I am trying my damndest to patch VUWR's effects onto the litany of unique and vanilla replacers I have, as well as being in a unified patch with others like Caliber Complex, Loads of Ammo, JSRS, etc.
Does this make it easier or harder for me to hack VUWR up like a recently disqualified surgeon?
I may have formatted bits of the ESP to make it easier, but overall I would say it is likely "neutral" as far as making your personal patch.
What might make it easier is actually COMPARING what I did in my patch to the original mod file. That's how I started making surgeon-simulator tier mods for myself, just seeing how other people made patches, lol.
To confirm, can this be installed mid-playthrough without breaking VUWR or More Uniques? Just found out about it 25 hours into my new playthrough and wanted to install it, but wasn't 100% sure if that was a good idea.
Nice work. the weps are still EXTREMELY strong, though.
eg: the laser prototype barrel has +45% damage AND deals the equivalent of a plasma grenade every 4 shots. this just from a barrel you can still add to a legendary weapon. maybe suitable for a game with high difficulty, no legendary drop, and/or weak perks.
my game has strong enemies but strong legendaries and strong perks. for mine, i reckon i would lower the damage to basic barrel bonus or change the proc to limb damage, slowing effect, emp(mechanical only damage), or stagger damage. Or i could change the weapon mods to universal unlock, craft only, and make the requirements absurd special. 15 str and 1 endurance = ability to craft xyz.
not really any good specific suggestions since it depends on your game. if someone were to install vanilla fallout 4 and add this, it might not be considered too overpowered because there are already many unbalanced aspects.
if you want to do another overhaul for a weaker version of EVERY mod in vuwr, unique uniques, and more uniques. i can list a few ideas. i did my own but it has lots of other mod requirements and it's not complete. 150 weapon mods. 50 to go. it works in some effects from VAFS Redux, The Legendary Overhaul, Unbogus Fallout, Massachusetts Melee, and a few integrated gun mod overhauls.
if you just want a single suggestion. for mods like "Kinder-Garden" Barrel. make the description summarise the actual damage it gives. eg: Each shot may deal 23 Cryo that slows, 46 Poison, or 30 Electrical damage, each dealt over 2sec.
dose this conflict with the patch for ECO? if so would you make an eco patch for your self? https://www.nexusmods.com/fallout4/mods/57516?tab=files&file_id=227357&nmm=1
I don't believe a patch is needed anymore; I assume the only thing the patch does is allow for swapping around the custom Legendary Effects
However, Legendary Effects are no longer what gives these weapons their specialties anymore- the effects are just transferred to, say, the barrels or the stocks, or both No new Legend Effects anymore
I will take a look anyway though! Just as soon as POW-R Overhaul releases (I'm finishing a few new Raider PA Meshes now)
I love the idea of this mod, but I'm at a loss as to why the descriptions showing in xedit don't show in the weapons workbench. Really hard to determine if I should switch to a unique version of certain weapons when I don't know what their unique barrel/grip/whatever does.
Huh; so you've confirmed I did put descriptions, but they don't show up in your game. I'll load my game back up with this and make sure it works in "basically vanilla", but I gotta ask anyway, are you using any UI mods?
25 comments
Does this make it easier or harder for me to hack VUWR up like a recently disqualified surgeon?
What might make it easier is actually COMPARING what I did in my patch to the original mod file. That's how I started making surgeon-simulator tier mods for myself, just seeing how other people made patches, lol.
Sorry for the late reply.
eg:
the laser prototype barrel has +45% damage AND deals the equivalent of a plasma grenade every 4 shots. this just from a barrel you can still add to a legendary weapon.
maybe suitable for a game with high difficulty, no legendary drop, and/or weak perks.
my game has strong enemies but strong legendaries and strong perks.
for mine, i reckon i would lower the damage to basic barrel bonus or change the proc to limb damage, slowing effect, emp(mechanical only damage), or stagger damage.
Or i could change the weapon mods to universal unlock, craft only, and make the requirements absurd special. 15 str and 1 endurance = ability to craft xyz.
if someone were to install vanilla fallout 4 and add this, it might not be considered too overpowered because there are already many unbalanced aspects.
if you want to do another overhaul for a weaker version of EVERY mod in vuwr, unique uniques, and more uniques. i can list a few ideas. i did my own but it has lots of other mod requirements and it's not complete.
150 weapon mods. 50 to go. it works in some effects from VAFS Redux, The Legendary Overhaul, Unbogus Fallout, Massachusetts Melee, and a few integrated gun mod overhauls.
if you just want a single suggestion. for mods like "Kinder-Garden" Barrel. make the description summarise the actual damage it gives. eg: Each shot may deal 23 Cryo that slows, 46 Poison, or 30 Electrical damage, each dealt over 2sec.
However, Legendary Effects are no longer what gives these weapons their specialties anymore- the effects are just transferred to, say, the barrels or the stocks, or both
No new Legend Effects anymore
I will take a look anyway though! Just as soon as POW-R Overhaul releases (I'm finishing a few new Raider PA Meshes now)