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  1. RooiJakkals
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    Lore Friendly 5.56 Collection Patch

    Installation NOTES:


    • Obviously this patch requires that you have the Lore Friendly 5.56 Collection mod by jkruse05 installed, this patch does not contain that mod
    • Add this patch AFTER Lore Friendly 5.56 Collection in your load order - most mod managers should do this automatically, just double check that RealisticFirearms_LF_556_Coll_Patch.esp is after Lore Friendly collection
    • As with all Realistic Firearms adaptions, none of the receivers make any difference to damage and range, in almost all cases, go to the barrel section for that

    Patch notes:
    I've applied all current Realistic Firearms calculations and adjustments on top of the mod meaning that you now have realistic bullet drop, damage, range, modifications and all the rest. 

    Some notes on strategy after adding the Realistic Firearms patch:
    I've played with the Lore Friendly 5.56 Collection for a bit and found it to be a well made mod, lore friendly and introduces 3 new firearms (4 if you count the two calibers of the carbine). The weapon handling is lean, clean and slick. All credit to jkruse05 for creating this awesome weapon mod.

    Having both the 10mm and 5.56 versions of the carbine in your arsenal makes for a great strategic combination. Given the same length barrel for both calibers, use the 10mm for close quarters battle and the 5.56 for longer ranges. The 10mm has more power up close, but the 5.56 really shines when it comes to engaging enemies who are much further, in fact, the 5.56 has nearly double the range, it makes sense adding a scope to it too.

    Use the LMG with its longest barrel for even longer range battles.

    The handgun is more for fun, its barrels are too short to get any meaningful punch from the 5.56 rounds, but it is interesting to play around with
  2. RooiJakkals
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    V0.4.0 Release Notes:


    • Added realistic bullet velocity and bullet drop. Bullets are now actual projectiles and do not behave like laser beams as in vanilla. This means that you will notice bullet drop, especially for slower rounds and bullets do not reach its target instantaneously as you pull the trigger, they travel with a set velocity. The velocity values were already calculated previously as part of the damage and damage over distance and I simply used those, meaning that this change fits in realistically with all other calculations in this mod.
    • The already available velocity values were again fed into the ballistics calculator I used previously to find real world bullet drop values for each round. I tested and tweaked gravity values until bullet drop closely matched those in the ballistics calculator by shooting over long distances in-game and measuring the resulting bullet drop for the distance shot (in game units).
    • Corrected some incorrect vanilla mappings of weapon to round type, in regards to the bullet projectile
    • Reduced the size of the projectile's collision radius from what vanilla has, to make bullets closer to their real size bringing an increased need to shoot accurately.
    • Velocity changes do not change for each barrel mod at this time, unfortunately. This is due to receiver mods changing ammo types in some weapons such as the .38, .45 and .50 receiver mods and it will not work correctly for those weapons. Thus velocity is a fixed value for each bullet type for now. You would be hard pressed to notice the difference in velocity when changing barrels though.
    • As always, these changes apply to yourself, your enemies and your companions.
    • Applies to all currently supported weapons as in the mod description

    How does this change affect gameplay overall?

    • Noticeable bullet drop when shooting slower rounds, over longer distances, even for the shotgun. This means that you need to aim slightly higher when shooting long range. Using the .50 BMG or .308, the bullet drop is minimal
    • Hitting your enemies are slightly harder, as it should be
    • A more realistic gunfight experience. Even though bullet velocity and bullet drop is not constantly on your mind when using this mod, you do feel a difference in combat overall, and that you are using weapons that shoot real bullets
  3. Epic mod, if you still wish to expand on it, consider incorporating the following mod: https://www.nexusmods.com/fallout4/mods/50676 (Consistent and Realistic Weapon Weight).
  4. trollosaure
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    Hi!
    I really like this mod, it adds a layer of realism I would have liked to have found in the base game.
    I was wondering if anyone like-minded would have any suggestions to complement this mod, by making guns generally rarer, especially pre-war guns. This, plus weapon durability would be awesome, mainly because I beleive that 200 years after the bombs have dropped, most pre-war guns will have been found, used until broken, and scrapped for parts, or at least, run out of the required ammo. therefore, melee weapons and hand-made pipeguns should be prevalent throughout the commonwealth, both the guns and the ammo easily accessible, while also having a higher chance of breaking, jamming or malfunctionning in some way or form!
    A pre-war gun would suddenly become a prized relic by raiderbosses, mercenaries and the factions of the commonwealth, bar the institute (and maybe the BoS, who apparently have a canon means of producing power armor, weapons and ammunition...?)
    suggestions are welcome!!!
  5. Tonyas123456
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    Would the MK18 rifle mod conflict, since it still uses 5.56 ammo?
    1. RooiJakkals
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      Hey Tonyas, are you referring to the one titled "MK18 CQBR"? I had a quick look at that weapon mod and there are no conflicts with this mod. It's quite neat that most weapon mods I've seen do not conflict with this mod as the modders behind them usually create new content and do not modify existing vanilla content. 

      I do recommend that you have any weapon mods placed after this mod in your load order so that they can make use of elements of this mod, if you wish them to. Note that using weapon mods does not mean that they would use all aspects of this mod (such as damage, damage falloff, damage changes with barrel mods etc.). But you should still see the physical 5.56 bullets flying out of this mk18 rifle mod though as, as you mentioned, it also uses the existing 5.56 ammo and that aspect of this mod will apply to any weapon mods using existing vanilla ammunition.

      Let me know how it goes!
    2. Tonyas123456
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      Awesome!  Thanks.  Love the mod BTW!
    3. Tonyas123456
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      So, just started a new game.  I have the MK18 rifled "maxed" out for damage and it has a total of 54.  My sidearm, Glock 19X "maxed" out gives me a damage of 45.  Those totals seem too similar, as a rifle round (almost 3000fps) would be doing way more damage than a 10mm round (roughly 1400 fps).  As Clint Smith says: Pistols put holes in people. Rifles put holes through people. Do you think this is a result of the mods conflicting, or is that the standard damage difference between the original Vanilla weapons with your mod?  i.e. Realistic Firearms assault rifle vs. Realistic Firearms 10mm pistol.

      Thanks!
    4. RooiJakkals
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      Hi Tonyas, my apologies for leaving you hanging, I haven't been able to be on here for a little while. I hope your new playthrough has been going well. Regarding those two weapons, they are not modified or patched for this mod and that means that none of their damage/damage over distance etc. will behave the same as the rest of the vanilla weapons that are modified under this mod and this is why you are not seeing realistic stat changes for them.

      Remember that for this mod I measured each vanilla weapon's barrels separately and then fed into ballistics calculators for each barrel length and bullet type. This means that for any non vanilla gun mod, I'd need to do it separately. This mod is tailor made for each weapon that it is supported for.

      That being said, I am considering adding patches for some of the popular gun mods out there and will update that on the description page when I am able to get to doing that
    5. Tonyas123456
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      Ok.  Thanks for getting back to me.  I understand now.  Hopefully you get get a patch going for the Glock and Mk18.  Even still, I'm having fun playing with the vanilla weapons. This mod is a staple for me now!
  6. koraygozu
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    does this mod include the ak from the nuka world dlc ? 
  7. shinigami318
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    Can I use this mod with Wasteland Ballistics? I just checked Advanced Need 2 had been deleted unfortunately so I wonder if I could use Wasteland Ballistics to make enemy less spongy nonsense
    1. RooiJakkals
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      Hi Shinigami, I had a quick look for you but unfortunately there are clashes between this mod and wasteland ballistics. If there are enough requests for this I will consider doing a patch for them both to work together. But the really sad news is that Advanced Needs 2 is deleted and that is terrible! I wasn't aware of this.

      The critical thing here is, to have any sort of realism, the sponginess has to go. It takes away from the whole realism aspect of this mod.

      Is it the bullet sponge aspect that you were looking for in Wasteland Ballistics or more than that?

      It seems to me I'll need to add a damage multiplier/sponge remover for this mod. Let me think about that...
    2. shinigami318
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      Well my main purpose is to remove the bullet sponge though locational damage is also something nice to have (not really essential). I was actually intended to go with Better Locational Damage at first but I saw some said that it was kinda script heavy and might cause compatibility issue and Wasteland Ballistics was suggested so I just went with it. I'm actually doing some testing with WB atm and the issue I've noticed so far is dismemberment just stop working (which is probably not related to RF). Can you tell me what is conflicted between Realistic Firearms and Wasteland Ballistics?. On a different note, just a guess, Advanced Needs 2 was probably deleted after Nexus announced their policy change since I've seen some other mods get removed by their author after that. 

      Also if you don't mind me asking, could you share what kind of mods you use along Realistic Firearms? Wouldn't mind for some suggestion 
  8. trollpo
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    The old 50 BMG rears its head again.
    If you stick by that choice, there really (sic!) needs to be a separate platform designed especially for this caliber.
    Real life Fifties tend to weigh north of twice as much as real life 308s - and they have to, given the forces they have to withstand when firing. Just one random example.
    Also I don't know of any that are intended to be fired in anything else than the prone position and with the bipod engaged too, so that may be kind of hard to model in this game's engine.

    Maybe some artistic license is in order, as something like 338 lapua seems much closer to what Beth intended to portray, when they chose the stats of their "50" - at least to me it does.
    As your project proves, any knowledge of guns that the employees of Beth may or may not have, certainly did not translate into FO 4s game design.

    That said I do recognize the temptation that the awesome power of the 50 BMG represents.

    Have fun modding.
    1. RooiJakkals
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      This is spot on man. It does seem crazy to fit a 50 cal into that hunting rifle. Even more crazy is the Pipe Bolt action with the 50 receiver. This combo might work better as a pipe bomb is I cannot imagine that janky home made gun firing 50BMG's, and that with the possibility of using a 5" barrel.

      I think Bethesda was in two or more minds about what the 50 Cal is. The box in the game states 290 grain which could certainly be 50BMG, but the available weapons do not seem to carry this idea through

      I think something like a Barret mod could work nicely, but it adds a dependency to the mod.

      338 Lapua you say. Will think this through a bit, thanks for your input!
    2. RooiJakkals
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      Correction, 50BMG's are more towards the 600-800 grains range for the bullet, 290 is much more in the 338 Lapua range. Mmmm...
  9. RooiJakkals
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    V0.3.2 Release Notes:


    • Changed the .45 Long Colt round to a .45 ACP (thanks fraquar for your insights on this!) with all associated damage and damage fall off over distance for all guns that use this round
    • .50 receivers now make bigger impact holes, similar to what the Minigun makes. This is just a simple aesthetic adjustment which I think is much more fitting for the size and power of the round fired. The Minigun in turn is adjusted to make smaller impact holes as it is now shooting 5.56 rounds similar to the Assault rifle
    • Adjusted internal levelled perks crDamage 75, 125, 15, 20, 25 and 30 which adjusted many enemy weapon damage values as the player levels up. Because the player's perks were adjusted to remove unrealistic damage and range changes, these perks were adjusted so that enemies get the same "treatment" on their weapons to level the playing field. However, creatures, hand to hand and melee damage increases are still kept in tact.
    • The minigun is mapped to a 5.56x45mm round, similar to what the Assault Rifle uses. This round seems ideal as it's a smaller version of the 7.62x51mm and has been popular in emerging hand held miniguns. 7.62x51mm is great for fixed and turret miniguns, but would be impossible to handle hand held on a minigun in the real world. So the 5mm Round is now mapped to a 5.56x45mm, but the round name is kept the same to not affect many game aspects linked to the 5mm. This change makes the minigun a ruthless piece of hardware but still manageable when used in hand - the vanilla damage numbers for the minigun was underpowered. Make sure you are not caught on the wrong side of one of these :)
    • Added a download option that excludes any perk changes if you don't like the realistic perk updates and only want the weapon damage and range changes
  10. fraquar
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    Just my opinion, take it for what it's worth.

    Do not change the .45 ACP into .45 Long Colt.   
    Why?   
    They are two completely different handgun platforms (semi-auto pistol and revolver) which are not compatible at all.   
    It completely destroys any chance of compatibility between your mod and .45 ACP based pistol mods (which the game desperately needs and there are some nice viable options) - you can't even make a patch which makes the two different platforms make sense.
    -------------
    IMO the Western Revolver screams .45 Long Colt.   So bad it hurts.  
    The Lever Action should be able to fire two calibers. 
     .45 Long Colt for the "Perfect Pair" option - or the .45/70 Govt as a dedicated rifle caliber.

    Lets be honest here, without a .357 Magnum in the game nobody in their right mind is going to chamber anything in .38.   That means with the removal of the .45 ACP - there is really only one semi-auto caliber.    10mm.    Making Realistic Firearms less realistic IMO.
    1. RooiJakkals
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      This is very useful, my focus is on increasing realism with this mod after all. At first I wasn't sure if the .45 was intended to be a long colt or ACP. Had another look and even the .45 cartridge in the game is rimless like an auto round not rimmed like the long colt. Also, ACP rounds can work in revolvers, so the Pipe Revolver using ACP rounds is nothing strange. Furthermore rimmed long colt rounds don't fit with the Submachine gun (Tommy gun) either. Then, there is the Pipe gun ("pipe pistol") which can be chambered as a .45 in game, ACP rounds make more sense for that too.

      The .45 ACP also existed way before the 50's.

      It shall be done, thanks for your input!
  11. moddingengineer
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    Would it be possible to add weapon mods with this mod activated? If so, will there be problems to expect with this mod?
    Are there any requirements with this mod to activate it?
    1. RooiJakkals
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      It depends on what sort of changes the weapon mods in question make. If they change to existing weapon attributes, there could possibly be a conflict. My recommendation is to use something like the LOOT tool and/or FO4Edit to do conflict and load order checks when installing new mods in general, that way you can be sure to have a nice conflict free mod list!

      There are no requirements for this mod other than having Fallout 4 installed off coarse
  12. MarshalAmimKagori
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    Suggestion on perks, have them affect "control" of the weapons. e.g. improvements to recoil, accuracy, reload speed, etc.