This fix wasnt as easy as I thought. Took now several attempts to get it right. I did now a lot of testing with energy and ballistic weapons and rebuild the formula accordingly. The issues should now be fixed. Finally. Here is a log with perks(rifleman rank 3 and Old Faithful legendary mod), sneak and crit applied. For Energy and Ballistic. They have now the same damage.
If you find any other bugs, let me now!
For anyone who is interested how bad the vanilla bug is, you can also that in the log.
The vanilla final damage value would be 536 damage. With this mod and the issue fixed its 1227 damage.
So there is a difference of 691 damage! You can see, its a difference of day and night.
is this mod needed if i am using better locational damage?? cus i am pretty sure it also modifies the energy weapon damage calculation, i know is one of your mods but i just wanna make sure :)
I'd be very, very disappointed with Bethesda if they fixed this bug in the next gen update. Not giving a s#*! about fixing anything is what makes Bethesda Bethesda.
Aww it's not compatible with floating damage? That's too bad. I really like seeing the number 'pings. Is there a reason why and are there alternatives?
Because they are lazy? Incompetent? They just don't care, as long it just works? Perhaps they'll finally fix this in their 'next-gen' update soon.... or more likely: they'll just ruin most mods (as usual)
146 comments
Here is a log with perks(rifleman rank 3 and Old Faithful legendary mod), sneak and crit applied. For Energy and Ballistic. They have now the same damage.
If you find any other bugs, let me now!
For anyone who is interested how bad the vanilla bug is, you can also that in the log.
The vanilla final damage value would be 536 damage.
With this mod and the issue fixed its 1227 damage.
So there is a difference of 691 damage! You can see, its a difference of day and night.
Energy:
(83)[debug] ******************************
(84)[debug] bodyPart Hit 0
(85)[debug] armorBaseFactorSum 0.03
(86)[debug] totalDamage 0
(87)[debug] reducedDamage 0
(88)[debug] baseDamage 214.66762
(89)[debug] reducedDamageTypes 72.19331
(90)[debug] calculatedBaseDamage 536.66907
(91)[debug] Critical Damage Mult 2
(92)[debug] sneakAttackMult 2
(93)[debug] ******************************
(95)[debug] source FE0E8002
(96)[debug] is source weapon true
(97)[debug] is source explosive 0
(119)[debug] *** DamageTypes Attack Damage 0 00060A81 100
(125)[debug] *** Before Perk - DamageTypes Base Damage 100
(130)[debug] *** After Perk - DamageTypes Base Damage 336
(133)[debug] *** DamageTypes adding sneak to base: 672 = baseDamage: 336 + critDamage: 2
(137)[debug] *** DamageTypes adding crit to base: 772 = baseDamage: 672 + critDamage: 100
(141)[debug] *** Typed Armor before perks 500 000002EB
(146)[debug] *** Typed Armor after perks 400 000002EB
(152)[debug] *** DamageTypes calculatedBaseDamage: 1227.6061 += Damage:772* ProjCount:1 * Resist:0.6360653 * BPM:2.5
(161)[debug] *** DamageTypes calculatedBaseDamage Final: 1227.6061
(168)[debug] ### summed DR: 500
(174)[debug] ### summed DR after perks applied: 400
(178)[debug] ### physical calculatedBaseDamage: 0 = Damage:0* ProjCount:1 * Resist:0 * BPM:2.5
(201)[debug] = final calculatedBaseDamage: 1227.6061
(203)[debug] ---------
Ballistic:
(82)[debug] Damage values before recalculation
(83)[debug] ******************************
(84)[debug] bodyPart Hit 0
(85)[debug] armorBaseFactorSum 0.03
(86)[debug] totalDamage 491.04242
(87)[debug] reducedDamage 280.95758
(88)[debug] baseDamage 772
(89)[debug] reducedDamageTypes 0
(90)[debug] calculatedBaseDamage 1227.6061
(91)[debug] Critical Damage Mult 2
(92)[debug] sneakAttackMult 2
(93)[debug] ******************************
(95)[debug] source FE0E8001
(96)[debug] is source weapon true
(97)[debug] is source explosive 0
(168)[debug] ### summed DR: 500
(174)[debug] ### summed DR after perks applied: 400
(178)[debug] ### physical calculatedBaseDamage: 1227.6061 = Damage:772* ProjCount:1 * Resist:0.6360653 * BPM:2.5
(201)[debug] = final calculatedBaseDamage: 1227.6061
(203)[debug] ---------