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Metaldead

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Metaldead

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40 comments

  1. GitSub
    GitSub
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    • 2 kudos
    Why is .45 so weak? Everyone is always talking about how "9mm kills the body, but .45 ACP kills the soul"
    1. Hexadecimus
      Hexadecimus
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      https://www.gunnuts.net/2013/02/07/lets-talk-terminal-ballistics-2-its-physics-and-anatomy-not-magic/
  2. SomeHeadcase
    SomeHeadcase
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    Hey Metaldead, I just wanted to ask if there was any possibilty of adding support for Munitions Advanced Calibers? I'm just making a few munitions patches at the moment and utilising some of the ammo types from that addon, so it would be great to also have them patched for true damage. I was going to try to make my own True Damage patch for the addon, but I don't know how to use RobCo for it, and a RobCo one would obviously be better than anything I'm able to do, so I figured I'd ask. Thanks!
  3. VR3039x
    VR3039x
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    Hi mate, I think you have a typo. 20mm from munitions has 12,000 damage, not the 1,200 written in the description.
    That is one hell of an inflation! 😅// Munitions 20mm
    filterByAmmos=Munitions - An Ammo Expansion.esl|6E4:attackDamage=12000

    Btw, love what you are doing, including edit with the companion's version of ammo.
  4. JamesWarrior
    JamesWarrior
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    It works right now the robco patcher not need of reducing the version? 
  5. gotimas
    gotimas
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    • 19 kudos
    I have been doing my own rebalance for a while now, mostly how many Joules the impact outputs, is this the same method you used? 
  6. CapsBuster10
    CapsBuster10
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    • 1 kudos

    Does this mod fix True Damage bug where companions/allies do way more damage than the player?
  7. AlphaRH
    AlphaRH
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    not to nitpick but why is .223 stronger 5.56? I thought 5.56 is a beefier version of .223
    1. grandvil
      grandvil
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      • 8 kudos
      it is, its a hotter load so it has more pressure.
  8. ArcanicVoid
    ArcanicVoid
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    Does this include tweaking nail-based weapons as well as unique things like Crossbows of the Commonwealth? 
    True Damage is terrible for those, as well as certain other uniques...
  9. semi181027
    semi181027
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    If this is loaded first in a new game, TD will be unable to capture its damage. The damage modified by this MOD is only applied after the TD script is closed.
    If the new game does not activate this MOD, but loads it after the TD script has finished running, the damage value will be displayed normally.
    feel strange. I don't know what's wrong.
  10. deconote
    deconote
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    Have been playing a bit with this mod, and noticed that anything firing .308 seems to be doing well over 200 damage

    This seemed off, given I'd expect closer to 104. True Damage seems to allow for some damage bonuses from a firearm to carry over; however I'm not sure how I'm getting over 200 damage with 308 across a variety of weapons.
    These are just random items I've seen dropped or off vendors, like an AKM, Mosin or hunting rifle. Pretty consistent regardless of the firearm

    I tried editing the Robco patch for .308, dropping it to just 100. This resulted in a hunting rifle dropping down to just 30 damage; so it's either over 100 extra damage at the default 104, but only 20 extra damage if I change it to 10?

    At this point I'm wondering what the reason is; since other non-308 guns have been relatively close to the ammo damage value. I'm only using this and True Damage itself; plus a couple munitions patches for the various vanilla and modded weapons I've added. Before I pull my hair out going over every possibly related mod with a fine tooth comb; I figured I'd ask if anyone else is seeing similar values in game.

    edit: using the console, I randomly got a hunting rifle with a .50 receiver; and the thing does almost 1200 damage!
    1. semi181027
      semi181027
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      If TRUE DAMAGE is used, it will increase the damage of certain ammunition by default.
    2. Lysarig90
      Lysarig90
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      • 0 kudos
      Hi, i got the same issue. I resolved by puting sniper damage to 1 in the true damage MCM menu. 
    3. Metaldead
      Metaldead
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      • 4 kudos
      True Damage boosts the damage of bolt-action weapons by a considerable amount to make them more competitive balance-wise, though this only is really relevant for the base values of TD. I would suggest turning that off in the MCM if you want less insanely OP Sniper Rifles.

      Make no mistake though, higher caliber rounds are considerably more deadly with this mod than without, so some imbalance is always going to happen when going for a more realistic take, mostly because firearms are kinda OP irl.

      Also yeah feel free to use the 1 damage per 25 foot pounds muzzle energy formula. Don't really need my permission anyway because it's just a math approximation, but yeah go for it.
    4. WyattTheSans
      WyattTheSans
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      Yeah but it's also lore breaking for it to penetrate Power Armor even if it's a high enough caliber round.