Is it still normal to have slight damage drop when switching to automatic receiver?, its small drops for guns like 10mm pistol but the radium rifle and the wattz laser rifle are losing almost 50-100 damage with the transition, am i not understanding the automatic weapons are dangerous part or is it just not working for dlc/mod guns? gatling laser now doing 78 damage a shot with 256 fire rate, and spray and pray does 80 per bullet but its not showing the double explo for the special effect, still showing as 15 per shot. so i know the mod is functioning at least partially, but not all the way edit: automatics working correctly i just misunderstood how they were outfitted initially and the corresponding affect to damage, still not getting double damage on explo ammo though. Thanks for the mod, it feels great to have functional weapons lol
I will double-check tonight, see if I’ve broken something with explosive ammo by being stupid.
-edit-
The explosive effect is most definitely set to 30 and to ignore line-of-sight (ie the explosive force will pass through trees/walls/etc).
I did not change the description of the "mod_Legendary_Weapon_ExplosiveBullets" - that still says 15 points of area effect damage. I will change that, however I will wait before uploading - it's such a tiny and silly change it feels weird to do a new upload for it LOL. Maybe a .1 in a few weeks, please remind me if I get distracted and forget.
That makes so much sense as the spray and pray was seriously SHREDDING lol sorry for bugging you about just a graphical error/typo. Thank you for checking and responding so fast, still LOVE the mod
I have encountered a problem which doesn't seem to be mentioned anywhere. The recoil of minigun is now CRAZY. The previous second I was shooting horizontally, the next second the recoil already pushed my head upward and shooting at the sky. Is this intended?
Are you certain? In vanilla my mini gun can still maintain a somewhat decent recoil even after 200 shots. I have not installed any mod that touches the weapon system yet so I don't think that's the case?
I haven’t changed the Aim Models for the Minigun, which is what causes that runaway. All that I have changed is:
Range from 256 to 500 (probably a testing mistake) Removed the charging attack (spinup) Changed animation fire seconds from 1.0 to 0.03 (I will check this one, it might not be spinup related) Changed damage from 8 to 30
lol let me tell you i actually already went through all those tweaks in your mod through FO4Edit myself. I changed them 1 by 1 to the original value, including spinup, fire rate and dmg, the only thing i did not touch was the range. Now based on both of our experiments, range seems to be the culprit xd
Absolutely. New mod version fixes it. Now I will have to try and figure out why I messed that up!
Btw the 500 maximum range is deliberate - miniguns on vertibirds are 500/1000 min/max range, so 256/500 is still bad. I just don't want to outrange player weapons by putting the range sky-high.
Does anyone know if this mod works with Equipment and Crafting Overhaul (ECO) , Legendary Effect Overhaul (LEO), Leveled Item Fixes (LIF), and Companion Infinite Ammo?
I have the GOTY edition, only like 2-3 mods including this one so nothing should have a conflict but the skins/sound effects/etc nothing is working although the load order is at the top
I do not use your mods, but this is nice try to do things better. I think, that vanilla game has enough of equipment, just need to remove or fix these items/settings, what are logicaly weird/broken. Many settings and perks looks like result of smoking some strong material. For vertibird guns/miniguns - there is mod, what fixed it in some degree, just do not remember name (may be Vivid or Flashy), i do not use it, i have own fix similar to your. If you will plan update, you can consider these ideas too. Laser minigun need not to spin "barrels", it has not ballistic ammo feeder system, there can be overheated source/emitor of energy itself rather than system of focusing lenses ("barrels"). Vanilla game has some "ugly" upgrades - .38 pistol into .308, mechanicaly and ammo energy nonsens, hunting rifle .308 into .50 - the same problem. Upgrade for combat rifle .45/.308 is problematic enough too, because revolver ammo/rifle ammo - you create almost new gun. May be standalone semi auto 0.308 version could be more logical solution. What could to have normal compatibility - it is Lever-gun .45-70/.308 (both exist in real), Handmade gun 7.62/5.56 - i use it as replacer for ugly vanilla assault rilfe (it looks like old "Maxim"), revolver .44/.38 (pipe is ugly), pistol 10mm/.38. Some perks for non automatic pistols are OP - range like sniper gun. Rifle/pistol bullets can to be like "dumdum" or explosive, if specially crafted, but Explosive shotguns and Laser guns - it is real Skyrim. :)
Yeah, I didn’t want to make too radical changes to the existing setup - and I know what you mean re converting chambers to .308/.50 caliber, it’s a whole new barrel and fittings et-al. Essentially that would become a “convert X to Y” mod, probably in the Chemistry Workbench.
The Gatling Laser animations are beyond my skills to change.
If you look at my older mods you will find “Gunslinger Unranged” which takes away that range buff that you mention.
Heh, cross-filed/dumdum/hollow-point and dragonfire rounds - pity that Fallout 4 doesn’t have a mechanic for choosing which actual bullet type you’re using in your guns.
Wanted to stop by to say that it's nice to see you back man, I've been updating my mod list cause I also got the itch to play recently and I'm actually using several of your mods, so I took the time to go back to each of them that I use and endorse them.
Thank you and good luck with your new game. Yeah I got the itch also - and when I play, I start to tweak things that irritate/don't make sense/should be done differently (IMO). This is why so many of the little QoL mods that I've put out.
Actually... YES! Not only do I like it, I've been looking for something like that for ages man.
See, in Fallout 3 I used to use a couple of mods that basically did something very similar to what you did with your new mod: if your Lockpicking or Science skills were equal to or higher than 25, 50, 75, 100 instead of going directly into the mini game when interacting with a lock or a terminal, you would get a prompt asking you if wanted to do the mini game normally, or the other option would either say 'auto-lockpick' or 'auto-hack' depending on what you were interacting with. I've always liked that because it meant investing in those skills all of a sudden made life easier for me, and I had been looking for a Fallout 4 equivalent mod for years, but the majority of mods here either want to make those mini games easier by methods that are... well... pretty dumb in my opinion (really? removing passwords so that you only get one word? or broadening the sweet spot in locks so much you can lockpick that thing with your eyes closed?), so I wanted something that was a bit more immersive but rewarded gameplay, or skill, or perk selection at the very least.
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Given that I'm testing with the Syringer, causing a paralyzed enemy to bleed out silently might work. ;)
edit: automatics working correctly i just misunderstood how they were outfitted initially and the corresponding affect to damage, still not getting double damage on explo ammo though. Thanks for the mod, it feels great to have functional weapons lol
I will double-check tonight, see if I’ve broken something with explosive ammo by being stupid.
-edit-
The explosive effect is most definitely set to 30 and to ignore line-of-sight (ie the explosive force will pass through trees/walls/etc).
I did not change the description of the "mod_Legendary_Weapon_ExplosiveBullets" - that still says 15 points of area effect damage. I will change that, however I will wait before uploading - it's such a tiny and silly change it feels weird to do a new upload for it LOL. Maybe a .1 in a few weeks, please remind me if I get distracted and forget.
It looks like I'm going to have to do that anyway. Otherwise UTD doesn't work properly with Explosive or Automatic musket. :thinking:
-edit-
After checking - that is the default behavior of the minigun. After 20 bullets fired is when the runaway/recoil goes bananas.
that touches the weapon system yet so I don't think that's the case?
Range from 256 to 500 (probably a testing mistake)
Removed the charging attack (spinup)
Changed animation fire seconds from 1.0 to 0.03 (I will check this one, it might not be spinup related)
Changed damage from 8 to 30
Who the heck would have expected that, eh?
Edit: It ain't the range. WTH?
Edit 2: FFS it's the barrel modifications. HUH! Why the hell did I decide to send it to the sky?
Btw the 500 maximum range is deliberate - miniguns on vertibirds are 500/1000 min/max range, so 256/500 is still bad. I just don't want to outrange player weapons by putting the range sky-high.
Though right now I am unable to check easily - waiting for some things to be updated before I open the game again.
It was what got me back to modding, the mods showcased are other mods.
I think, that vanilla game has enough of equipment, just need to remove or fix these items/settings, what are logicaly weird/broken. Many settings and perks looks like result of smoking some strong material.
For vertibird guns/miniguns - there is mod, what fixed it in some degree, just do not remember name (may be Vivid or Flashy), i do not use it, i have own fix similar to your.
If you will plan update, you can consider these ideas too.
Laser minigun need not to spin "barrels", it has not ballistic ammo feeder system, there can be overheated source/emitor of energy itself rather than system of focusing lenses ("barrels").
Vanilla game has some "ugly" upgrades - .38 pistol into .308, mechanicaly and ammo energy nonsens, hunting rifle .308 into .50 - the same problem.
Upgrade for combat rifle .45/.308 is problematic enough too, because revolver ammo/rifle ammo - you create almost new gun. May be standalone semi auto 0.308 version could be more logical solution.
What could to have normal compatibility - it is Lever-gun .45-70/.308 (both exist in real), Handmade gun 7.62/5.56 - i use it as replacer for ugly vanilla assault rilfe (it looks like old "Maxim"), revolver .44/.38 (pipe is ugly), pistol 10mm/.38.
Some perks for non automatic pistols are OP - range like sniper gun.
Rifle/pistol bullets can to be like "dumdum" or explosive, if specially crafted, but Explosive shotguns and Laser guns - it is real Skyrim. :)
The Gatling Laser animations are beyond my skills to change.
If you look at my older mods you will find “Gunslinger Unranged” which takes away that range buff that you mention.
Heh, cross-filed/dumdum/hollow-point and dragonfire rounds - pity that Fallout 4 doesn’t have a mechanic for choosing which actual bullet type you’re using in your guns.
Anyway, good luck with your new mod
Maybe you will enjoy my other new mod, Whisper's Easier Minigames.
See, in Fallout 3 I used to use a couple of mods that basically did something very similar to what you did with your new mod: if your Lockpicking or Science skills were equal to or higher than 25, 50, 75, 100 instead of going directly into the mini game when interacting with a lock or a terminal, you would get a prompt asking you if wanted to do the mini game normally, or the other option would either say 'auto-lockpick' or 'auto-hack' depending on what you were interacting with. I've always liked that because it meant investing in those skills all of a sudden made life easier for me, and I had been looking for a Fallout 4 equivalent mod for years, but the majority of mods here either want to make those mini games easier by methods that are... well... pretty dumb in my opinion (really? removing passwords so that you only get one word? or broadening the sweet spot in locks so much you can lockpick that thing with your eyes closed?), so I wanted something that was a bit more immersive but rewarded gameplay, or skill, or perk selection at the very least.
So yeah, I'll be downloading that mod asap ^__^
Chef