Can you nerf the miniguns? Its rediculous. With fully upgraded t60 armor i get destroyed in a few seconds by a super mutant that spawned with a minigun.... sure i could kill them back with the same mini gun but it just feels cheaty
@PHeonix777 I had a similar issue with a different a mod. First off, use the fallout 4 mod organizer instead of NMM, it's super usful. To get a proper clean install again, you should manually delete the whole fallout 4 folder. (steam/steamapps/common/fallout4) for example. Totally wipe that, then click uninstall on steam. When it re-installs it should be 100% clean.
I walked into Concord wearing my vault suit forgetting I had this installed, got killed in a few seconds when I stood there infront of all the raiders lol. Sat there for a second confused, then realised it was this glorious mod. Combat is hardcore now and I love the renaming.
Thank you for this mod, Oberfeldfebel.
One thing though, is there any way you can change the ammo type picked up along side the Minigun on the roof? I got the 1,000 or so 5mm rounds, but now that it's changed to 7.62...
@Oberfeldfebel FO4Edit says that there are a lot of "unused data" in various records within your mod. I am not quite sure what that means, or how to fix it, so I thought I would refer that back to you to see if you would know what that message is about.
Unused data? I might have a thought. While creating this mod I copied the full weapon record and then edited only a few lines in it, so if you install my mod and open it with FO4Edit and then choose a weapon record you'll see the two very similar data sets: one from Fallout4.esm and one from the mod. These two sets differ only in a few lines which are highlighted yellow; the green ones are identical. I guess the green lines are this "unused data". I did not delete them because of a few reasons: first, I am not sure how it will affect the game (perhaps it won't at all but still); second, I'm too lazy to delete hundreds of lines; third, I might need these lines in further work.
Herr Oberfeldwebel, thought you'd like to know that I've now also made a cross-compatible patch for your mod and my branch, preserving the damages you've outlined with the name adjustments I've selected.
Though as a question, is this, or the other mod your "main" update?
Nice work, fair sir, nice work. This mod was just an attempt to raise weapons' damage so that they would kill any human enemy with one shot. The "Immersive Names" is mostly about names; the damage increase is just for fun. This mod will not be updated any more.
No worries, then. If someone figures a way to adjust energy damage, I might have to swap to that in place of GDT, then. Until then, glad to link your mod!
Could you please change the damage of all weapons according to the caliber they use ? Would it be possible to only change the damage of the weapons from their caliber base damage , through their barrels. Like in real life , only the barrel length/velocity of the projectile affects the damage , other than the caliber itself.
It seems you only added ballistic damage everywhere which is kinda silly for energy weapons. I would personally leave the original names of all weapons tbh.Nice mod though especially on harder difficulties.
Could you also write a guide how you got all the values?I kinda wanna tweak thinks myself. much apreciated
Yes, I haven't found the energy damage value, so... I believe there is no guide needed. You just have to install FO4Edit, open this (or any other) .esp with it - and you can see the, say, notes on the values: e.g., the damage value is subscribed. You cannot find the direct fire rate value, the range, weight, and accuracy values, and the energy damage value as I said.
17 comments
I had a similar issue with a different a mod. First off, use the fallout 4 mod organizer instead of NMM, it's super usful. To get a proper clean install again, you should manually delete the whole fallout 4 folder. (steam/steamapps/common/fallout4) for example. Totally wipe that, then click uninstall on steam. When it re-installs it should be 100% clean.
Thank you for this mod, Oberfeldfebel.
One thing though, is there any way you can change the ammo type picked up along side the Minigun on the roof? I got the 1,000 or so 5mm rounds, but now that it's changed to 7.62...
FO4Edit says that there are a lot of "unused data" in various records within your mod. I am not quite sure what that means, or how to fix it, so I thought I would refer that back to you to see if you would know what that message is about.
I did not delete them because of a few reasons: first, I am not sure how it will affect the game (perhaps it won't at all but still); second, I'm too lazy to delete hundreds of lines; third, I might need these lines in further work.
Though as a question, is this, or the other mod your "main" update?
This mod was just an attempt to raise weapons' damage so that they would kill any human enemy with one shot. The "Immersive Names" is mostly about names; the damage increase is just for fun. This mod will not be updated any more.
Could you please change the damage of all weapons according to the caliber they use ?
Would it be possible to only change the damage of the weapons from their caliber base damage , through their barrels.
Like in real life , only the barrel length/velocity of the projectile affects the damage , other than the caliber itself.
Could you also write a guide how you got all the values?I kinda wanna tweak thinks myself. much apreciated
I believe there is no guide needed. You just have to install FO4Edit, open this (or any other) .esp with it - and you can see the, say, notes on the values: e.g., the damage value is subscribed. You cannot find the direct fire rate value, the range, weight, and accuracy values, and the energy damage value as I said.