Fallout 4

1004 comments

  1. guidaye
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    Now updated to 3.77!

    This update is compatible with and REQUIRES Vanilla Weapons HD by mluppov, http://www.nexusmods.com/fallout4/mods/23566/? , which replaces vanilla weapons mesh to high-polygon models and makes them much nicer looking. Please make sure load order look like this:

    WeaponsHD.esp
    Realistic Guns and Bullets Overhaul.esp

    Update 3.77 Changes:

    - Slightly tightened .44 Revolver, Western Revolver, Pipe Revolver and Lever Gun bullets spreads, slightly increased Flamer spread

    - Shaved some weight off .44 Revolvers and Handmade Rifles

    - Slightly reduced the range of .44 Bull Barrel to the same level of Western Revolver Long Barrel, at the same time reduced its recoil. So now the advantage of .44 Bull Barrel over Western Revolver is not longer range, but smaller recoil

    - Increased fire rate of Combat Shotguns

    - Increased Fatman MIRV range, and fixed its cluster disperse angle, they should now be flying away from player instead towards player as in vanilla

    - Misc. tweaks and fixes

    - Updated WOF patch to be compatible with 3.77, please re-download

    - Other patches in Optional Files section still compatible with this update

    Once again, please let me know if you notice any abnormalities or unreasonable values
  2. guidaye
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    I have updated the Weapon of Fate compatibility patch of my mod, it is available at the Optional Files section. This patch is meant to WORK WITH WOF NORMAL BULLET SPEED VERSION ONLY, it will NOT WORK WITH its REDUCED BULLET SPEED VERSION.

    Update Changes:

    - Recalculated all projectile speed and impact force. Speeds will be based on ammo types used in this mod, and impact force calculated from respective bullet weight and speed of the ammos, using Gravity=1. Original WOF had gravity=2 and about 3 times real world bullet speed, I guess this could be due to the different interpretation of in game distance unit, WOF author Seb263 may have taken 1 unit=1 foot, but I believe 1 unit=1 yard

    - Fixed a small misplacement of data in the original WOF, where regular .308 projectile data was used instead of .308 suppressed projectile, now corrected

    - Added Broadsider, Combat Shotgun, Double Barrel Shotgun, Flare Gun, Fatman, Harpoon Gun, Junk Jet, Missile Launcher, Railway Rifle and Syringe Gun...and a vast number of player and NPC weapons. all with recalculated realistic projectile speed, some of them requires new skills to aim, so try them out!

    Edit: JUST UPLOADED NEW VERSION COMPATIBLE WITH RGBO 3.77, PLEASE RE-DOWNOAD

    To install, please make sure the load order look like this:

    Realistic Guns and Bullet Overhaul.esp
    Weapons of Fate.esp
    RGBO377_WOF120.esp

    Please let me know of any abnormalities or mistakes
  3. guidaye
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    I have recently found this great mod: Weapon Mod Fixes by frogs345, http://www.nexusmods.com/fallout4/mods/11130/? , it fixes so many vanilla mistakes and made so many improvements and IMHO it's a must have for everyone. Please check it out and if you like it, please don't forget to endorse it so more people will notice it

    I have made a compatibility patch for it, and it's available in the Optional Files section

    Edit: As of 1 Sep, 2017, since WMF has been updated, a new compatibility patch WMF14_RGBO376 replaces the old one, the installation method is changed too, please read the following very carefully before you install:

    1. Install Weapon Mod Fixes (WMF) first:

    - Choose GOTY (all DLC) version when the first fomod window comes out

    - Choose Vanilla Weapons HD version when the second fomod window comes out

    - When the third fomod window comes out, DO NOT CHOOSE AWKCR PATCHES (RGBO is already compatible with AWKCR, therefore you do not need AWKCR patch). Other patches that come with it are NOT supported by this mod, so please don't ask me if you should install any of them

    2. Install RGBO 3.76

    3. Install Compatibility Patch - WMF14_RGBO376

    4. Adjust and make sure the load order look like this:

    WeaponModFixes-GOTY.esp
    Realistic Guns and Bullet Overhaul.esp
    WMF14_RGBO376.esp

    Please let me know of any abnormalities or mistakes
  4. dragnierdraconai
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    Can you please make this not use AWKCR as a hard requirement/Master? I prefer to use Bhaal's Better Sorting instead of VIS or VIS-G and AWKCR adds so much extra now that it seems more like bloat than what it was originally intended for.

    Looking at the response from Facundo01, I think the author of this mod could move all changes they made based on AWKCR and HD Weapons to patches instead. This would make the default of their mod usable without them and retain compatibility with them for those that do use them.
    1. Facundo01
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      First: I second this and the post below.

      Second: I think it´s not that hard to do both on Your own via that FO4Edit - or XEdit - no clue how it´s called now.

      For that HD requirement: That´s just one entry: the Minigun Nif refers to minigun_V (added by HD) instead of just Minigun. - You just need to edit those entries (I don´t know if there are two, three - or which number anyway) back to vanilla - remove HD as master. You need to look at every entry in that weapon tab anyway if You want to remove AWKCR as master too. (Just saw it - i use HD - but not AWKCR for the same reason mentioned here - ok made my own sorting file)

      For AWKCR: There are some more entries: Most are just keywords in the weapons tab - just delete them if they are added by AWKCR don´t delete those which are changed (but again i think the only "just change" is that one which is changed to heavy weapons - but ím not sure.) You´ll see which are added by AWKCR because they are also green - and FO4Edit always shows every mod that uses those entries - and in this case it´s not that hard because those entries should be seen if You open them - You don´t need to scroll down. Remove AWKCR as master, reload just this mod and click on show errors: There should be two left. Two modifications - one for the moonshiner and one i can´t remember (could also been an oversight). Again: just delete those two specific entries. I haven´t looked at every entry at the Modifications tab, because they are just too many - but i started (1/3 through the tab) and saw nothing depend on AWKCR. Probably except for those two. Also i looked at every other entry in this mod. Should be fine that way.

      Should also work: Remove them (or one) as master first - Exit FO4Edit and restart with just that mod. Click on show errors. (but i haven´t tried this method) Perhaps it is a good idea anyway to check this after You have changed the mod.

      Always: Keep backups - FO4Edit will ask if something is changed.

      That way it should be save to use. I did that two days ago and haven´t found any bug so far. Won´t upload it as i just mod for myself. (For sorting systems: Pew - every sorting system changes something in every object You could pick up. So i just added specific items which aren´t changed that often but clutter up Your inventory - and that way i could also implement all those changes my various mods change - to have the unofficial Patch working as intended for example. If using a sorting system i recommend making Your own compability patch for Your loadorder anyway - if You use mods that change something in those items - to make sure nothing is overwritten - or changed in a way You don´t like.)

      Anyway: i really like this mod - that´s the only reason why i wrote anything in here. Keep up the good work...

      Have a really good time - everybody. This is probably my only message here in the forums. Probably...

      Edit: Of course You have to uninstall the masterfile You won´t use first before restarting FO4Edit - by uninstalling the mod it belongs to - because there won´t be shown any errors if those files are still present in Your installation folder. (If there are any file references) Errors should be shown as: could not be resolved in the message tab - changing HD should take a few minutes - removing AWKCR of course a bit of longer - but not more than 1 or two hours if You look at every entry - and when You´re done You could call Yourself a modder too...)

      Edit2: The second mod entry is that 5.56 Receiver. But Reason for this second edit is that there are 5 more Projectile entries added by this mod - which refer to AWKCR - delete those 5 entries completely - not just the specific "could not be resolved". Some colored paintgun ammunition...
      Also tried it the way I described above - with first removing the master and then clicking on show errors. Works fine. But i recommend to look at every entry nontheless - because You could push some other changes from other mods further up the modlist - example: Molotov Cocktail Pickup sound from the unofficial patch. Now really: have a good one...
    2. xyloritus
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      I don't think deleting stuff like projectiles when this mod adds some ammo swaps is a good idea.
      There's an easier and safer way to achieve this. Instead of deleting entries dependant on AWKCR you can use version 4.02 which was the latest while this mod was last updated. You can also get the downsized textures pack. The delete everything in AWKCR esm leaving just the Keywords. This way it will work as a resource and it will not change or place anything in your game world. Check for errors just to be sure that all dependencies are still there.
    3. Inaginni
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      Facundo01, I shall remember you forever. You are my messiah!
  5. americansheepdog
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    RGaBO - SeeThrough Scopes.esp says it depends on other plugins that are not enabled:

    3dscopes-framework.esp
    3dscopes-replacer-FarHarbor.esp
    3dscopes-replacer-NukaWorld.esp
    3dscopes-replacer-addtospawn.esp

    I'm new to modding, could this be an error on my end or is this is mod support error?
    1. ArvidSimarsund
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      Same issue here, i ended up having to just make my own patch by hand in Fo4Edit
    2. Corleone91
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      Same issue here, i ended up having to just make my own patch by hand in Fo4Edit
      How did you do that can you please share your remake patch please ?
  6. SuperElitist
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    As I've begun reconciling this mod with some of my own calculations, I noticed that the submachine gun deals 34 damage, which suggests a muzzle energy of ~1700J... this is more than double the most powerful .45 ACP cartridge listed on Wikipedia... Can you explain why you chose this number?

    Also, in one of your stickies you explain that you take 1 unit == 1 yard... my understanding is that this is WILDLY off: https://www.creationkit.com/index.php?title=Unit suggests that a unit is 1.428cm, or a bit over half an inch... Why would your estimate (and the WOF author's...) be so drastically different?
    1. Prime170
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      I'm aware this post is very old, but in case anyone else is curious... I agree .45 auto here is way overpowered and I toned it down. Using the 10mm's 19 damage at 950j, the .45 at 630j would land it at 12.6, so just round it to 13 for simplicity. This would mean .38 AND .45 will deal the same damage, which is unimmersive. So I went to look at .38 special, that averages 280j so it'd deal 5.6 damage, which is way too low. So off to it's stronger cousin the .38 super averages 510j which lands it at 10.2 damage. Still below the 13 in this mod but it's closer. So what did I choose to do? leave .38 at 13, .10mm at 19, and changed .45 to 16 to slot in as a nice middle ground. Yes an SMG will deal lower damage per bullet vs your handgun, but it has a much larger magazine and RoF to compensate for it. Also, this way only had me changing records for 1 caliber instead of 2!
    2. ArvidSimarsund
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      He seems to have been using 45 Long Colt numbers (very hot loadings at that) instead of acp, its a revolver round and the +P loadings are very powerful and usually used for things like Blackhawk revolvers. Another similarity would be 45 Win Mag which is even more of a niche cartridge but used in autoloaders
    3. criana24
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      But what is the problem bro.
      I saw mods which increase until 45 the max damage in submachine gun and dont be so overpowered with that low range.
      Radium rifle is still good against humans and enemies with low rad resistance and combat rifle still have use with .308 ammo and some strategies if you want to save .45 ammo.
  7. Maza999
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    The .45 SMG is ridiculously overpowered with this mod, does like twice the damage of 10mm when in reality 10mm and .45 are almost the same size. In fact if your logic is velocity = damage, 10mm should do more damage than .45.
    1. criana24
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      I think that is the correct if we consider all uses for all weaapon. A example would be when you get .308 combat rifle which replace all rifles with slow fire rate  because that damage with that fire rate really is overpowered and let useless the rest of weapons.
      sub machine gun do that damage considering that it has a really low range and another weapons like radium rifle which can be better against humans for that rad extra damage even more with irradiated radium rifle which simply destroy to all humans and enemies with low rad resistance simply.
      Handmade rifle is another example which let useless to combat rifle too or assault rifle but considering the diferent ammo is posible use them for another strategies.
      i always saw 10mm pistol like a vats recharge weapon , similar to flamer because 10mm pistol has a really low vats cost in special with quickdraw legendary effect and flamer fill all your critic point until 4 or 5 with 2 shoots in vats which is really broken even considering the low damage of that weapons. It still have a use and the same with 10mm pistol . Normally i use 10mm pistol  with frezing effect to stop enemies and charge again all with flamer and kill everyone with mele weapons. Really good combos.
  8. criana24
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    pipe revolver, pipe rifle , pipe bolt action , sub machine gun and double barrel shotgun were included in this rebalanced?
    Because minigun and combat rifle are ok with that damage because explosive minigun with normal damage is insane and the same with wounding minigun. Combat rifle , radium rifle ,handmade rifle and assault rifle replace so fast weapons like hunting rifle or pipe bolt action for that slow fire rate and damage for second. For that i was thinking about that damage worth that slow fire rate. Until pipe revolver and pipe pistol do more damage each second in late game considering all that range and damage that these weapons get from gunsliger perk even with silencer.
    And sub machine damage is really exagerated low even considering the perfect stability in the aim , 100 ammo capacity and 127 fire rate in comparison with 90 fire rate from another automatic rifles.
    I think that it only need better damage because it has a low range in comparison with another automatic refles but it can be improved for fire rate and ammo capacity. It only need better damage.
    And double barrel shotgun need a better damage and a reduction in the damage of combat shotgun because that slow reload really kill the weapon .
    I think that lever action can be similar in damage or near but no better than huntin rifle or pipe bolt action, maybe same or more than a pipe revolver improved damage that you prefer because it has similar fire rate of that weapon and it dont increase range like pipe revolver do with gunliker perk so lever action rifle can have more damage than that weapon but keep the range, 6 fire rate vs 3 fire rate is really ridiculous the diference the damage x second.
  9. superodd
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    Hey bro I really really appreciate and I gotta say I have been looking for such a MOD for darn long time.
    But, uh, why would the automatic receivers of 10mm pistol double the damge of the corresponding ones?
    1. Brennan
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      The way vanilla F4 does weapon damage makes no sense at all. Damage (and recoil) is a factor of the round, not the receiver. A 5.56 fired from full auto has the same impact as a 5.56 round fired in single shot. 

      Some of the rounds make no sense either. I mean, a 20+ pound minigun to fire a round that's smaller than a .22 long? 5mm comes out as .19 cal. is there such a thing? That's barely bigger than a pellet gun. 

      I guess if you really needed to terrify small rodents and birds. 
    2. TheGodFormerlyKnownAsJohnX
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      .22 lr is roughly the same bullet diameter as the infamous 5.56mm AR round, length and casing sizes are what's different. Soo the 5mm is just the diameter. And even That isn't standardized, as some rounds don't use the diameter of the bullet. Look at .45 caliber pistol rounds like the .45 ACP or .45 WIN MAG versus a rifle round like the .458 WIN - same bullet diameter and that's about it.
  10. heylaina
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    I'm not sure where you're getting your stats for muzzle energy for 10mm but the stuff I'm seeing is closer to 1,350J which would come out to 27 base damage I think?
  11. livipup
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    Is the hd weapon models mod really necessary? I want to uninstall it so I have less things to load with the VFS, but I don't want to get rid of this mod. I can't imagine the improved models impact gameplay at all.
    1. Prime170
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      I used Clean Masters in xedit and both HD Weapons and AWKCR dependencies dropped off. So far so good
    2. livipup
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      Does that only remove them if it detects no requirement or does it remove anything you want?
    3. Prime170
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      Per the Tome of xedit it removes unused masters (ie: no overrides), so for this we should be good to go.  Link
  12. Tinskin
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    How does this mod work alongside automatron weapon mods? 
    1. Prime170
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      You'd need to edit the damage of any weapon mods you add using xedit to match this file, as this only edits vanilla guns.
  13. ArvidSimarsund
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    Best damage modifier available imo. Not perfect, sure, but dude obviously went through a lot of trouble to cross the T's and dot the I's