Fallout 4

File information

Last updated

Original upload

Created by

gyuuula

Uploaded by

gyuuula

Virus scan

Safe to use

About this mod

Tweaks ballistic weapon's damage and recoil to be proportional to their (estimated) muzzle energy and momentum. Also simplifies and makes gun-mods a bit more realistic.

Permissions and credits
Changelogs
Donations
Description
This mod tweaks ballistic weapon's damage and recoil to be proportional to their (estimated) muzzle energy and momentum. Also simplifies and makes gun-mods a bit more realistic, also reduces material cost. The goal would be to give guns a bit more static feeling.  Well, this mod is very similar to other overhauls, like Re-ballistic.
Highlights:
  • Energy weapons and mods are mostly untouched.
  • Actor changes: (NPCs and creatures) Headshot damage bonus increased from x2 to x3. Limb damage reduced. Limb HP reduced to compensate for the damage reduction.
  • Damage is proportional to muzzle energy. This means guns with rifle cartridges (5mm, .308, .50) are a tiny-bit over-powered.
  • Recoil is proportional to momentum. This should give guns with different munitions a bit more authentic feeling. It also makes firing high-caliber rifles on full-auto impractical.
  • Crafting material cost of mods are reduced (roughly 50%). Standard mods are free to craft.
  • Receivers now only increase rate of fire.
  • Longer barrels slightly increase damage, range and accuracy, but also increase recoil and action point cost.
  • Grips & Stocks don't affect action point cost anymore.
  • Muzzle attachments don't affect range anymore.
  • Magazines & Sights: minor modifications.
  • Hip-fire accuracy have been removed from most mods.

More details:
Receivers
  • Only affect the rate of fire of the weapon.
  • Semi-auto receivers double the base fire rate.
  • Full-auto receives increase the rate of fire by 50-60%. The rate of fire values can be different for each weapon, as I tried to keep it at a realistic level.
Barrel
  • Longer barrels have higher muzzle velocity. Porting slightly decreases muzzle velocity, while significantly reduces the recoil, by redirecting gases upward.
  • Short-barrel: the default barrel for most weapon.
  • Stub-barrel: -30% damage -30% recoil -25% action point cost. Shorter range.
  • Long-barrel: +20% damage +10% accuracy +10% recoil +20% action point cost. Longer range.
  • Porting: -20% recoil -10% action point cost -10% damage. Slightly reduces the effective range.
Grips&Stocks
  • Don't affect action point cost anymore.
  • Don't affect sight time anymore
  • No more "hip-fire accuracy"
  • Stocks are significant upgrades from Grips. Better accuracy and less recoil.
Muzzle attachments
  • Don't reduce range anymore.
  • Compensator, Muzzle break and Silencer reduce action point cost by ~15%

Recommended mods
Any weapon-mod with .50 bullets, as my mod makes it unused by vanilla weapons.
M82A3 AMR
Makeshift Anti-Materiel Rifle

Installation

Two versions available. Standard damage variant is closer to vanilla weapons: pistols caliber weapons deal less damage, but have an increased rate of fire. High caliber guns deal more damage, but have a much higher recoil to compensate.
The high damage variant is scaled from the fully modded pipegun, thus ballistic weapons deal +75% damage compared to the standard version. This makes rifles as, if not more powerful, than the top energy weapons.

1, a, Use a mod manager OR
1, b, Unpack the "BallisticWeaponsUNbalanced.7z" into your "[...]/fallout4/data" folder

2, Make sure you only activate the .esp-s in your load order, which DLCs you own.

Compatibility
It will collide with mods, which edits base-game weapons, like Better mod descriptions. The mod lower in your load order will overwrite the preceding mod-edits. It also disables tagging on weapons, if you have a shorting mod installed. It also disables the name-tags on weapons.

Uninstallation
The mod only contains edits, it doesn't add or remove anything from the game itself. So it should be safe to uninstall, but the game runs on a gamebryo engine, so I would not bet on it.

Future plans
Modding DLC weapons. Adding mod patches. Further tweaks etc.

Credits
-Bethasda and the Creation Kit of course.
-I came up with this mod on my own. Mainly, because I wasn't content, how the game's modding system worked. I wanted the guns more static, different calibers more pronounced.
-I took a look at Re-ballistic's data sheets, it gave me a bit of inspiration.