Fallout 4
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  1. spacefiddle
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    VERSION 4.0 IS OUT - COMPLETELY REWORKED - NO DLC REQUIRED - NO LEGENDARY CONFLICTS - NO LEGENDARY OVERWRITES - WORKS ON ENERGY WEAPONS - WORKS ON ALL CUSTOM MOD-ADDED WEAPONS - WORKS WITH CRAFTABLE OR CUSTOM LEGENDARIY EFFECTS

    Mechanism completely reworked using IDon'tEvenKnow's NONE keyword method. No more formlists, no more iterating over every legendary, no more DLC required. Should be compatible with everything. Should work on any weapon, vanilla or mod-added. Won't conflict with any kind of Legendary-crafting mod. Won't touch custom, new Legendary effects.

    It's amazing what a little insomnia can do
  2. spacefiddle
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    UNEQUIP Any Legendary Automatics before accessing the workbench!

    Looks like this might still cause a crash. Engine bug, can't find a way around it.
  3. Gmwiseguy
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    Hello! Did you ever get around to figuring out if it's too load-intensive to give the automatic weapons buff perk to npcs as well? I personally dislike the feeling of being special compared to every other person in the wasteland, as I feel I have some magical unfair buff that nobody else has.
    1. spacefiddle
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      It would get pretty script-heavy, yeah. Plus NPCs and their stuff aren't really persistent the way you and your stuff is.

      As the mod is now, any weapon you equip is processed once and only once by the complicated script - then it's set forever. The only time it'll change again is if you replace the automatic receiver with one of the semis. So it's pretty lightweight.

      To add it to NPCs - if it's even possible, i'm not sure - imagine a group of 7 raiders who spawn in because you entered their cell. All their weapons would process at once. Then if you leave and they unload, they and their weapons no longer exist, so the next time you come back it happens again.

      Now imagine this for every NPC that loads in everywhere you go @_@

      It's probably not a good idea :D
    2. Gmwiseguy
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      Despite making total sense, that's so disappointing to hear!

      Thanks for thinking about it anyway, and I'm sure that this mod is a blast! I'm so bummed lol

      Well, thanks again for your contribution to many games of fallout!
  4. WarMachine42
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    I just want to tell you how much fun this mod made my Fallout experience. Compared to past runs where I'd just stealth headshot everyone, this mod made rapid fire weapons competitive and fun to use. There's nothing that compares to walking into a raider base with power armor and a minigun and literally shredding everything to pieces.

    Thank you!
    1. spacefiddle
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      Awesome, thanks for that!
  5. Ouroboros1988
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    Just a question about how this mod works, and whether or not I've another issue effecting it / affecting full-auto weapons in my game...

    To cut a long story short, something in my game has the effect of doubling (or at least increasing, still very early in the game) the damage of automatic weapons whenever I equip them, but not when unequipped. This only applies to the automatic weapons, so not sure where I should be looking if it is not this mod doing it.

    I am aware that the description says that it works on consecutive hits to increase potential damage output, I am just not sure what is having that effect on my game if not this mod. Perhaps it isn't playing well with something in my mod list?

    Edit: having run a little test, I can confirm that it is this mod that is increasing the damage that way. Should it be doing that? If it's working as intended I'm quite content to leave it be, as it is an awesome mod and auto-weapons do need the buff!

    Edit-edit: actually doesn't appear to be all the time, and somehow random? Don't know where this leaves me or if it matters lol
    1. spacefiddle
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      Quick version:
      - Damage is increased per consecutive hit. Therefore damage stacks.
      - Stacks reset after a bunch, otherwise it would stack infinitely and get ridiculous :)
      - Hitting a different target, or missing completely, also resets the stacks.

      That probably explains what you're seeing. :)
    2. PhoenixKnight13
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      I've seen the same glitch, and whether it's from this mod or not it's not affecting the performance far as I can tell. Some modded weapons get this glitch on an inconsistent basis, where the listed rate-of-fire and damage spikes for some unknown reason. Far as I can tell it's just a script-related bug that doesn't affect game-play, only the listed values on your weapon. I've seen talk about it in the Discord modding servers and it seems to be a common issue, though I haven't seen it yet since updating to a fresh game and fully updated install. I experienced it heavily in my previous playthrough, and usually it reset itself after playing for a bit. I only ever noticed it happening right after loading in from a save.
  6. PhoenixKnight13
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    This is a genius resolution to one of the most annoying problems [for me] in Fallout ballistic combat... no degradation of armor turning high levels into mass bullet sponges. I love this fix, works perfectly and my miniguns/rifles are once again useful for top level content! Able to use my M-54 gatling rifle for the first time in ages and it doesn't take multiple clip unloads to take out a single high high level.
    1. spacefiddle
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      Awesome, thank you! That's exactly the kinda results I was hoping for!
    2. PhoenixKnight13
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      So after using this in my previous years-long playthrough on the ancient 1.10.82 build, I finally updated to a fresh game fully updated and felt I had to come back and re-iterate how amazing this mod is. No other mods needed when it comes to damage with automatic weapons, period. This system just works, if you have good aim you will annihilate everything (within reason)... if your aim is inconsistent as sh*t you're going to be like a Stormtrooper attempting to hit Luke Skywalker and never get anything done lol. I've never been a fan of the fact that FO4 set automatic weapons as lower damage by default compared to semi-auto/single fire weapons using the same ammo. Perforation is the best resolution to this I've seen so far. Rather than deal with editing damage entries for countless weapon mods, or using some complicated damage overhaul mod, and given that I use zero vanilla weapons personally, this is the *only* resolution for me. It won't help you magically take out that skull level boss you so desperately want to get past at level 10, but it *will* balance the playing field against single/semi-auto weapons and really shines when you land that perfect set of burst-fire and watch your enemy just crumple. Even using a Headshotx10 modifer combined with this I don't feel overpowered unless I'm fighting inferior enemies. Amazing job with the balance on this, I love that raiders can actually take me out now lol. Automatic fire should be scary!
  7. spacefiddle
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    Let's get something clear here, folks:
    Thankfully, 99.99% of y'all on my pages have been pretty cool. Fun to talk to, even.

    But if a person (virtually) walks up to someone....

    • Someone who voluntarily put their precious free time and effort into building something cool....
    • Who did this work for free, with no expectation of reward other than hoping more than 10% of you hit that Endorse button, since even a single click on an icon is too much effort for the 90% of those who feel entitled to the labor of others for free....
    • To someone who was not born with a computer in their head, but spent time and effort learning how things worked so they COULD make cool things...
    If, after all that work and effort, this person goes and tells a mod author that they are in any way "selfish"
    then i regret to inform that person that they are a fkn moron.
    "Selfish" is making demands of strangers as if they owe you something. They do not.  "Selfish" is rampant entitlement that thinks wanting something grants some special right. It does not.

    Pro Tip: if you believe someone's work is valuable and vital, perhaps that means you should consider treating the human person who DID that work with a modicum of respect.

    And for those who can't handle respect, why, you are absolutely free to go and make mods yourself. I eagerly await your contributions to the community.


    That is all. You may resume fragging, gibbing, sniping, sneaking, and shaking your fist at Preston.
    1. DankRafft
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      True words my friend, true words.
  8. Siatru
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    Just wondering if there's any special procedure to uninstall this mid-game?

    Not that I don't like this mod but it just wrecks the balance in my current load order. Like some of my mods that I use to buff Power Armor and the Big Creatures like Mirelurk Queen and Behemoths... they get absolutely wrecked with your mod lol. It feels weird that my auto rifle is much much more effective than my buffed up explosive mods. I've enjoyed your mod for a long time but I want to play without it for a while.
    1. spacefiddle
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      Oops - sorry I didn't see this earlier, I just moved 300 miles and have been inactive for a while. If it still matters:

      - First I must read you the Standard Disclaimer that uninstalling mods mid-game is not, never has been, and never will be supported or recommended. Ever. That's just how it is. Scripts and other bits can remain lurking in the savegame and, over time, destroy your save beyond all recovery.

      - That said, if you're willing to take that chance - this mod has no constantly-running background scripts and it's *probably* ok to remove if you do it right - but before you try it, re-read previous statement. And back up your savegame.

      - To prepare for removal: take all your automatic weapons, make sure none of them are equipped (simple safe method i use is to activate my melee weapon), take 'em all to a workbench, and convert each and every one of them to a semi-automatic weapon. Yes all of them. If you don't care about some of them, sell them or dismantle them or, if you CBA for anything to take that long, put 'em all in a box in a closet with a sign on it saying "do not open ever" ;)

      - Once all your automatics are all converted to semi- receivers, you must - slowly and one at a time - equip each gun in turn. This is because it's when you wield a gun that it's checked (and that's how i have no constantly-running background script) and, when the mod sees it's no longer an Automatic, will remove my mod's Magic Pixie Dust from it and it will be a plain boring Vanilla semi again ;)

      - Once THAT'S all done - and this is why you may wish to toss anything that doesn't matter lol - save the game and exit.

      - Uninstall the mod using whatever method you installed it with (i.e. if you installed with a mod manager, remove it the same way).

      - Go into your FO4 folder and manually inspect Data and Data\Scripts to make sure the mod is really gone and there are no loose files or scripts around (as can happen if had one of the first versions at some point).

      - Restart FO4, load game, convert weapons back to automatics if desired

      - Profit?
  9. JaideW
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    Came for the mod, stayed for the Dark Rituals, and maybe a dance.

    Thanks! Was gonna fine tune the automatic weapons in the weapon mod merge/overhaul I'm working on for personal use), but this will save me a lot of time.

    E: Does this affect when the weapons are used by NPC's as well, or is it player sided only?
    1. spacefiddle
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      ...it's been so long since I revamped it for the better "none" slot method, I had to go look at the source code.

      Short answer: looks like it currently will only affect the player. I've not noticed in my own games because I'm using a number of other mods that make life harder anyway, and taking more than, say, 4 hits in a row just doesn't happen (because by the 4th or 5th hit i am dead anyway. maybe even the third....). Hmm.

      It COULD be rigged to NPCs, i left it open to doing so (the main functions work on event registration for an actor, not tied to the Player specifically) but it requires a perk (which currently only the player gets).

      Going to see if I can estimate how much of a load increase it would be to have it apply to all gun-wielding NPCs in the game. The actual change to make it so wouldn't take long at all, but I want to make sure i wouldn't be adding a ton of processing to everyone's game.
    2. JaideW
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      Awesome, thanks! I was asking because I'm currently building/refining another LO. NPC's having this does sound interesting; although to be fair I hadn't considered the processing overhead. Might not be the best thing to combine with SS2.

      Once I get my mod list sorted out and some of my lightweight faction edits finished might see how they interact. Anywho, thanks again!
    3. spacefiddle
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      Greslin pointed out that a "cloak" centered on the player might work, as new-spawning NPCs will only be touched as they pop into existence - i was thinking i'd have to process every NPC in the game at once, but nothing so horrible should be required. That should reduce potential load considerably. Still working on building and testing.

      As always, once I get that version up, previous versions will still and always remain available for folks who already have OP NPCs or if the load turns out to be too much, etc.
    4. JaideW
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      That sounds neat, though I know (almost) nothing when it comes to scripting (I'm more experienced with spawn and terrain edits and the like, since patching Oblivion stuff was what I started with), but maybe to assist with script overflow with settlement mods or the like could be an MCM toggle (or just alternative ESP if you couldn't link it to MCM like that) that basically disables the mod from affecting NPC's within settlements? If there's a condition statement that triggers when the player is in a settlement you could possibly say something along the lines of:

      If InSettlement=1; then {statement to temporary disable NPC's benefiting from this effect}?

      I have some basic HTML knowledge but I'm not a script author by any means, so odds are the syntax is a bit off but hope it gets the idea across. I'm setting up some LMCC Skin Overrides and need to fix a dress mod but could look at the script wiki later, see if that's feasible/actually would help with script load and isn't a dumb idea.
    5. spacefiddle
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      Heh, no worries. For some things, trying to get too fancy with conditional checks will produce more load than just doing a simple thing all the time.... since those checks must also use the script engine ;). Then once you throw in stuff like "Player is in the boundaries of a settlement but an approaching hostile is coming from far outside it" it's just not worth all the extra acrobatics. Simply put, a "cloak" effect of this nature isn't much of a strain, under normal circumstances. 
    6. JaideW
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      That's fair, I suppose I hadn't fully thought out the idea/how it'd work with the engine. Thanks for the answers and info!
  10. ARavenOfManyHats
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    So I'm still in the midst of testing and trying to figure out why, but I thought I should let you know that for some reason this mod isn't working for me and I can't explain why just yet. Any ideas?
    1. spacefiddle
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      If you're still having trouble - make a backup, go find something with stupid huge amounts of health, try to see the health bar as you shoot it. Does the amount of damage per shot not change at all, from shot 1 compared to like, shots 3 and 4? Remember that the consecutive hits are capped so it doesn't get completely out of hand and resets after 5 or so hits.
  11. Deathbydusk
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    So apparently this mod is incompatible with the Mk41 Gyrojet mod, since when its active, switching the gyrojet to automatic causes the game to crash. Or more accurately its incompatible with switching the Mk41 to automatic.
    1. spacefiddle
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      Ouch! My FO4 installation is a mess atm, but I will try to take a look at what the Gyrojet is doing. Unfortunately it's likely that it's using an old, incompatible method of weapon-mod-switching like the first versions of this mod used to, and that they'd have to change it to IDEK's "none" method to make it compatible with everything, but we'll see.
  12. Talyna23
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    Hoi spacefiddle,
    are you still planning 4.0?
    1. spacefiddle
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      Going to take a look at this, this weekend, and try to remember the main changes I was going to make. Timtiimman mentioned, long ago, a way to do the shell--game I came up with, without needing an explicit formlist, which would solve all remaining issues.

      Edit: I think it had something to do with using an invisible attach point he'd discovered that doesn't rely on the mod-chaining I am doing. There's a post on nexus somewhere from the guy who found it, theoretically any number of Nexus mods could all affect the same weapon and be compatible.
    2. Talyna23
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      Wow! This sounds spectacular! Glad you are still on it!
    3. spacefiddle
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      IT'S HEEEEEERE
    4. Talyna23
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      In response to post #77598393. #81170318, #81174453, #81407593 are all replies on the same post.


      Spoiler:  
      Show

      Talyna23 wrote: Hoi spacefiddle,
      are you still planning 4.0?

      spacefiddle wrote: Going to take a look at this, this weekend, and try to remember the main changes I was going to make. Timtiimman mentioned, long ago, a way to do the shell--game I came up with, without needing an explicit formlist, which would solve all remaining issues.

      Edit: I think it had something to do with using an invisible attach point he'd discovered that doesn't rely on the mod-chaining I am doing. There's a post on nexus somewhere from the guy who found it, theoretically any number of Nexus mods could all affect the same weapon and be compatible.

      Talyna23 wrote: Wow! This sounds spectacular! Glad you are still on it!

      spacefiddle wrote: IT'S HEEEEEERE


      @spacefiddle
      Do you think I should uninstall following mod
      Automatic Weapons Are Dangerous
      before installing "Perforation"?
      To prevent overpowering?
    5. spacefiddle
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      Hah, the author of that mod is someone I know from the Sim Settlements Discord actually. His changes:

      * damage reductions for automatic weapons are removed
      * ammo clip reductions for automatic weapons are removed
      * range reductions for automatic weapons are removed
      * changes for DLC weapons
      * increases the base damage of the Submachine Gun

      So, how comfortable are you with creating mod patches in xEdit? I'd recommend removing the first item - the base damage increase across the board - because as you say, combined with this mod it would get OP real fast. However, all his other changes make sense in any situation - there's no reason your weapon's clip magically gets smaller when you make the receiver automatic - and the vanilla submachinegun, let's face it, sucks.

      The simplest thing would be to make a backup of his plugin, then trim out all the changes he makes to base weapon damage (except the Tommy gun). That will keep his range and ammo changes.
    6. Talyna23
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      Never tried to make a patch, but to change an entry with xEdit is worth a try.
      Will give report how far I get.
    7. spacefiddle
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      xEdit will automatically back up any plugin you mess with, so it's reasonably safe.
      In this case just look for where Whisper changed the damage and remove those entries. Make sure to remove them from his plugin and not any other, or Fallout itself ;). Since his entries override vanilla, weapon damage will revert to vanilla. It's quicker to do than explain, you'll see. And then you'll have best changes from both mods :D
    8. Bforte40
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      If you are still working on this would fire selector be possible to implement? If it can be done it would be wonderful with this mod.
    9. Talyna23
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      Testing atm with my new play through.
      Atm i'm running without AWAD.
      I have the feeling, the promised damage accumulation you promised works really good.
      At the beginning of the game, I am able to best supermutants with an pipe automatic weapon (running quite a lot of combat mods alongside) . As long as I keep hitting the mark...
      I like it very much so far and can absolutely recommend this mod!
      Thanks spacefiddle!