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ThreeUnicornsInATrenchcoat

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16 comments

  1. dreamdancepussy
    dreamdancepussy
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    Hey ho,
    i was desperatively searching for a mod that lets everything modded / vanilla untouched except the
    gun / bullets damage.
    and i just wanted to say that your mod in alpha state already does a great job.
    I'm using it with Better Locational Damage and Unbogus Fallout, which together made me
    super (godlike) spongy to enemies bullets. Gave it a frist try right now and a raider with
    a pipe gun shot me down after 3-4 hits. Great Job !
    if i encounter any bugs i let you know, if you're even still active.
    ; )
    1. I'm not consistently active anymore, really. I probably won't do a lot of Fallout 4 modding until Fallout 4: New Vegas is available to the public.

      I blame the story. I lost most interest in Fallout 4 once I realized how bland and predictable the main story is. I still come back to it occasionally to try out cool mods, though.
  2. RentedMule54
    RentedMule54
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    NPC's use ammo with this mod. Was that intentional? Sucks when enemies run out of bullets after a few shots. The other changes are pretty sweet though.
    1. Ack! That was something I forgot to mention. I was experimenting with that, but never messed with the NPC ammo lists to give them more ammo. I'll upload a version with that part rolled back until I can get a good balance of ammo for the NPCs.

      I've neglected updating this for quite some time, as you can no doubt see. I'd love to hear more feedback.
    2. RentedMule54
      RentedMule54
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      Thanks for the reply. I am doing a test playthrough with certain weapons, trying to find ones that feel right for the game and don't mess up LL's too bad. I am also using NPC Level Scaling which makes the game more challenging. Along with this mod it was much more challenging, until the NPC's would run out of ammo. thanks for the update. Going to start a new test run and with a few less weapons mods and use this one. I will also learn to use F04Edit soon to edit some weapons and use this mod as a base for damage. Great stuff, I will give u some feedback in a couple of weeks.
    3. I have added proper leveled ammo list support, so NPCs will have a reasonable amount of ammo to use before they resort to melee. Check the Updates section for Version 0.4. No updated DLC plugins yet, however, and this version and all future versions will require both Damage Threshold Framework and AWKCR, so install those first.
  3. Because
    Because
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    Just wanted to say thanks as this is by far the best game balance mod I've come across.
    It tweaks the things I wanted to make the game fairer and challenging.
    Only thing that I felt needed changing was knocking down the damage on institute weapons to 40 (which I did in FO4edit so not a request) as they are just too powerful at early levels and I always viewed that while the institute might have the best tech they'd only give the random mobs of low grade synths you'd encounter cheap replaceable weapons that wouldn't give so much of an advantage to whoever took them. Personal preference though, but hugely impressed with how these makes the game feel.
    It's nice to feel threatened by something other poison, explosives or the very occasional critter which were the only way I ever died before.
    In fact that is the best sign of how much better balanced the game feels with this mod as before even playing exclusively on settings where I'd be receiving x2 damage guns had never killed me until now. This lets them be a threat with out having to apply yet further modifiers that make explosions & poison instant kills.
    Thanks and endorsed.
  4. anthonyjohnadlington
    anthonyjohnadlington
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    will this be ok to use with

    http://www.nexusmods.com/fallout4/mods/5851/?

    1. If it alters any of the weapons, weapon mods, projectiles, or two explosions I have listed in the change log and description directly, then the effects of whichever mod is lower in your load order will show in the game.

      All I've done is alter the values on specific records. I haven't added anything extra such as perks or usable items that alter the guns indirectly. Try them out together and see what happens. If you see effects from one mod or the other, but not both, then they are conflicting and will require a merged patch of some kind.
  5. THE11DRAGON11BORN
    THE11DRAGON11BORN
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    Have you included melee weapons, they really could use a buff.
    1. I've altered a few of them, namely the Sledgehammer, Super Sledge, and Power Fist. I don't use melee weapons much, so apart from arbitrarily buffing them and waiting for feedback, I don't have much to go on as to their effectiveness. Personally, I use them only when I run out of ammo in a magazine with an enemy right in front of me and need to finish it off quickly.
  6. Insanecheshirecat
    Insanecheshirecat
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    i think im going to use this over another weapon damage balance mod helps even things out a bit if you want to play ligit because if you dont pick your damage buffs right off the bat it makes it a up hill battle for the first 20 or so levels also the flamer does need a huge boost in its damage and range as the flamer attachment for the plasma rifle makes it do a f*#@ ton more damage and shoot farther than a fully upgraded flamer!
    1. I'm trying to increase the range of the flamer; it's not as simple as changing a range value on the projectile, though, because I've done that to no effect. I need to experiment more. Any feedback about this will be much appreciated.
  7. fo3proguy
    fo3proguy
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    just what i needed. broadsider isnt s#*! now.
    double the flamer damage since its pretty rare, and pretty f*#@ing useless
    1. I'll do something with the flamer this evening once I'm home from work.
  8. ipwick
    ipwick
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    What a great idea. Works good. No problems to seeking missile.