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BORDERLANDS GUNS
================
REVOLVERS

v. 1.02

2/18/2017
by TrickyVein

translated by GonZ8
v. esp_1.0

For a complete changelog, view the changes tab on the nexus file page.

----------------------------------------------------------------------------------------
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 revolvers 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 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.

- 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.

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

After downloading BLGUNS and installing the archive to the Fallout 4 data folder manually
or through using NMM and activating BLGUNS.esp in your load order, the player will be
notified that the mod has been installed and will have received a new holotape, the
ECHO PCD. The ECHO PCD is used to uninstall and re-install/update versions of BLGUNS. It
is also used to enable BLGUNS's optional features like showing rarity grades on weapons
and enabling Lootsplosions.

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

FORMIDs: (Honestly, just look in xEdit)
========

Revolver
--------
xx00114b

Object Mods
-----------
xx01F3A0 Revolver Honeycomb Scope
xx01F3C3 Revolver Long Range Recon Scope
xx01F3C0 Revolver Long Range Night Vision Scope
xx004A9E Revolver Long Range Scope
xx01F3C2 Revolver Medium Range Recon Scope
xx01F3BF Revolver Medium Range Night Vision Scope
xx004A9D Revolver Medium Range Scope
xx01F3C1 Revolver Short Range Recon Scope
xx01F3BE Revolver Short Range Night Vision Scope
xx004A9C Revolver Short Range Scope
xx01F3BD Revolver Laser Circle Dot Sight
xx004A9B Revolver Laser Dot Sight
xx01F3BC Revolver Glow Sight
xx004A9A Revolver Circle Sight
xx004A99 Revolver 2-Shot Cylinder
xx004A98 Revolver Rapid Cylinder
xx004A97 Revolver 3-Shot Cylinder
xx01F39F Revolver Turkey Cylinder
xx004A96 Revolver Standard Cylinder
xx004A95 Revolver Quick Cylinder
xx01F39A Revolver Vladof Grip LM
xx01F399 Revolver Torgue Grip LM
xx01F398 Revolver Tediore Grip LM
xx01F397 Revolver S&S Grip LM
xx01F396 Revolver Maliwan Grip LM
xx01F395 Revolver Jakobs Grip LM
xx01F394 Revolver Hyperion Grip LM
xx01F393 Revolver Dahl Grip LM
xx01F392 Revolver Atlas Grip LM
xx01F391 Revolver Vladof Grip M3
xx01F390 Revolver Torgue Grip M3
xx00F5EC Revolver Tediore Grip M3
xx01F38F Revolver S&S Grip M3
xx00F5EB Revolver Maliwan Grip M3
xx00F5F0 Revolver Jakobs Grip M3
xx01F38E Revolver Hyperion Grip M3
xx00F5EA Revolver Dahl Grip M3
xx00F5E9 Revolver Atlas Grip M3
xx01F38D Revolver Vladof Grip M2
xx01F38C Revolver Torgue Grip M2
xx00F5E8 Revolver Tediore Grip M2
xx01F38B Revolver S&S Grip M2
xx00F5E7 Revolver Maliwan Grip M2
xx00F5EF Revolver Jakobs Grip M2
xx01F38A Revolver Hyperion Grip M2
xx00F5E6 Revolver Dahl Grip M2
xx00F5E5 Revolver Atlas Grip M2
xx01F389 Revolver Vladof Grip M1
xx01F388 Revolver Torgue Grip M1
xx00F5E4 Revolver Tediore Grip M1
xx01F387 Revolver S&S Grip M1
xx00F5E3 Revolver Maliwan Grip M1
xx00F5EE Revolver Jakobs Grip M1
xx01F386 Revolver Hyperion Grip M1
xx00F5E2 Revolver Dahl Grip M1
xx00F5E1 Revolver Atlas Grip M1
xx01F385 Revolver Vladof Grip
xx01F384 Revolver Torgue Grip
xx00F5E0 Revolver Tediore Grip
xx01F383 Revolver S&S Grip
xx00F5DF Revolver Maliwan Grip
xx00F5ED Revolver Jakobs Grip
xx01F382 Revolver Hyperion Grip
xx00F5DE Revolver Dahl Grip
xx00F5DD Revolver Atlas Grip
xx004A94 Revolver Premium Body
xx004A93 Revolver Powerful Body
xx01F39E Revolver Equalizer Body
xx004A92 Revolver Tech Body
xx004A91 Revolver Average Body
xx004A90 Revolver Standard Body
xx01F3A3 Revolver Unforgiven Barrel
xx004A8F Revolver Precise Barrel
xx01F39D Revolver Anaconda Barrel
xx004A8E Revolver Powerful Barrel
xx004A8D Revolver Tech Barrel
xx004A8C Revolver Unstable Barrel
xx004A8B Revolver Standard Barrel
xx01F3A2 Revolver Blondie Accessory
xx01F39B Revolver Chimera Accessory
xx004B51 Revolver Incendiary Accessory
xx004B50 Revolver Explosive Accessory
xx004A88 Revolver Stabilizer Accessory
xx01F3A1 Revolver Defiler Accessory
xx01F381 Revolver Cryo Accessory
xx004B4E Revolver Shock Accessory
xx004A87 Revolver Corrosive Accessory
xx004A86 Revolver Masher Accessory
xx01F39C Revolver Sickle Accessory
xx004A85 Revolver Razor Accessory
xx004A84 Revolver Blade Accessory

KNOWN ISSUES:
=============

- Parts of guns that glow sometimes sort of don't, and it seems to be totally
inconsistent with what materials or parts a gun can have.

- Healing effect for the Sickle legendary does not work. This will be fixed.

- 2-shot and 3-shot cylinders seem to cause trouble for reloading mid-attack in VATS.

CREDITS:
========

To find out more information about how revolvers work and are named and what their effects are,
visit the borderlands wiki: http://borderlands.wikia.com/wiki/Revolver_(Borderlands)

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!