Great mod. By the way, the fourth level receiver requires gun nut 4 but so does the third level receiver so that is entirely skippable. I think the attachments should have their requirements moved down, with the first attachment requiring gun nut 2 becoming gun nut 1, and so on - 4 new attachments, 1 for each rank in gun nut.
Also works pretty well with the Leafblower Junkjet, for a visual update, and Junk Jet Overhaul for more modifications, just ignore the damage receiver mods it comes with.
I think a good solution would be raising the base damage to a viable survival early game damage, then have attachments to make it endgame viable. Like how vanilla fo4 balances weapons.
Ex: Default Charge trigger: between x0.5 - x1 damage. Vanilla behavior Semi-auto trigger: x0.75 damage --- Base receiver: 80 damage. Strong receiver: 120 damage. req Heavy gunner 3 Heavy receiver: 180 damage. req Heavy gunner 4 Reinforced receiver: 250 damage. req Heavy gunner 5
i think for maximum balance, level based crafting and a scaling damage bonus through gun mod hidden perk would be more compatible. if for flavor, using perks like scrapper or charisma based ones would be interesting. much of the balance in Survival mode is based on using expensive assets to overcome difficulties. since this gun is cheap, easy to find ammo for(unlike bowling balls, spikes, etc), and not single-shot, it would be unbalanced to make it like those expensive heavy weapons. Making it stronger (250dmg) might call for a custom crafted ammo using desirable assets(eg other ammo).
it's a lot of modding to balance this game and keep it fun!
I think it would have been better if all this mod did was simply increase the base damage to 80, 100 or 120. I must say, 250 is a bit too powerful compared to the vanilla version.
250 is crazy overpowered for such a simple weapon. That's half the damage of a fatman with none of the ammo constraints or self-damage risk. 100 would have been plenty for what's basically a back-up heavy gun that you never need to worry about ammo for.
FYI, changing "energy" damage to fire, ice, or electric damage allows it to completely bypass all damage resistance. The individual damage types are leftovers from Skyrim (same engine), and while they still work, FO4 only provides DR for physical and energy damage, unless you have one of the more comprehensive damage type mods.
Well, i never used it actually, because my past characters were more "fragile", let's say. But my new one is carrying a flamer and have a good STR... So, it would be fun to use this... And even not using the Junk Jet, i saw that it was not that good anyway. I'll have to still look at it and Better Locational Damage to see if there is anything i should patch before, but still a great renew of a barely useful weapon :) Thanks! Also, why fire deals energy damage anyway? lol
Now i am interested in gettint to it, good that i am still initiating my exploration with this new character hehe
That's because the Junk Jet is marked as "Player Only" in the Creation Kit by default meaning it's only usable by the player.
And yes there is a way for the NPC to use it since I could just uncheck the "Player Only" but if I had to take a guess as to why it was set as such, it's probably because companions/NPCs have problems using Junk as ammo.
17 comments
Also works pretty well with the Leafblower Junkjet, for a visual update, and Junk Jet Overhaul for more modifications, just ignore the damage receiver mods it comes with.
Ex:
Default Charge trigger: between x0.5 - x1 damage. Vanilla behavior
Semi-auto trigger: x0.75 damage
---
Base receiver: 80 damage.
Strong receiver: 120 damage. req Heavy gunner 3
Heavy receiver: 180 damage. req Heavy gunner 4
Reinforced receiver: 250 damage. req Heavy gunner 5
if for flavor, using perks like scrapper or charisma based ones would be interesting.
much of the balance in Survival mode is based on using expensive assets to overcome difficulties. since this gun is cheap, easy to find ammo for(unlike bowling balls, spikes, etc), and not single-shot, it would be unbalanced to make it like those expensive heavy weapons.
Making it stronger (250dmg) might call for a custom crafted ammo using desirable assets(eg other ammo).
it's a lot of modding to balance this game and keep it fun!
It's not meant to be a "back-up" weapon, it's classed as a heavy weapon.
I'll have to still look at it and Better Locational Damage to see if there is anything i should patch before, but still a great renew of a barely useful weapon :)
Thanks! Also, why fire deals energy damage anyway? lol
Now i am interested in gettint to it, good that i am still initiating my exploration with this new character hehe
And yes there is a way for the NPC to use it since I could just uncheck the "Player Only" but if I had to take a guess as to why it was set as such, it's probably because companions/NPCs have problems using Junk as ammo.