I had the same issue with this mod and True Damage. I was dealing very little damage to enemies and even my player character. I went into XEdit to raise the explosion damage up to 5000, nothing. Swapped out the ammo type and projectile to the vanilla missile, nothing. Then I figured it was a keyword issue, which it is. Remove WeaponTypeBallistic [KYWD:00092A86] WeaponTypeRifle [KYWD:0004A0A1] - This is what is causing little to no damage Add WeaponTypeHeavyGun [KYWD:0004A0A3] WeaponTypeMissileLauncher [KYWD:0022575B] - For MCM damage configuration After you do True Damage will recognize the weapon and the explosive damage scaling should work.
Can't thank you enough for posting this, thrilled to be able to use this weapon in my game, now I have a friend who also uses True Damage, and was having the same issue, so I'll thank you for him, too.
You just removed WeaponTypeBallistic and added separately WeaponTypeMissileLauncher and WeaponTypeHeavyGun or also you removed Weapon TypeRifle from keywords? I still don`t get why damage is so low with True Damage\Munitions Combo.
I had never used any XEdit before but eventually after looking at all the associated mods using FO4Edit I finally found the keywords section you were referencing and was able to make the change. worked like a charm. for anyone uneducated like me, it is imperative you change nothing until you are absolutely sure you are making the correct change in the correct location.
-open Fo4edit -go to DakGrenadeAPW.esp -expand DakGrenadeAPW.esp -expand 'Weapon' in the dropdown -three items are listed - '00DakAPWUnique2', '00DakAPW', '00DakAPWUnique1' -When you click on each of these items in the right pane there is a dropdown 'KWDA - kewords (sorted)' -expand 'KWDA - kewords (sorted)' -you will see listed among other things 'WeaponTypeBallistic [KYWD:00092A86]' and 'WeaponTypeRifle [KYWD:0004A0A1]' It doesn't matter which one is changed to either replacement. It just matters that instead of these two keywords being listed they must instead say WeaponTypeHeavyGun [KYWD:0004A0A3] and WeaponTypeMissileLauncher [KYWD:0022575B] -do this for all three options '00DakAPWUnique2', '00DakAPW', '00DakAPWUnique1' -save the changes
Just a heads up, the misc mod item for the beanbag rounds appears to be using the wrong name, it's labeled as slug grenades. I checked it out in xEdit and both "00Dakmiscmod_mod_APW_Shell_Slug" and "00Dakmiscmod_mod_APW_Shell_BeanBag" are set to have the identical display name "25mm APW Slug Grenades". I'm assuming this is just an oversight with copy/pasting or something like that, not really a big deal (in fact I already tweaked it to say beanbags on my end just for my own peace of mind), but I figured I'd mention it.
love this mod however with BCR (bullet count reload) it has a few bugs including infinite reload loop. any way to make this weapon an exception? also all the rounds seem to not have gravity drop , just goes straight on forever seemingly
What do the smoke grenades actually do to enemies? I can't figure out there doesn't seem to be any effect or script attatched to these smoke grenades or their explosions.
Or are these just for show and not really have any functionality?
Ahh ok. Too bad they don't make enemies lose your aggro momentirely due to being temporarily "blinded" by the smoke or something. Would have a silly niche in Stealth play. But oh well :P
How does the smoke ammo type work? Does it actually block visibility between you and an enemy or does the enemy need to be inside of the smoke for it to work?
From testing and poking through xEdit it doesn't seem to do anything like that or anything special at all. Idk could be wrong. I haven't found any functionality to these.
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Other weapons using the Munitions grenade rounds don't seem to have this problem for me, so I'm a little lost on this one.
Everything seems to work great otherwise, and I love the thing, fits perfectly into the game's aesthetic.
Remove WeaponTypeBallistic [KYWD:00092A86] WeaponTypeRifle [KYWD:0004A0A1] - This is what is causing little to no damage
Add WeaponTypeHeavyGun [KYWD:0004A0A3] WeaponTypeMissileLauncher [KYWD:0022575B] - For MCM damage configuration
After you do True Damage will recognize the weapon and the explosive damage scaling should work.
I have a friend who also uses True Damage, and was having the same issue, so I'll thank you for him, too.
-open Fo4edit
-go to DakGrenadeAPW.esp
-expand DakGrenadeAPW.esp
-expand 'Weapon' in the dropdown
-three items are listed - '00DakAPWUnique2', '00DakAPW', '00DakAPWUnique1'
-When you click on each of these items in the right pane there is a dropdown 'KWDA - kewords (sorted)'
-expand 'KWDA - kewords (sorted)'
-you will see listed among other things 'WeaponTypeBallistic [KYWD:00092A86]' and 'WeaponTypeRifle [KYWD:0004A0A1]'
It doesn't matter which one is changed to either replacement. It just matters that instead of these two keywords being listed they must instead say WeaponTypeHeavyGun [KYWD:0004A0A3] and WeaponTypeMissileLauncher [KYWD:0022575B]
-do this for all three options '00DakAPWUnique2', '00DakAPW', '00DakAPWUnique1'
-save the changes
I also tried editing munitions 25mm grenade to cause 5000 damage, but it still takes six or so 25mm grenades to kill a single ghoul.
I can't figure out there doesn't seem to be any effect or script attatched to these smoke grenades or their explosions.
Or are these just for show and not really have any functionality?
Too bad they don't make enemies lose your aggro momentirely due to being temporarily "blinded" by the smoke or something. Would have a silly niche in Stealth play.
But oh well :P
Does it actually block visibility between you and an enemy or does the enemy need to be inside of the smoke for it to work?
Idk could be wrong. I haven't found any functionality to these.