THIS MOD WILL NOT WORK ON THE NEW FALLOUT UPDATE COMING APRIL 25th. IF YOU WISH TO USE THIS MOD DO NOT UPDATE FALLOUT 4 OR HAVE A WAY TO DOWNGRADE).
0.5.4-BETA OUT - recommend new game or fresh save. The degradation settings are not balanced. I don't think they degrade too fast, but you will definitely want to tweak the settings in MCM to your liking. Please read how weapon degradation works in stickied post below.
The update will break all F4SE mods. In time, I expect that F4SE mods and plugins will be updated to accommodate the new update. However, it is not guaranteed.
When you fire a weapon: 1. Roll for degradation against current break chance 2. Then your break chance will increase.
If the roll for degradation succeeds AND the weapon can jam 1. If weapon jam roll succeeds, weapon jams instead of degrading 2. If weapon jam roll fails, weapon degrades.
This means if you set the Jam Chance in MCM higher, then your weapon is less likely to degrade.
NOTE: There is a cooldown period for when this roll will happen again, which in MCM, is the Degradation Rate. Increasing Degradation Rate to 2 means that roll for degradation will occur every 2 seconds for continuous firing, except when you initially fire, which rolls immediately.
When NOT firing your weapon OR while NOT reloading it, the break chance will recover. This recovery rate is customizable in MCM.
There is a Degradation Resist value. The higher this value, the less your break chance will increase when it does increase.
Per weapon type, there are a few settings:
The Degradation Magnitude (higher values increase degradation rate). The Break Chance Multiplier (higher values increase Degradation Resist) The Base Resist (higher values will change base Degradation Resist, which is affected by other multipliers) The Degradation Rate (controls how often rolls for degradation occur and how often break chance decreases)
As you can see, its kinda complicated which complicates balancing these considering that there are multiple weapon types.
At this point, BRAWL has had its scanners heavily optimized. It should be much more difficult to lag them now. You can still toggle off World Scanners if you're having performance issues, but I'd leave NPC and Crosshair scanners always on.
Hi, for some reason, most of my armors and weapons i pick up don't have a condition assigned by the mod, When i check the armors and weapons in workbenches, most of them just have a "Condition" in the Condition section. If i put those armors and weapons in a box, run the console command to force the mod to assign a condition to those item, almost all of them will get a Condition. I'm using A Story Wealth collection, and the mod LootMan.
BRAWL uses various scanners to attach Condition OMODS to armor and weapons. Its possible LootMan is picking up items before they can be scanned.
Crosshair scanner scans when looking at item or container with activate text present. NPC Scanner runs when NPCs are within range World Scanner runs periodically (cell change) within loaded area range
I now realize, all items looted by LootMan do not have a condition. They have a condition section in workbenches, but the section just have a condition as "Condition" (word by word), instead of a conditon like broken or maintained etc...
There are plans to attempt to make this NG compatible. I have not tested if adding attachment points to weapons via RobCo Patcher crashes the game or not.
I have tested adding keywords to weapons and armor, and adding attachment points to armor, which does not crash it, so there is hope.
Currently working on 3 other mod projects, and very busy IRL, so my time is limited to make this NG compatible. Expect that the S7 update and a secret mod will take up my time for now. Survival Mode Overhaul also needs further work on it.
Damn, you're busy! I don't even have a day job right now and I still can't find enough hours in the day to mod, I can't imagine working on several mod projects *and* doing RL stuff... Good luck to you sir!
You have to pace yourself and prioritize properly. I also play pickleball now, so that also sucks up some time as well. Less time for modding basically, but I make steady progress on various mods each week, it just takes longer since my availability to mod is decreased.
If armor/weapon scanning was activated, it brakes at least Preston (can’t be companion) and some Settlement Quests. Disabling everything in MCM does not "solve" it. JUST if you have chosen "disable armor/weapon scanning" during the initialising of BRAWL => it works.
We tested this now with a few peoole (Exoclyps, Rhees, HaiTan, Rantanplan)
Should be fixed in 0.5.5-BETA, requires Reset Everything. You're in the discord channel so you can see the chat log. I'm not sure if this is retroactive or not, depends if the quests in the processing queue will process still.
Is there any way to make it so all throwables including any modded throwables are automatically excluded from having a random condition applied? Not the degradation, the random condition that weapons and armor get before you pick them up.
For example, 'The Chuck-It Missile' is a mod that adds a custom throwable, but unfortunately it gets a random condition applied and then you have to repair every single one before you throw it.
Normally it skips grenades, but I think the Chuck It Missile is an unusual case. You can code it to remove the attachpoint by editing the RobCo Patcher file. It runs in order of the ini file, so if you remove the attach point after attach points are added, that should fix it. WIthout the attach point, it can't get the condition on it.
I have also noticed that the throwable Tomahawk added by The Fens Sherif Department gets a random condition. Is there any easy way to make it so all throwables are excluded, or would each throwable need to be patched separately?
The Chuck-It uses "WeaponTypeGrenade [KYWD:0010C415]" and the Tomahawk uses "WeaponTypeThrown [KYWD:0004A0A6]", both which I think would be unique to these kind of weapons.
Could you gurantee concord museum's minigun to be at least in functional state? I love this mod but whenever I pickup the minigun from concord quest, I have to pray for the minigun to be functional, as it is very likely to be in broken state and removes the way to deal with the deathclaw.
Correction: It removes a way to deal with the deathclaw.
Keep praying for the minigun to be in a functional state.
There's other ways to deal with the Deathclaw besides the minigun. My last 20 playtests I haven't used the minigun to kill the deathclaw, and I used SCOURGE. I didn't even touch the Power Armor.
If you're really THAT desperate just set the Broken chance to 0 in MCM before attempting to pick up the minigun, then change it back after picking it up.
So to avoid the animation bug from the previous version, I had to condition attacking to GetActorGunState, which considers it to be true (7 to 8) when throwing a grenade.
However, I made some code to detect grenade throws, and disable degradation from happening, but its kind of a race condition/ timing issue. I can only detect when the grenade is prepped and when it is thrown, but I can't detect when the animation completes.
I'll try to fiddle around with it some more, but its not easy to detect grenade throws, especially when they end.
348 comments
0.5.4-BETA OUT - recommend new game or fresh save.
The degradation settings are not balanced. I don't think they degrade too fast, but you will definitely want to tweak the settings in MCM to your liking. Please read how weapon degradation works in stickied post below.
I'm on discord: https://discord.gg/pF9U5FmD6w
Channel is S7-Skill-System-Legends-Lair
https://fallout.bethesda.net/en/article/4s2bXQEbpcrsdCZhUYLHAi/fallout-4-is-getting-free-updates?linkId=100000254670482
Fallout 4 is getting updated April 25th. If you want to use basically any of my mods I've released, you will need to make sure that either
A. You do not update Fallout 4 via changing your update settings in Steam game properties.
B. You have a way to downgrade to the previous version.
The update will break all F4SE mods. In time, I expect that F4SE mods and plugins will be updated to accommodate the new update. However, it is not guaranteed.
Weapon degradation is by chance.
When you fire a weapon:
1. Roll for degradation against current break chance
2. Then your break chance will increase.
If the roll for degradation succeeds AND the weapon can jam
1. If weapon jam roll succeeds, weapon jams instead of degrading
2. If weapon jam roll fails, weapon degrades.
This means if you set the Jam Chance in MCM higher, then your weapon is less likely to degrade.
NOTE: There is a cooldown period for when this roll will happen again, which in MCM, is the Degradation Rate. Increasing Degradation Rate to 2 means that roll for degradation will occur every 2 seconds for continuous firing, except when you initially fire, which rolls immediately.
When NOT firing your weapon OR while NOT reloading it, the break chance will recover. This recovery rate is customizable in MCM.
There is a Degradation Resist value. The higher this value, the less your break chance will increase when it does increase.
Per weapon type, there are a few settings:
The Degradation Magnitude (higher values increase degradation rate).
The Break Chance Multiplier (higher values increase Degradation Resist)
The Base Resist (higher values will change base Degradation Resist, which is affected by other multipliers)
The Degradation Rate (controls how often rolls for degradation occur and how often break chance decreases)
As you can see, its kinda complicated which complicates balancing these considering that there are multiple weapon types.
When i check the armors and weapons in workbenches, most of them just have a "Condition" in the Condition section.
If i put those armors and weapons in a box, run the console command to force the mod to assign a condition to those item, almost all of them will get a Condition.
I'm using A Story Wealth collection, and the mod LootMan.
Crosshair scanner scans when looking at item or container with activate text present.
NPC Scanner runs when NPCs are within range
World Scanner runs periodically (cell change) within loaded area range
In FO4Edit, you can that armor and weapons have an HP stat, but it's blank.
I have tested adding keywords to weapons and armor, and adding attachment points to armor, which does not crash it, so there is hope.
Currently working on 3 other mod projects, and very busy IRL, so my time is limited to make this NG compatible. Expect that the S7 update and a secret mod will take up my time for now. Survival Mode Overhaul also needs further work on it.
Damn, you're busy! I don't even have a day job right now and I still can't find enough hours in the day to mod, I can't imagine working on several mod projects *and* doing RL stuff... Good luck to you sir!
There's also a global value/variable check on the perk entry, which is used to toggle the feature on and off.
If you wanted to test it, you'd have to get an NPC to attack you and calculate how much damage they should do to you.
I've noticed, however, that some NPCs will put away their weapon regardless of if perk entry is active or not.
If armor/weapon scanning was activated, it brakes at least Preston (can’t be companion) and some Settlement Quests.
Disabling everything in MCM does not "solve" it.
JUST if you have chosen "disable armor/weapon scanning" during the initialising of BRAWL => it works.
We tested this now with a few peoole (Exoclyps, Rhees, HaiTan, Rantanplan)
Not the degradation, the random condition that weapons and armor get before you pick them up.
For example, 'The Chuck-It Missile' is a mod that adds a custom throwable, but unfortunately it gets a random condition applied and then you have to repair every single one before you throw it.
I have also noticed that the throwable Tomahawk added by The Fens Sherif Department gets a random condition. Is there any easy way to make it so all throwables are excluded, or would each throwable need to be patched separately?
Also, love the mod, thanks for all your work!!
Can you check and tell me what keywords are on the Chuck It Missile and Tomahawk? I may be able to find a common keyword to exclude by.
Cause Vortex seems to be too dumb to accept, that there are TWO files which are not identical and installs sometimes just one ^^
Keep praying for the minigun to be in a functional state.
There's other ways to deal with the Deathclaw besides the minigun. My last 20 playtests I haven't used the minigun to kill the deathclaw, and I used SCOURGE. I didn't even touch the Power Armor.
If you're really THAT desperate just set the Broken chance to 0 in MCM before attempting to pick up the minigun, then change it back after picking it up.
However, I made some code to detect grenade throws, and disable degradation from happening, but its kind of a race condition/ timing issue. I can only detect when the grenade is prepped and when it is thrown, but I can't detect when the animation completes.
I'll try to fiddle around with it some more, but its not easy to detect grenade throws, especially when they end.