Just released version 1.2, and have updated the changelog. From here on out, Nuka World and Far Harbor will be required- almost two years after the game's release, I imagine most everyone has at least those two DLC.
I have not messed with the damage of MOST weapons, because I don't feel it's necessary. If you still feel that enemies are too spongy, I definitely recommend Jekod's "Survival Options" mod, I use it and it works great. You can tweak incoming and outgoing damage to be whatever you like, as well as more or less disabling Survival mode features IF you don't much like survival mode.
Hope you enjoy the mod. Do let me know if I've missed anything, or if some values just aren't really working out in-game.
Absolutely! There's .38 Super and .380 ACP to name a couple. And if you were to assume the cartridge in-game is .38 Special, it's a rimmed cartridge but not exclusive to revolvers. The Coonan .357 for one can be fed with .38 Special with only swapping recoil springs.
There's also the issue of .45 in this game... minus the Thompson SMG, which does fire ACP rounds... .45 is quite clearly meant to be .45 long colt in the pipe revolver and combat rifle, even just looking at the length of the casings in the pipe's reload animations.
I am insanely late to this party, but I want to put an end to this topic once and for all.
To my knowledge the .38 round in game refers to the .38ACP that was made and popularized by John Browning as one of his opening designs for the turn of the century in 1900. It was a small semi-rimmed round that was oddly used in as many Revolvers as it was in Semi-Automatic handguns - which makes sense due to the semi-rimmed nature of the bullet. The dimensions are 9x23mm which - if someone would be assed to reload the bullet to modern standards - would be in the same ballpark if not stronger than 9x19mm Parabellum.
As I was writing this, I remembered the .357 SIG which is 9x22mm. The standard run of the mill ammunition you'd purchase from a store or online has considerably more energy than even carefully handcrafted 9x19mm Match +P from a same barrel length pistol.
So it is not unusual for a pipe pistol to use such a round. The semi-rimmed cartridge means the design of the bolt and extractor would be infinitely easier to fabricate since tolerances do not need to be absolutely machine perfect and can survive a small amount of human error in both cartridge and weapon creation.
Credentials and sources:
I have been a highly intellectual firearms enthusiast since my early teenage years. I find myself researching long forgotten cartridges that would be insanely useful in modern day that have simply been forgotten due to time or because of affiliation with a country or ideology.
Sources are my common knowledge and Wikipedia, .38ACP page, .357SIG page, 9x19mm page.
About the only complaint I have is the dismemberment disabler. Any mod that gets in the way of my absurd ultra-violence is automatically disqualified from my install list, which is a shame because otherwise this mod would be 100% necessary for me. Great work!
Interesting, most weapon mods alter damage to be more realistic, while other that try to make more sense stop after one weapon, and/or start adding/modifying ridiculous stuff. That said, a few questions (suggestions).
- why not chamber Combat Rifle to 5.56mm? (Makes, actualy, more sense then 5mm) - how about rechambering Assault Rifle to .308 - all automatic receivers should increase recoil drasticaly - all automatic receivers should not cut damage in half (so not just the range)
Good ideas. I agree about the rechambering. I play with several other 'Weapon Mod' mods that add both of those, so I forget sometimes what's vanilla and what's not. I may add new receivers for those rounds in the future.
I don't think I messed with the recoil of individual receivers, just the base gun. My idea was that if you want a full-auto weapon, you need weapon mods to lessen the recoil (compensators, recoil compensating stocks, etc.)
I'm toying with the idea of changing the damage of auto receivers to be higher, but I don't want things to be too unbalanced.
Alright, well, you call the mod "GunSENSE" so, thats why I made that suggestion. Recoil of semi automatic rifles is actualy pretty much non existant (depends on caliber and your strength and how you handle the gun), but basicaly, the recoil is extremely minimal. It goes a lot higher when firing in bursts (like 3 to 5 rounds per trigger) and goes through the roof when full automatic. Thats why I think automatic receivers should receive an extra recoil penalty.
When it comes to damage... well, a full automatic AR is pretty much a deadly toy, just because it is automatic, it do not decrease magicaly the damage done. I think balance here comes through scarcity of ammo... and well, if anyone is using "ammo crafting" mods, balance is through the window anyway, so why bother?
I have to disagree about automatic weapons and recoil. I had an M16 in Nam, and was assigned as auto rifleman. The recoil was very strong. Anything more then a three round burst was a waste of ammo. Combat Engineers U.S. Army
recoil per shot is not changed by 'fire-mode'.. single shots are more controllable than burst or continuous fire.. maybe make the recoil from automatic stack to make the weapon more uncontrollable as you keep squeezing the trigger??
-Re chambered Pipe guns to 10mm (.38spc is a revolver cartridge)The .38spc is also used with a number of semi auto pistols S&W model 52 and a number of 1911's -Re chambered Pipe Revolver to .38 (.45ACP is a pistol cartridge)the .45ACP is also used in a large number of revolvers made by S&W. The .45ACP chambered revolver can be traced back around 96 years to world war 1 when both colt and S&W supplemented the armed forces supplies with the model 1911 pistols. Chambered in .45ACP as a substitute standard issue handgun there was also a great account for these in the U.S involvement in the great war
I would use this in a heart beat if, I used vanilla guns. The terrible models and lack of damage vanilla provides is laughable and breaks immersion for me. I think you are on the right track, keep up the good work.
I'm right with you. I like mod weapons too. I actually use the survival options mod, which allows you to set damage multipliers for the player and enemies.
aww o well thats a shame... still good job on your mod, but not for me, have a nice day, and continue your modding, as im sure your skill will improve, so yea good mod, for what it dose
I think this mod has a lot of potential. I'll say that first and foremost. I think the 2nd most important thing I can say is- be open to suggestions. I believe you can appeal to a wider audience through flexibility.
If I may ask... did you make this mod for you... and you alone? If this mod was made only to suit your personal tastes, that should be made a formal statement in the mod description. Even offerings of this nature are appreciated, but some upfront clarification in regards to your stance on this project can save both you and those interested a bit of time if you have no intentions to expand upon this work. However, it would be to the benefit of us all if you approach the commentary with a light heart and a positive outlook.
If you are open to feedback, I would suggest making multiple variations. Not necessarily in a "fomod" format, but separate downloadable .esp files that are user-friendly to both manual installers and NMM users alike. Be sure to mention in the description of "optional" downloadable files whether or not the "main" file is mandatory for functionality, or if any upcoming adaptations will stand alone (the latter mentioned here is always the better of the two)
This mod addresses some annoying issues that are present in FO4 and I agree with a lot of your adjustments. But there are some variables that should be a little more customizable to suit the tastes of a wider array of visitors to the Nexus community. My suggestions are as follows:
- Make a version that leaves the dismemberment affect untouched. Many of us choose the "Bloody Mess" perk and have come to expect a gory show. - Make a version that leaves gun calibrations and re-chambering options at the workbench untouched. As an alternative, add 10mm, 5mm and .38 chambering options for all weapons. (Better yet, add all ballistic variances to all pistols and rifles. Many of us care little for what "reality" or "realism" might dictate. We want to kick butt with high-powered weapons and have the option to use the more commonly scavenged ammo types- all at the same time. Plain and simple). - Make a version that does not alter the recoil. Recoil may be realistic, but I seriously doubt anybody actually enjoys it. - Make a version that adds the compensator to the assault rifle without removing the option from the combat rifle customization menu. - Raise the damage output of all ballistic weapon types. Bullets kill. Big bullets... little bullets. It matters not. There should be no such thing as a bullet sponge.
The bottom line is- We want our cake AND we want to eat it too. We don't have that luxury IRL. We should, however, have such a luxury in FO4.
I sincerely hope that you will perceive my words not as an attack upon your efforts, but as an encouragement to your creativity and a gentle nudge towards making your mod(s) less specific and more widely applicable for the greater whole of the FO4/Nexus mod-loving community.
Thank you for your input. I certainly will be open to suggestions, though I'm not going to update on a daily basis or anything. This mod was originally made for me, but I uploaded it because I thought other people may enjoy it.
33 comments
I have not messed with the damage of MOST weapons, because I don't feel it's necessary. If you still feel that enemies are too spongy, I definitely recommend Jekod's "Survival Options" mod, I use it and it works great. You can tweak incoming and outgoing damage to be whatever you like, as well as more or less disabling Survival mode features IF you don't much like survival mode.
Hope you enjoy the mod. Do let me know if I've missed anything, or if some values just aren't really working out in-game.
https://en.wikipedia.org/wiki/.38
Also the in game model is rimless, so this one is a pistol round, though probably fictional like "5mm", which is another vague caliber in the series.
Also rimmed cartridges will work in magazines, and rimless work in revolvers. Not as effectively, but they work.
https://en.wikipedia.org/wiki/.45_Colt
To my knowledge the .38 round in game refers to the .38ACP that was made and popularized by John Browning as one of his opening designs for the turn of the century in 1900. It was a small semi-rimmed round that was oddly used in as many Revolvers as it was in Semi-Automatic handguns - which makes sense due to the semi-rimmed nature of the bullet. The dimensions are 9x23mm which - if someone would be assed to reload the bullet to modern standards - would be in the same ballpark if not stronger than 9x19mm Parabellum.
As I was writing this, I remembered the .357 SIG which is 9x22mm. The standard run of the mill ammunition you'd purchase from a store or online has considerably more energy than even carefully handcrafted 9x19mm Match +P from a same barrel length pistol.
So it is not unusual for a pipe pistol to use such a round. The semi-rimmed cartridge means the design of the bolt and extractor would be infinitely easier to fabricate since tolerances do not need to be absolutely machine perfect and can survive a small amount of human error in both cartridge and weapon creation.
Credentials and sources:
I have been a highly intellectual firearms enthusiast since my early teenage years. I find myself researching long forgotten cartridges that would be insanely useful in modern day that have simply been forgotten due to time or because of affiliation with a country or ideology.
Sources are my common knowledge and Wikipedia, .38ACP page, .357SIG page, 9x19mm page.
- why not chamber Combat Rifle to 5.56mm? (Makes, actualy, more sense then 5mm)
- how about rechambering Assault Rifle to .308
- all automatic receivers should increase recoil drasticaly
- all automatic receivers should not cut damage in half (so not just the range)
I agree about the rechambering. I play with several other 'Weapon Mod' mods that add both of those, so I forget sometimes what's vanilla and what's not. I may add new receivers for those rounds in the future.
I don't think I messed with the recoil of individual receivers, just the base gun. My idea was that if you want a full-auto weapon, you need weapon mods to lessen the recoil (compensators, recoil compensating stocks, etc.)
I'm toying with the idea of changing the damage of auto receivers to be higher, but I don't want things to be too unbalanced.
When it comes to damage... well, a full automatic AR is pretty much a deadly toy, just because it is automatic, it do not decrease magicaly the damage done. I think balance here comes through scarcity of ammo... and well, if anyone is using "ammo crafting" mods, balance is through the window anyway, so why bother?
Combat Engineers
U.S. Army
maybe make the recoil from automatic stack to make the weapon more uncontrollable as you keep squeezing the trigger??
-Re chambered Pipe Revolver to .38 (.45ACP is a pistol cartridge)the .45ACP is also used in a large number of revolvers made by S&W. The .45ACP chambered revolver can be traced back around 96 years to world war 1 when both colt and S&W supplemented the armed forces supplies with the model 1911 pistols. Chambered in .45ACP as a substitute standard issue handgun there was also a great account for these in the U.S involvement in the great war
I think the 2nd most important thing I can say is- be open to suggestions. I believe you can appeal to a wider audience through flexibility.
If I may ask... did you make this mod for you... and you alone?
If this mod was made only to suit your personal tastes, that should be made a formal statement in the mod description. Even offerings of this nature are appreciated, but some upfront clarification in regards to your stance on this project can save both you and those interested a bit of time if you have no intentions to expand upon this work. However, it would be to the benefit of us all if you approach the commentary with a light heart and a positive outlook.
If you are open to feedback, I would suggest making multiple variations. Not necessarily in a "fomod" format, but separate downloadable .esp files that are user-friendly to both manual installers and NMM users alike. Be sure to mention in the description of "optional" downloadable files whether or not the "main" file is mandatory for functionality, or if any upcoming adaptations will stand alone (the latter mentioned here is always the better of the two)
This mod addresses some annoying issues that are present in FO4 and I agree with a lot of your adjustments. But there are some variables that should be a little more customizable to suit the tastes of a wider array of visitors to the Nexus community. My suggestions are as follows:
- Make a version that leaves the dismemberment affect untouched. Many of us choose the "Bloody Mess" perk and have come to expect a gory show.
- Make a version that leaves gun calibrations and re-chambering options at the workbench untouched. As an alternative, add 10mm, 5mm and .38 chambering options for all weapons. (Better yet, add all ballistic variances to all pistols and rifles. Many of us care little for what "reality" or "realism" might dictate. We want to kick butt with high-powered weapons and have the option to use the more commonly scavenged ammo types- all at the same time. Plain and simple).
- Make a version that does not alter the recoil. Recoil may be realistic, but I seriously doubt anybody actually enjoys it.
- Make a version that adds the compensator to the assault rifle without removing the option from the combat rifle customization menu.
- Raise the damage output of all ballistic weapon types. Bullets kill. Big bullets... little bullets. It matters not. There should be no such thing as a bullet sponge.
The bottom line is- We want our cake AND we want to eat it too. We don't have that luxury IRL. We should, however, have such a luxury in FO4.
I sincerely hope that you will perceive my words not as an attack upon your efforts, but as an encouragement to your creativity and a gentle nudge towards making your mod(s) less specific and more widely applicable for the greater whole of the FO4/Nexus mod-loving community.
Best Wishes!
I did this because I think the idea of blowing somebody to pieces with a small caliber weapon is a little ridiculous.
Do you plan to make compatibility patches for DLC and popular weapon mods?