Fallout 4
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Bretton

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  1. Demonix22
    Demonix22
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    i did not know that lone wanderer still worked with dogmeat. that is very misleading considering its called LONE wanderer. thanks for clearing it up!
  2. SpaceMachineSixThousandOne
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    FYI: We use LevelUpMenuEx and any number of combinations of mods that work with LUMEX to provide Skills and custom perks for the older FO1/FO3/FNV type build of characters instead of the Perk poster way. Even back when we used the Perk poster, we removed all the requirements of SPECIAL and/or level to each perk so that we could build roleplay characters, ahem, IN OUR ROLEPLAYING GAME. Just imagine Lewis Black saying that. LUMEX came from FO4NV basically, but once it came over to the community we made other mods that use it to better form up the way we enjoy playing the game the most. Which is to have a huge number of perks, and with the limitations of Skill points and/or roleplay based SPECIAL or Skill points.

    We also use Damage Threshold Framework which is a engine level implementation of DR, this is controlled by a simple formula that we can adjust, and we can also stack DR on top of DT. Though this better suited to balance DT and/or DR against actual weapon damage. I prefer a 2.25 multiplier on damage rates because it brings the .40/10mm pistol back up to FO3 damage rates in the mod 20th Century Weapons and Fallout Wanderers Edition which is a closely linked set of custom weapons that are set with incredibly high damage rates. Here, 2.25 being a easy way to get a global modifier for that. 18 x 2.25 = 40.5 because we start with the smaller calibers in order to work our way up, and 40 damage for .40 works well.

    .308 x 2.25 = 112.5 but that's more subjective because it's high velocity, because of what it is, incredibly deadly you could set .308 at 308 damage or more depending, but here functionally this changes the meh 50 damage of a hunting rifle to 112.5 on characters that all start out at 100 health unless the studio gimped them. Perks give 100% damage, so you are at 224, and chem would give another 23. Then if you wanted to look at the damage bonus on weapon mods it seems to be at 75% at the max, but this is calculated based off the base damage every time, and this is true for armor as well. Which means the .50 mod (which is dumb, cause .50 BMG wouldn't physically fit in that receiver/barrel) and (it would explode if you did that) but it's basically a Superior receiver that they changed the name/ammo to .50 BMG (Although, this could have been subsonic .50 AE like a Desert Eagle, which, sounds even more dumb).

    (112.5 Base x 2 Perks) + 28 chem + 112.5 x 1.75 WMod + Sneak Attack Min/Max 225/526 = 675/976 Min/Max damage on a hunting rifle shot of .308 because we would also remove the Stupid of having a .308 hunting rifle serve as the weapon to utilize .50 BMG. We use the Barrett M82A1 for that or the civilian version, also we use many anti material rifles, specially in FO4 which the trend was to set them near a 1000 damage or higher. Taking this into consideration we begin to see how we can go beyond our 2.25 global modifier for damage rates on any Big Weapon (the older additional weapon category that was removed) For example, a minigun would have incredibly high damage per shot, which because they removed it, everyone complained about miniguns.

    Anything that would fit into the old Big Weapons category that Bethesda moronically removed, gets devastating damage in stead of the subjective global 2.25 multiplier. Instead of "Bethesda's Brand of Stupid" we want to simulate this. .223 semi auto is the same damage as full auto .223, and that is 5.56mm (really it's non-military 5.56 with thinner brass) *I light a cigarette* Which, .223 makes things interesting. We know 9mm has no punch at all compared to .45 ACP, and the old .45 Long Colt from the wild west is basically a rifle bullet so cowboys didn't have to buy two types of ammo for their pistol/rifle. Hah! It's the same situation with 5.56mm NATO (it's limited in the mass of the bullet and velocity in the amount of gunpowder that can be used) this is for Wartime use.

    Because 5.56mm NATO is limited to just below a deadly amount of muzzle/impact velocity this means that if you shoot someone with it, that person will be screaming in pain instead of instant death. So in a group of 3 combatants in war you shot one, who is now screaming, and his/her buddies are right there having to drag them off the field of battle. The goal here is reduce the amount of death in war while also taking more than just one person off the field of battle. One bullet took 2 or 3 people out of the fight where 30 cal would just instantly kill them. Heavy machine guns use 7.62mm which is .308 with a thicker military brass casing which produces more punch, but it's literally heavy. The light version of that is more mobile, and also uses 5.56 NATO.

    I don't exactly know, but I know that the first high velocity 30 cal of WWI and WWII was absolutely deadly. This was reduced to 7.62mm NATO if you will, but only in that we can produce a 7.62mm which is almost as deadly as the first 30 cal were. 30/30 for example is 30 cal in year 1930, which at this point is leading into WWII from WWI, before this it was just called 30 cal. That is actually probably 30/06 30 cal in year 1906/ But it's important to note the high velocity here. Speed x Mass = Velocity and here it's muzzle velocity which is basically determining impact velocity. Punch, is just a colloquial term for the ability that a firearm has to drop a person to the ground, and it's important to note that this is different from penetration which is more determined by the actual design of the bullet impact at a specific velocity.

    It isn't exactly how we would look at it back in 2277 in the capital wasteland. Which besides the incredibly high damage rates that developed by the community in mostly all weaponsmiths for any custom weapon mod available. Back then we had nearly every type of ammunition available, and so we were able to pick whatever ammo was the most deadly. In fact we also invented new ones. 18mm Action Express would be a fictional ammo. Carry that to Vegas, and it might be 18mm Buffalo Bore (which is a load to shoot a buffalo with, .50 Ball at least) .45 Long Colt Buffalo Bore (look it up, it's on the internet) It's ammo for hunting big game or hard to kill game. And here 5.56mm will only do that if it's a direct 90º hit to the heart.

    So civilians would take .223 and load it as a Buffalo Bore, but inside the thicker brass casing of 5.56 NATO. Which in this case just circumvented the NATO standard while providing more punch to that .223 which only actually makes a kill shot if it's a direct 90º impact at short/medium range. Doing anything more than that requires changing the design of the bullet or switching to 30 cal.300, .308, or 7.62mm (of whatever 30 they wanted to use). Hence the obvious benefit of inventing a fictional .223 SABOT AP round to use the heat created by high explosives to focus blow torch on a small point that melts through steel then burning what is on the other side of that steel. Which even 5.56mm AP might not be able to do, from it's lack of penetration beyond medium range.

    Also because of the way that FO4 works, many of the weapons are superseded by other weapons which have more damage. Because of this those weapons are no longer used. So instead of that we balance them all to a standard so that the player has the choice to use one of a few weapons which all fit into the same damage rates. Institute weapons matched with Laser, and with Plasma only a tiny amount higher at the most. Pipe weapons set to the same damage as the Pre-War weapons. Melee/Unarmed weapons all set to the same amount of damage in groups, and your creature damage is in here too. Each Molerat or Deathclaw has a property inside the actual actor which determines it's base damage for whatever attack it does.

    A big reason why FO4 is so lame is because it's a bunch of garbage. Creatures that are not dangerous to player. Actors that don't use Ammo, and that's actually built into the engine for each actor to calculate how much ammo it has, search the area for more ammo or other weapons. But instead of doing that they just give everything unlimited ammo, and chuck the player into a never ending battle which is determined by Ai accuracy, which here is better set to 50% because you can either hit or miss, but you can't hit or miss more. It's either one or the other. If there was a difference in skill that accuracy would only be slightly higher or lower. Instead of that they use huge bonus or nerfed accuracy. The computer shot at me, it either hit or it missed, theoretical 50:50 ratio.

    Because we set out in the beginning to standardize weapon damage rates to 20thCW & FWE while grouping them together to provide choice while also reintegrating the Big Weapons category; we have a predictable damage rate that is roughly based on 40 damage for .40 & 10mm. This allows us to set our DT formula. I just have Armor Resistance x o.4 + Weight + 0 right now. But let's look to see just how bulletproof this would be. A set of standard Combat Armor is 59 DR, so over to Damage Threshold Framework.59 x 0.4 +22 (weight), which means this set of standard Combat Armor will be bullet proof against any firearms or damage that is lower than 46. Someone shoots someone wearing it with a 10mm, and the bullet reflects off the steel or shatters.

    A bullet hitting armor, just shatters the bullet, it's like bottle you threw at a wall really hard. This situation is for bullet proof vest, but Combat Armor too. Though more specifically this was developed because a bunch of Raiders shooting T45, T51, T60, or even X01 then this damaging the player instead of the bullets reflecting off like the player was Iron Man, which once you implement the DT is actually quite fun because there are 50 or more Raiders shooting at you, but none of it results as damage because the damage is absorbed, instead of mitigation. It's like having a shield, where only the penetrating effect of AP ammo (if the Raiders had any) would be the only thing with that weapon which actually registers anything higher than a tiny amount of damage.

    So with 50 Raiders shooting you with standard ammo, you can just stand there with bullets reflecting off, but we didn't think to put the ricochet effect on that, so the Raiders end up shooting themselves. With each shot hitting the Power Armor, and because there are 50 of them. This slowly reduces health, and there is really no threat to the player in that situation. They will have to heal up every so often. Then it's only if the Big Weapons come into the Raiders hands or in cases where we made custom weapons, but gave them to the other actors in the wasteland. Like some of the anti material rifles, it's a anti armor rifle. A rifle a person can fire at a tank or truck. The very deadly or any significant weapon would damage the player in PA as normal.

    T45 PA is 500 DR, soooooo. 500 x 0.4 +92 (weight) thus only weapon damage that is higher than 292 will actually penetrate the armor. The only exception to this is if that weapon was using Armor Piercing. Which if it was a 10mm Pistol using AP ammo, this would damage the player by 40. Damage Threshold Framework in Hardcore mode is also allowing damage resistance. Scroll down to FO4 @ https://fallout.fandom.com/wiki/Damage_Resistance we take some of the table below, because DR works differently in FO4.

    10dmg x 250DR = 1.5dmg - which is 85% mitigation (85% less damage)
    10dmg x 1000DR = 0.9dmg - which is 91% mitigation (91% less damage)
    250dmg x 250DR = 125dmg - which is 50% mitigation (50% less damage)
    250dmg x 1000DR = 75dmg - which is 70% mitigation (70% less damage)

    We used to have a hard limit to how much DR we could have or how much mitigation we could use to reduce damage amounts. Here they have switched over to a different ratio than 1:1 = %, and instead the amount of damage more determines the result, and while somewhat introducing different damage types (but they only use 2 or 3 of maybe 8 to 10, it's very simplified instead of how the player would want it where there is 8 different types of damage and resistance). The same 250 DR @ 10 damage is essentially 85% resistance to damage, but at 250 damage that 250 DR is only 50% resistance to damage. Though this system also allows the in-game weapon mods to have Armor Piercing effects.

    So in Hardcore Damage Threshold Framework first the DT runs, Damage lower than then DT is absorbed (ignored), if they have more damage than DT or have AP ammo this then switches over to DR which reduces that damage similarly to the table above or at fandom. Let's see if we can run the formula. 251dmg vs 250 DT = 125dmg 50% DRThen with AP weapon mods. We subtract 30% (hypothetically) from the 50% reduction which gives you 20% DR, and this situation resulted in 201dmg or about 75dmg more that is directly from using a AP barrel. Though interestingly this means that in order to actually use the system against potential hostile targets the player would need a AP Barrel or Legendary, but also a AP receiver to use the AP ammo which penetrates DT.

    Good talk, cool beans, true story, seems legit.
    1. lister1911
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      Um, yeah, I'm not sure what all of that has to do with this mod, but some of your weapon knowledge is just wrong. I don't care enough to correct it all other than a few things that really stood out. Winchester's .30-30 rifle cartridge has nothing to do with the year 1930; the round was introduced in 1895 as the first centerfire smokeless rifle cartridge (as used in Winchester's model 94 lever action). It's simply a .30 caliber bullet over 30 grains of smokeless powder. This naming convention was applied by competitors like Marlin because at the time, that's how black power rifle rounds were designated (bullet weight over powder charge, along with length in some cases), and they didn't want to credit Winchester by using their proper name, the .30 WCF (Winchester Center Fire). Also, Buffalo Bore is a brand, a modern manufacturer who makes bullets and loaded ammo. It is not a "type" that could be applied to .223 or 5.56mm. Finally, Speed X Mass does not equal Velocity, the result of that equation is Force. What you are likely thinking of is the muzzle Energy of a particular round which is calculated by multiplying the Mass times the squared Velocity divided by two, so E=MV*/2 (where the asterisk equals the exponent 2), or (Mass X Velocity X Velocity)/2. The measurements are all metric, so Mass is in Kilograms, Velocity is Meters, and Energy is measured in Joules; you'll have to convert if you want the English equivalents. Anyway, that's all I feel like pointing out and I didn't intend to do that much.... 
  3. gr0wlt1g3r
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    Greetings, I am back again with another suggestion: Please consider making this an ESP-FE mod (i.e., a pseudo ESL) so that it will not take up a valuable mod slot in our load order. I changed it for myself and according to the FO4Edit script all one needs to do is just flip the ESL bit in the record header.
  4. jwoods3054
    jwoods3054
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    Reform the Minutemen by "recruting" on a loading screen could use fixing.
  5. Tesvixen
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    The way they wrote perk descriptions (and many of their load screen messages) drives me nuts. I wholeheartedly support a project like this.
    1. bretton
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      Thanks, I feel less ridiculous for uploading this now.
  6. Michael5656
    Michael5656
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    Mine perk chart load screen does not load on mine I hope they get fix mod soon. if I try download this mod it may not work on mine same as pictures you took on your game.
    1. bretton
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      Oh no! Is it another mod that's causing the issue or does your game just do that no matter what? I don't think bethesda is fixing many bugs in the game these days, but I also haven't heard of people having that issue.
  7. comatosedragon
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    Very nice. I folded many of these text changes (along with edits of the loading screen text) into my personal patch aeons ago. I never released a public version though.

    Good for you, and I look forward to seeing what changes you make in the future.
    1. bretton
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      Hah! That's a good idea about having a personal patch. Some of my uploads probably should have been that so I didn't have to subject everybody to my edits.... hmmm.
  8. gr0wlt1g3r
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    Here is a pet peeve that I would love to see resolved by this mod. At this time in-game, Strong Back perk 3 allows the survival difficulty player to stop taking damage when over-encumbered. The text only mentions the fast-travel option which, of course, is not an option in survival difficulty. Because the fact that damage when over-encumbered is prevented is not disclosed means that the survival difficulty player does not see the value of the perk or, worse, takes the perk in the hopes of getting the ban on fast travel removed.
    1. bretton
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      Oh, that one bothers me too. I actually use another mod that I've edited the text to be accurate, and forgot it's not already like that. Will definitely add that one in the next update! Thanks for pointing it out.
  9. Thorne67
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    Awesome work. Can't use it myself because I have mods that change the perk mags values and things but I've looked at what your doing and it's great. Wish the Unofficial FAOT4 team would have done this years ago but oh well. hehe. Stay safe and healthy.
    1. bretton
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      I wish the unofficial patch team would allow more artistic liberty when fixing problems in the game, possibly with an alternative version. But I understand why they try to stick to the strict rules they follow, and am thankful. We can still dream!
  10. UnknownZombie
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    Damn, wait.. So that means rifleman's penetration bonus is useless if you like laser rifles?

    Today I learned...

    WTF??
    1. bretton
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      Want to hear something really hilarious? It's still broken in Fallout 76 too, and that's an online game. Also, don't look too much into the formula for armor pen even when it does work, it's pretty strange.

      I'm trying my best on making a mod that completely changes armor pen in this game. I am making the rifleman perk and other armor pen effects shred armor instead of reduce it by a %. The penetration VATS perk will be replaced with a bleed effect that somehow scales with armor. Don't look into that perk, either.