Yeah that doesn't sound right, is this a new weapon you've found or one you've already had in your inventory? I remember that installing this mod mid-play would sometimes mess up already acquired weapons. But it's generally advised to not install mods during a playthrough anyway for this reason!
This is for a weapon I already had. It's 449.3 with all the damage-increasing mods and the perks I have.
I also have an advanced novalight with full damage mods that is 47.3 phys and 233.6 engy, which would be 61.5 and 303.7 if I had level 3 particle weapons. That's still really high, but that might be normal for particle weapons. It's also a weapon I had before the mod.
I guess I'll see if I can find another advanced solstice somewhere and see if it gets more reasonable damage stats. I assume that the mod should work fine with weapons I find going forwards.
This is for a weapon I already had. It's 449.3 with all the damage-increasing mods and the perks I have.
I also have an advanced novalight with full damage mods that is 47.3 phys and 233.6 engy, which would be 61.5 and 303.7 if I had level 3 particle weapons. That's still really high, but that might be normal for particle weapons. It's also a weapon I had before the mod.
I guess I'll see if I can find another advanced solstice somewhere and see if it gets more reasonable damage stats. I assume that the mod should work fine with weapons I find going forwards.
This mod is fantastic - I've been loving it so far.
All the numbers have looked pretty inline... but I just picked up a refined grendel and setting it to semi-auto boosted the damage to insane levels.... like 150 per shot.
It depends on your skill and what other boosters you might have! But yeah, a semi auto could absolutely go that high with this mod, it's semi-auto so it has the damage buff to make up for the slower fire-rate, otherwise why not just use automatic?
If you think about it, a full auto refined Grendel having like 23 damage per shot (base damage no skills or buffs), firing 170 rounds over 10 seconds causes a lot of damage, if you have semi-auto, you aren't firing 170 rounds over 10 seconds. That's pressing the trigger 17 times a second! haha
So having a huge semi-auto damage buff compensates for the slower fire-rate! 150 sounds pretty good to me!
Can you explain to me how a 12 gauge shotgun shell, which is 18.5 mm more powerful than a bridger's 40 mm slug?
The guns that shoot 40 mm slugs would literally put a hole in your chest that is a few inches wide and would likely shoot right through you. It should be the most damaging ballistic projectile in the game by a HUGE margin.
40 mm is an artillery round which was used against planes and tanks in WW2. These should do a crap load of damage with wicked recoil. All of the heavy weapons should be really damaging and very hard to handle. The should be unshootable to someone without the skill. Really the should be shoo table only by huge people or people with some sort of power armor.
just a few thoughts. I really like the mod, but I really struggle with how heavy weapons and lasers are handled.
It was pretty hard to get 40mm to work well with other weapons, same goes for the other heavy guns, really the minigun should just be all you need.
At the time, I didn't have the knowledge to adjust the heavy weapons in a way that makes them have that 'umph', while making them super hard to handle. I think now I've been playing with CK more, I think I might tackle this and try to make them more unique in how they play, I just don't want it to be a case of getting a grenade launcher and then that's it, no need to use other weapons. As that goes against the spirit of the mod.
So really, the explanation for why a 12 gauge is stronger is simply because I had to disregard real life properties and just balance them for the sake of gameplay.
I'm glad you enjoy the mod though! And thank you for your feedback :)
How does this impact range? Lasers should have the best range and should be the BEST extreme long range weapons. Is the damage and range for ballistics based on the caliber and the barrel length instead of gun?
I didn't touch range, and they remain vanilla, I tried to keep the mod as simple as possible, while making everything as viable as possible.
I thought about adding new ranges and stuff but ultimately decided against it, as it begins to add more and more factors in, which means it's harder to balance overall!
Man, I really wanted to use this but the Hard Target being dropped from 116 to 50 damage feels like a massive nerf that kills any reason to snipe, especially on harder difficulties.
This brings the damage down to just 2 shots with the Eon, which seems wild to me.
Disregard I failed to notice that weapons start off weaker but get more powerful than vanilla eventually so we good, I just can't READ.
While checking out the Vanilla Crosshairs ESM in xEdit, I noticed a KeyWord on some weapons was present, which had been removed in the community patch for the quoted reason. In the same ESM; most of the weapon entries are identical to the master records. There's even what looks like a rogue edit on the DrumbBeat record. These little things are mostly harmless, but they might be worth cleaning up
Removed redundant WeaponTypeAutomatic keyword from the Kodama, Grendel, Maelstrom, and Shotty. This keyword is provided by receiver modifications. Its presence was causing these weapons to not benefit correctly from perks when they were set up as semi-auto weapons.
I really like what I see in this mod, and I think the approach to balancing is sound
Interesting. I liked it. But the new game is better - I tried it at level 20+ - it's like I haven't seen my kids for years, and they've grown up a lot. But their character and choice of profession turned out to be not what you wanted. See you in the reboot! ))))
Guys, with this mod, as soon as I put the weapons on exhibitor in any exhibitor case, as soon as I hover over them with the mouse and the UI with the statistics is activated, the game crashes, it doesn't do it with all of them but only with some. Anyone have the same problem? Solutions?
I just installed the mod, I still haven't picked up anything from the ground, the tests were done with weapons already present in the inventory
A lot, I have like 130 or so but when I deactivate it it doesn't crash anymore and everything goes back to normal. I don't have anything that modifies the statistics of the weapons, I only have the two project warfare mods, furthermore on vortex it doesn't give me incompatibility with other mods, I would like to add that while playing I noticed the same problem on dropped weapons or anything on the ground even released by me.
I was about to update the message and I wanted to say that yes, I have star ui, but it was the first thing I deactivated to see if it solved the problem but unfortunately it still persists.
Obviously I only deactivated star ui HUD, the other inventories etc. I left them on
I think your problem more likely lies with any hud/inventory changes, this only changes values of a weapon and so shouldn't be causing a crash like that, I've got around 50 mods and I didn't experience this issue during an 80 hour save (I download my own mods off nexus to double make sure it's working correctly)
Your best bet is to do the old 50/50 technique, if you've not heard of this i'll give you a quick overview here, it might help someone else in the future too;
1. Disable half your mods, see if it crashes. 2. if it does crash, then re-enable them and disable the other half. see if it crashes. 3. if it doesn't crash, now you know the issue lies in that 50%, disable 50% of that half. see if it crashes.
Just keep doing this until you isolate the issue, might take a while but it's a pretty decent way of finding issues!
Yes, lol, it's the same thing I was doing because I like the mod so much and I didn't want compromises! In any case, I noticed/remembered that I had the Starfield Extended - Craftable Quality series by Gambit77, but I saw that after having reactivated them it magically worked, the problem was in the loading order of the plugins, putting Starfield Revised - Ranged Weapons at the top upon loading order the problem disappears. In any case, I really thank you for wasting your time
Even an advanced equinox with mods that maximize damage can't seem to reach 1000 dps. The only other weapons that have this problem from what I can tell are grenade launchers, though I understand why those wouldn't get that high. Equinox just seems so much weaker than comparable weapons of the same tier.
Equinox was made alot stronger with this mod, strange how it doesn't seem to reach high DPS in your game. Do you have any other mods that might be causing a conflict?
202 comments
I also have an advanced novalight with full damage mods that is 47.3 phys and 233.6 engy, which would be 61.5 and 303.7 if I had level 3 particle weapons. That's still really high, but that might be normal for particle weapons. It's also a weapon I had before the mod.
I guess I'll see if I can find another advanced solstice somewhere and see if it gets more reasonable damage stats. I assume that the mod should work fine with weapons I find going forwards.
I also have an advanced novalight with full damage mods that is 47.3 phys and 233.6 engy, which would be 61.5 and 303.7 if I had level 3 particle weapons. That's still really high, but that might be normal for particle weapons. It's also a weapon I had before the mod.
I guess I'll see if I can find another advanced solstice somewhere and see if it gets more reasonable damage stats. I assume that the mod should work fine with weapons I find going forwards.
All the numbers have looked pretty inline... but I just picked up a refined grendel and setting it to semi-auto boosted the damage to insane levels.... like 150 per shot.
Not sure if that's correct or not
If you think about it, a full auto refined Grendel having like 23 damage per shot (base damage no skills or buffs), firing 170 rounds over 10 seconds causes a lot of damage, if you have semi-auto, you aren't firing 170 rounds over 10 seconds. That's pressing the trigger 17 times a second! haha
So having a huge semi-auto damage buff compensates for the slower fire-rate! 150 sounds pretty good to me!
The guns that shoot 40 mm slugs would literally put a hole in your chest that is a few inches wide and would likely shoot right through you. It should be the most damaging ballistic projectile in the game by a HUGE margin.
40 mm is an artillery round which was used against planes and tanks in WW2. These should do a crap load of damage with wicked recoil. All of the heavy weapons should be really damaging and very hard to handle. The should be unshootable to someone without the skill. Really the should be shoo table only by huge people or people with some sort of power armor.
just a few thoughts. I really like the mod, but I really struggle with how heavy weapons and lasers are handled.
It was pretty hard to get 40mm to work well with other weapons, same goes for the other heavy guns, really the minigun should just be all you need.
At the time, I didn't have the knowledge to adjust the heavy weapons in a way that makes them have that 'umph', while making them super hard to handle. I think now I've been playing with CK more, I think I might tackle this and try to make them more unique in how they play, I just don't want it to be a case of getting a grenade launcher and then that's it, no need to use other weapons. As that goes against the spirit of the mod.
So really, the explanation for why a 12 gauge is stronger is simply because I had to disregard real life properties and just balance them for the sake of gameplay.
I'm glad you enjoy the mod though! And thank you for your feedback :)
I didn't touch range, and they remain vanilla, I tried to keep the mod as simple as possible, while making everything as viable as possible.
I thought about adding new ranges and stuff but ultimately decided against it, as it begins to add more and more factors in, which means it's harder to balance overall!
Hope this explains it :)
Man, I really wanted to use this but the Hard Target being dropped from 116 to 50 damage feels like a massive nerf that kills any reason to snipe, especially on harder difficulties.
Disregard I failed to notice that weapons start off weaker but get more powerful than vanilla eventually so we good, I just can't READ.This brings the damage down to just 2 shots with the Eon, which seems wild to me.
I really like what I see in this mod, and I think the approach to balancing is sound
I liked it.
But the new game is better - I tried it at level 20+ - it's like I haven't seen my kids for years, and they've grown up a lot. But their character and choice of profession turned out to be not what you wanted.
See you in the reboot! ))))
I just installed the mod, I still haven't picked up anything from the ground, the tests were done with weapons already present in the inventory
This mod simply edits weapon stats, and definitely should not be causing this issue. What other mods do you have installed?
Obviously I only deactivated star ui HUD, the other inventories etc. I left them on
Your best bet is to do the old 50/50 technique, if you've not heard of this i'll give you a quick overview here, it might help someone else in the future too;
1. Disable half your mods, see if it crashes.
2. if it does crash, then re-enable them and disable the other half. see if it crashes.
3. if it doesn't crash, now you know the issue lies in that 50%, disable 50% of that half. see if it crashes.
Just keep doing this until you isolate the issue, might take a while but it's a pretty decent way of finding issues!
You didn't waste my time at all! Always happy to help if needed, have fun!