I think the heavy weapon perk was excluded because the weapon already does a ton of explosive damage. It's a burst/automatic explosive weapon, I think it's destructive enough as it is
Would you consider making a patch that nerfs the damage but has it scale with heavy weapons and demolitions expert? It'd make it a bit more balanced while keeping it powerful for those who invest in it.
Also, I tried looking at this mod in FO4Edit. Does it change the weight of misilies in Survival mode from 7 to 2 or am I grossly misreading?
Yes, missile is reduced from 7 weight to 2 weight, I forgot to note that in.
As for the damage. Not really. I did consider that and made extensive tests to it, and the problem lies on damage bloat. As in there is this in-engine bug/feature that multiple multiplicative damage sources for splash damage causes said splash damage to deal extra unexplained damage. And with that, I have tailored the receivers accordingly, and pain-stakingly made a damage table that utilizes only a single source of bonus damage to minimize the effects.
You might think that we could just reduce base rocket damage to 35, while it would technically arrive at the same number as you would with 70 x 1.75 x 2.00), as it is simply adding a 2x multiplier while halving the base damage, so it ends up 35 x 2 x 1.75 x 2, but in-game engine-bug would instead, in my rough estimate, doubles your damage with every extra damage bonus you have. So, what it actually is:
(70 x 1.75 x 2.00) x 2 = 490
(35 x 2 x 1.75 x 2) x 2 x 2 = 980, and that's just the rocket.
(110 x 1.75 x 2.00) x 2 = 770
(55 x 2 x 1.75 x 2) x 2 x 2 = 1540, is the missile.
And guess what, you are bursting 6 to 3 max at once, or 5880 with rockets, 4620 with missile. So no, I figure it wouldn't be balanced. For reference, the missile is at (135 x 2 x 2) x 2 = 1080 + (15 * 2) = 1110, x 4 for the quad-barrel = 4440.
Now that looks close to the missile-launcher, but consider that, who TF would use 35-damage rocket and 55-damage missile? That just means it's not as useful until you actually build up upon on it. I chose 70-110 damage, with no Heavy-Weapons, for the purpose that it's decent at the floor, but not as powerful at the ceiling as to disincentivize the use of the Missile Launcher.
Now, nobody is stopping you from modding your own game, at your end, tailor it to your balance -- and with FO4Edit, it seems that you can. But I'm not just going to put that as the norm for everyone else.
Equipment Crafting Overhaul. Not only can you change the damage profile on any given weapon, there's a host of stuff in there that ranges from needed QoL to flat-out cheating. Have a riot, mum.
Love this gat, it's just so big I can't rationalize it as anything other then a PA weapon. Muh'merzion and all.
Side note, I used Xedit to strip the Institute requirement to build it; fuq dem people. Can't for the life of me track down the req for the rockets, but console works.
I don't use ECO, but I do things differently -- much of the damage bonuses here are handled by perks, for the Laser Musket mechanic zeroes out subsequent shots because ammo is technically zero so it must rely solely on the splash damage to do damage.
Unless ECO is also perk-based than attachment-based, I doubt that ECO will help.
I like the mod, but I don't like the weapons being in a leveled list. After some deletions in FO4Edit I made it to where only the unique versions spawn and only the ammo spawns (theoretically).
Note: The only reason I downloaded this is because I hate the design of the missile launcher's barrel mods and I needed a stronger launcher weapon until I could level and get my explosion buff perks. Now that I have those perks, this mod trivializes everything.
Hi @The6thMessenger, after I installed the update Vortex is saying that the masters TM6_WOS_Heavy.esp and TM6_WOS_Main.esm for the TM6_UT-200X_WOS.esp is missing!
I like your mod a lot and want to use the Rocket Launcher further on.
What do I have to download to fix this issue please?
Hi @The6thMessenger, I don't exactly know how but in between I could find the Redeemer in the forgotten church and it worked. Now that I have downloaded the update to version 1.10.1 Vortex says again that the masters TM6_WOS_Heavy.esp and TM6_WOS_Main.esm for the TM6_UT-200X_WOS.esp are missing!
Now I'm confused. Why did the mod work in between and now I have the old error again? And sorry, but I'm not clear what WOS means.
It means you installed the WOS patch, which now requires you the masters of that patch, which is the Weapons Overhaul Systems ( https://www.nexusmods.com/fallout4/mods/71653 ).
Ok so I'm not entirely sure on what the issue may be but it seems that NMM version 0.71.3 has broken FOMOD compatibility. If you can downgrade to version 0.71.1 (maybe 0.71.2 will do, don't know), it should work for some reason. Don't know why this happens nor have I tested this myself, I'm just looking at this github thread from 2 years: https://github.com/Nexus-Mods/Nexus-Mod-Manager/issues/1013
Eitherway, as far as I know, NMM is outdated but still a valid mod manager. There's just a lot of hate around it because people don't know how to properly google the solution. I still recommend you switch to Mod Manager 2 for the best modding experience, it's simple to learn and easy to work with.
Not to nit pick but that github issue you listed was due to the file not being an xml file but rather an html. Again, not trying to pick at it but rather just clear it up a bit.
More importantly, I know why NMM is hating on the info.xml file. The Author tag has an ampersand in it. Technically, that is improper xml. If you really want the ampersand in the text, it should be escaped (I can't type it exactly because it ends up showing the ampersand) as ampersand the word amp followed by a ; '& amp ;' - with the spaces and quotes removed. Sorry if you know this, I just wanted to share this bit of info with everyone.
I did verify replacing the ampersand in the author tag with the escaped version & amp ; (no spaces) Does work as intended. I'm guessing other mod organizers ignore some of the xml errors.
Not sure if it matters but I am using the newest version of NMM, 84.9
And most importantly, this is an awesome mod. Thanks for your work.
Fair enough. I take it, the offending field is the author's right?
I actually use the FOMOD Creation Tool that is from Nexus, so I am not aware of what's not allowed. I thought it was automatically adjusting, such as replacing ">" with whatever.
Last time I used Vortex it was an overdesigned piece of crap, that didn't allow to even manually arrange load order, couldn't properly overwrite mod files without long dive into settings, required to be active to launch the game, and had overburdened interface on top of it all. Not going back to it. Mod Organized was better, but just not comfortable to use. NMM has simple interface without any unneeded features, so I can easily install and remove mods. That's all I really need from mod manager. That's all one should need from mod manager.
That looks awesome, i would like to suggest to use the Sentry Bot rockets, since this kind of robot uses a multi launch function as well and would fit very nice to this mod. Effects\ClusterMiniProjectile.nif
Secondary projectiles aren't affected by damage bonuses, not to mention as the projectile splitting system is kind of unreliable and problematic -- see MIRV bugs; as well as the weapon already uses the Munitions Rocket model.
72 comments
Also, I tried looking at this mod in FO4Edit. Does it change the weight of misilies in Survival mode from 7 to 2 or am I grossly misreading?
Yes, missile is reduced from 7 weight to 2 weight, I forgot to note that in.
As for the damage. Not really. I did consider that and made extensive tests to it, and the problem lies on damage bloat. As in there is this in-engine bug/feature that multiple multiplicative damage sources for splash damage causes said splash damage to deal extra unexplained damage. And with that, I have tailored the receivers accordingly, and pain-stakingly made a damage table that utilizes only a single source of bonus damage to minimize the effects.
You might think that we could just reduce base rocket damage to 35, while it would technically arrive at the same number as you would with 70 x 1.75 x 2.00), as it is simply adding a 2x multiplier while halving the base damage, so it ends up 35 x 2 x 1.75 x 2, but in-game engine-bug would instead, in my rough estimate, doubles your damage with every extra damage bonus you have. So, what it actually is:
(70 x 1.75 x 2.00) x 2 = 490
(35 x 2 x 1.75 x 2) x 2 x 2 = 980, and that's just the rocket.
(110 x 1.75 x 2.00) x 2 = 770
(55 x 2 x 1.75 x 2) x 2 x 2 = 1540, is the missile.
And guess what, you are bursting 6 to 3 max at once, or 5880 with rockets, 4620 with missile. So no, I figure it wouldn't be balanced. For reference, the missile is at (135 x 2 x 2) x 2 = 1080 + (15 * 2) = 1110, x 4 for the quad-barrel = 4440.
Now that looks close to the missile-launcher, but consider that, who TF would use 35-damage rocket and 55-damage missile? That just means it's not as useful until you actually build up upon on it. I chose 70-110 damage, with no Heavy-Weapons, for the purpose that it's decent at the floor, but not as powerful at the ceiling as to disincentivize the use of the Missile Launcher.
Now, nobody is stopping you from modding your own game, at your end, tailor it to your balance -- and with FO4Edit, it seems that you can. But I'm not just going to put that as the norm for everyone else.
Love this gat, it's just so big I can't rationalize it as anything other then a PA weapon. Muh'merzion and all.
Side note, I used Xedit to strip the Institute requirement to build it; fuq dem people. Can't for the life of me track down the req for the rockets, but console works.
Unless ECO is also perk-based than attachment-based, I doubt that ECO will help.
Note: The only reason I downloaded this is because I hate the design of the missile launcher's barrel mods and I needed a stronger launcher weapon until I could level and get my explosion buff perks. Now that I have those perks, this mod trivializes everything.
I like your mod a lot and want to use the Rocket Launcher further on.
What do I have to download to fix this issue please?
Greetings
Peter
Maybe don't install the WoS patch, since WoS isn't released yet.
I don't exactly know how but in between I could find the Redeemer in the forgotten church and it worked. Now that I have downloaded the update to version 1.10.1 Vortex says again that the masters TM6_WOS_Heavy.esp and TM6_WOS_Main.esm for the TM6_UT-200X_WOS.esp are missing!
Now I'm confused. Why did the mod work in between and now I have the old error again? And sorry, but I'm not clear what WOS means.
Can you please shed some light on this?
So you must take it out.
Does LIF affect the drop chances?
Sorry to bother you.
It's a special script that injects an instance of a weapon with a specific name and attachments. You won't find it on the console alone.
It is however at Dejen, or at the Institute store.
• T6M_UT-200X.esp
• [QUST:040000BE]
• [QUST:040000D4]
• [QUST:04011984]
And if you need further hint. They are not supposed to be used any more.
Error registering this mod: T6M-Spadey's Unreal Rocket Launcher
Error: Error parsing FOMOD Info.xml file.
That could entirely be the issue you're facing because the nexus mod manager's FOMOD handling may be a bit outdated.
Is there a way to fix that?
https://github.com/Nexus-Mods/Nexus-Mod-Manager/issues/1013
Eitherway, as far as I know, NMM is outdated but still a valid mod manager. There's just a lot of hate around it because people don't know how to properly google the solution. I still recommend you switch to Mod Manager 2 for the best modding experience, it's simple to learn and easy to work with.
More importantly, I know why NMM is hating on the info.xml file. The Author tag has an ampersand in it. Technically, that is improper xml. If you really want the ampersand in the text, it should be escaped (I can't type it exactly because it ends up showing the ampersand) as ampersand the word amp followed by a ; '& amp ;' - with the spaces and quotes removed. Sorry if you know this, I just wanted to share this bit of info with everyone.
I did verify replacing the ampersand in the author tag with the escaped version & amp ; (no spaces) Does work as intended. I'm guessing other mod organizers ignore some of the xml errors.
Not sure if it matters but I am using the newest version of NMM, 84.9
And most importantly, this is an awesome mod. Thanks for your work.
I actually use the FOMOD Creation Tool that is from Nexus, so I am not aware of what's not allowed. I thought it was automatically adjusting, such as replacing ">" with whatever.
I installed the updated version and it worked awesomely with NMM. Thank You!
Last time I used Vortex it was an overdesigned piece of crap, that didn't allow to even manually arrange load order, couldn't properly overwrite mod files without long dive into settings, required to be active to launch the game, and had overburdened interface on top of it all. Not going back to it. Mod Organized was better, but just not comfortable to use.
NMM has simple interface without any unneeded features, so I can easily install and remove mods. That's all I really need from mod manager. That's all one should need from mod manager.