About this mod
hello, this is my first mod and hopefully the beginning of a number of small but hopefully impactful and highly compatible overhauls. up front this mod is designed to remove damage variations in vanilla ammo's. for me a it never made sense two weapons firing the same bullet did wildly different damage, well now they don't.
- Requirements
- Permissions and credits
- Changelogs
firstly this sets the base damage of ALL vanilla and DLC ballistic weapons to zero. second it applies a set damage number to the ammunition itself. all edits are made using overrides through FO4edit.
as a result weapons damage will be determined solely by it's bullet caliber. sense attachments increase damage based on the base damage of the weapon this also has the side effect of making most if not all damage upgrades do nothing sense zero X anything = zero. perks will still effect the final damage however but that can be fixed by using a perk overhaul or if you want you can base your balance around the doubled damage. this also means that the only attachments that significantly effect your damage will be ones that rechamber the weapon.
the idea is similar to mods like true damage but doing things this way removes the need for any frameworks and shouldn't conflict with mods that add new non human/vanilla enemies that use guns. examples are the swamp folk in point lookout (the mutated ones, tribal's are fine sense their just humans) or the turrets in a taste of the blues(both amazing mods btw)... I'm not salty or anything.
this mod should be fully compatible with everything sense it just changes two record types. as such anything from retextures, to reanimations and new attachments should not have any problems with this... unless they also touch those records. in which case you may need to patch the offending mod as well. modded weapons weapons using vanilla ammos will need a patch otherwise they'll get the extra damage on top of the damage they already have. mods that add in their own ammos will be entirely unaffected unless you want them to follow the same rules. in these cases you'll need to create a patch through Fo4edit... tutorial will come after the damage numbers btw.
so for damage the numbers are as follows
.38 = 20
.45 = 32
10mm = 30
.44 = 60
5mm = 22
5.56 = 35
7.62 = 37
45-70 = 100
.308 = 80
.50 = 200
shotgun shells = 120
2mm EC = 120
railway spike = 120
cannon ball = 150
harpoon = 150
combined arms
7.62x54mmR = 82
.300 blackout = 38
.50 Beowulf = 82
.357 = 55
.50 pistol = 70
9x39mm = 38
7.62x39 = 40
9x19 parabellum = 28
25x59 grenade = 200
.416 Barret = 180
20x102mm vulkan = 250
7.62x25mm tokarev = 26
5.45x39mm = 35
munitions
nail = 10
.32 = 18
.22 = 16
7.62 tokarev = 26
4.7 = 20
.50 caliber ball = 110
.30 = 55 (so this is actually a pretty hefty bullet but i've seen it used for both heavy mags and automatic rifles. so I'm putting it's damage in-between those roles)
.303 = 85
.280 = 80
.30-06 = 90
7.92 = 75
20mm = 300 (big bullet makes even bigger hole. if it can kill a tank then it should have no trouble taking down a deathclaw, happy hunting)
.40 = 30 (technically it's weaker than 10mm but most weapons have them on par so i'll do that to)
.455 = 32
5.7mm = 25
.410 = 80
6.5mm = 70
5.45 = 34 (keeping it consistent with my combined arms patch)
.223 = 32 (its just 556 but weaker)
20 gauge shell = 100
12.7mm = 80 (while i know it's a big bullet i consider it a pistol round. plus if your using the 12.7 SMG it would be pretty busted so it's just have to settle for being the king of pistol rounds)
9mm = 28
44-40 = 90 (this bullet is technically weaker than 45-70 but it's used for a lot of lever actions so I wanted to keep it powerful)
I'm sorry in advance if some of these are off, again I'm not a ballistics expert and i was basing ammo types I'm not familiar with on values other people gravitate towards.
damage values were picked based on a few things but i get these numbers might not be to everyone's taste. this can be sorted the same way you bring modded weapons into line, with FO4edit.
making patches for weapons is as easy as opening the mod in FO4edit and finding the base damage value and either directly editing the number(not recommended) or by making an override file making the damage number present there zero. for ammos you'll want to copy the ammo as and override then place the amount of damage you want that bullet to do in the damage section. as for editing the values of my mod it's also the same, either edit the value directly or copy the value as an override in another ESP either should work.
i know this mod isn't as automated or feature rich as other mods of it's type, in fact this is about as basic as it gets but i know there are at least a few others out there who want to take their games balancing into their own hands and this is more meant as a jumping off point. setting up the ground work for you so you don't need to waste a half hour doing it yourself. this gives you full control over the balancing of your guns and does so in as compatible of a way as possible for me to make.
i highly recommend mods using this in combination with a perk overhaul, Scourge, either health done right or hardcore health overhaul(scourge will override enemy changes... this is for your health and limb multipliers), and a mad that overhauls the difficulty damage modifiers. heck if you want to keep damage numbers flat you CAN actually use true damage's perks module with this as well if you disable the main mod in plugins... now if only i could get that effect using be exceptional lol.
again this is my first mod so hopefully at least one other person winds up enjoying it. thx to the FO4edit guys btw sense i couldn't make this without it.
i'll attempt to get permission to create patches for some of the bigger mods like munitions so you don't have to spend an hour doing the copy and paste work. but for specific weapon mods you'll need to make the patch yourself. sorry, but i just cant make patches for every weapon out there and as said before sometimes what you need to patch may be and overriding mod.