Makes the Heavy Gunner perks check for an additional keyword that only the Minigun has in order to buff its damage for the player but not for NPCs.
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Changelogs
Version 2.0
no longer overrides the vertibird minigun form
now works via simple ID check instead of keywords, similar to Commando Buffs Submachine Gun Separately
The vanilla Minigun is fairly useless, especially on higher difficulties. The damage is so pitiful that the weapon's only real use is expunging 5mm rounds at 272 rounds per minute while also tickling your enemies.
Most people want to use a Minigun to take down a big, tough enemy, such as a Deathclaw or Mirelurk Queen. Unfortunately the Minigun just isn't for that, hell, it's barely even useful for the alternative use, which would be mowing down crowds of weaker enemies, but even then, with all 5 Heavy Gunner perks, it fails in that department.
Now, most people "fix" this by boosting the Minigun's damage directly, usually doubling it to 16 so with all 5 Heavy Gunner perks, it'll do 32 damage per shot. However, this comes with a secondary effect where any NPC wielding a Minigun will absolutely tear you apart.
Most tougher NPCs have more health than the player, so while 16 damage at 272 RPM = 4352 (~72 DPS) doesn't mean much to the average Deathclaw, (with ~500 HP), that spells trouble for the starting player with only around ~100 HP.
As of version 2.0, the mod now works similarly to its sequel, "Commando Buffs Submachine Gun Separately". This means that instead of checking for keywords (which required me to edit the form of the vertibird minigun), the Heavy Gunner perk will now simply check if a weapon is or is not the minigun (or vertibird minigun). If it is NOT the minigun, it will apply the normal damage modifiers. If it IS the minigun, it will apply the new damage modifiers. Simple as that. This feels much less cobbled together than the previous version, so I highly recommend 1.0 users update.