Fallout 4
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Metaldead

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Further normalizes True Damage caliber values via RobCo Patcher to more accurately reflect their real-world power, with Munitions and Munitions – Additional Ammo support included.

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SCOURGE + True Damage is a match made in heaven, as it should be because they’re designed to work together. 2 incredible mods in their own rights, but together they really create something special. There’s just 1 problem in my book, and that’s the fact that the damage values are not tacticool real enough. I fully understand that True Damage is not intending to be completely realistic and is still somewhat attempting to keep some of the RPG roots of Fallout alive in the balancing, but I personally wanted something with a bit more realism, thus I created these patches.

Using TD’s pistol values as a rough baseline (which are pretty well-balanced), I tweaked and tinkered with different formulas for deciding what caliber should deal which damage. I finally arrived at something I was happy with, and that is essentially 1 point of damage per 25 ft lbs of muzzle energy for each caliber. I chose the specific cartridge for each caliber on a slightly inconsistent basis, but with cheaper calibers basically being your average self-defense cartridge, and the more expensive ones generally being a high-quality hunting/big game cartridge or military load.

Be aware, most of these values have been raised considerably. If you are having a tough time, you might want to try turning off incoming weapon damage scaling in the True Damage MCM. Guns are incredibly dangerous, and the Sole Survivor is not special, nor made of titanium. One unfortunate side effect of these changes is that creature-based combat will invariably become easier when using higher caliber firearms, because your enemy doesn't have a gun to fight back with when you do. I do however combo this mod with loot reduction mods to considerably cut down on found ammunition, and considerably raise the price of bought ammunition to somewhat counter this. Realism is not always good for game balance, but realism is in fact the idea here. You have been warned.
 
I have adjusted all vanilla, Munitions, and Munitions –Additional Ammos calibers one by one to achieve what I believe is a fair simulation of the damage each caliber would actually do, but of course within the confines of Fallout.

This patch is done via RobCo patcher, which automatically patches your ammo records on game load, with no need for any plugins. You will of course need patches to make certain weapon mods with custom ammo work with Munitions and Munitions Additional Ammo if you plan on using them. You can simply search for 'Munitions Patch' on Nexus and you will find a few patch repositories with tons of weapons. If your weapon mod uses Vanilla Ammo, you won't need any additional patches.

Required Mods:
SCOURGE
True Damage
RobCo Patcher

Optional Mods:
Munitions - If you want Munitions coverage for your weapon mods
Munitions - Additional Ammo - If you want even more ammo types for your respective weapon mods.
Headshot Damage Multipliers - 5x - I simply like using this one in conjunction with everything together to make headshots as lethal as they probably should be.

 
 
Without further ado, here are the values and some of my reasoning and justification for them.
 
 
Vanilla:
 
Spoiler:  
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Pistol Calibers
  • .38: 12
  • .45: 18
  • 10mm: 30 – The 10mm auto is a rather large and quick pistol round IRL but was eventually dropped from active use by organizations like the FBI due to its high recoil stemming from its large size and powder load.
  • .44: 55
 
 
Rifle Calibers

  • 5mm: 22 - I used the ballistics from the FN 5.7x28mm, which is basically a pistol/PDW cartridge instead of one used by a handheld autocannon, but it works well enough.
  • 5.56: 54 - Considerably higher than before, but that’s how the cookie crumbles.
  • 7.62: 60 – Older AK-style weapons use 7.62x39, not 7.62x54which is reserved for larger marksman and sniper rifles.
  • .45-70: 120 - This may seem like a ton of damage from the baseline of TD, but the .45-70 is an enormous and quick round much deserving of this output. Google a comparison image between a .44 magnum and a .45-70 round for reference.
  • .308: 104
  • .50: 540 - This might seem completely imbalanced, but that’s how she goes. A few .50 BMG shots (or 1 or 2 to the soft belly) probably *should* take down a Deathclaw, rather than 10-15. If it can punch straight through an engine block, it can punch through an overgrown lizard
 
 
Other Ammo

  • Shotgun shell: 150 - It's hard to measure the 'damage' of a pellet-based weapon, so I used the muzzle energy of a rifled slug instead at around 2500 ft lbs, which ends in 100 damage, but doesn't account for the nasty wound channels and cavitation bubbles of a lot of pellets at once, so I just said screw it and went with 150. This is the least 'scientific' actual real-world caliber here).
  • 2mm EC: 150 - Slightly raised damage, but not by much because I wanted to factor in over-penetration, which actually *does* become a real issue with such a small caliber at such a high velocity, as it would almost act like a needle. The maximal energy transference should be solidly lower than its actual muzzle energy, but it will *always* create an exit wound so I upped its damage slightly).
  • Railway spike: 150 - Railway spikes are surprisingly heavy fortheir size. Even using one as a handheld weapon would prove incredibly dangerous to whatever sad sap is on the receiving end, let alone launching one at them at velocities fast enough to pin limbs to walls and ceilings.
  • Harpoon:  400 - Upwardly adjusted quite a bit, as the Harpoon Gun is essentially a much larger, more powerful version of the Railway Rifle with only single-shot capability. It isn’t really expanded on in game how the Harpoons are actually propelled, whether it be air pressure, springs, blackpowder etc. They just sort of do. What is true however, is that given the size of the harpoons and the size of the weapon that is propelling them, they should be coming out with a pretty high velocity that would wreak havoc to anything unfortunate enough to be shot with it.
  • Cannon ball:  800 - This is the one I had to adjust the absolute most of any ammo type. The average man's hand breadth is around 3.5 inches, meaning the round shot loads the Broadsider is firing should be around 4 inches in diameter, and by normal British cannonball standards would weigh 9 lbs. An 18-inch barreled cannon firing a 9 lb, 4-inch ball of round shot with standard blackpowder loads would achieve speeds of around 200 m/s, or around 650 ft/s. This would result inn 81,600 Joules, or 60,000 ft lbs of energy, which would result in a derived damage of 2,400. That's obviously a bit overpowered, but a weapon like this with such limited ammunition should honestly be a *little* OP, especially when gated behind one of the most annoying quests in the game.

 
Munitions Ammo
Spoiler:  
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  • 12.7mm: 54
  • 20 gauge: 100
  • 20mm: 1200 - Based on the 20x102mm round, which is fired by a very select few non-autocannon weapons like the Anzio 20mm rifle, which produces around 48,000 ft lbs of muzzle energy with a repurposed Vulcan round. This would actually result in 1,920 damage by my arbitrary formula, but this is the 2nd case where I found the damage to be a little *too* absurd for general purposes. It’s still terrifyingly strong though and can take down almost anything with a well-placed shot.
  • .22 caliber: 8
  • .223 caliber: 72
  • .280 caliber: 108
  • .30 caliber: 40
  • .30-06 caliber: 116
  • .303 caliber: 100
  • .32 caliber: 6 – The muzzle energy for .32 ACP is pretty pitiful.
  • .357 caliber: 30
  • 4.7mm caseless: 20
  • .40 caliber: 20
  • .410 gauge: 50
  • .44-40 caliber: 40
  • .455 caliber: 12
  • 5.45mm: 40
  • 5.7mm: 22
  • .50 caliber ball: 40
  • 6.5mm: 76
  • 7.62mm Tokarev: 19
  • 7.92mm: 120 – Based on the 7.92x57mm Mauser cartridge famously fired by the Kar-98.



Munitions – Additional Ammo
Spoiler:  
Show

  • 9mm Subsonic (9x39mm): 28
  • 9mm Soviet (9x18 Makarov): 10
  • 7.62mm Rimmed (7.62x54mmR): 108
  • .30-30 Winchester: 75
  • .45 Long (.45 Long Colt): 44
  • 6.5mm Italian (6.5×52mm Carcano): 74

 


 
 Credits:
eclix for True Damage
codeblackcrash for Munitions
PIZZASPULUNKER for Munitions - Additional Ammo
Zzyxzz for RobCo Patcher