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!
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.
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.
Is there a chance EBMD could be patched for DankRafft's Legendary Effect Overhaul? Even if the patch carries over LEO's descriptors I assume that could work(?)... I'm still new to using FO4edit so idk if that's true or not.
Anyways, thanks for the effort put into this and making sure mod descriptions do more than "Just Work"
I love how this mod translates Bethesda's qualitative mush into actual numbers! Do you have any interest in giving The Attachment Pack https://www.nexusmods.com/fallout4/mods/76924?tab=description the same treatment? I know this would require a lot of work, but us numbers geeks out here would be very appreciative!
Hello thank you so much for your work you guys are amazing. I went through all the comments and searched on google but cant seem to find an answer. Does this mod provide mod description on inspection? for example when buying from vendor or looting. Because i can only see the descriptions on the weapon workbench atm. Thank you again!
Any chance you could make the 4.1 version of this mod available again for those who prevented steam from updating fallout with the new update? I started playing FO4 again after the show but before the update and now the 4.1 version of this mod is unavailable.
Here's link to the 4.1 GOTY version, mod manager download (the only one avaliable at Wayback Machine) https://www.nexusmods.com/fallout4/mods/36105?tab=files&file_id=289794 If you need the vanilla version or manual download I bet there are other modding sites that might have the older versions, I just had this one at hand because I ran into the exact same problem as you.
And I think this should go without saying, but as even the download page itself says, this is an old version of the mod, so please don't bother the author with bugs or glitches you might encounter while using this old version.
Big thanks for the archived link to the older version, I didn't think to keep the older version around when I was updating mods and other trouble with Fallout 4 lately while trying to keep the pre-next gen version working.
Semi-noob question? How do you "I recommend sliding them over into my mod with FO4Edit" for the EBMD_Unoffical Fallout 4 Patch 4.2? I've only barely dabbled with FO4Edit previously.
Update: It looks like Even Better Mod Descriptions Fixed the LOOT recommended, did everything for me https://www.nexusmods.com/fallout4/mods/74459?tab=files
Glad you found a version that did what you want. Just for informations sake sliding over just means open up both esps in Fo4edit then just go to the patch and slide the changes (quite literally) over to the main esp.
I came over to this mod looking for a more up to date patch for Extended Weapon Mods and was saddened to not find one, namely because some of the parts aren't patched by the original Better Mod Descriptions. Are there any plans for patching EWM later? If not I'd like to know why and/or how to do it myself.
I would like to get around to updating and making more patches for this mod but I have no time anymore. If you wish to do it yourself you need to learn how to read the values under the item and learn how the game calculates them. Then just put that in the description the way I have it.
Read the values, how exactly? As in just read the changes to range and accuracy and guess how it affects recoil, spread, minimum range and maximum range from there?
The values are located in the properties of the OMODs. The game calculates things in percentages mostly so 110 would be +10% etc. Nothing is done in the game and theres no geusswork.
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?
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.
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.
356 comments
December 01/2018 Thanks for downloading the mod it made it to Hot Mods front page!
Consider all patches to be outdated
Short Answer:
Long answer:
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
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.
Is there a chance EBMD could be patched for DankRafft's Legendary Effect Overhaul? Even if the patch carries over LEO's descriptors I assume that could work(?)... I'm still new to using FO4edit so idk if that's true or not.
I love how this mod translates Bethesda's qualitative mush into actual numbers! Do you have any interest in giving The Attachment Pack https://www.nexusmods.com/fallout4/mods/76924?tab=description the same treatment? I know this would require a lot of work, but us numbers geeks out here would be very appreciative!
I might actually do it myself if I have time (and figure out how to do it)
I went through all the comments and searched on google but cant seem to find an answer.
Does this mod provide mod description on inspection? for example when buying from vendor or looting. Because i can only see the descriptions on the weapon workbench atm.
Thank you again!
https://www.nexusmods.com/fallout4/mods/36105?tab=files&file_id=289794
If you need the vanilla version or manual download I bet there are other modding sites that might have the older versions, I just had this one at hand because I ran into the exact same problem as you.
And I think this should go without saying, but as even the download page itself says, this is an old version of the mod, so please don't bother the author with bugs or glitches you might encounter while using this old version.
How do you "I recommend sliding them over into my mod with FO4Edit" for the EBMD_Unoffical Fallout 4 Patch 4.2?
I've only barely dabbled with FO4Edit previously.
Update: It looks like Even Better Mod Descriptions Fixed the LOOT recommended, did everything for me
https://www.nexusmods.com/fallout4/mods/74459?tab=files
Are there any plans for patching EWM later? If not I'd like to know why and/or how to do it myself.
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?
How'd you figure that out though?
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.