Fallout 4

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BORDERLANDS GUNS
================

v. 1.31

10/12/2019
by TrickyVein

VERSION CHANGES
===============
Version 1.31
10/12/2019

- Fixed some leveled lists, removing snipers
- Changed the effect for the Blondie Legendary Revolver
- Tweaked load screens for some weapons
- Fixed MCM menu to reflect actual options and version


Version 1.3
9/28/2019

- Added Shotguns.
- Boosted the spec maps of some combat rifle to make shiny & altered the material 3 palette for Hyperion guns, slightly.
- Increased volume of Revolver firing sounds.
- Attempt was made to reduce recoil for machine gun rifles.
- Added Title and Legendary variants of guns into injected lists.

Version 1.2

- Added Combat Rifles. Oh boy.
- Revised stats for Repeaters so that stuff wasn't as broken.
- Added MCM functionality.

Version 1.1
10/2/2017

- Added repeaters.

Version 1.09
5/15/2017

- Added new elemental damage type, Slag (x2 damage).
- Fixed ECHO PCD not exiting back to Pipboy inventory menu correctly.
- Fixed not being able to see elemental glow effects in menus.
- Energy weapons now aren't affected by BL GUNS extra elemental damage options.
- Energy damage status effects now stack, just like in Borderlands and are more deadly, or should be.
- Entire plugin was overhauled to include every future planned weapon instead of just what's released in each version. This makes it easier for updating and maintaining.

Version 1.02
2/18/2017

- All Torgue revolvers now fire explosive gyro jets.
- Energy damage and status effects have been reworked to more accurately reflect Tech Level and to give proper damage boosts to different energy damage status effects.
- Cryo damage now no longer always freezes enemies but only if a revolver procs at the highest level.
- Provided an option to make revolvers use vanilla .44 ammo.
- Attempt was made to make rarity grades more visible on dropped weapons.
- Dropped weapons should now provide ammo when picked up.
- Equalizer legendary effect regenerates ammo at a faster rate.
- Honeycomb legendary effect was tweaked to be faster-firing.
- Added missing ammo box for BL Revolver ammo.

Version 1.01
2/4/2017

- Proc explosions now will be placed on enemies rather than at their feet.
- Lootsplosions also should be placed on enemies, and now don't require critical hits or to use a BL Gun.
Version 1.0

1.0
2/3/2017

- Initial release.

----------------------------------------------------------------------------------------
BACKGROUND:
===========

Because of some significant and other differences between Borderlands and Fallout 4, some
changes have been made to how weapons work and are spawned.

Where available, most weapon stats have been taken directly from the modding resources and
wiki, and guns in Fallout 4 more or less accurately reflect their counterparts in the
first Borderlands game, including naming convention.

For more information about what a weapon's name means, visit:

http://borderlands.wikia.com/wiki/Weapons_by_prefix_(Borderlands)
http://borderlands.wikia.com/wiki/Weapons_by_title

The significant changes are as follows:
---------------------------------------

- Prefixes and titles no longer are applied after a weapon is first spawned. Instead, the
requirements for meeting certain prefixes and titles have been artificially supplied at the
time a weapon spawns with whichever applicable prefix and/or title.

- Since the player can swap out almost all of a gun's parts at a weapon bench, most of these
rules get thrown out the window anyway. However, true to form, Jakobs never manufacturers
guns that deal energy damage, and Maliwan only provides energy weapons. What the player does
after that is his or her business. Different legendary mods should also be swappable, in theory.

- A large change is how proc rates and naming works, and how it's based on Tech Level. Just
as in Borderlands, a gun's Tech Level determines its chance to apply elemental (or energy)
damage. However, a weapon's prefix for each elemental damage type does not reflect this.

- The reason for this is how weapons are named in Fallout 4, which is based on keywords that
certain weapon parts and modifications add, explicitly. A weapon cannot be named based on
how accurate it is, but if a mod that increases accuracy is present. So, a weapon cannot be
named based on its Tech Pool or Tech Level, but only if something is present or not that
tells the game that this weapon 'has a high Tech level,' which it may not actually have.
Instead of being relegated to meaningless, therefore weapon prefixes for elemental damage
have been turned into a new stat, a 'Tech Grade' which is used in conjunction with Tech Level
to determine Proc Rate.

- Since the player can swap out parts at a weapon bench, it would be very easy to jump right
to making every gun have an equivalent x4 Proc Rate. Tech Grade limits this by putting a
condition on Proc Rate that the equivalent Tech Level for each Tech Grade must be met. A
gun that spawns with a lvl 1 Tech Grade will only ever proc at x1. This does not mean that
increasing Tech Level is futile, however since in Fallout 4, Tech Level is directly related
to the bonus energy damage which appears on a weapon card. Tech level is multiplied based
on energy damage multipliers for each type as in Borderlands. (Cryo is 0.8x)

- Proc Rate itself works a little differently. There is no Tech Pool or cost. Perhaps in a
later version, some similar system can be devised, but for now, each equivalent proc rate
simply has a flat % chance associated with it. A x4 Tech Grade gun with a requisite Tech
Level will proc at all levels, with larger, more powerful procs occuring less frequently
than lower ones.

- There is no 'corrosive' damage in Fallout 4. Instead, corrosive type guns deal poison
damage. This is probably not very effective against armored enemies as corrosive guns are.
In fact, the way the game handles and implements different energy damage types and
resistances is entirely different, and really beyond the present scope of this mod to try
and balance for BL-type elemental damages (for now).

- The Equalizer regenerates ammo based on Tech Level and at a much, much reduced rate.
Fallout 4 is after all more of an RPG and survival-based game than Borderlands, and something
that prints free money is quite game-breaking.

- Obviously, S&S, Torgue, Hyperion & Vladof never manufactured revolvers. Jakobs & Maliwan never
manufactured combat rifles, either. Jakobs and Maliwan also never made rifles. Whatever.

- The color grading/rarity system is based directly on the value of each weapon, and value is
more or less a comprehensive sum of the positive/negative stats for each part. It's not nearly
as robust, but it works.

- The appearance of the assault shotgun mag variation had to be altered a bit to fit better
with Fallout 4's animations for the combat shotgun. At a glance, I bet you won't notice it.
Shotguns also do not actually have ratcheting/reloading animations, but it sure feels like it.

INSTALLATION:
=============

MCM functionality has now been added in v. 1.2. If desired, the ECHO PCD can still be used
to control mod settings, but it is not added to the player's inventory by default.

Read the help database in the ECHO PCD or in MCM to find out more.

CREDITS:
========

Original design and concept for guns belongs to Gearbox software.

Everything is made from scratch using:

3dsMax
Photoshop
NifSkope 2.0
xEdit
The Fo4CK
Audacity

Thank-you for downloading!