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.
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
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).
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??
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).
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
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.
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?
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
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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.
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??
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
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.
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