Fallout 4
0 of 0

File information

Last updated

Original upload

Created by

DegenerateDak - DaniDoesMods - bp42s - peg

Uploaded by

DegenerateDak

Virus scan

Safe to use

88 comments

  1. Tyrone360
    Tyrone360
    • member
    • 1 kudos
    dis mods da goat. i waz loosin my hair over balancing all my weapon modds wit f4edit and now i can finally play da game
  2. Sacowea1
    Sacowea1
    • member
    • 1 kudos
    for some reason the weapons damage is still the same and i remember the first version was diferent
    1. millerjr89
      millerjr89
      • premium
      • 0 kudos
      Sounds like F4SE isnt running properly. Damage wont change without it.
    2. bp42s
      bp42s
      • premium
      • 265 kudos
      robco patcher requires the last gen version of the game and F4SE
    3. Sacowea1
      Sacowea1
      • member
      • 1 kudos
      but i updated F4SE another reason?
    4. bp42s
      bp42s
      • premium
      • 265 kudos
      just dont use next gen fo4 or next gen f4se
  3. Arakal421
    Arakal421
    • premium
    • 1 kudos
    Just out of curiosity does this do anything to the initial 10mm pistols that you pick up in Vault 111?
  4. CosmicCrisis69
    CosmicCrisis69
    • member
    • 8 kudos
    The Leveled List Rebalance optional patch seems to spawn raiders with double barrel shotguns but no shotgun shells, and it's the same for mod added shotguns. This is on an existing save. Could it be a conflict with Leveled Item Fixes (LIF) or Capital Wasteland Raider Pack?
    or is this intentional? This is past level 8. I slept in an interior for 5 days to make sure everything reset before checking too.

    Anyways, thanks for making it.
    Update: Removing your edits to the ammo levelled lists seems to fix it.
    1. ItsStrong
      ItsStrong
      • premium
      • 3 kudos
      So no conflict with LIF? I was also suspecting an issue with LIF as well as I can't get this optional file to work as anytime I start a new game the Raiders only have melee weapons. It at least gets rid of the pipe weapons but the new CWE weapons do not spawn in its place (Borz, .22 pack, etc). Gonna have to keep tinkering around to figure it out
    2. CosmicCrisis69
      CosmicCrisis69
      • member
      • 8 kudos
      I hadn't tried it with a new game. Thanks for the heads up, def let me know if you figure it out.
    3. ohara698
      ohara698
      • member
      • 0 kudos
      Can confirm, I had the same issue. Raiders spawned with shotgun without its respective ammo.
    4. Moredy
      Moredy
      • premium
      • 15 kudos
      This seems to be because (for some reason) shells are set to spawn at level 6, while the double barrel at 1 (for the raiders). So in xEdit, expand the mod, expand 'Leveled Item', find and click 'LL_Ammo_ShotgunShell', and change the levels in 'Leveled List Entries' to what you want (I would recommend making your own patch instead of directly making changes to the mod though).
    5. CSEPteam
      CSEPteam
      • premium
      • 897 kudos
      I swear I pushed the shotgun back too
  5. RosaryRaven
    RosaryRaven
    • member
    • 0 kudos
    how does this feel with streamlined weapons?
  6. Gkir
    Gkir
    • member
    • 0 kudos
    Very interesting concept and non intrusive. Was patching my own game by hand, weapon mod by weapon mod xD
    I do wonder though about a certain balance aspect.

    For example, a .308 bolt action rifle IMO should have a damage advantage over a .308 semi auto in term of game balance.

    So could one go about to differentiate a bolt action .308 rifle vs a semi auto rifle with .308 using RobCo??
    1. QuixoticMilotic
      QuixoticMilotic
      • member
      • 0 kudos
      IDK about RobCo, but I know that True Damage allows for this, but is far more intrusive in its balancing. ECO lets you tweak individual weapon parameters like damage at a crafting bench so long as you don't mind random raiders not getting the bolt action bonus (I probably wouldn't notice).
  7. Ryder132
    Ryder132
    • premium
    • 4 kudos
    Would this work with brutality and/or Arbitration?
  8. fraquar
    fraquar
    • member
    • 20 kudos
    It's not as simple as a single value change to balance the weapons - especially multiple caliber weapons.
    Why?    The base weapon only can ever have 1 Damage-Base value - and this would correspond to the default ammo type.
    Furthermore, those caliber swaps can't leverage additional receiver upgrades - they are the only upgrade for that caliber.

    Hunting Rifle.
    Base Damage = 50 (with the .INI value).   
    With Calibrated Powerful receiver:   75.
    With .50 Receiver:   87.5

    Yet the difference between what you think a .308 vs a .50 in the .INI should be is 2x the difference of what you see above (25, not 12.5).

    You'd still need to edit the OMOD Attack Damage multipliers - to bring the weapon back in line with your .INI values.
    Ex.   .50 Receiver would need to increase to 1.000000 (100 damage or 25 higher than .308 above) from 0.750000

    Added:   The math is wrong, it would need to be even higher than 1.000000 to keep the proper proportion of damage between the calibers to compensate for the highest tier upgrade.    1.250000, or the .308 doing 2/3rds the damage of the .50
    1. DegenerateDak
      DegenerateDak
      • premium
      • 1,945 kudos
      editing the base game receivers is extremely intrusive, which is the opposite of what i want this to be. My modded weapons and their attachments are balanced with this framework in mind. The vanilla weapons are not

      If anyone wanted to patch the vanilla weaps then sure but that's not the intention here. If it were up to me vanilla weaps wouldn't have silly things like .50 cal rechambers, just a dedcated .50 cal weap.
  9. IraMorti
    IraMorti
    • premium
    • 8 kudos
    I'm assuming this should be placed lower than any "unofficial update" weapon mod patches so the damage doesn't get overwritten? Or does robco patcher just make the load order unnecessary?
    1. bp42s
      bp42s
      • premium
      • 265 kudos
      RobCo means that load order doesn’t matter, this will always patch every gun that uses vanilla+dlc+munitions ammo
  10. masterhamper
    masterhamper
    • member
    • 119 kudos
    Thanks, looks very cool !

    So I think this would work well with The Boring Weapon Attachments Overhaul ,
    which they recommend should be paired with True Damage (Nexus) or Caliber Damage Overhaul (Synthesis)
    So with this, only run TBWAO, and then skip TD/CDO and instead use this, right? Thanks