Fallout 4

About this mod

Rebalance Weapon Damage for Fallout 4 Base Weapons (including all DLCs). Rebalance firearms, meel weapons, grenades, launchers, unarmed attack, and Companion weapons. Furthermore allows you to RECHAMBER most of vanilla weapon to another ammo caliber, in particular PIPE weapons.

Requirements
Permissions and credits
Changelogs
Vanilla Fallout 4 has a decent amount of weapons, some of them are even amazing weapons.

Unfortunately, most of them doesn't give you the opportunity to play with them throughout the entire game, due to incomprehensible and illogical balance of their damage. So the player ends up with a very limited selection.

My intention is to fix this state of events. So that each weapon would apply at every stage of the game,
and was noticeable and significant.

Things not directly related to the mode working itself:
Spoiler:  
Show

I would like to point out, English is not my first language, it's not even the second one, so please be tolerant.
This mod was created primarily for private use, matches my style of play, and as the only tester it is difficult to catch irregularities in it. Changes or creates over 1500 records, that's why there may be bugs, because in the game I do not use every possible weapon or modification. Of course, I tried to check every weapon, but I'm just a human.
If anyone has any specific suggestions including explaining why, and not only because, I will listen to you with joy.
This is my first mod, a few days ago I didn't even know how the mod look from the inside, so do not be too rough…


It all started with the questions:
  • Why the pipe weapon is so weak, if they shoots the same ammo as the rest of the weapons.
    And why is there such a big difference between weapons of the same type using the same caliber of ammo, aside from modifications.
  • Why melee weapon, powerarmor unarmed attack, are so weak, why i need 4 missle to kill 1 raider...
  • I'm not a fanboy of pipe weapons, but of all vanilla weapons, I like them the most.
  • Not to mention the weapons from mods, balanced on the basis of I do not know what, and what rules.
  • I understand the reason for the difference in range, rate of fire or ammo availability, but damage, when using the same ammo?!!

Yes I know every weapon uses the potential of a given ammo somewhat differently, but this is a game, a most part of the real world rules is simplified and standardized so that the game mechanics could work properly. The real range of damage also changes, becomes artificial, suited to the game.


I'm not an expert when it comes to weapons. I know how it looks, I know the basics of working, some physics related to this topic and the chemical basis of the reaction. I had a few pieces in my hands and shot some of them. And I know it's a game, so the rules are a bit different.

I understand that the amount of damage at some weapons may arouse controversy, but personally annoys me the situation in which I have to use the entire ammo magazine to get rid of the usual raider armed with a pipgun, and he can't even scratch me.
When I shoot an opponent in the head with a .50 sniper rifle, I want to see like his life bar drop dawn, not just twitch. I want to feel a challenge with strong opponents, armed with a powerful weapon that can threaten me even when I have a powerarmor. And not to deal a lot of time with flies without end, and waste time and ammo unnecessarily on them.




This mod contains quite a few big and small changes.

Spoiler:  
Show

So, based on the game mechanics, I put together a set of basic principles regarding damage, which I (maybe we) should use, more than less, determining weapon damage, based on ammo type (in the case of firearms and laser weapons).

  • I virtually splits ammo into two types: Guns ammo, and Rifle ammo.
    • For example we have in the game .45 ammo which is the same for each weapon with this caliber, which causes the same base damage value (in theory) for each weapon, regardless of type.
    • With my virtual assumption .45 ammo for guns is .45ACP (or similar), and for rifles is 45 Long Colt (or similar). One caliber two sets of base damage.
  • Of course, we can add into the game the next ammo caliber, this makes sense, of course, with a completely new and completely unlike the already existing in the game. But when the ammo has very similar parameters (weapon damage), we only do it for the displayed name in fact. It's a pity to mix up so much because of this. If it is important to someone, he should do it, but not for me…


What this mod does:

  • It changes the basic damage, of:
    • Firearms *
    • Lasers Weapon *
    • Launchers
    • Grenades
    • Mines
    • Melee Weapons
    • Unarmed Attack (player fists, dogmeat's bite, power armor, etc)
    • Companion weapons. *
* by setting them based on the caliber of the ammunition the weapon is firing at.

Spoiler:  
Show
LIST OF CHANGES IN THE DAMAGE OF WEAPONS

FIREARMS
.44 [ 52 ] NEW [ 48 ] Vanilla
10mm Gun [ 32 ] NEW [ 21 ] Vanilla
Assault Rifle[ 44 ] NEW [ 50 ] Vanilla
Combat Rifle [ 36 ] NEW [ 33 ] Vanilla
Combat Shotgun [ 72 ] NEW [ 50 ] Vanilla
Deliverer [ 32 ] NEW [ 25 ] Vanilla
Double-Barrel Shotgun [ 72 ] NEW [ 45 ] Vanilla
Hunting Rifle[ 64 ] NEW [ 28 ] Vanilla
Kellogg Weapon [ 56 ] NEW [ 48 ] Vanilla
Minigun[ 24 ] NEW [8 ] Vanilla
Pipe Bolt-Action[ 58 ] NEW [ 34 ] Vanilla
Pipe Revolver[ 25 ] NEW [ 28 ] Vanilla
PipeGun[ 18 ] NEW [ 15 ] Vanilla
Submachine Gun [ 28 ] NEW [ 13 ] Vanilla
Western revolver[ 52 ] NEW [ 60 ] Vanilla


ENERGY WEAPON

Alien Blaster [ 96 ] NEW [ 50 ] Vanilla
Cryolator[ 32 ] NEW [ 20 ] Vanilla
Gamma Gun[ 150 ] NEW[ 110 ] Vanilla
Gatling Laser [ 32 ] NEW [ 14 ] Vanilla
Institute Laser Gun [ 32 ] NEW [ 21 ] Vanilla
Laser Gun[ 32 ] NEW [ 24 ] Vanilla
Laser Musket[ 44 ] NEW [ 30 ] Vanilla
Plasma Gun [24+44 ] NEW [ 24+24 ] Vanilla
Salvage Assaultron Head [ 44 ] NEW [ 35 ] Vanilla
Tesla Rifle [ 44 ] NEW [ 32 ] Vanilla


ODD

Acid Soaker[ 20 ] NEW [5 ] Vanilla
Broadsider [ 128 ] NEW [ 108 ] Vanilla
Fat Man [ 100+899 ] NEW[ 18+450 ] Vanilla
Flamer [ 16+3 ] NEW [ 9+3 ] Vanilla
Gauss Rifle[ 128 ] NEW [ 110 ] Vanilla
Harpoon Gun[ 180 ] NEW [ 150 ] Vanilla
Missile Launcher [ 50+450 ] NEW[ 15+135 ] Vanilla
Railway Rifle [ 128 ] NEW[ 100 ] Vanilla


EXPLOSIVES
Baseball Grenade[ 160 ] NEW [ 101 ] Vanilla
Bottlecap Mine [ 320 ] NEW [ 301 ] Vanilla
Cryogenic Grenade [ 240 ] NEW [ 101 ] Vanilla
Cyro Mine [ 320 ] NEW [ 101 ] Vanilla
Fire Extinguisher [ 50 ] NEW [ 10 ] Vanilla
Fragmentation Grenade [ 240 ] NEW [ 151 ] Vanilla
Fragmentation Mine [ 320 ] NEW [ 101 ] Vanilla
Meltdown Fusion Core [ 666 ] NEW [ 301 ] Vanilla
MoleRat Bomb [ 120 ] NEW [ 50 ] Vanilla
Molotov Cocktail[ 72 ] NEW [ 51 ] Vanilla
Nuka Cherry Grenade[ 300 ] NEW [ 201 ] Vanilla
Nuka Grenade [ 666 ] NEW [ 301 ] Vanilla
Nuka Quantum Grenade [ 420 ] NEW [ 301 ] Vanilla
Plasma Grenade [ 320 ] NEW [ 150 ] Vanilla
Plasma Mine [ 320 ] NEW [ 150 ] Vanilla
Pulse Grenade[ 240 ] NEW [ 150 ] Vanilla
Pulse Mine[ 240 ] NEW [ 150 ] Vanilla


UNARMED

Assaultron [ 64 ] NEW [ 50 ] Vanilla
Brahmin [ 32 ] NEW [4 ] Vanilla
DogMeat [ 15 ] NEW [ 10 ] Vanilla
Feral Ghoul [ 26 ] NEW [ 15 ] Vanilla
Glowing One [ 36 ] NEW [ 15 ] Vanilla
Human [ 10 ] NEW [ 8 ] Vanilla
Power Armor [ 36 ] NEW [ 10 ] Vanilla
Protectron [ 32 ] NEW [ 5 ] Vanilla
SuperMutant [ 15 ] NEW [ 5 ] Vanilla
Synth Melee [ 32 ] NEW [ 15 ] Vanilla


MELEE
2076 World Series Bat [ 32 ] NEW [ 22 ] Vanilla
Assaultron Blade[ 44 ] NEW [ 17 ] Vanilla
Baseball Bat [ 28 ] NEW [ 16 ] Vanilla
Baton [ 22 ] NEW [ 11 ] Vanilla
Board [ 18 ] NEW [ 14 ] Vanilla
Boxing Glove [ 15 ] NEW [ 12 ] Vanilla
Chinese Officer Sword [ 32 ] NEW [ 16 ] Vanilla
Combat Knife [ 26 ] NEW [ 9 ] Vanilla
Deathclaw Gauntlet [ 32 ] NEW [ 25 ] Vanilla
Grognak's Axe[ 88 ] NEW [ 25 ] Vanilla
Knuckles [ 18 ] NEW [ 10 ] Vanilla
Lead Pipe [ 20 ] NEW [ 11 ] Vanilla
Machete[ 22 ] NEW [ 14 ] Vanilla
Meat Hook [ 24 ] NEW [ 20 ] Vanilla
Mr Handy BuzzBlade [ 10 ] NEW [ 5 ] Vanilla
Pipe Wrench [ 24 ] NEW [ 13 ] Vanilla
Pole Hook [ 52 ] NEW [ 30 ] Vanilla
Pool Cue [ 15 ] NEW [ 13 ] Vanilla
Power Fist[ 32 ] NEW [ 20 ] Vanilla
Revolutionary Sword[ 28 ] NEW [ 16 ] Vanilla
Ripper [ 10 ] NEW [ 4 ] Vanilla
Rolling Pin [ 15 ] NEW [ 11 ] Vanilla
Shishkebob[ 32+13 ] NEW [ 13+13 ] Vanilla
Sledgehammer [ 52 ] NEW [ 23 ] Vanilla
Super Sledge [ 64 ] NEW [ 40 ] Vanilla
Switchblade [ 18 ] NEW [ 8 ] Vanilla
Throwing Caltrop[ 10 ] NEW [ 3 ] Vanilla
Tire Iron [ 20 ] NEW [ 12 ] Vanilla
Walking Cane [ 15 ] NEW [ 10 ] Vanilla


  • Allows you to change the type of ammo (rechamber), or causes other minor changes or add-ons in most:
    • Firearm Weapons
    • Som Laser Weapons

DESCRIPTION OF CHANGES FOR SPECIFIC WEAPONS

Spoiler:  
Show

  • PipeGun
    • original damage: 13
    • New Base Damage: [18] (.38)
    • Gun caliber ammo damage
    • Added Advanced Receiver
    • All Receiver modifications available in calibers: .38, .45, 10mm
    • Added Professional Suppressor (10mm Gun Suppressor, to create it you need 10mm Gun Suppressor)
      - it changes only the appearance, it works as standard suppressor for PipeGun.
  • Pipe Revolver
    • original damage: 24
    • New Base Damage: [25] (.45)
    • Gun caliber ammo damage
    • All Receiver modifications available in calibers: 5mm, .38, .45, 10mm, .308, .44, .50
    • 5mm receiver has a capacity of 7 bullets, .50 receiver has a capacity of 5 bullets
    • Added Professional Suppressor (10mm Gun Suppressor, to create it you need 10mm Gun Suppressor)
      - it changes only the appearance, it works as standard suppressor for Pipe Revolver.
  • Pipe Bolt-Action
    • original damage: 34
    • New Base Damage: [58] (.308)
    • Rifle caliber ammo damage
    • Added Advanced Receiver
    • All Receiver modifications available in calibers: 5.56, 7.62, .308, .50
    • Canceled .38 conversion (converted to 5.56)
    • Added Professional Suppressor (10mm Gun Suppressor, to create it you need 10mm Gun Suppressor)
      - it changes only the appearance, it works as standard suppressor for Pipe Bolt-Action.
  • 44
    • original damage: 48
    • New Name change: Revolver
    • Base Damage: [52] (.44)
    • Gun caliber ammo damage
    • All Receiver modifications available in calibers: .38, .45, .308, .44, .50
    • .50 receiver has a capacity of 5 bullets
  • Assault Rifle
    • original damage: 30
    • New Base Damage: [44] (5.56)
    • Rifle caliber ammo damage
    • All Receiver modifications available in calibers: .45, 5.56, 7.62
  • Alien Blaster
    • original damage: 50
    • New Base Damage: [96]
    • Fusion Cell: [44]
  • Combat Rifle
    • original damage: 33
    • New Base Damage: [36] (.45)
    • Rifle caliber ammo damage
    • Added Advanced Receiver
    • All Receiver modifications available in calibers: .38, .45, .308
  • Deliverer
    • original damage: 25
    • New Base Damage: [32] (10mm)
    • Gun caliber ammo damage
    • All Receiver modifications available in calibers: .38, .45, 10mm
  • Handmade Rifle
    • original damage: 32
    • New Base Damage: [56] (7.62)
    • Rifle caliber ammo damage
    • All Receiver modifications available in calibers: 5.56, 7.62
  • Hunting Rifle
    • original damage: 37
    • New Base Damage: [64] (.308)
    • Rifle caliber ammo damage
    • Added Advanced Receiver
    • Short barrel give -10% damage
    • All Receiver modifications available in calibers: 5.56, 7.62, .308, .50
    • Canceled .38 conversion (converted to 5.56)
  • Lever Action Rifle
    • original damage: 35
    • New Base Damage: [88] (.45-70)
    • Rifle caliber ammo damage
    • Added Advanced Receiver
    • Short and Short Ported barrel give -10% damage
    • All Receiver modifications available in calibers: .45, 7.62, .308, .45-70
  • Laser Musket
    • original damage: 30
    • New Base Damage: [44]
    • Plasma Cartridge: [64]
    • Available Receivers: Fusion, Plasma
  • Minigun
    • original damage: 8
    • New Base Damage: [24] (16) (5mm)
    • Rifle caliber ammo damage
    • Added Advanced Receiver
    • * in fact, it should do a lot more damage, and use a much larger caliber ammunition, but ... balance of the game ...
  • Radium Rifle
    • original damage: 27
    • New Base Damage: [36] (.45)
    • Rifle caliber ammo damage
    • All Receiver modifications available in calibers: .45, 5.56
  • SubmachinGun
    • original damage: 10
    • New Base Damage: [28] (21) (.45)
    • Gun caliber ammo damage
    • Added Advanced Auto Receiver
    • Added Semi-Auto Receivers caliber .45
    • .38 magazine capacity +10, 10mm magazine capacity -10
    • All Receiver modifications available in calibers: .38, .45, 10mm
  • Western Revolver
    • original damage: 60
    • New Base Damage: [52] (.44)
    • Gun caliber ammo damage
    • All Receiver modifications available in calibers: .44, .50
    • 50 receiver has a capacity of 5 bullets

  • RULES
    Sets a series of rules that are reflected in the original game mechanics, but have never been written out in text, and of course some of my own rules

Spoiler:  
Show

  • BASE WEAPON DAMAGE: ( [..] bases determined by me)
    • Guns:
      • 5mm [~16] base damage (Similar: .22)
      • .38 [~20] base damage (Examples: .38 Special)
      • .45 [~28] base damage (Examples: .45 ACP)
      • 10mm[~32] base damage (Examples: 10mm Auto)
      • 308 [~44] base damage (Similar: 300 AAC Blackout)
      • 44 [~52] base damage (Examples: .44 Magnum)
      • 50 [~64] base damage (Examples: .50 AE, .500 S&W Magnum)
    • Rifle:
      • 5mm [~24] base damage (Examples: 5mm Remington Rimfire Magnum)
      • .38 [~26] base damage (Similar: 9×39mm)
      • .45 [~36] base damage (Examples: .45 Long Colt)
      • 5.56[~44] base damage (Examples: 5,56x45mm NATO)
      • 7.62[~56] base damage (Examples: 7.62x39mm)
      • .308[~64] base damage (Examples: 7.62x51mm)
      • .45-70 [~88] base damage (Examples: .45-70 Government) * (read below)
      • .50 [~96] base damage (Examples: .50 BGM)
    • ShotGun Shell:
      • Shell [~72] base damage
    • No vanilla:
      • Guns:
      • 9mm [ ~24] base damage (Examples: 9x19mm Parabellum)
      • .40 [ ~26] base damage (Examples: 40S&W)
      • .327[ ~36] base damage (Examples: .327 Federal Magnum)
      • 14.5mm [~112] base damage (Examples: 14.5×114mm)
      • 20mm[~136] base damage (Examples: 20×102mm)
    • Energy:
      • Fusion Cell (Gun) [ ~32] base damage
      • Fusion Cell (Rifle)[ ~44] base damage
      • Fusion Core [ ~32] base damage
      • Cryo Cell [ ~32] base damage
      • Plasma cartridge (Gun)[ ~44] base damage
      • Plasma cartridge (Rifle) [ ~64] base damage
      • 2mm EC Gun[ ~64] base damage
      • 2mm EC Rifle [~128] base damage
      • Gamma Cell[ ~50] base damage
      • Alien blaster round[ ~96] base damage

    • Pipe Weapon: [ -10%] base damage (because they are not as good as factory weapons)

    • Rifle Very Short Barrel:[ -10%] base damage

      * I know that the caliber .45-70 of ammo is not really a strong caliber (in relation to others rifle ammo), but in its time it was quite useful.
      This caliber in the game is created for the needs of only one weapon (Lever-Action Rifle), quite a unique weapon, and ammunition is rare.

      Lever-Action Rifle, I wanted it to be the third alternative to sniper weapons, with its basic caliber as the strongest one, I just a little bit like this weapon. If it ever appears, more weapons using this caliber, then I will calmly think about reducing his ammo damage to more appropriate.
      I'm sorry if it's something that bothers you.

  • MODIFICATIONS
    • Automatic (or Spin):
      • Guns:[-25%] base damage, [+25%] AP cost
      • Rifles: [-35%] base damage, [+25%] AP cost
      • Shotguns: [ -0%] base damage, [+25%] AP cost
      • Laser Weapon: [-25%] base damage, [+25%] AP cost
      • Laser Weapon: [-15%] base damage, [+25%] AP cost (Improved)
      • These are the rules of the game mechanics, why, probably for the gameplay balance, otherwise the difference in damage would not make sense...*
    • Receiver (ballistic weapon)
      • Hardened (MoreDamage1): [+25%] base damage
      • Powerful (MoreDamage2): [+50%] base damage
      • Advanced (MoreDamage3): [+75%] base damage
      • Light:[-10%] base damage
      • Heavy:[+10%] base damage
    • Capacitor (energy weapon)
      • Boosted (MoreDamage1): [+25%] base damage
      • Maximized(MoreDamage2): [+50%] base damage
      • Overcharged (MoreDamage3): [+75%] base damage
    • Barrel (energy weapon)
      • Lesser: [ -25%] base damage
      • Long:[ +10%] base damage
      • Improved: [ +20%] base damage
      • Sniper: [ +75%] base damage
      • Improved Sniper: [+125%] base damage
    • Muzzle (energy weapon)
      • Spliter:[+10%] base damage

  • PERK REQUIREMENTS (my minimum requirements)
    • Heavy:
      • Pistols:
      • Rifles: GunNuts 1
    • Hardened:
      • Pistols: GunNuts 1
      • Rifles: GunNuts 2
    • Powerful:
      • Pistols: GunNuts 2
      • Rifles: GunNuts 3
    • Advanced:
      • Pistols: GunNuts 3
      • Rifles: GunNuts 4

  • PROPERTIES
    • Reload Speed
      • [- 10%] for each one jump in the strength of ammunition up from basic.
      • [+10%] for each one jump in the strength of ammunition down from basic.
    • Recoil
      • [+10%] for each one jump in the strength of ammunition up from basic.
      • [- 10%] for each one jump in the strength of ammunition down from basic.
    • AP cost
      • [+5%] for each one jump in the strength of ammunition up from basic.
      • [- 5%] for each one jump in the strength of ammunition down from basic.
    • Weight of particular mod
      • [......%] base value is assigned to the lowest caliber
      • [+10%] for each one jump in the strength of ammunition up
      • [- 10%] for each one jump in the strength of ammunition down
    • Value
      • [......%] base value is assigned to the lowest caliber
      • [+25%] extra every next one (it accumulates with itself), so two jumps give a +50%.
    • Creation cost
      • base materials value is assigned to the lowest caliber
      • +1 extra to every material evry next one caliber (it accumulates with itself), so two jumps give a +2.


  • Weapons with different caliber should appear on opponents. At least in those who are assigned to a randomly generated weapon.

  • It fixes a bug with the Institute Laser Weapon, where the basic weapon deals reduced damage, now only the auto conversion reduces damage.

  • Change weapon name from 44 to Revolver

Temporary cosmetic disadvantages or deficiencies

Spoiler:  
Show

  • Automatic naming when it comes to caliber weapons, doesn't work. The caliber is not added to the name.
    • When you use AWKCR and Sorting Mod like Vis-G or Valdacil's Item Sorting, and you place my mod below them in load order, the caliber of weapon is added to name, in most cases, because all tags are added and compatible with AWKCR, but there are some rules missing in the instance naming rules themselves.
    • If you put it before the sorting mod, adding the caliber doesn`t work correctly (and naming of weapons as such), and the damage becomes inadequate.
    • In Vanilla version this will work maybe in the future, when I create a separate instance naming rule, but maybe next time.
  • There is a little problem with legendary effects, unfortunately, the effects of additional damage given by some of them, are counted from the base weapon damage, and not from the current modification of the weapon (Game Mechanic, not my fault)
    • For example, a pipegun that has a legendary effect Two shot, will always receive a extra 18 base damage regardless of conversion. A 44 (revolver) always receive a extra 52 base damage, even if it will be converted to .38 ammo caliber with the damage base 20. Such game engine mechanics. I do not know if there is a simple way to deal with it, I'm too green in these issues.


My other Mods:
Walther P99 W-AR Rechamber and Vis-G
RU556 W-AR Rechamber_7.62 AWKCR and Vis-G
SCAR-H W-AR Rechamber and optional Vis-G