This page was last updated on 13 October 2024, 2:58AM
Changelogs
Version 3.25
Latest updates ported from Royal Galaxy.
Version 3.12
Removed tweaks to Maelstrom Iron Sight Aim. For some reason it behaves differently than other Iron Sights.
Version 3.11
Improved viability of Reflex and Iron Sights via minor stat tweaks like faster reload. They look nice--definitely nicer than the scope overlays-- so I wanted them to play nice.
Buffed tier 4 damage of Russian Assault Rifle.
Slightly buffed Arc Wielder and Auto Rivet.
Improved leveled lists for more variety while leveling.
Whitehot Rounds now deal a small amount of energy damage to help automatic weapons like the AK-47 be viable against Physical damage-resistant targets.
Magnetic Rounds replace Small Magazine for Equinox, Drumbeat, and Orion - the small magazines were awful and useless. These slightly slow combatants and offer 10 more rounds.
Included more accurate, but unmodded, descriptions for some vanilla perks.
Version 3.10
-Weapon: Hard Target, damage increased by 3x the vanilla increase per quality tier. Much smaller than it sounds. Had been left out of previous buffs and was weaker than other snipers by a large margin. Left base damage at vanilla.
-Tombstone, similar to the above. As a starting point, increased damage by 2x of the default increase per quality tier. Left base damage at vanilla.
Version 3.0
Small 1.12.30 Cohesion Patch (Royal Mods do not need updates to be compatible with every Bethesda patch).
If you are returning to update and haven't already, please endorse =)
1) Temporarily removed ALL changes to melee weapons (other than the perks) to give Bethesda's implementation and new tiers time to cook. 2) Refined leveled lists so that a greater variety of weapons drop at all levels. 3) Minor tweaks to ensure enemy and player damage is relatively balanced across most weapons in the game.
The damage values in this mod are much closer to vanilla than other rebalances posted on Nexus, while still making the changes necessary to allow all weapons to be viable. I have also maintained any unique flavor that Bethesda intended; for example, the Drumbeat has a really powerful burst-fire multiplier. I have maintained that.
While all guns should be viable in Royal Weapon Balance, they are not monstrously different than vanilla, nor have they lost their unique bonuses and flavor.
Version 2.91
Royal Weapons Balance: Reverted any changes to Particle Beams Rank 4 to vanilla. This will use vanilla/SFCP now.
Version 2.9
Royal Combat: Minor tweaks and targeting improvements. Could use feedback on Shrapnel Grenades. High risk/reward? Good?
Soon to be merged with Royal Space Magic and released on a separate page as:
Starborn Knight - Royal Combat and Magic Overhaul
Version 2.8
Minor tweaks and improvements to both plugins, forward from Royal Galaxy. Resaved in latest version of xEdit.
Version 2.7
Royal Combat Overhaul:
Improved balance of what level weapons drop at to increase variety.
Arc Welder now scales with particle beam perks as well as laser to allow late game semi-viability. Auto-Rivet now scales with shotgun perks.
Version 2.6
Royal Combat and Royal Weapons: Finalized proper implementation of Early Game Weapons Empowered and More Weapons Have Tiers. Some level 1 weapons now have increased damage, rather than the tier 2+ variants.
Royal Weapon Balance-- I had inadvertently included most of the new perks in Royal Weapon Balance. If you liked these perks, switch to Royal Combat Overhaul.
If not, switching back to Royal Weapon Balance on the Next Update will let you keep the guns you found, but new weapon perks will stop dropping.
Very sorry, released a lot of mods fast.
Royal Combat Only: New Perk, replacing Med Theft: Seeing my guns named "Med Theft Grendel" felt silly. Now it's "Blessed Grendel". Blessed: Automatically use a Med Pack at low life. Defeated humans drop extra Med Packs. Increased range.
Version 2.5
Removed accidentally included records from both versions.
Version 2.01
Now that I was able to bundle early game weapons empowered and more weapons have tiers, I can tweak more details to perfection.
With the Grendel buffs making it competitive with other weapons, I raised the level cap for each tier, so that you aren't getting advanced Grendels at super low levels. The tier 1 and 2 Grendel have both been buffed. It will still drop "advanced" earlier than many other guns, as per vanilla, but this should be more balanced.
Version 1.6
With permission from the incredible grpgrpgrp
Royal Weapon Balance and Combat Overhaul will include Early Game Weapons Empowered and More Weapons Have Tiers by default.
I hope this makes it a lot easier for players to get a full suite of balanced weapons all in one plugin. :) Only thing left to add is TN's weapons afterward if you want weapon mods!
Removed ITMs and some variables that were only lightly touched to improve compatibility.
Slight damage increase for Grendel, Maelstrom, Inflictor Pistol T4, and Russian Assault Rife based on feedback and playtesting.
AA-99 increased as it seems intended to be an end-game assault rifle that should at least rival the Beowulf.
Version 1.2
Properly increased Grendel range slightly as intended.
Increased damage of Maelstrom Rank 4 that I had previously reduced out of fear of making Full-Auto too powerful.
Reduced Maelstrom Semi-Auto spread per shot. It was 1.5x higher than the Grendel by default and felt awful.
Reduced Orion recoil and bullet spread. It feels good :)
Buffed Razorback damage for tiers 2-4 by 1.5x from vanilla. Max damage of rank 4 Razorback now 69.
Version 1.1
25% damage increase for Lawgiver (over Lesser Weapons Empowered, which already gave it a 3x damage boost, now a 4x damage boost from Vanilla for Tiers 2-4.)
This might make it stronger than other Snipers, but I don't think so.
Buffed gut buster to a 50% damage increase to ensure there is an end-game viable fully automatic assault rifle if you do all your research.
Reduced Orion recoil below vanilla and restored vanilla stability. This is a tough weapon to make feel good.
Version 1.0
Buffed fully automatic and burst fire weapons to be viable.
Thank you Gfauxpas for playtesting my Royal NPC mods with full auto weapons (and telling me how hard it was) and then testing earlier versions of this mod.