Maybe add a version that doesnt change the Ammo Types that much?... i cant really find an use for .45 because i dont use submachineguns or pipe guns... i dont know. radium rifles and combat rifles use 5.56 now...
The changes make sense arguably apart from conflating the 7.62 "commie round" for .308 NATO-ish round (also 7.62 but longer and more powerful). This mod expands the use of .45 (which is a pistol round irl) a lot since the submachinegun got its damage nearly doubled while also allowing pipe guns to be chambered for .45.
However, you can use FO4Edit to easily edit the weapons more to your liking. Remember to change ammo type for NPC as well.
I checked the mod in fo4edit and I noticed that the added weapon mods don't have the right keywords (dn_hasReceiver_MoreDamage2 instead of dn_hasReceiver_MoreDamage3) and the ammo conversions don't actually convert the ammo.
I don't know if there is more, but that's what i saw.
As far as I know those keywords don't affect anything in the actual game and the ammo conversions do work (tested the mod myself), I guess you mean that it doesn't update the ammo keywords, which are only a thing in AWKCR?
SO I've been using this mod for about 3 months now and here's a few opinions: - this is my favorite weapon mod - hunting rifles are too weak, using a combat rifle is pretty much always better (i've ended up using a shotgun lever action rifle as an alternative) - energy weapons have become nothing in this mod, they're never worth it; same goes for plasma rifles and institute rifles. they need some serious buffing - the double barrel should do a base damage of 80 (like fo76) rather than 65, as right now combat shotguns trump it in rate of fire and killing power
and finally i have a question, did you accidentally change the damage output of exploding cars? I'm not sure if it's this mod or not, but I'm finding that when cars explode they're doing next to no damage to enemies
So perhaps I missed a dependency, but I noticed that when you take the hunting rifle to the weapon bench the game crashes. I investigated in FO4Edit and there appears to be missing keyword that result in errors on many of the weapon's object modifications. I think mostly the modified barrels and bayonet entry. Once I removed these keyword references the crashes stopped. You renamed the handmade rifle to the battle rifle and now it shares ammo with the machine gun, did you interpret the 7.62 ammo to be 7.62x51mm? I think its meant to be 7.62x39mm like AKM on which its based. If youre just using the term as convenience, I get that. Minor nitpick on my part. Aside from that one small error Ive been enjoying the mod. Fixes a lot of the frustrations I had with the vanilla weapons list, I particularly like the rechambers of the combat rifle and the western revolver. Giving .45-70 something else to do while distinguishing the western revolver is a great idea. In addition the lever action shotgun is fun idea! Your changes remind me of Unbogus Fallout but in a much less disruptive form, which I appreciate.
Whoops, that happened because in my personal version I have it integrated with a mod that lets have bayonets as a separate modification category, I thought I cleaned up all the missing entries but guess not... I'll fix that and upload an update, thanks for letting me know! I thought about about the 7.62 dilemma and initially I chambered the MG to .308, but I didn't want the 7.62 to be restricted to a single weapon and it seemed odd to me that a soviet weapon and caliber would be so common in the US. Using .308 for the MG also resulted in problematic ammo shortages since the drops for it come in much less quantities. I ultimately chose to interpret that the handmade rifle was an alternate/modified version of the AKM chambered in 7.62x51 for gameplay convenience.
Downloadng now. Looks pretty good, a lot of the nerfs feel very good and the buffs seem reasonable. Might make the early game a bit easier with the buff on pipe weapons
Do you modify any of the weights? Sometimes I felt vanilla would be a big too harsh on the weights with mods, but I suppose the later you get in the game the more you can carry
My intention with the pipe buffs was so that they don't get completely obsolete in the late game, as I like how customizable they are and the .38 ammo remains common throughout the game. It also works both ways, meaning that early raiders will hit harder as well, not to mention they're the main weapon of supermutants even in the late game. From my experience pipe guns felt too weak even in the early game when you can't boost their damage.
I didn't tweak any weight modifiers from weapon mods, to be honest I didn't even pay much attention to that so I might in the future.
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However, you can use FO4Edit to easily edit the weapons more to your liking. Remember to change ammo type for NPC as well.
I don't know if there is more, but that's what i saw.
- this is my favorite weapon mod
- hunting rifles are too weak, using a combat rifle is pretty much always better (i've ended up using a shotgun lever action rifle as an alternative)
- energy weapons have become nothing in this mod, they're never worth it; same goes for plasma rifles and institute rifles. they need some serious buffing
- the double barrel should do a base damage of 80 (like fo76) rather than 65, as right now combat shotguns trump it in rate of fire and killing power
and finally i have a question, did you accidentally change the damage output of exploding cars? I'm not sure if it's this mod or not, but I'm finding that when cars explode they're doing next to no damage to enemies
You renamed the handmade rifle to the battle rifle and now it shares ammo with the machine gun, did you interpret the 7.62 ammo to be 7.62x51mm? I think its meant to be 7.62x39mm like AKM on which its based. If youre just using the term as convenience, I get that. Minor nitpick on my part.
Aside from that one small error Ive been enjoying the mod. Fixes a lot of the frustrations I had with the vanilla weapons list, I particularly like the rechambers of the combat rifle and the western revolver. Giving .45-70 something else to do while distinguishing the western revolver is a great idea. In addition the lever action shotgun is fun idea! Your changes remind me of Unbogus Fallout but in a much less disruptive form, which I appreciate.
Do you modify any of the weights? Sometimes I felt vanilla would be a big too harsh on the weights with mods, but I suppose the later you get in the game the more you can carry
My intention with the pipe buffs was so that they don't get completely obsolete in the late game, as I like how customizable they are and the .38 ammo remains common throughout the game. It also works both ways, meaning that early raiders will hit harder as well, not to mention they're the main weapon of supermutants even in the late game. From my experience pipe guns felt too weak even in the early game when you can't boost their damage.
I didn't tweak any weight modifiers from weapon mods, to be honest I didn't even pay much attention to that so I might in the future.