Institute Laser Guns base damage to 28 (vanilla 21), but reduced its fire rate and range. Removed its lower tier receiver mods damage penalty as well. The changes also apply to robots and turrets, and X6-88 default weapon
- Flamers now get some love. As a short ranged weapon with rare ammo, its base damage is now boosted to 21 (vanilla 9). The changes also apply to robots and settlement traps, as well as Codsworth default weapon
- Other misc. tweaks and fixes
Version 2.3
Added Far Harbor DLC ranged weapons:
- Lever Action Rifle, .45-70 ammo, 73 base damage (vanilla 35), derived from 3650J muzzle energy with 18" barrel
- Radium Rifle, 39 base damage (vanilla 27), .45 Colt ammo, 1950J muzzle energy with 20" barrel
- Changed property of Radium Rifle Standard Barrel from a short barrel to a long barrel
- Changed and renamed Radium Rifle Long Barrel to Dished Barrel, it now gives 25% more radiation damage instead of being a long barrel
- Changed and renamed Radium Rifle Long Ported Barrel to Deep Dished Barrel, it now gives 50% more radiation damage instead of being a long ported barrel
- Increased Fat Man Bowling Ball Launcher damage to 250 in line with this Mod
- Made compatible with latest Fallout 4 game updates
Vanilla Bug Fix:
- Eye Bot Laser was given ballistic damage, now changed to energy damage
Version 2.1
- Adjusted sighted accuracy of short and stub barrels of Combat Rifle, Hunting Rifle and Assault Rifle
- Adjusted recoil of shotgun effects of Energy Weapons (Beam Splitters and Lightning Gun Lob Barrel and Shotgun Barrel)
- Adjusted Minigun Accelerated Barrel damage
Version 2.0
- Reduced suppressed sound levels of Pipe Guns, Pipe Revolvers, Combat Rifles and Submachine Guns, hopeful this in turn would reduce the NPC detection range related to firing of these guns with suppressors. Thanks NexusFiles for your kind suggestions!
- Added recoil bonus to Plasma Guns automatic barrels in line with other long barrels in this mod
- Removed Railway Rifle automatic receiver range penalty
- Adjusted Gatling Laser Charging Barrel damage and rate of fire
- Adjusted Broadsider, Cryolator, Junk Jet and Railway Rifle range and accuracy
- Adjusted and standardized reload speed of various magazines
Version 1.9
fix:
- Gauss Rifle Compensator and Suppressor was in vanilla state in 1.8, now removed their range penalty, and adjusted AP in line with changes in this mod
Version 1.8
- Extended all the good changes that had been established into Automatron DLC as well, this mod is by far the most comprehensive ranged weapons mod I know of, including all playable ballistic guns, energy guns, launchers, even Junk Jets and Broadsiders (well, not the Flare Gun, there's nothing to mod for a Flare Gun), and all NPC/Robots/Turrets weapons that are related to playable weapons
Vanilla Bug fix:
- Beam Splitter strange recoil value continued into DLC Lightning Gun, fixed
Version 1.7
- A huge update that includes all playable guns with AP, range, recoil, accuracy and damage multipliers changes overhaul
- Base damage of energy weapons are unchanged, because I don't have real world data. However, you will find some improved actual damage output in various places due to improved range, recoil, accuracy and damage multipliers
- Gatling Laser Charged Barrel now have reduced damage but increased fire rate and with overall increased DPS
- Missiles, Mini Nukes, Cannon Balls now have massively increase kinetic damage (from 15~33 to 200~260), expect these damages added on top of explosion damage if they score a direct hit
- Railway Rifle had a "Large Bayonet" that look like a spiked muzzle, now renamed "spike muzzle brake" with a functional muzzle brake
- Narrowed beam splitters spread to make them more useful
- Extended changes to NPC weapons, robot weapons and turrets with changes in this mod
Vanilla Bug Fixes:
- laser long barrel was more accurate than sniper barrels, now they both have correct values
- flamers now have correct reload speed for different tanks
- alien blaster fusion mag description said reduced ammo capacity, but the value had increased ammo capacity, "add" was used instead of "multiply" for damage change multiplier, now fixed
- beam splitter had some suspicious values related to recoil, seemed multiplied by 100 (like McCready Headshot Perk), fixed and tested
- Railway Rifle Standard Receiver Mod was wrongly named "Automatic Receiver" Mod, fixed
Version 1.6
- Tweaked Assault Rifle damages with barrel length changes
- Tweaked Pipe Bolt-Action Guns damages with barrel length changes
- Tweaked Long Light Barrels accuracy
- Tweaked Magazine sizes of Combat Rifles, Hunting Rifles and Pipe Guns to better accommodate the ammo upgrade magazine size penalty
- Fixed renaming of Combat Rifle and Hunting Rifle Stub Barrels removed by using Weapon Workbench
- Fixed Hardened Automatic Receivers descriptions, some mismatch existed since vanilla, never noticed :P
- Cleaned up the mod, removed the entries with zero value modifiers, also did yet another quality assurance run of the mod, I hope the mod is now quite error free
Version 1.5
1. Barrel Length Damage Fall-off Overhaul
In real life muzzle energy changes with barrel length, shorter barrels reduce muzzle energy, and this will translate into in-game damage reduction. Different ammo type has different muzzle energy fall-off rate, rifles rounds are affected more than pistol rounds with shortened barrels, this Update added these changes with reference of real life data. And because the difference of muzzle energy fall-off rate, Combat Rifles, Hunting Rifles and Pipe Bolt-action Guns can no longer have .38/.357 Receivers (or their damage output would have wrong calculations with shorter barrels), they now have Advanced Receivers instead.
2. Other changes:
- Removed range penalty of Combat Shotgun Auto Receivers: their fire rate are too low to deserve this penalty
- Renamed Combat Rifle Short Barrels to Stub Barrels, they look like Stub Barrels, and they also have Stub Barrels properties now
- Misc weight changes
- Misc NPC guns damage changes in line with this mod
Version 1.4
1. Overhaul of AP Cost Calculation:
To understand Action Point, let's first look at what is an "action": an action is a sequence of following: aim at target, fire a round of bullet, (or a burst of bullets), and then reposition the gun to aim, so this sequence can be repeated. Therefore, Action Point is related to how much time it would take to complete one cycle of the above sequence.
Gun types would affect AP, it takes longer to maneuver a heavier rifle than a nimble pistol; recoil would certainly affect AP, too: it takes longer time to reposition the gun to aim after a high recoil shot; longer barrels, with added weight to the end of gun, make it more difficult to "swing around", would cost more AP, adding a bayonet would have similar effect and cost more AP too; looking into a scope would cost AP, the more magnification the smaller the FOV and takes longer to find target, therefore even more AP for longer scopes, on the other hand, a reflex sight should reduce AP; a burst of three-round auto fire would cost more AP than a single round, because it takes longer time to fire three rounds than fire a single round
All of the above are just examples of how gun parts would affect AP. You will notice all of above in this mod, and more. The AP Cost calculation is now the result of combined effects of so many things you would probably find it tedious to know (as well as I find this mod tedious to make). All I hope is you experienced shooters, after using this update, would feel the AP system "closer to life" than the vanilla
2. List of other changes
- Combat Rifle now uses 5.56mm rounds
- Assault Rifle now fires .308 rounds and changed Weapon Category to Heavy Weapon
- .38 ammo now re-named to .357 ammo. I have been using .357 damage since the beginning of this mod, better rename it to reflect this change
- .45 ammo in game still based on the 1750J .45 Colt ammo. If I choose to use 850J .45 ACP then I will be making Pipe Revolvers so sh*tty no one would ever use them (except for Nick Valentine who doesn't have 20 caps in his pocket and can't afford a decent .44)
- removed .308 ammo upgrades for Pipe Revolvers, they will have Advanced Receivers instead
- Removed range penalty of Bayonets, Compensators, Muzzle Brakes and Silencers: they now, instead, have small hip-fire penalty added. Thanks TriNova for your kind suggestions!
- Removed iron sight accuracy bonus of short stocks, this bonus is now strictly for full-length stocks
- Changing to a larger caliber ammo would now reduce ammo capacity
- Adjusted range, recoil and accuracy property of many gun barrels to make them more realistic
- Magazine size change now correctly affects reload time
- removed damage penalty to Light Frame Receivers, and added small AP cost bonus: hope this will make the most useless gun mod in game slightly more useful
Version 1.3b
-Assault Rifle now has more recoil because it's firing .308 rounds
-Submachine Gun and Pipe Revolver now has lower recoil because they are firing lower energy .45 ACP rounds
-Modified Scrounger Perk: Adjusted loot quantity. Now you should find less .38 and .45 rounds, and more 5.56mm and .308 rounds
Version 1.3a
Thanks to VampriruM for this idea!
Alternate changes listed below:
-Combat Rifles now uses 5.56mm rounds
-Assault Rifle now uses .308 rounds (it is after all, a LMG, isn't it)
-Robots that used to fire .45 rounds now fires 5.56mm rounds
-.45 ammo damage now base on real world .45 ACP muzzle energy: 850J translate into 17 damage. In game for the only two types of guns that now uses .45 ammo, Pipe Revolver and Submachine Gun, you will see unperked and unmodded damage of only 14, because the former suffers pipe gun penalty of 20%, and the latter suffers auto-receiver penalty of 20%
-Pipe Gun top tier receiver mod is changed to Advanced Receiver, instead of .45 ammo change in vanilla, since .45 ammo has now too low of unperked damage to be considered an upgrade
-Pipe Revolver top tier receiver mods changed to Advanced Receiver and .38 Receiver. Due to the now low damage of .45 ammo, .38 receiver is now considered a "more damage" upgrade. .308 Receiver now is beyond reach, because its damage is too high
-Nick Valentine now uses a Advanced Receiver Pipe Revolver, Piper has a Powerful Receiver 10mm, Deacon, Cait, Hancock, McCready uses Hardened Receiver hunting rifles or double-barrel shotguns
-Loot table now should also reflect the above changes
Version 1.3
Re-tweaked some gun base damage and related gun mods. Re-written Readme, all changes are described in the new Readme
Version 1.2
Minugun, Robots, Turrets, Vertibirds!
1. Minigun Tri-barrel now uses .38 ammo (finally a way to spend your pile of .38 ammo!), it now has decent unperked damage of 24 (as in a non-pipe .38 auto-receiver, we don't have this receiver in game, but its damage can be calculated from the same formula), but with added recoil compare to 5mm
2. Standardizes Mr Gutsy damage when firing .44 rounds to 40, and .45 rounds to 36. These are same damage outputs as .44 Pistol and Combat Rifle
3. Sentry Bots used to have 5.56mm minigun that's doing damage of only 12 (same as 5mm minigun in this mod). Now they still doing damage of only 12, but changed their ammo type to 5mm to reflect this value of damage (you should now loot 5mm instead of 5.56mm as well)
4. Turrets that fires 10mm rounds now have damage changed from 10 to 16 (same as 10mm auto-receiver in this mod), and its more powerful version from 15 to 25 (same as 10mm powerful auto-receiver). They are more deadly now so beware!
5. Shotgun Turrets have damage changed from 50 to 55 in line with shotgun damage in this mod
6. 5.56mm Turrets are all more deadly now. Mk I Turrets now changed damage from 10 to 26 (same as 5.56mm auto-receiver), and Mk III now from 15 to 41 (same as 5.56mm powerful auto-receiver), Mk V incendiary adds additional 15 damage over Mk III, changed damage from 45 to 56, and Mk VII explosive adds additional 20 damage over Mk III, changed damage from 50 to 61. Now bear in mind while the 5.56mm Turrets are more effective defending your settlements, they are also more deadly defending again YOU
7. All Vertibird Miniguns damage output standardized to 12, this will include npc vertibird minigun (vanilla 5), and player vertibird minigun (vanilla 25)
8. Vertigun Left and Right Fixed-mount Machine Guns, in vanilla they fire 5mm rounds and have damage of 1 (wtf), this make their placement just for shows. No longer this will be the case! Now they fire .308 rounds (which you should be able to loot, too) and have damage of 53 (as in .308 auto-receiver damage, this receiver is not in vanilla game, but its damage can be calculated from the same formula). Whether they can hit you is one thing given the vertibird pilots' reputation, but when they hit they should at least do the damage of decent military aircraft forward fix-mount machine guns! Take cover when they are strafing now :)
9. All guns receiver mods, when they change to a weaker ammo type (e.g., .45 to .38), they now have less recoil; when they change to a more powerful ammo (e.g., .308 to .5), they now have added recoil too
10. Bug fix: vanilla Assault Rifle Dot Reflex Sights was missing zoom, now it has 1.5x zoom in line with all other reflex sights
Version 1.1
1. Added .44 Bull Barrel and Hunting Rifle short barrel to the readme, the changes were in 1.0, forgot to mention
2. Slightly increased Hunting Rifle short barrel range in line with range change already in 1.0
3. For .5 receivers (Hunting Rifle and Pipe Bolt-action Rifle), added recoil, and added reload animation speed in line with changes in 1.0
4. Sharpshooter Grips and Short Stocks now have worse recoil control compared to vanilla
5. Adjusted Minigun AP cost
6. Submachine Gun muzzle brake now has better recoil control in line with other changes
7. Misc. adjust weight of many gun parts
This mod is a painstakingly done overhaul of ALL RANGED WEAPONS in Fallout 4, including Automatron and Far Harbor DLC. The goal is to bring more realism to these guns, while still keep the vanilla game structure intact, so we can have more realistic guns, and preserve the uniqueness of FO4 game play at the same time
Thank you LucidAPs for your title artwork :)
What this mod changes:
1. Ammo Base Damage Calculation:
The damage calculations of ballistic weapons are based on this assumption: every 50J muzzle energy equals 1 damage in game. As in real life, muzzle energy is only affected by ammo type and barrel length, and so is the damage of ballistic weapons in this mod. Different barrels also have distinct ballistic properties, for example .308 ammo is more accurate and has smaller energy loss along its path, pipe weapons are less accurate and their projectile lose more energy with distance compare to more precisely built weapons that fire the same ammo. The stats of some certain real world version of ammo are chosen to be modeled on, so the vanilla damage structures are still preserved, while giving people more sense of realism and immersion
Energy weapons and fantasy weapons has various increased damage to balance the ballistic weapons damage change
- 10mm ammo, based on 10mm Auto with muzzle energy 950J @5" and 1100J @8" barrel, this translate to in game damage of 19 to 22. Used by 10mm Pistols, (vanilla damage 18), it also has ammo capacity increased to 16 (it is a massive pistol, it should have a bigger magazine)
- .38 ammo, based on .38 Super with muzzle energy 650J @5", 850J @12" barrel, used by Pipe Guns, modded Pipe Revolvers with in game base damage 13 to 17. Top-tier Tri-Barrel Miniguns also converted this ammo, with damage 26 (result from calculations of having longer barrels and powerful receivers)
- .45 ammo, based on .45 Colt with muzzle energy 1700J @11" barrel, base in-game damage 34, used by Pipe Revolvers, top-tier receiver Pipe Guns, Submachine Guns and Radium Rifles. Radium Rifles have base damage of 38 due to having longer barrels
- .45-70 ammo, 3850J @24", base damage 77, used by level-action Rifles (base damage 73 due to shorter barrels) and December's Child from Far Harbor
- .44 ammo, .44 Magnum, 2050J @6.5", base damage 25 to 48 with different barrel length (vanilla 48), used by .44 Revolvers and Western Revolvers, the latter has faster fire rate as head nod to old west fast gun slingers
- 5.56mm ammo, 5.56mm NATO, 1800J @24", base damage 36, used by Combat Rifles and top-tier receiver of Pipe Bolt-Action Guns (vanilla by Assault Rifles). The change should be more appropriate for this weapon in terms of damage, range, and accuracy. (Thanks VampriruM for your kind suggestions!)
- Shotgun Shells: a typical 3400J muzzle energy would give the in game damage of 68 instead of vanilla 45 or 50
- .308 ammo: 3600J @24", .308 Winchester, 72 base damage (vanilla 37), used by Pipe Bolt-Action Guns, Hunting Rifles, top-tier receiver Combat Rifles, and now Assault Rifles (it's a light machine gun after all, isn't it? Thanks VampriruM again!). Please note I have moved Assault Rifle into the Heavy Weapon category, and one need to have Heavy Gunner Perks to further increase its output. This is to prevent rifle users from getting an OP weapon too easily. For Heavy Weapon users, you now have a new toy :)
- 5mm ammo: I don't have real world data for this ammo, lets just make it more useful, Miniguns now spit 17 armor piercing damage instead of vanilla 8
- .50 ammo: based on real world .500 Jeffery, 8300J @24", 166 damage, used only by top-tier receivers of Hunting Rifles
- 7.62mm ammo: based on real world 7.62x39mm, 2100J @16", 42 damage (vanilla 32), used by Handmade Rifles (AKA Chinese Assault Rifles)
- Missiles, Mini Nukes and Cannon Balls, they now have greatly increased kinetic damage, (increased from 15~33 to 200~260), expect these damages added on top of explosion damage if they score a direct hit
- Slight increased Laser Guns base damage from vanilla 24 to 25
- Plasma Guns base damage slightly increased to 25 ballistic plus 25 energy
- Boosted Institute Laser Guns base damage to 30 (vanilla 21), but reduced its fire rate and range.
- Gatling Laser base damage increased to 21
- Flamers now get some love. As a short ranged weapon with rare ammo, its base damage is now boosted to 21 (vanilla 9). The changes also apply to robots and settlement traps, as well as Codsworth default weapon
- Cryolator base damage increased to 30
- Junk Jet base damage increased to 75 but reduced its fire rate
2. Receiver damage modifier changes:
In FO4, receiver damage modifiers, are actually, "magic". The FO series has the history of being RPG game, with RPG game settings, and therefore, "magic" weapon stat increases. Just bear in mind this game is not a simulator, even though lots of its aspects look like one. In this mod, the receiver damage modifiers are still there, but with slight decrease to balance out the semi-auto and auto weapons: every tier of receive upgrade gets 20% damage increase instead of 25%, end of discussion
3. AP Cost Overhaul
To understand Action Point Cost more, let's first look at what is an "action". An action is a sequence of following: aim at a target, fire a round of ammo, (or a burst of ammos), and then reposition the gun to aim, so this sequence can be repeated. Therefore, Action Point is related to how much time it would take to complete one cycle of aiming and shooting
Gun types would affect AP, it takes longer to maneuver a heavier rifle than a nimble pistol; recoil would certainly affect AP, too: it takes longer time to reposition the gun to aim after a high recoil shot; longer barrels, with added weight to the end of gun, making it more difficult to "swing around", would cost more AP, adding a bayonet would have this similar effect and cost more AP too; looking into a scope would cost AP, the more magnification the smaller the FOV and takes longer to find and aim at target, therefore even more AP for longer scopes, on the other hand, a reflex sight should reduce AP; a burst of three-round auto fire would cost more AP than a single round, because it takes longer time to fire three rounds than fire a single round All of the above are just examples of how gun parts would affect AP. You will notice all of above in this mod, and more. The AP Cost calculation is now the result of combined effects of so many things you would probably find it too tedious to know (as well as I find this mod tedious to make). All I hope is you experienced shooters, after using this update, would feel the AP system "closer to life" than the vanilla
4. NPC weapons changes:
- All the above changes apply to NPC weapons, that means guns used by NPCs, robots and turrets
- Companions now use weapons with damage output equivalent to having Powerful Receivers or Maximized Capacitors
- Standardized Turrets and Robot weapons damage and AP to the same as equivalent playable weapon types, and if Turrets and Robot weapons have different levels of upgrades, the damage output would be same as equivalent modded weapons. For example, 5.56mm Turrets are all more deadly now. Mk I Turrets now changed damage from 10 to 36 (5.56mm damage), and Mk III now from 15 to 43 (5.56mm hardened auto-receiver damage), Mk V incendiary has powerful receivers with 51 damage and 5 fire damage, and Mk VII explosive with 51 damage with additional 25 explosion damage
- Vertibird Left and Right Fixed-mount Machine Guns, in vanilla they fire 5mm rounds and have damage of 1 (wtf), this make their placement just for shows. No longer this will be the case: Now they fire .308 rounds (which you might be able to loot, too) and with some real damage of 72. Whether they can hit you is one thing given the vertibird pilots' reputation, but when they hit they should at least do the damage of decent military aircraft forward fix-mount machine guns. Take cover when they are strafing now :)
- Motars now have massive 800 kinetic damage if score a direct hit
Please bear in mind since many of the guns I modded now have INCREASED DAMAGE, NPCs using these guns are MORE DEADLY NOW, ESPECIALLY those with AUTOMATIC WEAPONS, please RESPECT them with higher kill priority
5. Other guns and gun mods changes:
- Removed automatic receivers damage and range penalty
- Long barrels now have less hip-fire accuracy penalty
- Bayonets, Compensators, Muzzle Brakes and Suppressors, they no long have range penalty, they have now small hip-fire accuracy penalty added instead (Thanks TriNova for your kind suggestions!)
- Compensators now have better muzzle rise control but less overall recoil reduction compared to Muzzle Brakes
- Muzzle Brakes now have better recoil control
- Suppressors now have correct reduced sound level properties
- Shotguns shortest barrels now have narrower spread, longest barrel now have increased range
- All guns receiver mods, when they change to a weaker ammo type (e.g., .45 to .38), they now have less recoil; when they change to a more powerful ammo (e.g., .308 to .5), they now have added recoil
- Changing to a larger caliber ammo would now reduce ammo capacity (similar sized magazine holds fewer rounds if the rounds are larger)
- Minigun Shredders now have no range penalty, but adds to accuracy penalty (this is what you get from adding scrap metals around rotating barrels)
- Removed .308 ammo upgrades for Pipe Revolvers, and .38 ammo conversion from Hunting Rifles and Pipe Bolt-Action Guns, they will have Advanced Receivers instead
- Adjusted range, recoil and accuracy property of many gun barrels to make them more realistic
- Reduced iron sight accuracy bonus of short stocks
- Magazine size change now correctly affects reload time
- removed damage penalty to Light Frame Receivers, and added small AP cost bonus: hope this will make the most useless gun mod in game slightly more useful
- Renamed Combat Rifle Short Barrels to Stub Barrels, they look like Stub Barrels, and they also have Stub Barrels properties now
- Narrowed Beam Splitters spread to make them more useful
- Railway Rifle had a "Large Bayonet" that look like a spiked muzzle, now renamed "spike muzzle brake" with a functional muzzle brake
- Reduced Gatling Laser Charged Barrel damage but increased its fire rate, with overall DPS increase
- Reduced suppressed sound levels of Combat Rifles, Pipe Guns, Pipe Revolvers and Submachine Guns, hopeful this in turn would reduce the NPC detection range related to firing of these guns with suppressors
- Changed property of Radium Rifle Standard Barrel from a short barrel to a long barrel
- Changed and renamed Radium Rifle Long Barrel to Dished Barrel, it now gives 25 more radiation damage instead of being a long barrel
- Changed and renamed Radium Rifle Long Ported Barrel to Deep Dished Barrel, it now gives 50 more radiation damage
- Changed December's Child legendary Combat Rifle from Far Harbor to fire .45-70 ammo instead (vanilla 5.56mm), since I have provided Combat Rifles 5.56mm ammo way earlier than Bethesda, it's fair to give back a .45ish ammo for its unique version. Base damage 77 (vanilla 33), but with reduced ammo capacity and increased weight, recoil and AP cost. I think my change is more lore friendly to Far Harbor as well
6. Weight Changes:
Guns, Gun Mods and Ammos that can have some real world reference should have more realistic weight values. The changes are too many to list out. If you are interested in knowing, you can pick up a weapon, go to a Weapon Mod Station, and look at the weights change in weapon mods, and judge if they are too far from reality (the vanilla settings are, as far as I know), please let me know if you think some of the values are not reasonable
7. Vanilla game bug fixes (stupid mistakes everywhere, the following is not even complete list):
- Auto Receiver of Combat Shotgun had abnormally high rate of fire, now changed in line with this mod
- Standardizes all reflex sights to 1.5x zoom
- .44 bull barrel was categorized in game as a "short light barrel", clearly it is NOT. Now with increased weight, range and sighted accuracy, and reduced recoil to make it behave like a long barrel
- Laser Guns Long Barrel used to be more accurate than its Sniper Barrels, now they both have correct values
- Alien Blaster Fusion Mag had wrong value damage multiplier (programmer used "add" instead of "multiply"), and ammo capacity/description mismatch, both fixed
- Alien Blaster Turrets now use fusion cells (vanilla 5.56mm ammo) and has blue laser damage in line with this mod
- Railway Rifle standard receiver mod was named automatic receiver mod, now corrected
- Eye Bot Laser was given ballistic damage, now changed to energy damage
- Corrected some robot weapons ammo and damage type mismatch from Nuka-world DLC
- Misc. mismatch of mod descriptions with actual effects
Installation and uninstallation: NMM, you know the drill ;). Additional installation instructions for compatibility patches can be found in sticky posts and in changelogs of the patch files (click on the yellow versions links at the lower right corner of some of the files in the FILES download section)
COMPATIBILITY: This mod is NOT and will NOT be COMPATIBLE with any OTHER MODS that changes STATS (damage, weight, descriptions, etc.) of VANILLA GUNS, unless a compatibility patch is provided. This mod should be COMPATIBLE with STAND ALONE WEAPON MODS, unless when they've touched vanilla weapons: if that happens, move this mod lower in load order until problem fixed
Finally, thanks to all! Please lets me know if you find abnormalities or any unreasonable values in this mod!