If I understood this well enough, I would gladly do it, but I tend to leave these sorts of things to the more technically experienced users. If you know how to do it however, you are of course always permitted to make it for yourself.
These weapon damage mods are pretty cool. It certainly gives gun fights a more satisfying risk/reward dynamic. However, it makes most receivers redundant. What is the plan for that? Receivers come in tiers, and alters if you're rapid fire or semi-auto. But there is no point in getting the higher upgrade tiers because it only makes the gun heavier.
I know exactly what you are referring to, and it's partially intentional, or at least known. In order to compensate for some of the receivers having lost their main advantage, the highest tiers have often been adjusted to feature even higher rates of fire. Besides that, the other old features still remain among the upgrades, such as improved armor penetration and Critical Hits.
As far as just making the weapons heavier, it's indeed not an ideal solution, but it's the by far most compatible one available. If we for example were to remove a bunch of receivers altogether, it could cause a lot more technical issues than just leaving them alone. In addition to this, although not exactly a feature that would be central to the gameplay, this leaves some potential open for a future mod that for example could let bashing be more powerful with a heavier weapon, or something along those lines.
I think the most realistic solution is to give it more range and damage if the barrel is longer. In real life a long barrel amplifies the speed of the bullet, as the gases push the bullet around longer. In addition, a better receiver can have a suitable Rifling (https://en.wikipedia.org/wiki/Rifling) that gives the weapon even more precision, less recoil and more swing. I know that with this the principle that the damage is by caliber is thrown out the window
This is absolutely something you are allowed to do for yourself if you know how to do it. This has been discussed before, but I have learned that actually making such a merge would be far beyond my technical knowledge about the modding tools, which is the main reason why I haven't dared making such a file myself.
First, thanks for this mod. Endorsed. Here is a link to merging multiple esps into a single esp. I followed the guide and now your 4 esps are merged into 1 esp in my game: https://www.youtube.com/watch?v=rfTAP9AOTVc
Inspired by your comment regarding raiders, the normal Pipe Gun has also received a slight increase to its base damage in the most recent update, 1.6. However, unlike the slower and more powerful variants, this one fell in the new category of about 15% increase, rather than the other, more drastic ones. This means that while slightly more powerful than before, it's still among the weaker weapons in the game.
If you do fancy the fights being harder, I can also recommend combining this mod with FallExD. That way, the damage across the board should feel much more realistic.
Holy s#*! dude, 60% increase of pipe guns? I should report you for crimes against humanity. Jk good mod, and I already use game configuration menu for an overall damage increase, thanks again!
Yes, I just made that update, and was just planning on adding the change to the previous comment. You got there before me though.
Anyway, the reason for that change was to put the Pipe Gun closer to the damage of for example the Combat Rifle, when you convert its ammo type to .38 Caliber. Even now, the Combat Rifle firing .38 will still be slightly more powerful than the Pipe Gun, but not nearly twice as powerful, as it was in the vanilla game.
Similarly, the 10mm Pistol had to receive an improvement to remain a better alternative than the Pipe Gun. Now the 10mm Pistol does almost the same damage as the Deliverer, which makes more sense than how it worked in the vanilla game, where the Deliverer did almost 40% more damage than the 10mm Pistol.
17 comments
Is this intentional?
As far as just making the weapons heavier, it's indeed not an ideal solution, but it's the by far most compatible one available. If we for example were to remove a bunch of receivers altogether, it could cause a lot more technical issues than just leaving them alone. In addition to this, although not exactly a feature that would be central to the gameplay, this leaves some potential open for a future mod that for example could let bashing be more powerful with a heavier weapon, or something along those lines.
I know that with this the principle that the damage is by caliber is thrown out the window
If you do fancy the fights being harder, I can also recommend combining this mod with FallExD. That way, the damage across the board should feel much more realistic.
Jk good mod, and I already use game configuration menu for an overall damage increase, thanks again!
Anyway, the reason for that change was to put the Pipe Gun closer to the damage of for example the Combat Rifle, when you convert its ammo type to .38 Caliber. Even now, the Combat Rifle firing .38 will still be slightly more powerful than the Pipe Gun, but not nearly twice as powerful, as it was in the vanilla game.
Similarly, the 10mm Pistol had to receive an improvement to remain a better alternative than the Pipe Gun. Now the 10mm Pistol does almost the same damage as the Deliverer, which makes more sense than how it worked in the vanilla game, where the Deliverer did almost 40% more damage than the 10mm Pistol.