Fallout 4

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Infamous - Takaru Minari

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Infamous95

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  1. Infamous95
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    Help me help you! Report mistakes so I can fix them :) Also keep in mind the way this works. Simply put this mod is based off the standard parts so say a standard weapon mod says it does -10 Action Point Cost. And an upgraded part says it does +10 Action Point Cost so that means the difference is +20 not +10.

    December 01/2018 Thanks for downloading the mod it made it to Hot Mods front page!

    Consider all patches to be outdated
  2. rayhne
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    Concerning the sticky ... I thought that would mean that it added 10 points to the existing number but it adds 10 to the baseline?
    1. Infamous95
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      Hope this isnt confusing

      Short Answer:
      Spoiler:  
      Show
      say the number were calculating is 33. standard part is -10 (which game calculates as a percentage). Then upgrade says +10% the comparison between the standard part is going from -10 to +10 the difference is +20%. Basically I made it so you don't have to do any math you just stare at the numbers and know right away whats different.


      Long answer:
      Spoiler:  
      Show
      No, so theres a base number for each weapon you can find it in the CK, The game runs the calculations of each part you have on your weapon against that base number to give you the damage, weight and what not for the weapon. So if we were using all standard parts aka no upgraded weapons something like the receiver which has no effects for its standard part and the next part said 0.100000 That would mean +10%. If the standard receiver happened to say -0.100000 and the next one said 0.100000 (No negative). that would equal +20% because it went from a negative to a positive. I've researched a lot and tested alot. Its complicated and may be hard to understand at first after all its all behind the scenes the only thing the player sees is the outcome number in game. But trust me test it out and you'll see. Takaru also came to the same conclusion hence the light version.

      Just to add I believe you are thinking of the original version of Better Mod Descriptions. What was done there was everything in each weapon mod was added to the description. To me this is unnecessary for these reasons:
      1. It takes up too much space and causes short text
      2. It causes the player to have to skim through more text to see what was changed and calculate the difference on their own

      So in this mod (and the lite version Takaru created). I eliminate the above (minus some small text). Now all you have to do is skim through and see the difference right away no extra gimmicks involved. And by using the standard parts as a basis this allows each part to be easily compared to each other with no inaccuracy.

      Hope that helps
  3. Valour549
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    Positive values for all of these are bad. Negative values are good.

    Spread= Spread. -20% Spread means +20% hipfire accuracy. Negative Spread means better hipfire accuracy.

    SW= Sight Sway. -20% SW means +20% stability. Negative SW means better stability when aiming.

    SP= Sight Spread. -20% SW means +20% sighted accuracy. Negative SP means better accuracy when aiming.

    ST= Sight Time. -20% ST means -20% iron sights transition time. Negative ST means faster transition time aiming.

    These are the most important parameters the author uses. In contrast to the description on the wiki (note that there are mistakes on the wiki). It can get a little confusing since some numbers work in reverse. Maybe can pin this for easy reference.
  4. tunax09
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    Why are range changes removed from mod descriptions? I can see the numbers on the left, but I can do so for some other stats too (which are included in descriptions). Is anything else left out? Most importantly, why is this not mentioned in the description page?

    Thanks a lot for the mod anyways. Vanilla descriptions are idiotic and your mod is a huge improvement.
    1. Infamous95
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      If I remember right I think my issue with range was how much text I had to include in the mod I wanted to stay away from the small text issue. Range calculates in a minimum and maximum type of scale while everything else is in percentages. So I couldnt find a way to accuratly turn that into percentages to fit the mod. I also found I never looked at range myself so I figured taking a quick look at the side menu would be sufficient enough for that part.

      I believe I left out a certain type of recoil one goes up (the typical type of recoil) while the other goes side to side while holding the trigger. I left out the side to side one because it doesnt matter. Weight and price are also left out but you also see those on the side menu where range is I think.
  5. Chrilic
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    A couple of points about the EBMD Patches and Replacers FOMOD

    It really needs to be broken out into more granular, simpler steps. Ask me which mods I have in 1 step. Then ask me if I'd prefer replace or patch in another step. In it's current state, it's cluttered, confusing and prone to user error as it allows selecting multiple conflicting options without much clarification.

    Also, what's the functional difference between replace/patch? Why would I choose one over the other?

    There's CWMR GOTY Replacer, but no CWMR GOTY Patch? While UWNR has both GOTY replacer and patch? I understand you pick 1, replacer or patch, but I would think for every single mod, there should be an option for both replacer and patch?
    1. Infamous95
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      The patches are all outdated
    2. Chrilic
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      Thanks for the info. For my use case, I have GOTY, and for my mods, there were only replacers for GOTY, so that just accidentally worked out in my favor I guess.

      How'd you figure that out though?
    3. Infamous95
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      Patches were released in 2018-2019. Mods been updated recently. Im sure the independent weapons are fine but other mods are not. 

      The difference between replacer and patch:

      Replacer replaces the original esp with my edited one that has the descriptions built in to it.

      Patch is a seperate esp. 

      I did it this way because I was new to modding and it gave people a choice. I think if I were to come back and modernize this mod I would do it the same way I did my no awkcr mod.
  6. TenPenny
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    Can you please provide an updated patch for Better Companions 1.36? Using your patch for the older Better Companions (1.21) says missing masters.
  7. Derisat
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    This a is a huge ask and I doubt it will happen, but if there could be a MISC massive patch to make it compatible with the Collection "A StoryWealth" that would be great. It's a wonderful collection but it adds so much it's a daunting task for anyone. Fantastic Mods, a must have for any player
  8. KindfulKirby
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    Works like a charm, thank you! So much better than the default!

    Looks like Lore Friendly 5.56 Collection (New Vegas LMG - R91 - Van Buren .223 Autoloader) is not yet supported, can you make a patch for that, please?
  9. RidZ2
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    Can you change the versioning for Mod Organiser, please? It says that the latest version is 4.0 when the latest is 4.1. Thank you for this great mod.
    1. Infamous95
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      Sorry there you go!
    2. RidZ2
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      Thank you
  10. IllusiveMan196
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    Mod, as it is now, will produce a bunch of xEdit errors and prevent bashed patch creation. Steps to fix are a simple resave in CK and ITM cleanup. GOTY version is already fixed on my Fixes page.
    1. Infamous95
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      Xedit errors can be safely ignored. I dont use bashed patches I dont really recommend them unless you dont know what you're doing. Its better to patch your mods by hand so you know what you're adding/fixing.
    2. IllusiveMan196
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      Did that (manual patching and merging and mod mega-merges), but when BP build fails due to some odd reason and tool authors are like "yeah... not us, also we have no idea what happened here", that warrants an attempt to fix. Those errors are going to be a problem for users when next stable WB update releases, because all and not like 3-4 patchers are going to be ported over to FO4 (patch builder scans all plugins and not only tagged ones).
    3. Infamous95
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      I get that. I just dont get why anyone would. Oblivion yes but fallout 4 is more complex. I dont know if its changed but I remember those programs solving conflicts by just throwing whatever works to make it "green" in xedit. I know you can just go back and change what you need to but it just wasnt a good method.

      I will look into fixing these anyways for those that do.
  11. Pantreus
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    How exactly does "sight spread" work? I get that reducing "spread" will keep hipfire shots grouped more toward the center of the crosshairs, but if you're ADS, every shot seems to hit center. Or are automatic weapons less accurate (assuming there is no recoil), and does this value only affect them?
    1. Infamous95
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      Sight Spread only applies to iron sights and when aiming down them. So it alters the bullet spread for those conditions. If you're aiming down the sights you are going to be more towards the center than when trying to hipfire. Hipfire is also controlled by another value. I cant remember which mods affect hipfire (maybe stocks or barrels?). And yes automatic weapons are generally less accurate and no that value isnt specific to automatic weapons as stated above sight spread only affects iron sights.
    2. Pantreus
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      So, if you're aiming with iron sights, does a sight spread value above 0% mean that not all shots are going to hit dead center of where you're aiming?

      Do things like reflex and dot sights fall into the scope category? And are scopes affected by sight spread?
    3. Infamous95
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      Yes + means the spread will increase away from the center.

      Reflex and dot sights fall into the iron sights category. Im pretty sure scopes dont have sight spread they only have sight sway.
    4. Pantreus
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      Very good to know. Thank you for taking the time to explain this. 
    5. Infamous95
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      No worries
  12. Jeremiahj17
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    This mod looks great, but I'm looking for a mod that shows more types of stats for the guns when looking at various mods or looking at the gun in the Pip-Boy. For instance, when comparing recoil-effecting weapon mods like muzzle attachments, there is no number on the side of the screen for the total calculated recoil of the gun, meaning I can't compare the recoil of one gun to another except by testing or by looking it up on the wiki (although it's likely this would be inconclusive as well). (Btw I'm talking about where it shows the numbers for damage, fire rate, range, accuracy, etc. on the side by default when at the weapons workbench.) 

    Also I want to point out that the range stat isn't exactly "how far you can shoot" it's more like "how far you can shoot before a damage penalty". Basically any hitscan gun (not fat man, flamer, etc) can shoot however far the game will render, but there is a threshold of how far it will do full damage, and beyond that threshold it likely tapers off damage in percentages (although I'm less certain of the last part of that). Edit: The reason I mentioned this is to correct the misleading description of the stat on the description of this mod. Many people are unclear on whether guns in the game will just not reach past a certain point based on this number, or do less damage, so I'm clarifying.

    Edit: I have a small issue with the mod, and to avoid clutter, I'm just adding it to this comment. The Tesla Rifle is missing vital information on how the various charging barrels work, particularly the Charging Lob Barrel. It should say "Release electrified traps." for Charging Lob Barrel and "Hold fire to charge, releases shotgun blast." for the Charging Shotgun Barrel, and "Hold fire to charge." on the normal Charging Barrel. This would be in addition to the technical stuff, so however you think it would fit best should be fine, but as it is, there is no indication that the Charging Lob Barrel releases traps. 

    https://imgur.com/a/cYMny27

    On another note, I personally find this mod a bit difficult to use with all the abbreviated terms involved, so I'm uninstalling and reverting to an older save. I don't like the vanilla "Better" this, "Improved" that junk, but I also don't like having to go to a mod page's description to understand what the weapon mod descriptions mean. Imo that's even worse than vanilla because at least the vanilla terms will be on the wiki somewhere, whereas your terms will only be here. Also why is "Sight Spread" labelled "SP"? If abbreviated it should be "SS" or "S SP". "SP" just looks like a redundant "Spread" after already saying "Spread". Judging by the super long vanilla names of highly modified weapons (contrary to the limit of custom names), there should be a quite high character limit for the item descriptions at the cost of low font size, so just add a version where nothing is abbreviated. Otherwise I have to go back to this page and look it up or spend a couple minutes trying to remember various abbreviations.

    In addition some of the vanilla weapon mods have really nonsensical stat effects (not that this mod changes this) so when I read that having a longer barrel on some guns would have a 100% increase in "Spread" (should be specified as "Hip-Fire Spread" for clarity), and that having a bayonet, muzzle brake, compensator, or suppressor would have a significant range decrease, I was pretty confused. (There used to be a mod to fix the second thing, but it's been replaced with a much more complicated version and now the original simple version is gone.)
    1. Infamous95
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      I dont think you will find a mod that does any of that I believe these things are hardcoded into the game. I dont know why you would want to compare different weapons recoil anyways that just seems silly to me. Thats also more of a UI thing and has nothing to do with the scope of my mod. 

      Yes I know how the game works.....

      The tesla barrels I just knew what they did so never bothered to add things like that. But I could in a future update.

      Made it for myself. Just decided to share. I personally didnt like the look of SS. SSP was what I considered and possibly what I was changing to for the next update but I never got around to finishing it. Maybe someday. Pretty easy to change them yourself considering most of the works done.

      Never cared to distiguish between hipfire spread and shot spread for myself but could change that. Probably a poor balance thing they tried to implement its easy to delete those things if you really want to. 

    2. Jeremiahj17
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      Yeah, I would have no idea how to change anything about someone else's mod except simple xEdit changes like making a weapon do a different amount of damage or something like that. 

      Sorry if I was being too critical. I have a hard time finding the balance between sharing difficulties with something and making sure it doesn't sound rude. 

      But yeah, the reason I mentioned the recoil thing is because just like damage, range, accuracy, etc. it is an item stat that does have a definite value, but there doesn't seem to be any way to view what that value is, and the main goal of this mod seems to be clarifying what the actual values of the various weapon mods actually are with numbers instead of the vague words in vanilla, so it seemed more sensical to request such a mod here than elsewhere because I don't know of other mods with that aim. But it's fine. I just figured it's better to ask than just assume it can't be done. 

      Sorry I also just went off on a tangent there. I try to avoid that in text when possible, but I'm not perfect. 
    3. Infamous95
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      Its pretty easy with xedit. Just open up my mod and edit the descriptions and change the letters to full words or whatever in the text box. All the ones you would need are under the object mod category in xedit.

      I dont think you will find a mod that adds the recoil to the side bar. Its a UI thing or its hardcoded into the game. UI is way out of my abilities. It would be best to check out other UI mods and ask there maybe it can be done but idk.

      Dont worry about it
  13. tuiyi8
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    it's a vary useful mod, and it will be much better if it have chinese translantion
    1. Infamous95
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      Feel free to make one