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SephDragoon

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57 comments

  1. Gamecase
    Gamecase
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    Does this still work?
    1. seraphael
      seraphael
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      No reason it shouldn't given this is just a simple perk change. Consider the more recent Perk Up - Lightweight Perk Overhaul as an alternative though. Near identical changes to this while also overhauling multiple other perks in a good way.
  2. Gwyllie
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    Okay i dont know what the f*#@ went wrong, but to put it simply, perks went haywire. Instead of having only vanilla variants or mod variants of perks, i have both at the same time. They change every odd number. For example Rifleman 1 goes for every gun, Rifleman 2 goes only for semi-autos (thus removing dmg buff from previous perk level btw) and then Rifleman 3... you get it.

    Is the problem with me having already added it mid game with first two Rifleman perks selected or is just mod fucked?
  3. dadab22
    dadab22
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    I keep trying, but this mod does not change anything. It's as if the mod is not there. Help!
    1. Cubox
      Cubox
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      Hey, might be a _little_ late for a reply, but I'll give it a try.

      If you don't see ingame the perk changes, and are sure it's in your load order and should in theory work, could you download FO4Edit, and run it against your whole load order. Then right click on the left panel, click on something called "filter to show conflict losers", and see if the mod is listed.
      If it is, click on the little plus next to it's name, to extend the overriten entries, extend everything listed, then take a screenshot of the entire FO4Edit window for each Perk entry that is in red.

      That way we can see if you have a conflicting mod, which one, and how to fix it by creating a custom compatibility patch (very easy).

      If you don't play Fallout 4 anymore, or gave up on the mod, you can ignore me :)
    2. mjhusn
      mjhusn
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      I didn't see it at first either, but I resorted the plugin order in vortex and now it's showing the perk wording changes.
  4. Cubox
    Cubox
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    Hey,

    To avoid having automatics too overpowered, I made my modification to this mod, where the Commando perk only gives you the initial +5% damage boost, then only helps hip fire and stagger.
    My modification keeps the other perks as intended by Seph.

    If anyone is interested in trying those changes, i'll make my mod page.
    1. CeramicWeasel
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      Hmm, that just means it's not worth taking the ranks beyond the first. It's already a close call against Bloody Mess at 5% per rank.

      I don't think it makes automatics too overpowered if you're playing survival. They chew through so much ammo, they're not a weapon type you want to be using all the time anyway. The increased DPS is countered by the extra ammo cost and the fact that a lower damage per shot is punished more harshly by FO4's armor system.
  5. RaiderJericho92
    RaiderJericho92
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    Been awhile since I've seen this mod updated, you still around @ SephDragoon?
    1. Cubox
      Cubox
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      Is there anything to update?
      If so I'm willing to update it. But I need to know what's missing :)
    2. CeramicWeasel
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      Well I don't know if there's anything "missing" per se, and I only just started poking around in the .esp today, but it looks like Gunslinger 3 will apply to Heavy Weapons. That's possibly a bug. Also, he mentions that the Commando restriction against Heavy Weapons no longer applies, but as far as I can see there aren't any Heavy Weapons that use the WeaponTypeAutomatic keyword.
  6. cryorage22
    cryorage22
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    So i like the way this Mod looks. However i have to admit to some curiosity, Why just Damage? Why not Accuracy and Recoil comp with automatics as well? Better aim and handling would make sense with an automatic specialization
    1. Cubox
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      If I recall correctly, it's only to compensate for the reduced damage caused by fully automatic weapons.

      In the real world, it does not work like this. A bullet from an automatic or semi-automatic (or single action) weapon will do the same wound.
  7. armorunit
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    my english is not good sorry.


    is this make weak npc use automatic?

    u know by this mod, commando has only get 5% more damage each rank instead 20%.


    this mod is very nice to player.

    but im worry about npc's automatic damage.

    if reduce npc's automatic damage by this mod, ill roll back the damage as vanilla
    1. SephDragoon
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      It just makes the Rifleman perk add damage to all rifles regardless of being automatic or not. So Commando stacks with it, and it slowly increases Automatic damage to be in line with single fire damage, which stacks with Rifleman.
    2. armorunit
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      yeap i understood about that.

      but as i know, bethesda's games r give perks to npc like this.

      if npc is spawned with baseball bat, give to npc the slugger perks.

      if npc is spawned with pistol, give to npc the gunslinger perks.

      if npc is spawned with semi-auto rifle, give to npc the rifleman perks.


      so i thought if install this mod, npc that spawn with automatic weapon, got a penalty

      anyway as u did, commando perk is nerfed to 5% from 25% each rank.


      resultingly if without this mod, raider that spawn with automatic weapon, got 80% more damage by rank 4 commando perk.

      but with this mod, just 20% more damage by rank 4 commando perk.

      if raider have rifleman perk, just clear and no problem ofcourse.

      but only have commando perk, this is nerf for npc that equip automtic weapon.


      i hope u can understand this

      sorry about my bad english again
    3. crazyfire2
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      From what I am getting out of FO4edit, this does not make NPC with automatic weapon weaker.

      I didn't go through every named NPC, but Bethesda has a different set of perks for generic raiders and NPC. These perks, crDamage15 and others, simply modify damage and some other traits.
  8. CitizenX
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    Just tracking for now. At the moment the game is to easy (for me) as it is, even on Survival Difficulty and without using VATS. But when the 'real' survival mode Bethesda promised gets out and/or some mods pimp enemy toughness (without just making them bullet sponges) I'll give your mod a try for sure!
    1. SephDragoon
      SephDragoon
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      It might be my mods, but the end game is retardedly easy. Eventually I can just tank... anything. It's probably my mods, with like Railroad weave under a full set of armor (let's be honest here, everyone is using Armorsmith extended, and this s#*! eventually happens).

      Early game though, I am getting absolutely raped. Survival difficulty with a zombie apocalypse mod (tons of feral ghouls everywhere), makes it so challenging starting out. Again, dem mods.

      End game, I can't see the perks making much of a difference. 25% extra damage and perhaps an extra proc effect. When everything is falling before your godly powers already, it's not that much worse. Early game, I think it removes a ton of frustration. I actually don't feel like I am shooting myself in the foot by choosing a spec early on.

      Mileage may vary, but give it a try. It won't change the difficulty much, it'll just make your game less silly. "Nope, I can't use this very well, it's a non-automatic weapon, I'm not trained for this!"
    2. CitizenX
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      In fact, the game is to easy by design, even without mods, once you understood the game mechanics. For example, like nearly all Bethesda games, sneaking gets far too powerful on early to mid levels and with just some perk points spend. No need for overpowered armor if the enemies don't even spot you. And with the insane sneak damage multipliers plus some points in Gun Nut enemies don't even get a chance to try and spot you, because they'e already dead.

      You're right, nevertheless: Bethesda also fails to offer an steady increase in difficulty, even if enemies level with the player. You have to be careful on lower levels, but because even farting seems to score some XP it's easy to level up without facing too much danger. And even if you don't want to spend perk points because of some silly limitation you just have to stick to one gun type and still be the killer ... minmaxing at it's best. With not using VATS, there is no need to spend perk points on VATS skills, so there are are enough perk points left to level all gun types. So, as you said, I may as good use your mod.

      Anyway, what I meant in the first place was: With some proper difficulty, difficulty scaling and better enemy AI of the game your mod wouldn' t just do no harm to balancing and get rid of a silly and useless limitation, it would be *needed* to correct the difficulty in favor of the player, providing an even more satisfying reason to use it.
    3. SephDragoon
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      I wholly agree. I have made two very bad ass characters based on different designs. The first was Endurance and Intelligence based. By the end, I just could not be damaged, especially in power armor. My second one was Strength based, and I never even got Ninja like I had planned, because everything died so quick already. Death claws became like normal enemies.

      I am actually using a stealthy gunner this time, and low level play is fun so far, but I have a feeling it will go the same way.

      Honestly, the game needs better level scaling, but it also needs a nemesis system, the opposite of companions. Other adventurers, with lots of perks and good weapons who will dog you and make life difficult.
    4. CitizenX
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      Yep, 'stealthy gunner' was my first build and it goes the same way.

      The idea of some other badass adventurers would make the difference for sure. Too bad I'm a complete idot at modding (My spare time doesn't even allow much playing ...) but hopefully with the GECK out some modder will grab the concept.

      Another way could be a simply less amnesiac enemy behaviour. If I would get shot, survive it and still be able to walk I would wether stay in cover or search the goddamn shooter with all my buddies *until I find him*. Not run in the general direction the shot came from, look around for a few seconds and return to my daily routine if I see nothing. And if I return I would not turn my back to this direction but walk backwards with my gun ready. And even if I'm not able to pinpoint the shooter after a thorough search, me and my buddies would stay in an alerted state because we know the shooter is still out there. We would bolster our defense if we could and maybe send further patrols to the area for at least one ingame day. We would lock every door lockable. And we got a glimpse of the shooter we would set a bounty on his head, causing all Raiders not too busy with skinning settlers to tail the shooter.
    5. SephDragoon
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      That all gets complicated, but I know with this engine some good AI mods will come out. They did it for skyrim. So they should be able to for Fallout 4 once the GECK is out.

      For now, I just wish the enemies scaled a little better, maybe had some non-playable gear on them that upped defenses and gave legendary especially similar to the way you increase your gear. If it was unplayable, then you couldn't loot it.
    6. Revan7even
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      A Nemesis-like system Diablo III or Shadow of Mordor would be awesome: having a chance that an enemy I kill and/or the enemy that killed me becoming a Badass - which just made me think of Borderlands, so maybe make the Nemesis Legendary - sounds awesome.

      On the AI note, seconded. I'm using Arbitration which is an improvement since enemies actually use cover and don't toss showers of grenades at me. Also use Better Explosives so molatovs do pure burning damage without explosion damage (and can panic enemies), grenades have a bigger radius, and and missiles are more powerful than grenades. Actually makes me want to avoid molatavs instead of just shrugging them off.
    7. Hobbit2130
      Hobbit2130
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      I miss FWE from FO3. Guns should end fights quick. If I get hit by a blast close range from an AR or shotgun, I'm okay with dying, if it means if I hit the enemy with a burst they're dead too.
  9. Atzel
    Atzel
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    Just a question since I'm a dummy, would rifleman be applicable to the submachinegun with this mod? It's a two-handed weapon, but there's no semi-auto version of it
    1. wraith613
      wraith613
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      yes totally works on submachine gun!
    2. omgsome1just
      omgsome1just
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      arent all weapons two-handed in fallout 4? Anyone else find that ridiculous considering that skyrim has dual wielding that'd be a be cool to have a dual wielding mod: duel wielding pistols, submachine guns (wtf happened to those!?) Riot shield and pistol, or a one handed weapon and riot shield combo.
  10. GorillaSnacks
    GorillaSnacks
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    Does this work with the two major DLCs?