How does it compare to WeaponDamage (http://www.nexusmods.com/newvegas/mods/36353/) or Caliber Based Damage (http://www.nexusmods.com/newvegas/mods/62943/)?
Though the general interaction between ammo and armour in this game is unrealistic. The game assumes that when armour doesn't actually stop a bullet, at least it reduces the damage that bullet will do to the body; wereas in real life, a bullet that's been slowed but not stopped by armour can do _more_ damage as it starts tumbling, vs a small clean wound through the same spot on an unarmoured target.
These guys took the idea of changing the weapons to make the damage right, my mod literally uses bullets to make the damage right, so that even at 50% durability you still do moderately the same amount of damage, unless it is a long barreled weapon, in which case degradation translates to bad or fouled rifling and other parts, and therefor less damage, so in short it's more rewarding to keep something like a hunting rifle or sniper rifle in good repair, but a 10mm SMG will still do near the same damage regardless.
Like the feedback, let me know if you spot a weapon I forgot to edit, or bullet. I didn't do energy weapons since that's kind of actually based on the weapons ability to feed on energy rather than the projectile itself.
Yes, mod weapons will be unaffected. If it were possible I'd go around making mod weapon patches. And it's not that the weapons themselves do NO damage. It's that they have been reduced. So for instance, accuracy is still very heavily affected by durability as is the weapons resale value. But damage is still also slightly affected. The damage on some guns I counted is increased due to rifling adding velocity, so the more it degrades, the more the damage does, such as instances like the Brush Gun in .45-70 Gvt. It still does 25 points of base damage, while the bullet does 50, meaning if you let it decay, it will lose about 20 points of damage. So weapon durability is not useless in this sense, however there were guns like the 10mm SMG that I felt were pretty much bullet hoses, that the overall durability will not effect bullet damage further than 1-2 points, since it only has a 2-3 inch barrel to begin with, and it sprays a wide area. Meaning velocity and accuracy were not really the key features of such a weapon, and the damage would mostly be coming from the bullet itself.
The point of weapon durability in real-life is that it means the gun will eventually break if not cared for, and it affects the resale value. The weapon condition should have no real effect on the damage done until the gun is pretty-much destroyed, then it may do damage to YOU depending on how it fails.
You have to look at it from a role playing game perspective, this game may play a lot like a first person shooter but in reality it has lots of randomness and roll calculations to the damage system. Even though you aim at the torso/head for greater damage potential the game still uses randomness as to how bad that damage is based on many factors (skill, WEAPON CONDITION, critical, etc.) which are all calculated by the game.
The reduction in damage/dps by guns because of low durability, could be the gun is less accurate so the shots might not be hitting vitals (heart, spine, lungs, brain etc) and instead hitting less lethal locations on the head/torso. Like a shot hitting the shoulder or even deflecting because of bone.
To further add a gun with lowered durability means more then just rust and old parts. It means worn out parts like the barrel rifling could be worn and causing accuracy issues. Or the sights might be worn/old and less accurate as a result.
Judging by the description, this would be incompatible with mods that edit vanilla weapons. It also technically won't be compatible with mod added weapons due to it editing weapons individually instead of through scripts, so mod added weapons will be unaffected by this mod.
10 comments
Though the general interaction between ammo and armour in this game is unrealistic. The game assumes that when armour doesn't actually stop a bullet, at least it reduces the damage that bullet will do to the body; wereas in real life, a bullet that's been slowed but not stopped by armour can do _more_ damage as it starts tumbling, vs a small clean wound through the same spot on an unarmoured target.
Yes, mod weapons will be unaffected. If it were possible I'd go around making mod weapon patches. And it's not that the weapons themselves do NO damage. It's that they have been reduced. So for instance, accuracy is still very heavily affected by durability as is the weapons resale value. But damage is still also slightly affected. The damage on some guns I counted is increased due to rifling adding velocity, so the more it degrades, the more the damage does, such as instances like the Brush Gun in .45-70 Gvt. It still does 25 points of base damage, while the bullet does 50, meaning if you let it decay, it will lose about 20 points of damage. So weapon durability is not useless in this sense, however there were guns like the 10mm SMG that I felt were pretty much bullet hoses, that the overall durability will not effect bullet damage further than 1-2 points, since it only has a 2-3 inch barrel to begin with, and it sprays a wide area. Meaning velocity and accuracy were not really the key features of such a weapon, and the damage would mostly be coming from the bullet itself.
The reduction in damage/dps by guns because of low durability, could be the gun is less accurate so the shots might not be hitting vitals (heart, spine, lungs, brain etc) and instead hitting less lethal locations on the head/torso. Like a shot hitting the shoulder or even deflecting because of bone.
To further add a gun with lowered durability means more then just rust and old parts. It means worn out parts like the barrel rifling could be worn and causing accuracy issues. Or the sights might be worn/old and less accurate as a result.