Fallout 4
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Flash_in_the_flesh

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  1. Flash_in_the_flesh
    Flash_in_the_flesh
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    Major update with version 0.2. I spent a lot of time researching barrel length impact on bullet velocities and included all this data in damage calculations. Beside making the values even closer to realistic it's also a significant improvement from gameplay perspective. The majority of weapons in the game have rather short barrels and maximum barrel length is around 24 inches. For this reason the inclusion of barrel length impact smoothened the difficulty curve and lowered the damage spikes because most values for most damaging calibers are lower.

    Apart from that I moved all the data of weapon mods to my magical spreadsheet and went through the values changing things that had no sense at all. Like bayonets reducing weapon range. Really? How? That also meant moving damage and accuracy bonuses from receivers to barrels and making receivers mainly responsible for fire rate. The damage bonus on receivers is still there, unfortunately. There's just too many of them and they all need to be useful in a different way, so they are left with symbolic 5-10% damage bonuses where there used to be 25-75%.

    I scaled the rate of fire in few cases, where it was possible to get the actual number from a real weapon that the game model was based on. We have Thompson submachine gun, Lewis gun, Minigun and a rechamber of automatic shotgun - Combat Rifle. I wasn't able to change Combat Shotgun, couldn't figure out how the rate of fire was calculated for that thing.

    Anyway, a Minigun shooting 2000RPM or 4000RPM with accelerated barrel is a sight to behold.
  2. ShinsFortress
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    Good work.  Don't agree with 2/3 of the recommended mods though!
  3. superodd
    superodd
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    This is almost perfect and definitely my favorite one, but is it possible that we could have this muzzle energy-based damage rebalance for DLC weapons?
  4. Okradion
    Okradion
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    Excellent rebalance, but unfortunately I won't be downloading it, since it throws game balance out the window. Explosive weapons seem to be significantly overpowered. I think it's important to remember in a game like this, that while realism is a laudable goal, it is still a game, based around gameplay balance and mechanics. With the weapon damages as they are, there is no incentive for a player to use anything but explosive weapons.
    1. GameTronix
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      that is because you also have to add in weight, movespeed, and recoil if ur gonna make a mod like this. mininukes and missiles would have to weigh a hell of a lot. and holding a mininuke would give u cancer without a hazmat on. maybe just even having it in ur inventory would kill ya. explosives should become rare af and holding a missile launcher or a fat man would make u move slow.
      u should really pair this mod with immersive fallout
  5. Lancars
    Lancars
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    I'm just a novice with FO4Edit still but it seems this mod is keeping me from using the paint jobs. I don't know what to do to fix the issue but it seems i have to remove the mod. Thank you very much for having it.
  6. Favmir
    Favmir
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    If you ever plan on using Explosives(Missile launcher, fat man) don't use this mod. It's so overpowered it's not even funny. Missile launcher does over 20,000 damage and Fat man does 0ver 100 million damage.
    1. Fede300
      Fede300
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      Isn't that only if upgraded?
  7. Lancars
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    AWKCR had an update and FWR seems to be butting heads with it in the fo4edit. I'm not good with this fo4edit stuff i was following instructions left behind by a post in awkcr.
  8. CaretaTheSwedishBro
    CaretaTheSwedishBro
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    Is the short pipe barrel supposed to do more damage and have longer range than the long?
    For me the short barrel does 44 while long does 40 and has half the range.
  9. obsydia
    obsydia
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    This is a GREAT mod, and my first Endorsement.

    This mod fixes one of the major problems I've had with Fallout 4 - I don't care HOW much armour you're wearing, there are very few things that can take a SHOTGUN BLAST TO THE FACE and survive, let alone fight back and win. I like that it's a flat value increase across the board as well, so enemies with guns feel just as powerful and threatening as I am under this mod. All in all very well done and much appreciated.
  10. 6R1MM01R3
    6R1MM01R3
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    Loving this mod because without needing to increase difficulty I get one-hit killed by missiles and grenades when not using power armor, as it is supposed to be. Although, the combat rifle that is one of my favorite weapons becomes undesirably weak, weaker than a 10mm pistol :/ I hope that you pick up this mod again as it works better than re-ballistic and without any bug.
    1. obsydia
      obsydia
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      I was curious about this too. 10mm ammo seems to scale much higher than .45 caliber ammo, which seems counter intuitive.
  11. sithalo
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    why are institue laser rifles weaker than standard laser rifles?

    wouldnt institute rifles be the descendents/improved versions of pre-war laser rifles?