Follow the folder structure to find what you're interested in
It's important to note as one of the common point of contention is whether the mod affects enemy damage. "npc_damage" folder is responsible for that - you can remove this folder yourself.
You can remove whole folders or edit files inside them.
What's the point of the "Very hard to hard scaling" mod? Achievements? Why not play on Hard in the first place? It's not like AI behavior or abilities change by difficulty.
This mod boosts gun damage across the board(for the most part), so that mod reduces the damage enemies do on very hard so that they won't literally erase you when combined with this mod.
Besides that everything else thats boosted by very hard remains the same like enemy HP and detection speed.
I think this mod is pretty well balanced except for enemies with LMGs, they literally 2 shot me no matter what kind of build I'm in. I'm playing Phantom Liberty and I'm in the room where you find the Chimera (before the actual Chimera boss fight). It's already pretty hard in vanilla, but it's just impossible with this mod installed. The LMG guys kill me before I can even react to them. How can I make these guys do like half the current damage?
It turns out the HMGs were one-shotting me as well. I actually thought I was getting hit by a sniper whenever that happened lol. I halved enemy LMG damage. For enemy HMG damage I had to turn it down to 1/4 of the default. Now LMGs 4 shot me and HMGs 3 shot me. They're still very dangerous and should be prioritized, but not totally unfair.
I came here because I was dealing with the same thing through the game.
There is a cyberpsycho that ambushes you with two turrets and no matter how much armor/mitigation I built I died instantly every time. Had to metagame reacting to the turrets before they were activated. Same issues with a lot of the early fights in the DLC as well, the soldiers do more damage than the chimera tank itself.
I like the idea that if I don't have enough cyberware I should die quickly but the damage seems really high even with high cyberware, which contradicts how rare/elite/boss npcs are handled.
Latest version reduces the damage of LMG and HMG by 25% and 66% respectively. You mentioned halving LMG damage but this would put its DPS below assault rifles and SMGs. 25% damage reduction puts LMG's DPS only slightly above Copper.
turrets still 2 shot even with lv 60 with 999 amor just change damage hmg to 1 and it still one or 2 shot me ? also the heavy merch machine gun that have smart tracking have insane damage compare to vanila very hard
You might want to consider lowering it just a bit. I played with the Weapon Damage Scaling Rebalance and Enemy Rarity Fixes mod on Hard difficulty, and some enemies with LMGs still one or maybe two-shot me. Yes, they should be this big, scary enemies, but as of right now, they are way too OP.
Honestly I think its hard to reconcile because LMG/HMG balance isn't just about damage necessarily. You don't want nerfgun LMG's and you don't want one-shotting godtier enemies, but the "issue" is that a LMG wielding AI will whip that s#*! around and hit you with the same accuracy as any other enemy.
So in enemy hands, LMGs are just better assault rifles- but if all LMG/HMG damage was lowered then the weapon type would be lame. They don't have to handle the unwieldiness and weight for the increased damage. I don't know how to fix this I just felt the need to yap. Maybe make LMG dudes spray like crazy to imitate their heavy weapon handling? Would at least look cool.
I am stupid, what does DPM stand for? Please help. If anyone at all has any idea, it would be a godsend. I really want to increase the damage per shot of a few weapons by specific numbers but I can't understand what DPM has to do with per shot damage.
I don't know which one of the mods you recommended causes that but I just did the Cyberpsycho mission: "Six Feet Under", where the boss has a double-barrel shotgun and throws a flash grenade at 70% HP.
The boss barely does any damage to me, I can just stand right in from of him and eat the bullets.
Goddammit HOW do I delete perk changes? I delete the folder. I delete everything related to perks. But it doesn't work. Perk changes are the only thing I don't particularly like about the mod. Everything else is great.
What does "DMG Mult" represent on the chart shown in images, like 0.75x for the Nue? I can't find anything in the tweak files referencing it, but I might be missing something?
I also want to express that LMGs and HMGs are disgustingly overpowered. The nerfs were not enough, and I'm still consistently dying very, very quickly. I'll do my own tweaks, but please nerf them even more
351 comments
It's important to note as one of the common point of contention is whether the mod affects enemy damage. "npc_damage" folder is responsible for that - you can remove this folder yourself.
This mod boosts gun damage across the board(for the most part), so that mod reduces the damage enemies do on very hard so that they won't literally erase you when combined with this mod.
Besides that everything else thats boosted by very hard remains the same like enemy HP and detection speed.
It turns out the HMGs were one-shotting me as well. I actually thought I was getting hit by a sniper whenever that happened lol. I halved enemy LMG damage. For enemy HMG damage I had to turn it down to 1/4 of the default. Now LMGs 4 shot me and HMGs 3 shot me. They're still very dangerous and should be prioritized, but not totally unfair.
There is a cyberpsycho that ambushes you with two turrets and no matter how much armor/mitigation I built I died instantly every time. Had to metagame reacting to the turrets before they were activated. Same issues with a lot of the early fights in the DLC as well, the soldiers do more damage than the chimera tank itself.
I like the idea that if I don't have enough cyberware I should die quickly but the damage seems really high even with high cyberware, which contradicts how rare/elite/boss npcs are handled.
just change damage hmg to 1 and it still one or 2 shot me ?
also the heavy merch machine gun that have smart tracking have insane damage compare to vanila very hard
So in enemy hands, LMGs are just better assault rifles- but if all LMG/HMG damage was lowered then the weapon type would be lame. They don't have to handle the unwieldiness and weight for the increased damage. I don't know how to fix this I just felt the need to yap. Maybe make LMG dudes spray like crazy to imitate their heavy weapon handling? Would at least look cool.
The boss barely does any damage to me, I can just stand right in from of him and eat the bullets.
I play on Hard difficulty with the following mods you recommended:
- Enemy Rarity Fixes
- JonnesTT's Weapon Damage Scaling Rebalance loot fix
This is the first boss I have encountered, the mod seems to work fine other than that, I get destroyed by elite enemies as it should be.
Edit: Okay it's doing that with all shotguns, I'll investigate on my side
Was wondering if the semi/full auto switch can be made to work with these bad boys:
There must be a game controller that can be bound to the firing modes somewhere (or be written):
https://i.imgur.com/8w95cqz.png
https://i.imgur.com/rbgDHsd.png
Would just be a cherry on top!