Not another higher base damage mod, but a stacking damage buff / DR debuff that rewards aim and control. Works with any automatic weapon, present or future, vanilla or mod-added, no patches needed. I am a sorcerer.
Permissions and credits
Author's instructions
I'm going to make the code available as a modders' resource, as soon as I can clean it up and package it. If you want a look before then, ask me (I'll link it here when it's up). The .esp won't make much sense without it. If you make another weapon buff using this method, link to mah stuff!
File credits
Adding Mod A to a weapon, then adding Mod B to Mod A, then removing Mod A, lets Mod B stay behind. I had no idea this was possible. I could do everything except preserve a Legendary weapon. In game, the whole dynamic function worked 100%; but if I used the ap_Legendary slot to do it, it would silently overwrite the Legendary effect.
reddit.com/user/tim-timman let me know about this floating-mod trick. It winds up not working on Legendaries, but succeeds with everything else, and if he hadn't shown it to me, I would not have been looking down the path that led to the solution.
IDEK (IDon'tEvenKnow) posted basically an article on the Nexus a couple years back, showing an even neater trick - the NONE attach point actually works as a freaking attach point. This, combined with the Shell Game, lets any mod author add anything they want to a weapon, without ever interfering with any other mod author.
Massive credit also goes to Wenderer for his FOMOD Creation Tool: http://www.nexusmods.com/fallout4/mods/6821
This thing is awesome and saves a TON of time getting stuff packed up.
Donation Points system
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Changelogs
Version 4.0
Completely re-written using a different method. More efficient script. Near-instant weapon processing. All previous conflicts and issues are no longer relevant. Compatible with anything and everything.
Version 3.1
BUGFIX: Includes bugfix for Splattercannon / Problem Solver. They now retain Furious and won't get changed.
BUGFIX: Energy weapons now also get the stacking damage buff, they were not before; only Ballistic (physical) damage was getting it. Thanks Whisper!
General code improvements as advised by Kinggath
Version 3.0.1
Rebalance. Damage does not stack insanely. Fix for December's Child. Fix over 3.0 for including wrong masters.
Version 2.4.2
Just threw in every damn legendary mod that could possibly make it onto a gun. Left out only the "blocking" mods. With my luck Bethesda will release DLC next week that lets you block with a gun. This should (finally) eliminate the several "hey, this weird thing that doesn't follow the rules just broke."
Version 2.4
Resolved: An Automatic Laser Musket would be destroyed and a new plain musket created
Redid installer to use BA2 archive instead of loose files
Tested and found no need for separate files per DLC; ignore warning about missing plugin, name has changed.
Version 2.3
Rare but really bad (say it with me now!) race condition where you could potentially throw a weapon into a black hole.
Added a metric f!ton of safety checks and fallbacks. Worst case is now a stream of "Blah Added" messages in your upper left.
Equipping different items in the INV screen of the Pip-Boy rapidly (as fast as you can click) will cause the previous item to be reequipped, but all items are safe and will be restored even if processed out of order. Slow down there, Sparky.
Unexpected bonus where, because a processed weapon is modded as if at a workbench, any untagged items when using stuff like Valdacil's tagging and/or DEF_UI icons will apply the tags and icons.
Version 2.2
Thanks to everyone who's left feedback and reported... Oddities.
In addition to 100% less "throw weapon on floor" (tested with Final Judgement repeatedly), various weirdness with double-equips, or trying to process things that are neither guns nor automatics, is resolved.
I'm removing the previous versions to be safe; script logic is the only thing that's changed.
Version 2.1
General script improvements for efficiency, quicker exit if we've already seen this weapon and nothing to do.
Also, I'm a dumbass. 3D models for weapons now disabled while I process them. No more throwing your legendaries on the floor - or at least not as much.
Version 2.0
Reworked main routine for adding the mod. Now consistently applied to all weapons, Legendary or normal, vanilla or mod-added. Even Legendary variants of mod-added.
Equip speed greatly increased. After first run, normal equip speed.
Legendary weapons will, the first time per weapon per game, take a long time to scan. You may see it on the floor briefly. This is unavoidable; don't panic, it's still yours and it won't happen again.
Version 1.0.2
Something went wrong with the installer for 1.0.1, sorry. Should be working again.
Version 1.0.1
Seems the Nexus ate the update when I tried giving it the same version and description. Trying again. Just the installer's text and hidden perk fix, no functional changes.
Version 1.0
New file tagged as 1.0 - functionally identical, but fixed blank installer instructions and the perk not being hidden.
immersive lore-friendly balanced official realistic shines your shoes and takes you out dancing overhaul release
This mod makes no vanilla edits and does not alter the Commando perk (compatible with anything that does).
Wanted to try automatic weapons, but don't enjoy dying? or using 37 rounds per kill Minigun feels sadly lacking? Commando and Heavy Weapons remain grey and lonely on your Perks screen? Not satisfied with simply raising the damage number?
well then Landing your shots will reward you. Firing wildly will waste ammo. Lightly armored targets will dissolve. Harder targets can be brought down with sustained fire.
Perforation applies a stacking effect based on the melee Furious legendary, with some changes:
You get a stacking damage buff per consecutive hit (more than the melee version)
To keep that balanced, it resets the counter after a bunch of hits
It also adds a stacking Damage Resistance debuff on the target (Perforation, gettit gettit)
Buff / debuff drops quickly if you miss or switch targets
4-5 round bursts are most effective
Oh yeah - and it also applies to the Gatling Laser and the Minigun. Spray'n'Pray away!
Note - I came up with this and put this all together before Bethesda gave us Splattercannon. Hmmmmmm >.O
my version has cooler mechanics too. so there :P
This means:
It takes less ammo to bring something down than a Vanilla automatic.
More balanced competition with semi-automatics; viable in Survival
Instead of me boosting per-shot damage, you control it. stay on target
With Perforation, a few stray rounds are ineffective. Wild fire is ineffective. Short controlled bursts are on even ground with a semi-auto. And overwhelming extreme lead rain, especially from a skilled user, is apocalyptic. as it should be
HAY CAN YOU MAKE A PATCH FOR MY FAVORITE MOD WEAPON
No need. It just works! The magic invisible weapon mod that makes this all happen is added in the game, when you equip any given automatic weapon for the first time. As long as it remains an automatic (even when you change which automatic receiver you're using), it keeps the mod. This even works on mod weapons that don't have normal attach points. If you make it a semi-auto then my OMOD is removed and you no longer get the buff (nice try ;P ). I'm watching you
SOME TECH INFO FOR THE CURIOUS
Quickslot favorite is preserved. If you have more than one of the same base object in inventory, it still works. Item is equipped again. All actions are SILENT. No "removed" or "added" or 47 equip sounds. Legendary weapons stay legendary. The only side effect is: the first time after install you equip a Legendary automatic, there's a 0.5 - 1 second pause while it's scanned and modified and you see it quickly equip twice. This happens only once, per weapon, per game. Normal equip speed after that. As of version 4.0, using IDEK's "NONE" attach point method.
Dark Rituals were performed at midnight to bring you this power.
Credits: reddit.com/user/tim-timman let me know details about the mod system, specifically an efficient way to add a custom mod, without which I would not have been looking down the path that led to the solution.
IDon'tEvenKnow for pointing me at his source code to look at the NONE trick.
Massive credit also goes to Wenderer for his FOMOD Creation Tool. This thing is awesome and saves a TON of time getting stuff packed up.