I started working on patches, under the name "Ballistic Weapons UNbalanced patches" http://www.nexusmods.com/fallout4/mods/22511/? I can release 1-2 patch per week, I may accept requests, if there is a demand for it. I started with guns appeared in previous games. Unfortunately, 10mm SMG's creator didn't give me permission to make a patch for his mod.
I went to use it and then found you changed all the bullet types around for the guns making it really pointless to use for me, especially since you even removed the ability to change the ammunition type on guns.
Well, that was something very UNimmersive for me. If you want to change the bullet type of a gun, you have to basically ditch every key component of your weapon (barrel, receiver, magazine), so I removed this option from the guns.
It is fairly common today to be able to change weapon calibers on modern firearms. The SCAR is a good example. Yes, you must change the barrel as well as the receiver and the magazine is just a given.
I actually WANT to use the .45 Combat Rifle as a .45; NOT a 5.56/.223 or .308/7.62. I would have preferred that a new ammo type were also designed, e.g. .50 Beowulf vs. .50 AE, rather than cheap out and use the same pistol ammo.
So question, since you mention you tend to leave energy weapons untouched, do they at least get a reasonable damage buff equivilent to the calibers some? I mean, I'd hate to lose the capacity to use lasers or plasma or gauss weapons purely cause regular guns are the only things changed with this mod, i wouldn't be surprised if the very low DL rate may even be cause of that concern.
Kind of mod I've been waiting for ever since I first picked up a gun with a receiver that magically made the bullets armor piercing or magically increased damage. That's not how ballistic weapons have ever worked in the fallout universe, completely broke the immersion.
Sorry for bad English, but why Radium rifle deals less damage than Handmade rifle even when i have nuclear physicist rank 2? My Radium rifle deals 90ballistic/120rad dmg on pipboy inspect screen. But when I use it in combat, It surely lacks some damage compare to weapon stat written on.
Rad damage reduces max health. The two damage-type is not additive. They work separately. From fallout wiki: "Radiation poisoning is the more common type; for example, it is the effect on all "irradiated" legendary weapon prefixes and the Gamma gun. This functions exactly like environmental radiation in Fallout 4: each 1 point of radiation poisoning reduces max health by 0.1%. This gets reflected as actual damage, even if a character is at full health. Moreover, since this directly affects maximum health, this is damage that can't be healed: even legendary enemy mutations or the "resethealth" console command will restore health only up to any limits from radiation poisoning." So, the radiation-damage component in more effective against very high-health, non-rad resistant enemies, as you always have to deal 1000 rad damage to kill them ( ~9 shot). On low health or very rad resistant enemies, you will not even notice, that you deal rad damage to them.
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http://www.nexusmods.com/fallout4/mods/22511/?
I can release 1-2 patch per week, I may accept requests, if there is a demand for it. I started with guns appeared in previous games. Unfortunately, 10mm SMG's creator didn't give me permission to make a patch for his mod.
Pistols Suck
https://www.youtube.com/watch?v=Qj960B9jtcs
I actually WANT to use the .45 Combat Rifle as a .45; NOT a 5.56/.223 or .308/7.62. I would have preferred that a new ammo type were also designed, e.g. .50 Beowulf vs. .50 AE, rather than cheap out and use the same pistol ammo.
My Radium rifle deals 90ballistic/120rad dmg on pipboy inspect screen.
But when I use it in combat, It surely lacks some damage compare to weapon stat written on.
"Radiation poisoning is the more common type; for example, it is the effect on all "irradiated" legendary weapon prefixes and the Gamma gun. This functions exactly like environmental radiation in Fallout 4: each 1 point of radiation poisoning reduces max health by 0.1%. This gets reflected as actual damage, even if a character is at full health. Moreover, since this directly affects maximum health, this is damage that can't be healed: even legendary enemy mutations or the "resethealth" console command will restore health only up to any limits from radiation poisoning."
So, the radiation-damage component in more effective against very high-health, non-rad resistant enemies, as you always have to deal 1000 rad damage to kill them ( ~9 shot). On low health or very rad resistant enemies, you will not even notice, that you deal rad damage to them.
That's the mod I want!