That would depend on what your opponent(s) are equipped with.
If they have automatic weapons, using unarmed against them would be fairly suicidal. If they have close combat weaponry, then unarmed would be fine. If they have small arms, it could go either way depending on numerous variables such as range and rate of fire.
You would have to manually merge the altered damage values of these weapons with the EVE+UWWUT weapons (and probably disable the 'Ignore Normal Damage Resistance' as well... unless you want energy weapons to be really deadly).
Since you'd be manually merging the files, which one is loaded first doesn't really matter. Though the process would be slightly easier with the EVE+UWWUT plugin loaded after, that way you could just drag the damage values into it.
For overall load order, all that matters is that it's loaded after any Mods that alters the default, FOOK, or FWE weapons. It only contains weapon records.
Ok. Thanx for the heads up. I guess I'll be waiting for RWI version then. Keep up good work man. I really appreciate stuff u are doing withfor this game. :-)
The Realistic Wasteland Inhabitants version will be the FOOK+FWE version (since RWI requires both FOOK and FWE).
Using the Vanilla version with FWE+FOOK would be a bad idea since it would only affect vanilla weapons, and using the FWE version with it would be bad for essentially the same reason.
If you just want to find out whether or not you like the new values though, there's nothing wrong with trying them out.
11 comments
The following weapons moved to the Big Guns category due to a combination of their weight, power, and handling:
Springfield Rifle
MP 'Maschinenpistole' 40
Shpagin PPSh-41
M1918 B.A.R.
StG 'Sturmgewehr' 44
FG 'Fallschirmjaegergewehr' 42
That would depend on what your opponent(s) are equipped with.
If they have automatic weapons, using unarmed against them would be fairly suicidal. If they have close combat weaponry, then unarmed would be fine. If they have small arms, it could go either way depending on numerous variables such as range and rate of fire.
Since you'd be manually merging the files, which one is loaded first doesn't really matter. Though the process would be slightly easier with the EVE+UWWUT plugin loaded after, that way you could just drag the damage values into it.
For overall load order, all that matters is that it's loaded after any Mods that alters the default, FOOK, or FWE weapons. It only contains weapon records.
if so where would the go in my load order..i know after UPP but where?
i use the Fook+fwe+eve+uwwut as well...so now really where would these go?
thanx in advance
-Automatic, Shotgun, and Energy weapons rebalanced
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I'm not quite happy with the Automatic weapons just yet. I'm having difficulty coming up with a universally applicable formula.
The current one works to keep them from being ridiculously overpowered, but it punishes low Fire Rates... which doesn't make any sense.
So expect one more update once I figure out a way to fix that inconsistency.
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I think I've got it:
Ranged, Auto = ((durability / (10 + Fire Rate)) + (MaxRange / MinRange)) * (AmmoMod + Typemod)
Expect an update sometime tomorrow.
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Or today. Today works too.
Using the Vanilla version with FWE+FOOK would be a bad idea since it would only affect vanilla weapons, and using the FWE version with it would be bad for essentially the same reason.
If you just want to find out whether or not you like the new values though, there's nothing wrong with trying them out.