Fallout 4

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ShanicTheOatmeme

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ShawnPhillips

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17 comments

  1. GromuhlDjun
    GromuhlDjun
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    Pretty good mod so far, BUT:
    I noticed that miniguns when starting a new game (thus caliber guns) behave like a single handed weapon being held up all the time, acting weird and filling almost the entire screen in first person mode.
    I've tried with almost no mods (Just armorkeywords and the dlc's) and the problem persists. The minigun is acting weird, can't be equipped unless you equip another weapon first.
    1. Brennan
      Brennan
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      I've noticed the same thing. The minigun is made useless since you basically can't see over the dash board.
  2. ghj290
    ghj290
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    I am starting a new playthrough and was looking at a few re-balancing mods, but many change way more than combat, which is what I'm looking for; therefore you mod seems to fit the bill nicely. But I do have one question, if I find it doesn't suit me, is it possible to remove the mod without corrupting my save, or is it a case of once installed you have to leave it?
    1. ShawnPhillips
      ShawnPhillips
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      There are definitely a few things that would break. There are new weapon receivers that would disappear if the mod was removed, so you may need to rebuild new receiver mods on any weapons that had them, but it wouldn't completely corrupt your save.
  3. Cfrm
    Cfrm
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    I have a problem when using this mod - I can only mod calibers from pipe weapons. Other weapons have their calibers locked to their originals. This also means that in the case of the combat rifle, the .308 receiver mod doesn't actually change the ammo type from .45.

    Besides that, I also have to give thanks for providing a balancing mod that doesn't pursue changing >9000 other things at the same time.
  4. raltrich1017
    raltrich1017
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    Any ETA on a Xbox release?
  5. hauntedabyss
    hauntedabyss
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    Whats the biggest difference between this mod and other gun overhauls??? also is this compatible with the top 300 mods?
    1. ShawnPhillips
      ShawnPhillips
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      I don't know everything the other gun overhauls do, but this is balanced to my own personal liking.

      Enemies and the player are far less bullet spongy at higher levels, Weapon base damage is overall higher, but the damage buff from receiver upgrades and perks are nerfed so there is less difference between damage output of a base gun and a fully upgraded one. Meant to deliver a more realistic combat experience.

      As for compatibility, anything that does not effect weapons or vanilla NPCs will work fine. Weapon mods will need patches to rebalance them to fit with the balancing of this mod.
      I have a few weapon patches available and can make more if requested. However I have a few other projects in the works, one of which being much larger in scale then this, so it may take some time depending on the size of the mod needing compatibility.
  6. Yiyas
    Yiyas
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    Hey mate, just wanted to say this is a really good mod.

    All the others I've tried attempt to change a million things at once - Better Locational Damage, Immersive Gameplay, Weaponsmith Extended, War Never Changes, etc - and it just doesn't seem to work out in a balance I enjoy. Especially WE that creates about 40 new ammo types which is just a nuisance gameplay wise. I also like how Endurance is relevant as a stat compared to some other mods.

    I was looking at those mods because of melee damage on your mod though - particularly I had a switchblade (100dmg) and upgraded it to serrated (140dmg) and it far outclassed all other melee weapons. A concrete sledgehammer would only do 60dmg for a slow weapon and crowbar / combat knife / etc were all around the same damage too.

    Guns are obviously the real focus here but I just wanted to point out that besides the melee balance there's not much missing from this mod.

    The fact that all guns are good at killing though had lead me to stray from picking up damage perks - perhaps an alternative approach would be to take accuracy off all the weapons but return that accuracy through perks for weapon types both in and out of VATS, if possible? It makes more sense immersion-wise and gameplay-wise I would have far more incentive to pick it.

    Again, really appreciate this mod.
  7. raging987inferno
    raging987inferno
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    is this compatible with DOOM weapons merged https://www.nexusmods.com/fallout4/mods/16387/? and survival mode?
    1. ShawnPhillips
      ShawnPhillips
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      Patch for DOOM Weapons Merged is in the works.

      I haven't gotten around to properly test the balancing in survival mode, but It should work fine. Just a reminder though that the balancing was tuned with normal difficulty's 1:1 damage ratio, So a mod to change the damage output ratio to 1:1 would be recommended.
    2. raging987inferno
      raging987inferno
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      i'm using Highly customizable survival damages 1.5 x 1.5. so i'm guessing that will work?
    3. ShawnPhillips
      ShawnPhillips
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      Yeah, it should work fine.
  8. raltrich1017
    raltrich1017
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    Just wanted to offer my 2cents from the console realm. If you add a whole bunch of different calibers to all the different guns it stresses the game engine and can cause a lot of crashes. I noticed it a lot with War Never Changes, that MA added 3-4 different calibers per gun and the option of hollow point/armor piercing etc and it caused all sorts of issues when entering new cells. Since the engine has to not only figure out what guns to arm people with but all the attachments now something like this would add the additional task of trying figure out what caliber to put on the gun.

    Not trying to tell you how to run your mod, just trying to give you a heads up of possible issue you could run into especially on console.
    1. ShawnPhillips
      ShawnPhillips
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      The amount of weapons and caliber conversions is no where near the level of what Weaponsmith Extended offers, and I ran that just fine for months without any issue. But I do plan to streamline and optimize as much as possible before releasing this on console.
  9. Jethawk1000
    Jethawk1000
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    would you consider adding the option to remove the range nerf from barrel end modifications? There are other mods that do so but they may be overridden by this mod
    1. ShawnPhillips
      ShawnPhillips
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      I hadn't thought about that before. I'll look into tweaking them.