Sorry for v 1.6 forgot to add the meshes/textures to the folder that was my fault and that is why no bullets are coming out of the barrels since I had the edit the meshes themselves the reason why some guns shoot bullets and others do not is because I had to change some projectiles for some guns. v 1.6a is up and running now.
Any inputs would be appreciated! Any suggestion/ bug fixes/ things that I missed will be greatly appreciated! Feel free to comment/message me any ideas you guys have!
It seems that the Synth "00063EA0" is left out by the mod, so the basic low tier Synth solider is very weak, re-added into esp myself. Same goes with "00075343" "00075344" for Ghouls.
The only thing I did with gouls is change their bodypart damage multiplier so instead of messing with their health I made it so headshots are pretty much the only easy way to kill them. Also with the synth I will rebalance that as well thanks for letting me know right now I am trying to fix the AR bug.
Do you happen to know how to change the movement speed holding a gun, both the player and NPCs? Cause right now you pretty much dashing hip firing, its kind of dump, I'm really looking for some tactical immersion. If changing weapon's weight helps, what's the appropriate weight? Or does it have something to do with armor?
What do you mean like increasing the rate in which you raise your gun to aim or how fast you shoot/move your gun? It has to do with weapon weight and a modifier which affects how fast you raise your weapon.
I mean the character's movement speed, really want to have some "tactical pacing" feeling in this game. Right now you move slower carrying mini-gun, which is good for making sense, but move equally fast carrying a pistol or rifle. Not much point using sub-machine guns when rifles are just better.
Also, I would recommend adding armor-penetration feature to some mods, like the "powerful automatic receiver" for combat rifle, considering that your mod eliminates the damage multipling effect, yet as a superior mod, "powerful automatic receiver" do the same damage and RoF compared to low tier "hardened armor-penetrating automatic receiver" without having the AP effect.
I will try and see if I find any references to that if there are any global/game settings that have the effect you described and if not we will just have to wait until the geck comes out to script it in. Also I am planning on making mods differently. I will try and see what I can do with mods like making the powerful reciever do a bit extra damage by letting it handle higher pressure rounds than normal or something lile that.
For the people saying this does not work sorry uploaded wrong file. The file that I uploaded was another file I was working on. the current version is 1.6 which should be the correct one.
Have you considered making a melee power attack/charge attack on a gun holder's arms, an automatic disarm? It's usually step one to knock away the enemy weapon for anyone not berserk with half a brain. :V
Melee combat also seems to consist of taking turns blocking so if there is an easy way to make blocking only stop attacks on the waist-up, that'd break the RNG stalemate where you have to keep taking turns till the NPC stops blocking.
Explosives are based on shrapnel damage so the Molotov should do as less initial damage than a shower of glass and fire should lower enemy accuracy (since your face is on fire) and have a chance to cause panicking.
I think their comment is in reference to the variety of vibrant colours used in the file description. In all honesty, I do find it a bit difficult to read, the blue text in particular.
Great mod, would recommend doing some changes to energy weapons, also the layout is far too bright and difficult to read man, have a summary/overview at the beginning and drop all the bright coloured text.
add a summary bro, damn. i expect i'd want this but looking at your page is just overwhelming.. i have no idea where to look and theres so much clashing color i don't even want to begin to read this book xd no offence, i dont care either way, but if you do...
When I enable the 1.6 version of the "Realistic weapons damage.esp" no 5.56mm weapon fires a round, 7.62mm and shotguns are fine (all I've tried so far). I've tried moving the esp early, late and last in the load order with the same effect. I was previously using Arbitration, but that was fully disabled while I tried this mod. Any ideas? I really like the idea of the mod, and that you're supporting new guns like the R91 is a great selling point
60 comments
Also, I would recommend adding armor-penetration feature to some mods, like the "powerful automatic receiver" for combat rifle, considering that your mod eliminates the damage multipling effect, yet as a superior mod, "powerful automatic receiver" do the same damage and RoF compared to low tier "hardened armor-penetrating automatic receiver" without having the AP effect.
Have you considered making a melee power attack/charge attack on a gun holder's arms, an automatic disarm?
It's usually step one to knock away the enemy weapon for anyone not berserk with half a brain. :V
Melee combat also seems to consist of taking turns blocking so if there is an easy way to make blocking only stop attacks on the waist-up, that'd break the RNG stalemate where you have to keep taking turns till the NPC stops blocking.
Explosives are based on shrapnel damage so the Molotov should do as less initial damage than a shower of glass and fire should lower enemy accuracy (since your face is on fire) and have a chance to cause panicking.
In all honesty, I do find it a bit difficult to read, the blue text in particular.
no offence, i dont care either way, but if you do...