This page was last updated on 20 February 2024, 11:53PM
Changelogs
Version 2.0
Removed all unique weapons because they're...unique. You can't find better versions over time (Tesla rifle, Assaultron Head, Deliverer, etc.)
Added the Syringer because you can still find them if you know where to look. Receives every stat except damage.
Redid the radiation randomization to use object effects. They are in increments of 5 which works perfectly for the gamma gun, but will make the radium rifle or mod added weapons a bit stronger.
Nerfed the object effects of the gamma gun and radium rifle to offset the previous change. Unlike other randomized damage, radiation scales with the nuclear physicist perk. Might change this later if it's too strong, but I thought it was a fun change seeing as there are so few weapons that use radiation damage.
Redid the caps value of the randomizer attachments to try and emphasize damage as being more valuable.
Redid range so that there's more variability, but the overall amount was halved. (+/-400% to +/-200%)
Added the Fat Mans range to its barrel mod instead of the weapon itself. This fixes the possibility of negative range values. But it will need patching with anything that adds fat man barrels. (Dak's Attachment Pack)
Accuracy now also affects recoil by a maximum of +/-10%. Nerfed the aim down sights accuracy that was added previously to a maximum of +/-25%.
Aim down sights speed from weight is reduced to a maximum of +/-10%.
Range now also very slightly affects aim down sights accuracy to a maximum of +/-10%. Seemed fitting.
Fire rate is now in increments of +/-2% up to +/-20%. This was mainly to put to rest the possibility of certain mod combinations causing extremely slow or fast fire rate. These values seem more balanced overall.
Big Change: I redid the Modcols of every stat to prioritize a +/-10% range (not the range stat). This means many weapons might roll +/-10% of vanilla stats. This continues up the stack so that each new +/-10% increment is less likely to appear than the last. Hopefully, this will have the effect of limiting extremely low or high damage weapons. That being said, damage/energy (not radiation because I nerfed the base damage of the weapon themselves) have a couple extra Modcols that spawn low tier weapons to try and skew it even lower.