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Complete weapon rebalance
About This Mod
Title: Complete rebalance of weapons
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Description:
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TLDR:
Damage to all weapons is calculated using actual bullet muzzle energy values for ballistic weapons, kilotons (TNT equivalent) for explosives and energy generation (Wattage) for energy weapons. The velocity of fire has been reduced to values equivalent to real weapons, if possible. Weapon modifications have been modified to make more sense, e.g. barrel length affects muzzle velocity and therefore weapon damage, barrel does not reduce range or increase accuracy, etc.
The purpose of this fashion is to bring logic to weapon damage. Damage estimates are not random numbers that may look beautiful, but instead all have been calculated based on actual weight values, muzzle velocity for the corresponding barrel length (weapon mode), and muzzle energy. Some simplifications have been made, for example, for models that are not based on real weapons, I don't know exactly what the length of the barrel is, I make an estimate based on what I see. If you find some of these values out of place in terms of gameplay, keep in mind that the focus of this fashion is on immersion. These changes do not guarantee that all weapons will be viable throughout the game. The modernized small caliber pistol cannot compete with the anti-tank rifle loaded with 50-caliber cartridges. This piece is capable of punching brick walls, concrete blocks and 1 inch thick tempered steel. An upgraded tube gun can never outperform a minigan in single-bullet damage. High rate of fire does not magically reduce the energy of the bullet delivered to the target.
This means, of course, that while it will be easier for you to kill enemies, an opponent with high caliber weapons will be more dangerous to you. When you see a watch bot with a minigan in one hand and a rocket launcher in the other, you don't want to engage in a firefight, but want to destroy it immediately.
I've seen a lot of difficulty mods for Fallout 4 and tried some of them in my game. Most of them assume an increase in the damage multiplier while maintaining the original weapon damage values. An unpleasant side effect of this is that not only do enemies with weapons become more dangerous, but ghouls, fly agarics, moleratas, etc. can tear you apart when you are in power armor.
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Read more:
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Bullet Scaling
The .38 cartridges, which provide the least amount of energy, were selected as the base for all damage values. If, say, a .45 bullet has twice the muzzle energy of .38 and .38 has a default damage of 13, then the damage of .45 must be doubled.
Damage to a mini-nuclear bomb suggests that it contains 180 grams of explosive material, the same amount that a hand grenade contains. The smallest nuclear bomb I know weighs 45 kilograms and has a yield of 0.19 kilotons of TNT. Assuming the power depends on the weight in a ratio of 1 to 1 (this is not the case, but it does not matter for the purposes of the game, since the damage value is in any case excessive), then a 180-gram bomb must deal more than 110 million points of damage. Well, you shouldn't be able to survive a nuclear explosion while in a powered mobile armored personnel carrier or not.
Rocket damage adds the damage of a hand grenade to the damage of a 4.3 kg round flying at 220 m/s. That's more than 24,000 damage. Overkill? Should the killer survive this? Well, in terms of gameplay, maybe. What about diving? What can you compare this with in real life? With an angry rhino? Will the rhino survive after being hit in the face by a rocket? Will the tank survive the rocket?
For an energy weapon, the base from which everything is pushed is a conventional laser rifle. A 2,000-watt laser, to simplify the calculations, would yield 2,000 joules of energy per second of pulse. This, again, if simplified, is equivalent to 1,475 feet/pound of muzzle energy.
Pre-Dmg Mods weapon damage is base damage with a standard barrel, standard barrel, and no muzzle heads that increase damage. Maximum weapon damage is damage from maximum weapons. In the case of double values, for example "21/81", this is the maximum damage of a weapon with the same ammunition and the damage of a weapon with a different type of barrel box.
The rate of fire of the submachine gun, assault rifle and minigan is changed to equivalent in real life. The combat rifle is seen as a modified automatic combat shotgun. The Gatling laser is based on a ballistic minigan. The speed of a 10 mm pistol is in the range of actual automatic pistols. The rest of the weapons have vanilla meanings.
Damage to enemy weapons that are not equivalents, such as the Protectron laser, machine gun turret, etc., has been modified by the same rules.
Ballistic weapon damage bonus was largely transferred from receivers to barrels. Multipliers are based on muzzle energy for trunks of different lengths. Receiver damage bonuses are kept at minimum values of 5% or 10%. Unfortunately, I was unable to completely remove damage bonuses from the barrels without rendering some of them useless. Most importantly, automatic receivers no longer reduce damage. No, changing the weapon from semi-automatic to automatic does not magically reduce the stopping force of the bullet. Now the choice between semi-automatic and automatic weapons will depend on the economy of cartridges, as well as on how you need accuracy and accuracy in shooting.
The list of changes in ballistic weapons fashion:
changing barrel length changes weapon damage
barrels and bayonets do not reduce firing range
the receivers mainly change the firing rate
damage effects of receivers minimized, no negative values - debaffes
the receivers do not affect the accuracy and yield of the weapon
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Recommended mods:
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Fashions that go well with this
Enhanced Local Damage from Zzyxzz
Changes the damage multipliers for parts of the body so that shots to the head take more damage and the limbs take less damage. Also normalizes the health of enemies so that there are no situations when you have a raider with 100HP and a raider-"general" with 1500HP. No, a man is a man, and he won't be any more flimsy unless he puts on his armor.
Arbitration by JackArbiter
I especially like AI fixes, recharging speeds, and motion tweaks.
Fallout 4 Loot Overhaul by DarthSith
Instead of 10 tons of garbage, you'll only find a ton of garbage. There are also fewer rounds, which helps in the FWR, since you will kill enemies faster, and thus the ammunition will be used less. I personally use version 0.95.
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Compatibility:
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This mod will conflict with any other mods that alter weapon data, explosions, and, to some extent, modifications of the receiving weapon.
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Installation:
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1. Download with NMM
2. Activate mod
3. Done! It's time to stand still and do nothing!
If you've chosen a more complex option with manual installation, then I think you already know how to install mods.
Optional:
HP scaling compatibility fix for Better Locational Damage mode with FWR values.
Changes the HP player's equation: 80 + ( Endurance * X ) + ( Level - 1 ) x ( Endurance / 2 + Y ):
Vanilla : X = 5, Y = 2.5
Improved Local Damage : X = 0.5, Y = -0.25
FWR : X = 5, Y = 0
Enemy HP bonus per level:
Vanilla = 5
Best Local Damage = 1.5
FWR = 2.5 -> the same bonus as a player with 5 endurance
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