it's not changing the damage for some reason. I looked in Xedit and it's the same damage as the base damage EDIT: Uninstalled and re-installed and that somehow fixed it. IDK how mods work its magic
Hi there... excellent mod... however LOOT reports a warning: This plugin has a header version of 0.94, which is lower than the minimum supported header version of 0.95. ... no idea if this can cause problems...
Usually I abstain from using anything that buffs items or disturbs the natural balance of combat. But this I feel should be considered a "fix" more than just a buffing mod, at least as it relates to Fallout lore.
+10% brings them very close to parity with lasers as Institute don't get access to the full spectrum of laser mods. For that reason I think it's quite well balanced. Not just that but it promotes usage of an otherwise below-average tier of weaponry. Thanks a lot for the mod!
It's just unfortunate that Bethesda chose to make the huds abnormally large. I highly recommend the following to any fellow institute weapon enthusiasts: https://www.nexusmods.com/fallout4/mods/9022
I kind of disagree although I used to think other wise. I think they just need guns for protection of their assets they are scientist not fighters. Makes sense that their weapons to not have as much punch as a pre-war pattern AER-9 Laser rifle they don't need to and it would probably cost more for what is basically a disposable Gen-1/2 synth.
To be fair their is an argument that they should be stronger as well so in all fairness it is just down to preference.
I just see them more like secluded scientist that although advanced aren't fighters and just need something that works so they chose to produce slightly weaker laser rifles for the synths to keep down cost and field them more in mass due to the amount of Gen 1/2 synths that are primarily using them that will get both the unit and weapons damaged or lost its just more practical in my mind. After they have to fight the brotherhood and other forces more oten thought one guy does mention developing Plasma weapons so I run with a Institute Turboplasma Rifle added later in my game as a prototype in my head or something like it
I fail to see any reality in which a cyborg is worth less than a laser weapon of the same generation. It would make a lot more sense to have adequate weaponry to protect those assets. They already invest a lot on synth augmentations seen on higher tier models. It makes little sense that they cut corners on their weaponry, especially considering the institute is one of the only post war enterprises capable of designing high tech equipment.
Base damage can be set to a custom # using xedit. DO NOT do it unless you know how to use xedit. Just throwing this out there for anyone interested in learning about their own game.
I can confirm that the "Better than Plasma" esp works perfectly using game version 1.9.4.0
I should also add that the "Better than Plasma" version really isn't as overpowered as the description makes it sound, at least not for the player character. Sure it's better than the plasma, laser, and unmodded institute weapons, but those weapons are pretty terrible. If you compare the Institute weapons in this mod to the one shot DPS of the Gauss Rifle and Laser Musket or the sustained DPS to Spray and Pray or a Minigun with the Explosive effect, then the Institute weapons really aren't overpowered at all.
This is really good. Just an idea, I've seen 33 used by other mods, maybe adding something in between the 26-52 range so they are definitively stronger than laser weapons, but still weaker than plasma? I still do like this mod though, just an idea.
I'm sorry to say, but this mod just doesn't work. I wish it did, as it seems you made an effort on this, but it just doesn't. Everything is checked in NMM, its at the bottom of the load order, there is nothing it could be conflicting with since i have 8 other mods that are purely textures. Please help, I would love to be able to actually use this mod.
No, NMM is the preferred way of installing it (it's just an .esp file). You've activated the mod in NMM right (green check or something beside it in the list)? If you go to the Plugins tab, is BetterInstituteDamage.esp checked/activated/present?
Correction from earlier, seems that for some odd reason my NMM launcher de-selects all my plug-in mods whenever I start up. I've fixed that, but, just to tell you, there's nothing wrong on my end with your mod.
This number '21 to 26' for better damage, makes me think you edited the wrong laser, because the institute pistols and rifles in game all do 19 damage with this mod, not 21.
When I removed it, they all do 15! o.O I dunno what's going on, but none of these numbers match.
Love the mod & I haven't even downloaded it yet, but I got to agree with SoulsSin. The only options are 10% (min 4) & 250% more is kind of crazy. Some 25% and 50% options (or more at 25% intervals) would be great. Otherwise instead of a small mod twink to stats I need to overhaul the weapons with the much larger "Super Institute Weapon Mods with STANDALONE Textures" by GokuGX. Since I'm running just under 100 mods I'd rather take the smaller files. Keep at it, I'm endorsing!
It's also immersion breaking when you consider the cap value of the weapon does not increase for the death-ray I'm selling.
57 comments
EDIT: Uninstalled and re-installed and that somehow fixed it. IDK how mods work its magic
excellent mod... however LOOT reports a warning:
This plugin has a header version of 0.94, which is lower than the minimum supported header version of 0.95.
... no idea if this can cause problems...
+10% brings them very close to parity with lasers as Institute don't get access to the full spectrum of laser mods. For that reason I think it's quite well balanced. Not just that but it promotes usage of an otherwise below-average tier of weaponry. Thanks a lot for the mod!
It's just unfortunate that Bethesda chose to make the huds abnormally large. I highly recommend the following to any fellow institute weapon enthusiasts:
https://www.nexusmods.com/fallout4/mods/9022
To be fair their is an argument that they should be stronger as well so in all fairness it is just down to preference.
I just see them more like secluded scientist that although advanced aren't fighters and just need something that works so they chose to produce slightly weaker laser rifles for the synths to keep down cost and field them more in mass due to the amount of Gen 1/2 synths that are primarily using them that will get both the unit and weapons damaged or lost its just more practical in my mind.
After they have to fight the brotherhood and other forces more oten thought one guy does mention developing Plasma weapons so I run with a Institute Turboplasma Rifle added later in my game as a prototype in my head or something like it
I should also add that the "Better than Plasma" version really isn't as overpowered as the description makes it sound, at least not for the player character. Sure it's better than the plasma, laser, and unmodded institute weapons, but those weapons are pretty terrible. If you compare the Institute weapons in this mod to the one shot DPS of the Gauss Rifle and Laser Musket or the sustained DPS to Spray and Pray or a Minigun with the Explosive effect, then the Institute weapons really aren't overpowered at all.
Actually, neither seems to work for me.
This number '21 to 26' for better damage, makes me think you edited the wrong laser, because the institute pistols and rifles in game all do 19 damage with this mod, not 21.
When I removed it, they all do 15! o.O
I dunno what's going on, but none of these numbers match.
Ignore this, had an automatic part installed. Everything works fine.
It's also immersion breaking when you consider the cap value of the weapon does not increase for the death-ray I'm selling.