1. Open xedit and navigate to the weapon mod you wish to patch. Open it and find the weapons tab. Right click on the weapons you wish to patch and copy as override into a new esp (preferably an esl flagged esp as it won't take up an esp slot). It should ask if you'd like to add the weapon mod as a master, click yes. Name the esp whatever you like.
2. Now navigate to the weapon randomizer and select the weapons tab. Find a vanilla weapon which most matches your modded weapon in terms of damage types and number of combinations. Copy this weapon into your new esp and click yes to adding the randomizer as master.
3. Now select both weapons within your new esp by clicking both while holding ctrl. You should now be able to drag the modcols (found under object template/combinations/includes) present on the vanilla weapon over to the modded weapon. (Only move the modcols that are labeled with random!) Do this for every combination under the object template in the modded weapon.
4. If the modded weapon has more combinations than the vanilla weapon, you can also add the modcols manually. Do this by finding the includes section. Right click the empty space to the right of includes and select add, once for every modcol that is required. You can either drag existing randomizer modcols from other combinations into this space or you can search for them under mod.
5. Make sure everything is as you'd like it to be and hit save once everything is done.
I hope this helps. Feel free to ask questions if anything is unclear.
Maybe a bit out of left field - but have you considered combining this awesome mod and your armor mod into a patcher / script (xEdit (or Robco if possible)) - I know its a point of contestation but I really like the randomness this brings. Of course one could argue balance etc - but overall I feel like this is a small thing that makes it a lot more fun looting weapons and armors etc.
If it was made into a patcher (by someone that actually know how to do that) it would be nice with toggles for specific attributes (mostly weight - for the weightless people) and maybe even damage percentage scales etc.
Just rambling now - but it's something that would be awesome to see and I think many would love as well.
Excellent work on these mods and sparking ideas :D
If you mean have I contemplated making this a Robco patcher mod, yes. But I don't know how to do that and don't really think it's necessary for me personally. If I was to do that it would be for other people's convenience and I don't feel like doing it. Maybe someday. Same for an xEdit script. The mod is mostly as I want it to be. I'll probably tweak the balance further sometime in the future. It's on my radar as a possibility.
If you'd like to attempt to make an attempt at doing any of these ideas yourself, feel free. This is supposed to be a pretty simple mod for added variety, but it could certainly be made more complex.
But yeah, thanks for the kind words and support. I'm glad my mods have inspired you. Sorry I can't offer you much, but as I said feel free to experiment.
Im loving this, so much better than Vanilla, I find myself hanging around Far Harbour and checking the Vendor every two days waiting for a good dice roll on the Harpoon gun lol..
I'm glad you're enjoying it. I haven't actually tested this or any of my mods with a playthrough yet. I'm too busy obsessively modding whatever idea pops into my head. So if you have any feedback I'd love to hear it.
Initially my thoughts on the 'Damage' being +/- 50% is a bit much. Problem is it can make a very mundane weapon like a 'Pipe Pistol or especially a Laser Pistol, advance so much it make Obsolete half the weapons the in the game in an instant and reach a tier well beyond its realistic standing. This is exaggerated when then modifying it.
My suggestion would be +/- 25-30% just on the damage,
Yeah, I've been thinking about the issue of higher damage potential and there are a couple solutions I've come up with.
1. Nerf it, just as you suggested. Very simple and easy to do. 2. Add a fire-rate nerf along with the bonus damage, so a heavier hitting weapon will fire slower. This would also affect the opposite end, so low damage weapons would have faster fire rate. Essentially, this is similar to weight and reload speed being tied together. This solution would require changes to fire rate as well. 3. Lock off higher tier weapons behind a level requirement, similar to vanilla. Or I could use the "If_Epic" version of weapons to limit drops. I'm not entirely sure how this would work. I've had trouble getting the level requirement to work with armor, but weapons seem to work. 4. Whatever combination of these I prefer.
I've been thinking about ways to improve my older mods. Especially the randomizing ones, as I think there's great potential in them. I've been getting better at modding too.
I think having a higher / lower fire rate relation with damage gets a bit complicated, but also balances everything meaning it sort of defeats the object of finding 'a good-un' .
I just think a simple slight nerf to the damage output variance to say 30% meaning on occasions it will overlap higher tier weapons but not outright obsolete half the games weapons would be fine,
Other variances like weight / fire rate / accuracy etc etc are fine as is as they dont have the game changing potential of a high damage weapon early on in the game
Locking of weapon availability would be a shame especially as i play a de-levelled game from the Off and Use 'Scourge' meaning i can encounter all different strength of enemy from the get go aswell
I've been working on version 2.0 for a bit and I decided to redo the modcols. These are what balance the mod as a whole. I found a new way to do them which allows me to have the same rarity, but with far fewer entries. As far as weight, value, etc. are concerned, weapons will hover around the vanilla values with occasional spikes above and below. Damage will be similar, but with a higher chance to roll lower than average in an attempt to keep higher damage rare.
I also went through and redid lots of values to keep things a little more conservative with the buffs. I've learned a bit more so it was time for an update.
I hear you about how nerfing the damage would work, but it doesn't worry me because it's a percentage of the base damage. A pipe gun that does 13 damage + 50% will only add up to 19-20 damage. That only barely surpasses a 10mm pistol, which could get up to 27 damage with a 50% increase. My main concern is making sure that you don't find that buffed weapon too early and it trivialize the game. That's why I'm mulling over setting a level cap on higher damages so that you can only have a chance to find them later in the game. I'd probably have -25% to +25% be the base and every five levels or so you get another +/-5%.
Or I might not do that if what I'm doing works out. Maybe that'll be version 2.1.
Of course Obsidon had the best Idea that should have been implemented in Skyrim / FO4 and every Bethesda RPG ever made,. and that was slow degradation to the point of damaged and useless; for all Armour and Weapons unless maintained via Abraxo cleaner if i remember rightly....this was Genius as no longer could you complete a first quest and come away with Kit that could see you thorough the entire play through, but you always had to be on the look out for new weapons and armour or repairs to your own...
Why Beth did not implement this, the most game changing idea is quite beyond me..
...Probably because they thought the 12yr old would rage if their shinny laser weapon didnt stay shiny for ever!!
Well, thanks for giving me your two cents. No sarcasm, I mean it. Out of the hundreds of people who've downloaded this mod, you're the only one who I've really had conversations with. I really hoped that I'd get a bit of feedback from people, but clearly that's not likely.
About weapon degradation. Yeah, it was a thing in Fallout 3 and New Vegas. It's never bothered me that its not present, but it was a cool feature. This mod is mainly for more variety and loot, but it does somewhat address the deterioration of items by giving them variety. That said, I've been tracking this mod that is an actual degradation system. Not sure if you'd be interested or how it'd work with my mod, but I thought you might like to take a look.
Thanks for the Heads up, will definitely check that Mod out...
I like to play pretty Hardcore Survival with minimal loot about and Generally alot harder to get equipped. Your Mods complement the 'Unique' feel of getting an Armour or weapon piece , The Damaged Mod you refer too would compliment my play style aswell. thanks
Yeah, I like that unique feel too. You're welcome. You should tell me how they work together if you do end up trying that other mod. I might try and use them together myself. Hence why I'm tracking it.
So DL your new version entered DC and checked the Weapons dealer ...could be a coincidence, but there were approx 12 pipe pistols for sale, 10 of them had a poultry damage score of 8 ! rendering them so low you would never buy and indeed if the enemy turns up with this, ill happily walk up to them, 1x had a damage rating of a near standard 12, and the last a decent damage output of 28. Its worth noting that the price difference between the the useless and the best was only approx 100 caps.
Not sure if this is intended, but the variance seems very bias towards a less than Vanilla stat.
Suggestion would be to have it so default stats (or near as) appear approx 60% of time with 20% better than, and 20% lower than.
Quick tip: click the name column several times until the arrow that illustrates sort order disappears, and items will be sorted by name, then descending price. That way you can sell all but the best of each specific type, where "type" include the attachments a weapon has. Well, depending, on sorting mod you're using, that is; I'm using FallUI.
Using this little trick hoarding lots of weapons then picking out the best is a breeze, enjoy :)
Almost all vanilla weapons are randomized, so yes, NPCs use them too. The only exceptions are any mod added weapons and if another mod overwrites the changes in this mod. In which case you wouldn't be able to use them either.
Ok a quick test with this and 'Better locational damage' shows a conflict, though im not sure what is going on, i'll explain and perhaps you can suggest a remedy:
Where weapons are concerned, BLD significantly increases the base damage on them, so in my Inventory i had a Machete with damage of 50, and a Shotgun with damage of 84 and a pipe pistol with damage of 30. All of course much higher than the vanilla base damage settings. When i install this mod, The pistol / shotgun damage remains untouched, but the Machete now has a damage of 10 ?
Any thoughts on what is happening and a possible remedy.
Somehow I missed seeing both your comments until now, so sorry about that. This mod affects vanilla weapons directly. There's no scripting or other workarounds present, so it will conflict with anything that also affects vanilla weapons. It's very easy to patch however, as it is just five modcols for ranged weapons and two for melee. Just copy them over into a patch. I looked at BLD in xedit and it should be very easy to patch to work with this mod. I'm not sure how the balance would be, but that's the fun of it I think. I'm currently working on a number of weapon patches, but maybe I can make one for Better Locational Damage if you haven't already.
But to address your question, I'm not sure why some of your weapons would change and not the others. Obviously this would overwrite the higher damage from BLD, but the "randomization" doesn't occur with weapons already in your inventory. The random stats are applied via mods, which can only appear when the weapon spawns.
All in all though, it should be an easy fix if you know how to patch with xedit. There doesn't appear to be anything truly incompatible between the two.
Thanks for the reply. I only use Xedit for stat adjustments and never really went into patching unfortunately.
Its a shame that with this mod, and the Armour version, it cant just apply its mod randomizer to the base weapon damage or armour resistance it encounters, then regardless of whatever mod or stats are on those equipment's, it would just add the randomizer to them. ?
Learning how to patch is pretty important, but I understand how intimidating it can be. If I understand you, I think you're lamenting that the randomization doesn't apply to mods? If so, yes it is quite a shame.
How will this work with the very popular 'Better locational damage' mod which changes the damage on all weapons, will your formula be applied to the new values? ??
Also, if you wanted to put the cherry on the top for realism i suggest the following:
While its true a lighter weapon would be quicker to bring to the aim, a heavier one is more planted and steady to aim with, thus it would be perfect for the 'wobble' to be less prevalent the heavier the weapon is, but quicker to bring to aim the lighter it is..
When, for example, a value can range from -50 to +50, maybe make it more coarse, e.g. only have +50, +40+,+30,....,-40,-50 instead of every single step in between? Just a thought that popped into my head before even trying the mod, feel free to use/disregard ^^
I realize I didn't explicitly state the increments I used, so no, I did not use every single step in-between -50% and 50%. I used increments of 5%. You don't need to worry about finding a weapon with only 1% increased damage, range, etc. Thank you for having me clarify.
That said, if you would like to change what values are used and how often they appear, simply find the mod in xedit, go to the object modification tab. In here you will find all the mods alongside the modcols that contain them. The mods themselves handle the values and the modcols handle the distribution and how rare they are on the weapons themselves. Hopefully this made sense.
Thanks so much :) I already am having a lot of fun looking at and tweaking it. And thanks for naming things so nicely!
First thing I did was stagger the progression so for each player level, so one better mod tier gets added to the pool for each of the properties. Not because I think it's necessary, more because why not ^^ I don't know of modcols can be nested, haven't tried it yet, but if so, I might try using that to give a small chance of higher tier mods appearing at lower level, or even weirder things, that should either be rare or appear in combination. E.g. I saw your comment about grenade damage not scaling explosions, so why not make a mod for them that makes them very heavy, but also adds a flat, huge amount of impact damage... I haven't learned about naming rules yet, but that's definitely the first thing I have to figure out before going further, if they can be used to make these properties show up in the item title. Path of Fallout, here we come, haha!
Anyways, thanks again, I'll let you know when I experimented more. As someone else said, I always wanted this. Oh, and a small random tip, if you pad numbers with leading zeroes (eg. 050% and 100%), they get sorted perfectly :)
Well I'm glad you're having fun with it. It's certainly a very deep concept with lots of possibilities.
I thought about leveling the mods but ended up just having it be random. I also tried nesting the modcols for more variety, but I couldn't seem to get it to work. So be sure to tell me if you manage it! Yeah, I don't know how to randomize explosives if that's what you mean. I'm sure it's not too difficult but explosives are already pretty strong in game so I don't mind them being fixed. As far as naming goes, I think you would just need a keyword linking the name you want to the weapon, same as every mod that changes the name of the item in question. That might get a bit tedious depending on how that works. I've only messed with naming stuff a little in the armor portion of this mod.
I'm not the most knowledgeable when it comes to modding. I mostly just know how to edit things. But yeah, good luck on the path and thanks for the feedback!
I agree about grenades, while I think mods can override the projectile, one would have to make a new explosion for every variation, so that's probably not worth it, that is, one might as well make a new grenade type.
As for instance naming rules, I looked at a mod called Weapon Quality Randomizer, and it uses a quest from the base game to inject its naming rules into that of the game. Seems way simpler, and that way you have no mod conflicts, but it seems it can't be undone in a running game, so to experiment with what the rules should be, it's probably better to make patches first.
edit: I tried out nesting modcollections, seemed to work fine. For that I made a copy of a gun which has a just one object template with a mod collection in that in turn contains two other mod collections, which in turn each have an actual weapon mod in them, and it always spawns as one or the other variant :)
Hmm, that is interesting. I've only ever tried to nest modcols with my randomizer object mods. At least I'm pretty sure? For whatever reason it doesn't work with them. It might be because they don't have an attach point and keyword, but honestly I have no idea. Any chance you could try it out with my randomizer mods so I can have another perspective?
I did try it out with your randomizer mod, actually, I made a radroach that always drops a test gun, I haven't tried spawning the gun directly via console yet. Screenshots of FO4edit: https://imgur.com/a/9xbl4nT
Thanks for the images, that's super helpful! The only thing different from what I've done is the leveled item. How does that work? I still haven't figured out how they work. I've patched them, but I've never made one. There's just so much to learn and it's hard for me to find resources.
The leveled item was just because I first wanted to add the test gun as a death item of the testroach, but FO4 informed me that expects a leveled item list -> https://www.creationkit.com/index.php?title=LeveledItem Then I left it that way because it was just for testing anyway.
Speaking of, while it can take some time to find what you're looking for, that wiki has so much valuable info, and sure is worth exploring:
Hello, I Haven't had a chance to play with your mod yet, as I'm still in the downloading phase of gathering mods for a fresh install, but I'm very excited to! I'm hoping that this will fix the bittersweet feeling of finding one of the top-tier weapons, and then never needing to worry about upgrading again. I like to always be on the hunt for an upgrade. That said, I do have a suggestion if I may. I read in the description that weight affects how the weapon handles, with lighter being better for aim and reload speed. I suggest that there should also be a benefit to heavier weapons, so that there are pros and cons to both heavy and light variants. The heavier weapons could have better recoil control and hip fire accuracy, as an example. Just a thought. Thanks for the mod!
I feel you with that bittersweet feeling. Scavenging useful, unique items is always fun in my book. Hmm, I intended for the negative halves of these mods to be... well, negative. Currently weight decreases reload and aim speed. If I were to change it, then weight would be the only mod to have positives on both sides. Value is derived from this balance as well, with the heavier weapon being worth less. This is a good suggestion because now I'm questioning my decisions and that's how new things are made. Anyways, I'll think about it. In the meantime, you could always attempt to do it yourself. It would be quite easy and you can ask here if you need anything. Thanks for the feedback, it's much appreciated!
Absolutely! I am currently focused on writing scripts for No Man's Sky mods, but I fully intend to take a whack at fallout mods in the future! I appreciate you considering my thoughts!
Google translate claims you are having trouble with the 10mm deforming while using this mod. If this is correct it is most likely a mod conflict. Are you using this by any chance? I have this mod in my load order and without a patch the 10mm model uses the wrong animations, causing it to be distorted. I haven't made a patch for myself yet, but it's very easy to do in xedit. Hopefully your situation is similar.
My dreams have been realized. If only i had like a chance for weapons to have elemental effects (poison, rads, fire, lightning, cyro, etc.) ,but this is a good start. Now I am curious if weapons overhaul redux will play ball with this, gonna have to give it a whirl might report back on how it goes.
I'm glad I could make your dreams come true! The issue with elemental stuff is that anything that isn't poison or rads would be functionally the same. Nothing is resistant to cryo, fire, and lighting so they'd just cut through all enemies at the same rate. Plus it overlaps with the Legendary system, which I plan to release a mod for in the future.
As far as how this interacts with other mods, it should be incredibly easy to patch but I have no idea how balanced it will be. You can always tweak it to your own preference. Just remove some of the mods in the modcol in xedit.
Something I have noticed while patching Weapons Overhaul Redux and this is it appears in Xedit the Gauss Rifle hasn't been touched which I find curious. Also noticed the flaregun isn't touched. I would add those for myself, but lets say I'm very very green with xedit. Only just graduated to basic patching. (Finally bothered to learn so I could use this with weapons overhaul.)
Thank you for telling me. I have added the gauss rifle and the flare gun. Although I didn't add fire rate or range to the flare gun as they don't work as intended on it. Range would swing too wildly and fire rate doesn't affect it at all. The original author apparently forgot the gauss rifle and I didn't catch it either. I didn't think the flare gun did any damage, but apparently it does, so I added it.
We both learned xedit to patch this mod! Well, I patched the older version, but still, isn't it great how it comes full circle? If you'd like, I could write a short tutorial on how to patch it. I'd probably just pin it in here. I know I've said it a lot, but it's very simple to do once you know how. Again, thanks for the report!
Random question (doing more patching didn't realize weapons overhaul redux adds so many combinations should've been obvious come to think about it.) Is there any good reason that the missile launcher and the fatman not have random damage just curious. If there is a good reason then I won't try patching them to have those for my own load order.
The missile launcher and fatman don't get random damage because their actual damage isn't on the weapon itself. It is tied to an explosion effect that I don't know how to randomize. You can randomize their impact damage, but it will be by a very small amount compared to their total damage.
Finished patching, but noticing things are not randomizing damage gonna have to dig around to figure out why. I have the modcol_weapon_random_damage, but like for the basic 10mm the damage is not randomizing. I remember the 12.7mm variant did however.
Question is the damage in the code being affected the base damage, if so think I figured out why getting this to play ball with weapons Overhaul is being such a b&@*$ because weapons overhaul redux sets base damage on weapons to 0.
I'm not entirely sure what your question is, but I assume you're asking about how the damage is applied? If so, it is a percentage of the base damage of the weapon. If the weapon does 20 damage and has a randomizer applied of 10%, it will now do 22 damage. However, if the weapon does 0, it will not do anything. The only way for this to work with the weapon doing 0 damage is to change the mods so that they add damage instead of multiply it. Sort of like the armor version of this mod.
If your up to do a bit more work, I'll detail how this is done.
Open up the "object modification" panel in xedit and find a damage mod you wish to change, look under properties. There'll be a property that says:
Float Mult/add AttackDamage 0.XX (This is the amount, for example 0.45=45%)
If you want it to add regular damage, it'd look like this:
Int Add AttackDamage X (This is the damage added, example 1,2,3,etc.)
If you want it to add energy, radiation or some other elemental damage, it'd look like this:
FormID,Int Add DamageTypeValues dtxxx (This is the type of damage you wish to apply, such as dtenergy, dtradiationexposure, dtfire, etc.) X (The actual damage applied. Once again, 1,2,3, etc.)
Of course you'd have to do this for every damage mod, but it wouldn't take too long if you're determined. What might be an issue is balancing because adding the damage directly changes the way everything functions. I chose the percentage route because I preferred it that way. Although it does benefit stronger weapons more, it also feels strange to have a gauss rifle, for example, that can only increase by 15 points of damage with the adding method, versus 55 with the percentage. I found the percentage to be the better balance option.
Also, a bit of a side note. These act as weapon mods. So other weapon mods do not apply to them. Upgrading a weapon won't boost these stats.
Hopefully this made sense. You really found a bit of a rabbit hole, didn't you? I like it, keep on digging. That's how I made this mod, hehe.
57 comments
1. Open xedit and navigate to the weapon mod you wish to patch. Open it and find the weapons tab. Right click on the weapons you wish to patch and copy as override into a new esp (preferably an esl flagged esp as it won't take up an esp slot). It should ask if you'd like to add the weapon mod as a master, click yes. Name the esp whatever you like.
2. Now navigate to the weapon randomizer and select the weapons tab. Find a vanilla weapon which most matches your modded weapon in terms of damage types and number of combinations. Copy this weapon into your new esp and click yes to adding the randomizer as master.
3. Now select both weapons within your new esp by clicking both while holding ctrl. You should now be able to drag the modcols (found under object template/combinations/includes) present on the vanilla weapon over to the modded weapon. (Only move the modcols that are labeled with random!) Do this for every combination under the object template in the modded weapon.
4. If the modded weapon has more combinations than the vanilla weapon, you can also add the modcols manually. Do this by finding the includes section. Right click the empty space to the right of includes and select add, once for every modcol that is required. You can either drag existing randomizer modcols from other combinations into this space or you can search for them under mod.
5. Make sure everything is as you'd like it to be and hit save once everything is done.
I hope this helps. Feel free to ask questions if anything is unclear.
If it was made into a patcher (by someone that actually know how to do that) it would be nice with toggles for specific attributes (mostly weight - for the weightless people) and maybe even damage percentage scales etc.
Just rambling now - but it's something that would be awesome to see and I think many would love as well.
Excellent work on these mods and sparking ideas :D
If you'd like to attempt to make an attempt at doing any of these ideas yourself, feel free. This is supposed to be a pretty simple mod for added variety, but it could certainly be made more complex.
But yeah, thanks for the kind words and support. I'm glad my mods have inspired you. Sorry I can't offer you much, but as I said feel free to experiment.
Initially my thoughts on the 'Damage' being +/- 50% is a bit much. Problem is it can make a very mundane weapon like a 'Pipe Pistol or especially a Laser Pistol, advance so much it make Obsolete half the weapons the in the game in an instant and reach a tier well beyond its realistic standing. This is exaggerated when then modifying it.
My suggestion would be +/- 25-30% just on the damage,
1. Nerf it, just as you suggested. Very simple and easy to do.
2. Add a fire-rate nerf along with the bonus damage, so a heavier hitting weapon will fire slower. This would also affect the opposite end, so low damage weapons would have faster fire rate. Essentially, this is similar to weight and reload speed being tied together. This solution would require changes to fire rate as well.
3. Lock off higher tier weapons behind a level requirement, similar to vanilla. Or I could use the "If_Epic" version of weapons to limit drops. I'm not entirely sure how this would work. I've had trouble getting the level requirement to work with armor, but weapons seem to work.
4. Whatever combination of these I prefer.
I've been thinking about ways to improve my older mods. Especially the randomizing ones, as I think there's great potential in them. I've been getting better at modding too.
Which of these ideas do you prefer?
I just think a simple slight nerf to the damage output variance to say 30% meaning on occasions it will overlap higher tier weapons but not outright obsolete half the games weapons would be fine,
Other variances like weight / fire rate / accuracy etc etc are fine as is as they dont have the game changing potential of a high damage weapon early on in the game
Locking of weapon availability would be a shame especially as i play a de-levelled game from the Off and Use 'Scourge' meaning i can encounter all different strength of enemy from the get go aswell
I also went through and redid lots of values to keep things a little more conservative with the buffs. I've learned a bit more so it was time for an update.
I hear you about how nerfing the damage would work, but it doesn't worry me because it's a percentage of the base damage. A pipe gun that does 13 damage + 50% will only add up to 19-20 damage. That only barely surpasses a 10mm pistol, which could get up to 27 damage with a 50% increase. My main concern is making sure that you don't find that buffed weapon too early and it trivialize the game. That's why I'm mulling over setting a level cap on higher damages so that you can only have a chance to find them later in the game. I'd probably have -25% to +25% be the base and every five levels or so you get another +/-5%.
Or I might not do that if what I'm doing works out. Maybe that'll be version 2.1.
Of course Obsidon had the best Idea that should have been implemented in Skyrim / FO4 and every Bethesda RPG ever made,. and that was slow degradation to the point of damaged and useless; for all Armour and Weapons unless maintained via Abraxo cleaner if i remember rightly....this was Genius as no longer could you complete a first quest and come away with Kit that could see you thorough the entire play through, but you always had to be on the look out for new weapons and armour or repairs to your own...
Why Beth did not implement this, the most game changing idea is quite beyond me..
...Probably because they thought the 12yr old would rage if their shinny laser weapon didnt stay shiny for ever!!
About weapon degradation. Yeah, it was a thing in Fallout 3 and New Vegas. It's never bothered me that its not present, but it was a cool feature. This mod is mainly for more variety and loot, but it does somewhat address the deterioration of items by giving them variety. That said, I've been tracking this mod that is an actual degradation system. Not sure if you'd be interested or how it'd work with my mod, but I thought you might like to take a look.
I like to play pretty Hardcore Survival with minimal loot about and Generally alot harder to get equipped. Your Mods complement the 'Unique' feel of getting an Armour or weapon piece , The Damaged Mod you refer too would compliment my play style aswell. thanks
Its worth noting that the price difference between the the useless and the best was only approx 100 caps.
Not sure if this is intended, but the variance seems very bias towards a less than Vanilla stat.
Suggestion would be to have it so default stats (or near as) appear approx 60% of time with 20% better than, and 20% lower than.
Using this little trick hoarding lots of weapons then picking out the best is a breeze, enjoy :)
Where weapons are concerned, BLD significantly increases the base damage on them, so in my Inventory i had a Machete with damage of 50, and a Shotgun with damage of 84 and a pipe pistol with damage of 30. All of course much higher than the vanilla base damage settings.
When i install this mod, The pistol / shotgun damage remains untouched, but the Machete now has a damage of 10 ?
Any thoughts on what is happening and a possible remedy.
But to address your question, I'm not sure why some of your weapons would change and not the others. Obviously this would overwrite the higher damage from BLD, but the "randomization" doesn't occur with weapons already in your inventory. The random stats are applied via mods, which can only appear when the weapon spawns.
All in all though, it should be an easy fix if you know how to patch with xedit. There doesn't appear to be anything truly incompatible between the two.
Its a shame that with this mod, and the Armour version, it cant just apply its mod randomizer to the base weapon damage or armour resistance it encounters, then regardless of whatever mod or stats are on those equipment's, it would just add the randomizer to them. ?
Also, if you wanted to put the cherry on the top for realism i suggest the following:
While its true a lighter weapon would be quicker to bring to the aim, a heavier one is more planted and steady to aim with, thus it would be perfect for the 'wobble' to be less prevalent the heavier the weapon is, but quicker to bring to aim the lighter it is..
That said, if you would like to change what values are used and how often they appear, simply find the mod in xedit, go to the object modification tab. In here you will find all the mods alongside the modcols that contain them. The mods themselves handle the values and the modcols handle the distribution and how rare they are on the weapons themselves. Hopefully this made sense.
First thing I did was stagger the progression so for each player level, so one better mod tier gets added to the pool for each of the properties. Not because I think it's necessary, more because why not ^^ I don't know of modcols can be nested, haven't tried it yet, but if so, I might try using that to give a small chance of higher tier mods appearing at lower level, or even weirder things, that should either be rare or appear in combination. E.g. I saw your comment about grenade damage not scaling explosions, so why not make a mod for them that makes them very heavy, but also adds a flat, huge amount of impact damage... I haven't learned about naming rules yet, but that's definitely the first thing I have to figure out before going further, if they can be used to make these properties show up in the item title. Path of Fallout, here we come, haha!
Anyways, thanks again, I'll let you know when I experimented more. As someone else said, I always wanted this. Oh, and a small random tip, if you pad numbers with leading zeroes (eg. 050% and 100%), they get sorted perfectly :)
I thought about leveling the mods but ended up just having it be random. I also tried nesting the modcols for more variety, but I couldn't seem to get it to work. So be sure to tell me if you manage it! Yeah, I don't know how to randomize explosives if that's what you mean. I'm sure it's not too difficult but explosives are already pretty strong in game so I don't mind them being fixed. As far as naming goes, I think you would just need a keyword linking the name you want to the weapon, same as every mod that changes the name of the item in question. That might get a bit tedious depending on how that works. I've only messed with naming stuff a little in the armor portion of this mod.
I'm not the most knowledgeable when it comes to modding. I mostly just know how to edit things. But yeah, good luck on the path and thanks for the feedback!
As for instance naming rules, I looked at a mod called Weapon Quality Randomizer, and it uses a quest from the base game to inject its naming rules into that of the game. Seems way simpler, and that way you have no mod conflicts, but it seems it can't be undone in a running game, so to experiment with what the rules should be, it's probably better to make patches first.
edit: I tried out nesting modcollections, seemed to work fine. For that I made a copy of a gun which has a just one object template with a mod collection in that in turn contains two other mod collections, which in turn each have an actual weapon mod in them, and it always spawns as one or the other variant :)
Speaking of, while it can take some time to find what you're looking for, that wiki has so much valuable info, and sure is worth exploring:
https://www.creationkit.com/fallout4/index.php?title=Special:AllPages
https://www.creationkit.com/fallout4/index.php?title=Special:Categories
I Haven't had a chance to play with your mod yet, as I'm still in the downloading phase of gathering mods for a fresh install, but I'm very excited to! I'm hoping that this will fix the bittersweet feeling of finding one of the top-tier weapons, and then never needing to worry about upgrading again. I like to always be on the hunt for an upgrade. That said, I do have a suggestion if I may. I read in the description that weight affects how the weapon handles, with lighter being better for aim and reload speed. I suggest that there should also be a benefit to heavier weapons, so that there are pros and cons to both heavy and light variants. The heavier weapons could have better recoil control and hip fire accuracy, as an example. Just a thought. Thanks for the mod!
As far as how this interacts with other mods, it should be incredibly easy to patch but I have no idea how balanced it will be. You can always tweak it to your own preference. Just remove some of the mods in the modcol in xedit.
We both learned xedit to patch this mod! Well, I patched the older version, but still, isn't it great how it comes full circle? If you'd like, I could write a short tutorial on how to patch it. I'd probably just pin it in here. I know I've said it a lot, but it's very simple to do once you know how. Again, thanks for the report!
If your up to do a bit more work, I'll detail how this is done.
Open up the "object modification" panel in xedit and find a damage mod you wish to change, look under properties. There'll be a property that says:
Float
Mult/add
AttackDamage
0.XX (This is the amount, for example 0.45=45%)
If you want it to add regular damage, it'd look like this:
Int
Add
AttackDamage
X (This is the damage added, example 1,2,3,etc.)
If you want it to add energy, radiation or some other elemental damage, it'd look like this:
FormID,Int
Add
DamageTypeValues
dtxxx (This is the type of damage you wish to apply, such as dtenergy, dtradiationexposure, dtfire, etc.)
X (The actual damage applied. Once again, 1,2,3, etc.)
Of course you'd have to do this for every damage mod, but it wouldn't take too long if you're determined. What might be an issue is balancing because adding the damage directly changes the way everything functions. I chose the percentage route because I preferred it that way. Although it does benefit stronger weapons more, it also feels strange to have a gauss rifle, for example, that can only increase by 15 points of damage with the adding method, versus 55 with the percentage. I found the percentage to be the better balance option.
Also, a bit of a side note. These act as weapon mods. So other weapon mods do not apply to them. Upgrading a weapon won't boost these stats.
Hopefully this made sense. You really found a bit of a rabbit hole, didn't you? I like it, keep on digging. That's how I made this mod, hehe.