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Whisper

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bionicyardiff

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80 comments

  1. bionicyardiff
    bionicyardiff
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    I had a range-fixed version. I threw it in the bin and recreated this version last night. The ranged version was way, way, way scary. Nearly had a L100+ Sole Survivor killed from a long range in my testing.

    So remember everyone - keep your eyes skinned and be ready to run for cover, it works both ways.

    (Cue the old Monty Python skit - "How Not To Be Seen".)
  2. jtzeal
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    can't tell if it works. since it is ESL, it stays active even though the stats show Drops when modding weapons. i like auto because sometimes... sometimes they deserve ALL my attention. the terminate with Extreme prejudice thing. nothing like mowing down a mass of ghouls with a 10 mm auto pistol with a legendary Highly explosive load and watch the parts fly.
    i am really only commenting to give props to the Monty Python mention. knowwhatimeanvern ....here i am... BOOM,  AHHH!
    1. bionicyardiff
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      Heheh Iknowhutyoumean.

      Haven't decided if I'm going to update this one or shutter it, since my new Vanilla Weapon Enhancements rolls this into it. Though I will have to update that mod a bunch, given the new DLC that are auto-added with the NextGen update.
    2. jtzeal
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      -IMO- shutter it and stinky it as Obsolete with a link to Whisper's Vanilla Weapon Enhancements at Fallout 4 Nexus - Mods and community (nexusmods.com) If you have to work on something just do it once. i am finally able to play the 'all new fallout 4' and i have to say with my mods and whatever 'they' did, it is going pretty good.
      so with that in mind, i think i'll jump up outta here and over to VWE...BooooMM 
      ty, tyvm
    3. bionicyardiff
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      You’re welcome.

      I’m afraid that I still don’t have a really good setup for NextGen. I used to get a butter-smooth 4k at 60hz - now it’s janky and juddery. Think they stuffed up my PC end pretty-good.
    4. aeonstarlight
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      since not everyone may want every change in VWE, I'd say this mod alone isn't obsolete even if it's been rolled into that one until VWE has options to toggle what changes it makes (be they upon installation or in-game)
  3. cscottn14
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    So this doesn't seem to work with the AK from Nuka World?
    1. bionicyardiff
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      Thanks for the heads-up. I’ll have a look at it when I’m back.
    2. bionicyardiff
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      I have checked it, the automatic stuff has been tweaked:

      Nuka World
      ?
      Example of the tweaks made:

      Nuka World II

      If there's an issue in your game you'll have to look and see if something is overwriting things :thinking:
    3. cscottn14
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      Okay so apparently https://www.nexusmods.com/fallout4/mods/36105 -Even Better mod descriptions- messes with things like this and See-Through Scopes. My bad
    4. bionicyardiff
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      Ah! Yes you’ll need to make a compatibility patch to use them together.
    5. jtzeal
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      so that 'good' mod is flunking my other mods. *hand to forehead* WHY?!?!!? so maybe it's NOT 'even better' ... if it's not one thing it's another. just like politicians
      again, WHY?? how about this version: Even Better Mod Descriptions - No Acronyms and Merged UFO4P Patch at Fallout 4 Nexus - Mods and community (nexusmods.com) i am guessing it still flunks stuff based on my some what lackluster 'auto' performances. sometimes i just need to hear, "It'll be alright"
  4. Stroichik
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    Will there be same mod for Starfield?
    1. bionicyardiff
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      Not from me. Nothing that I've seen about Starfield grabs my interest enough to play, let alone mod for.
  5. LoyalLedger
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    Great mod, but it doesn't seem to work with modded in weapons. Would it be possible to do that? I figured this just modified the weapon part itself not the whole weapon.
    1. bionicyardiff
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      Nope, it won't work with modded weapons. To make this I had to tweak a large number of parts of the weapons, if you want it for modded weapons you would have to make a patch for them.
  6. kburtse
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    Mod doesn't list any requirement, however when I try to add it game says it cannot add it since required files are missing. Is it depended on some DLC?
    I like the idea of the mod a lot, would like to use it. Thank you.
    1. bionicyardiff
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      Yeah, it's in the changelog - as of version 2.0 it requires Far Harbor and Nuka World DLC.

      I don't know what's happening with Nexus, I've got those two ticked as being requirements. Looks like something done got screwed up.
    2. kburtse
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      Thank you for reply, much appreciated! :)
      I guess, I can use version 1.2, unless I decide to get DLCs. 
    3. bionicyardiff
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      Yep. Wait for a sale, you should be able to get the DLC for $20 or so.
  7. Miller153
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    just wondering if its possible to make an encompassing patch that would basically give the user 4/3 more damage when using any automatic guns. It wouldnt fix any other aspects of the game that the mod fixes but it would at least make the damages better. basically the point of the patch would be to that modded guns would also have the same damage buff. (I would do it myself but I have no modding knowledge)

    edit: when I say give the user 4/3 more damage i mean like a perma perk that gives you 4/3 more damage similar to the commando perk
    1. bionicyardiff
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      It’s probably possible, though for me - using a crit on a headshot with an automatic is generally good enough.
  8. Aldodrem
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    Does this fix energy guns that use the splitter mod, the damage output number is higher but that is only IF you land every projectile from the shot. In combat unless you are face hugging splitter mod weapons actually reduce your overall damage output.
    1. bionicyardiff
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      They’re meant to - essentially splitter mods turn lasers into laser shotguns. Short of using a critical hit, not all projectiles are going to hit the same target.

      A shotgun/beam splitter is a room-sweeper, not a long-range/sniper weapon.
  9. vmX1A1
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    so this mod isn't working for me as I load my game and find out that the semi-auto guns are still doing more damage than full-autos (vanilla guns, of course, I know that this won't work for modded in weapons without a patch file), and I try to see what's going on in vortex and it says that AWAD has 'missing masters' and I don't understand since the mod page says that no other mods are needed for this to work, any idea what might be causing the issue?
    1. bionicyardiff
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      You need Far Harbour and Nuka World for the latest versions. If you don’t have those DLC you will have missing masters.
  10. Electrohead1
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    Great mod, thank you very much for this. One thing to mention though, I was looking for conflicts in xedit and noticed that all descriptions still have "Reduced range/inferior range" in all edited receivers.
    1. bionicyardiff
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      Thanks for pointing that out, I’ll have a look at it in the next couple days.
  11. Miller153
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    you did an amazing job on this, something so simple yet so very much neede, i know making this for moded weapons would be a pain but a slight workaround might be possible. I am not familiar with making mods whatsoever but is it possible to strip most of the hard code of changing damage/ range values and adding a perk of a sorts that would make guns that have a firerate of (whatever the fastest semi auto fire rate is with hair trigger +10) deal extra damage and have more range and yada yada. I believe there is a universal semi auto fire rate cap if not dont worry abt this. Also I know its far from ideal but it is something and if I knew how this worked I would try my best to help you, all in all i reall appreciate what you did here and it makes more playstyles viable and legitamitely fun. Anyway thank you for the mod!
    1. bionicyardiff
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      Glad you like it - it’s a lot of fun for me too. :)

      Regarding a perk that affects automatic weapons across the board: you might be able to manage that. Unfortunately the nerfing of damage/ammunition/range/etc is done on a receiver-by-receiver basis and varies for each weapon. Similar for energy weapons, though they vary by the barrel. There is no fire rate cap unfortunately, only what Bethesda chose individually for their idea of game balance.

      Essentially a perk would have to be balanced somewhere in the middle. It’d not be consistent too, might even be wildly out of balance for some custom weapons. In the end, I suspect that it might be more frustrating than simply creating a personal patch for the custom ones that you use...