This. Too many weapon modders just inject their work to the LL and the weapons loses their unique status. I know "its really easy to edit yourself in xedit" but who has time to do that to every single weapons mod. It is much better to add a single weapon in to some specific location or make it a easter egg hunt.
Sorry to say but your balancing logic is even worse than terrible... I totally don't like the idea it's soo excessive expensive as also it's even more powerful than a rocket launcher...
The gun itself is nice, but the stats are really ridicolous. Found 2-3 of them and if selling just one you can buy off any vendor completely empty.
This is hard gamebreaking. Changing the vallue and stats of base dmg, as also the vallue of the ammo -> why should be a missile be way cheaper than a .500 S&M, and also especially 45-70 supposedly even more expensive than the 500S&M, which is bassically already existing in vanilla on far habour and just costs 3 caps per bullet... Setting it down to 6 I guess because it's a specially made bullet from S&M (50BMG got a vallue of 4). Dunno of the 45-70, I may delete it and use the far harbor one.
Can you make a balanced variant? It's way too ridiculously overpowered. I doubt that a .500 S&W is over 3 times more powerful than a .50 BMG. Maybe a base damage of 90 or 100?
I found it is WAY to OP, I was one shot just walking though boston in a full suit of X01 combined with some other mods that allow me to combine more armor so my armor rating was around 2-3k and was still one shot at full health
To be honest, this kinda weapon is supposed to be OP. Still, with OP weapons you can reign them in, a) Making them Semi-Rare to Rare finds - and remove them from vendors and crafting. b) Make the ammo they fire even if you do find one like finding a needle in a haystack. In the end though, by the time you reach the end game you should be able to use this at least semi-regularly - otherwise there isn't much point of having it in the game to begin with. It is an end game weapon, no doubt.
I removed the LL's regarding the weapon spawning on random human enemies and only kept the ammo spawning as loot.
Decreased the damage output on my personal S&W.500 for better gameplay. (about half of original dmg) (1-2 headshots kill most) (2-3 torso shots kill most)
Was there any edits you had to make for the weapon's textures? I've downloaded everything it requires in MO2 and it's showing up with pink and missing textures. I'm looking everywhere for what's causing it but not really getting anywhere.
Can someone just make another one that you can just craft on xbox please, this whole mod bullcrap is stupid. I shouldn't have to use more assets just to download one mod.
257 comments
I totally don't like the idea it's soo excessive expensive as also it's even more powerful than a rocket launcher...
The gun itself is nice, but the stats are really ridicolous.
Found 2-3 of them and if selling just one you can buy off any vendor completely empty.
This is hard gamebreaking. Changing the vallue and stats of base dmg, as also the vallue of the ammo -> why should be a missile be way cheaper than a .500 S&M, and also especially 45-70 supposedly even more expensive than the 500S&M, which is bassically already existing in vanilla on far habour and just costs 3 caps per bullet...
Setting it down to 6 I guess because it's a specially made bullet from S&M (50BMG got a vallue of 4). Dunno of the 45-70, I may delete it and use the far harbor one.
Still, with OP weapons you can reign them in,
a) Making them Semi-Rare to Rare finds - and remove them from vendors and crafting.
b) Make the ammo they fire even if you do find one like finding a needle in a haystack.
In the end though, by the time you reach the end game you should be able to use this at least semi-regularly - otherwise there isn't much point of having it in the game to begin with. It is an end game weapon, no doubt.
I removed the LL's regarding the weapon spawning on random human enemies and only kept the ammo spawning as loot.
Decreased the damage output on my personal S&W.500 for better gameplay. (about half of original dmg)
(1-2 headshots kill most) (2-3 torso shots kill most)
Usually, I use more modular weapon mods and using the pristine black grip silver barrel S&W.500 it lacks a tactical flashlight option so instead i use Tactical Flashlights at Fallout 4 Nexus - Mods and community (nexusmods.com) in combination.
I also experienced an issue with the unequip/holster animation and reload animation. They had no sound in 3rd person when enacted which I fixed by using this Third Person Revolver Audio Fix at Fallout 4 Nexus - Mods and community (nexusmods.com)
I'm looking everywhere for what's causing it but not really getting anywhere.
Any idea what's going on, here? Perhaps the mod is conflicting with caliber complex even with the patch? or Bullet counted reload and tactical reload?