For that. I suggest use FNVEdit as the mods rely on an esp anyway, so you can edit damage and such to your heart's content. For the base game, a script runner is more economic as you can't edit esm files.
How about a buff for pistols, revolvers and such? Those are pretty underwhelming especially in TTW, gave you almost no purposes to have one even as a backup firearm.
Lol, I do agree, shotguns are pretty good already but with how modding goes, I think everyone's games are balanced a little differently - so I can still understand the appeal of something like this :)
Shotgun overpowered? Oh yes, i do too remember when Obsidian forgot they existed and barely gave them any importance in the game. Overpowered for sure.
Shotguns are wildly powerful IRL, it's just their shell size and weight in carrying and loading them that makes them not the supreme weapon choice in the modern age. The fact that the perks that can apply to them are OP is kind of irrelevant, and a factor that needs to be managed on it's own.
You can literally get And Stay Back and make enemies rendered useless while you hotswitch to something like the Ripper and mow them down, yea, "overpowered for sure".. no, definitely powerful for sure.
Have you thought about incorporating Hollow Point mechanics into the various buckshot ammo types to further emphasize their use against unarmored foes and make ammo choice more important versus armored targets? Feels like it could go in hand with a mod like this.
I see why it was recommended to use a mod that re balances armor values. Installing this and New Blood with only a couple of other tweaks has the caravan shotgun one-shotting most things from a fair distance. feels super OP (but also super satisfying) at level 2.
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