Fallout New Vegas
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physicsgaming

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physicsgaming

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About this mod

Makes Gun damage dependent on the caliber. Completely configurable. No patches required, "all of this just works".

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  • Set the damage you want assigned to each caliber in the ini file
  • Supports custom ammo including CaliberZL (but doesn't require CaliberZL)
  • Supports custom ammo including CaliberX (but doesn't require CaliberX)
  • Uses a script that runs once just after loading a game to avoid compatibility issues
  • Allows for a configurable amount of variation depending on vanilla damage values (see below for details)



In the ini you will find keys that correspond to ammo lists. The value assigned to a key will be the damage that gets assigned to guns using that ammo list.

Also in the ini, you will find a setting called "InheritedDamage". The purpose of this setting is to allow weapons of the same caliber that normally do more damage than others to still do slightly more damage (i.e: "Paciencia" will do more damage than the standard Hunting Rifle).

The set damage formula is as follows:

Inherited Damage = "InheritedDamage" / 100
New Damage = (1 - Inherited Damage) * (Ammo Damage) + (Inherited Damage * Vanilla damage)

A higher InheritedDamage value will result in a damage value closer to vanilla. For Example:
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InheritedDamage=100 -> Weapons will just have their vanilla damage
InheritedDamage=0 -> Weapons will do the exact damage set in the ini
InheritedDamage=25 -> Weapons will do 25% vanilla damage + 75% damage set in ini


As of version 1.0.1 pistols have a 0.9 damage multiplier. This is defined in line 21 of ln_CBDMain.txt where you can change it to anything you like.

As of version 2.0 all damage increasing weapon attachments increase damage by 10%, instead of whatever their default value is as defined in their plugin.

As of version 2.0, you can place additional ini files into 'Data\Config\CBD' folder in order to add new keys and/or overwrite values from the base ini (CaliberBasedDamage.ini is the base ini)

As of version 2.0, you can have all the changes that CBD made save to 2 text files in your overwrite folder.
  • CBD_Weapons.txt will show you the original damage and new damage of every affected weapon
  • CBD_Mods.txt will show you what value each of the damage mods will now have when you attach them to your guns

To enable this feature, uncomment the following line from ln_CBDMain.txt:
;DispatchEventAlt "cbdWriteDebugFiles"

As of version 2.2, fully automatic weapons can have a damage de-buff applied. The amount that damage is decreased is percentage based and controlled by the "FullAutoDebuf" setting (found in MoreSettings.ini)




Patches are no longer needed as of version 2.0, support is now built into the main file.

Please let me know in the comments if you find a weapon mod not listed here that is confirmed to be compatible out of the box and I will get it added to this list.


If you find a weapon mod that is not compatible, feel free to make a request in the comments.

[font=Verdana]Weapon Packs with built in support:







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A: Just after loading a save, a script will run that processes all the weapons loaded into the game and assign damage to each weapon it finds that meet the following criteria:
  • It's playable
  • It uses the Guns or Big Guns skill
  • It's ammo list is tagged with a key from the ini


If you do have mod added guns, then so long as they meet the 3 criteria listed above, then their damage will be set accordingly.







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A: Please do not ask me if this is compatible with specific mods, instead I encourage you to view the weapons added by the mod in xEdit and ensure that they meet the above listed criteria (under "How does this work?").






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A: This assumes that you are familiar with creating a script runner script. Make a gr_*.txt script and give it a unique name.

There are 2 things that you might need to do in your patch depending on if an appropriate key is already in the base ini:
  • Tag a custom ammo with a key from the ini
  • Define a key and damage value in an ini, and place that file in the 'Data\Config\CBD' folder



Tagging the custom ammo with a key is very simple, example: (this would go in your script runner)
AuxiliaryVariableSetString "*_key" "556mm" 0 MyCustom556AmmoList

And if an appropriate one isn't there, you can add one:
AuxiliaryVariableSetString "*_key" "MyNewKey" 0 MyCustomAmmoList

Here is an example of defining a key in your ini

[Damage]
MyNewKey=25








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Vanilla Ammo Lists



9mm  ..................  (9x19mm Parabellum)
10mm  .................  (10mm Auto)
22LR  .................  (.22 Long Rifle)
357Magnum  ............  (.357 Magnum)
127mm  ................  (12.7mm)
44Magnum  .............  (.44 Magnum)
5mm  ..................  (5mm)
556mm  ................  (5.56mm)
308  ..................  (.308)
4570  .................  (45-70 Govt.)
50MG  .................  (.50 MG)
12Ga  .................  (12 Gauge)
20Ga  .................  (20 Gauge)

Honest Hearts Ammo List


45ACP  ................  (.45 Auto)

Custom Ammo Lists

9x18  .................  (9x18mm Makarov)
45LC  .................  (45 Long Colt)
9x25Dillon  ...........  (9x25mm Dillon)
455Webley  ............  (.455 Webley)
47mm  .................  (4.7mm caseless)
762x25  ...............  (7.62x25mm Tokarev)
57x28  ................  (5.7x28mm)
46x30mmHK  ............  (4.6x30mm)
380ACP  ...............  (.380 ACP)
38Special  ............  (.38 Special)
40SW  .................  (.40 S&W)
454Casull  ............  (.454 Casull)
460Rowland  ...........  (.460 Rowland)
500SW  ................  (.500 S&W Magnum)
50AE  .................  (.50 Action Express)
65Grendal  ............  (6.5mm Grendal)
9x39  .................  (9x39mm SP-5/SP-6)
68SPC  ................  (6.8mm SPC)
458SOCOM  .............  (.458 SOCOM)
30Carbine  ............  (.30 Carbine)
3030  .................  (.30-30 Winchester)
22250  ................  (.22-250)
762x39  ...............  (7.62x39mm)
545x39  ...............  (5.45x39mm)
792x33  ...............  (7.92×33mm Kurz)
300Blk  ...............  (.300 AAC Blackout - in WastelandAR.ini)
3006  .................  (.30-06 Springfield)
303Brit  ..............  (.303 British)
762R  .................  (7.62x54mm Rimmed)
75x55  ................  (7.5x55mm Swiss)
375HH  ................  (.375 H&H Magnum)
5070Govt  .............  (.50-70 Gov't)
4070Sharps  ...........  (.40-70 Sharps)
444Marlin  ............  (.444 Marlin)
408CheyTac  ...........  (.408 Cheytac)
416Barrett  ...........  (.416 Barrett)
14mm  .................  (14mm AP)
20x102mm  .............  (.20x102mm Vulcan)
8x57  .................  (8x57mm Mauser)
338Lapua  .............  (.338 Lapua Magnum)
300WinMag .............  (.300 Winchester Magnum)
2mmEC  ................  (2mm Electromagnetic Cartridge)
32Caliber  ............  (.32 Caliber - in TTW.ini)
127x55  ...............  (12.7x55mm - in CaliberZL.ini)
410ga  ................  (410 bore - in CaliberZL.ini)
762x51  ...............  (7.62x51 NATO - in CaliberZL.ini)
127x42  ...............  (12.7x42mm - in CaliberZL.ini)








  • Make sure all dependencies are installed and up to date.
  • Install Main file with MO2 your mod organizer of choice
  • If you want to keep your own ini changes separate, you can copy the base ini and move it into 'Data\Config\CBD\', give it any file name you want and customize as you see fit. This isn't required though.
  • If everything was installed correctly, you should get the message "Caliber Based Damage initialized" printed to the console at the main menu.