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Created by

Degman

Uploaded by

D3GMAN

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9 comments

  1. xxLORDDI
    xxLORDDI
    • supporter
    • 0 kudos
    well, he says its not a bug, its on purpose cause he likes it.
    1. Ojref
      Ojref
      • supporter
      • 1 kudos
      Creative license in some cases needs to be revoked, lol
  2. ImNotDexDex
    ImNotDexDex
    • premium
    • 55 kudos
    Thank you. I remember telling people about this issue ages ago, and everyone told me its not a thing and its a issue on my end. Like how hard is it to take 2 steps out of Sanctuary, and shoot the water? And when people finally realized it is, they told me its not fixable.
    1. CanyonRunner69
      CanyonRunner69
      • supporter
      • 12 kudos
      because it's not. I haven't looked into the esp myself yet but I guess the author 'fixed' it by reverting the projectiles from ballistic to hitscan like how vanilla game works.
    2. ImNotDexDex
      ImNotDexDex
      • premium
      • 55 kudos
      Probably right, and i believe for the mod to work its required to be missiles. I stopped using the mod.
    3. D3GMAN
      D3GMAN
      • supporter
      • 1 kudos
      No it was much more simple than that actually. I just changed the Impact sound files to be much more quiet. You can barely notice it with most grenades as they are very loud as it is.

      I will not pretend that it is a perfect solution I bet hardly anyone will notice the difference when throwing grenades.
    4. CanyonRunner69
      CanyonRunner69
      • supporter
      • 12 kudos
      oh that's a good solution then. kudos
  3. 2gtandknives
    2gtandknives
    • supporter
    • 13 kudos
    Hi,

    Great job! It seems you are the first to try to correct and take make Wasteland Ballistics as the author seems to have abandoned the mod.  

    Some suggestions:

    Why don't you just recreate the mod and put it out, with documentation, so people can understand it? That would be helpful. Also including the armor break points here.

    Now another thing? My understanding is that the perks mod mod incoming limb damage.

    Ammo creates projectiles which creates ammo-specific explosions whcih create ammo-specific hazard effects that ONLY effect the player (I think). 

    Instadeath is created by magic effects and/or object effects, based on ammo type, on head and torso hits. 

    It seems that keywords for FEV ,  deathclaws, and beheamoths can be added here and there in such a way as if they wear power armor, no?

    Just saying, with your knowledge you can rectify the complaints about WB pretty easily. And yeah, I looked at this in foedit, but I can't figure out the details.
  4. deleted58670531
    deleted58670531
    • account closed
    • 0 kudos
    brother, i thank you ,from the bottom of my heart for making this mod