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.
Had to re-download this after the update couldnt figure out which one worked cause theres so many downloads so i decided to use the one on Bethesda mods instead. Can u get rid of the downloads we dont need an just keep one? its kinda confusing lol
Hey, I just installed the latest version, but Vortex flagged it as redundant, so I checked the file preview and said that the file is empty. Am just doing something wrong, or is there some kind of issue?
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 ).
84 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.
Am just doing something wrong, or is there some kind of issue?
Edit: nvm, was just an idiot during the install
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.