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Realistic weapons and bullets updated

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Mod version:3.77
Game version:all
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About This Mod

This mod represents the painstaking work of remaking ALL small arms into Fallout 4, including Automatron and Far Harbor DLC. The goal is to bring more realism to these weapons while retaining the structure of the vanilla game so that we can get more realistic weapons and at the same time preserve the uniqueness of the game in FO4.


Thanks to LucidAPs for designing the title :)


What changes this mod:


1. Calculation of basic damage of cartridges:


Ballistic weapon damage calculation is based on the following assumption: every 50 J of muzzle energy is equal to 1 damage per game. As in real life, muzzle energy depends only on the type of cartridge and the length of the barrel, and in this fashion, the damage of a ballistic weapon depends on the type of cartridge. Different barrels also have different ballistic properties, e.g. .308 cartridges are more accurate and have less loss of energy in their path, a pipe-line weapon is less accurate and its projectile loses more energy with distance than a more precisely designed weapon firing the same cartridges. Statistics of some munitions from the real world have been selected for simulation, so that the vanilla damage structures are preserved, giving people a greater sense of realism and immersion.


Energy weapons and fantastic weapons have varying increased damage to balance the damage changes of ballistic weapons


- 10mm rounds based on the 950 J @5"10 mm muzzle-powered machine and the 1100 J @8" barrel, which translates to 19 to 22 in game damage. Used in 10mm pistols (vanilla damage 18), the cartridge capacity increased to 16 (this is a massive gun, it should have a larger magazine).


- .38 cartridges based on .38 Super with 650 J @5", 850 J @12" used by Pipe Guns modified Pipe revolvers with base damage of 13 to 17 in the game. Top three-barrel minigans are also converted to this cartridge, their damage is 26 units (the result of calculating long barrels and powerful barrel boxes).


- .45 cartridges based on .45 Colt with muzzle energy of 1700 J @ 11" barrel, base damage in game 34, used by Pipe Revolvers revolvers, Pipe Guns pistols, Submachine Guns and Radium Rifles submachine guns. Radium rifles have a base damage of 38 because they have longer barrels.


- .45-70, 3850J @24", base damage 77, used in rank rifles (base damage 73 due to shorter barrels) and in "December Baby" from Far Harbor


- .44 cartridges, .44 Magnum, 2050J @6.5", base damage from 25 to 48 at different barrel lengths (vanilla 48), used by .44 revolvers and Western revolvers, the latter has a higher rate of fire in deference to Old West shooters.


- 5.56mm rounds, NATO 5.56mm rounds, 1800J @24", base damage 36, used by combat rifles and tube bolt top barrels (vanilla - assault rifles). Modification should be more appropriate for these weapons in terms of damage, range and accuracy. (Thanks to VampriruM for your suggestions!)


- Shotgun cartridges: A typical muzzle energy of 3400 J will take damage in a game of 68 instead of vanilla 45 or 50


- .308 bullets: 3600 J @24", .308 Winchester, 72 basic damage (vanilla 37), used in tubular bolts, hunting rifles, top-level receiver combat rifles, and now assault rifles (it's a light machine gun, isn't it? Thanks again to VampriruM!). Please note that I have converted an assault rifle to a heavy weapon, and to further increase its power it is necessary to have the arms of a heavy machine gun. This is done to prevent rifle users from getting OT weapons too easily. For users of heavy weapons you now have a new toy :)


- 5mm bullets: I don't have real world data for this bullet, let's just make it more useful, Minigan now spits out 17 armor piercing damages instead of vanilla 8


- .50 rounds: based on real world .500 Jeffery, 8300J @24", 166 damage, used only by top hunting rifle receivers


- 7.62 mm rounds: based on real 7.62x39 mm, 2100 J @16", 42 damage (vanilla 32), used in hand rifles (aka Chinese assault rifles).


- Rockets, mini-kernels and cannon kernels now have significantly increased kinetic damage (increased from 15~33 to 200~260), expect this damage to be added to blast damage if they receive a direct hit.


- Basic damage of laser guns slightly increased from 24 to 25


- Basic damage of plasma cannons slightly increased to 25 ballistic plus 25 energy


- Increased the basic damage of the Institute's laser guns to 30 (vanilla 21), but reduced the firing rate and range.


- Basic Gatling Laser damage increased to 21


- The flamethrowers got a little love. As a melee weapon with rare rounds, its base damage is now increased to 21 (vanilla 9). The changes included robots and settlement traps, as well as Codsworth's default weapons.


- Basic Cryolator Damage increased to 30


- Basic Junk Jet damage increased to 75 but reduced firing rate


2. Recipient damage modifier changes:


In FO4, damage modifiers from receivers are actually "magic". The FO series is a game in the RPG genre, with RPG settings, and therefore with "magical" weapons enhancement. Just keep in mind that this game is not a simulation, although many aspects of it look like a simulation. In this fashion, the damage modifiers from receivers remain, but are slightly reduced to balance semi-automatic and automatic weapons: each receiver upgrade level increases damage by 20% instead of 25%, ending the discussion


3. Change in the value of action points


To better understand the cost of action points, let's first understand what "action" is. An action is a sequence of actions: Hit a target, release a cartridge (or a line of cartridges), and then move the weapon to a different position to repeat that sequence. Thus, Action Point is related to how long it will take to complete one cycle of aiming and firing.


The weapon type can affect the AP: maneuvering a heavy rifle will take longer than maneuvering a nimble pistol; the payback, of course, will also affect the AP: it takes longer to rebuild the aiming weapon after the high-yield shot; long barrels with extra weight at the end of the weapon, which makes it difficult to "swing", will cost more AP, adding a bayonet will have a similar effect and also cost more AP; sighting will cost AP, the greater the gain, the less FOV and more time to search and aim, so for long AP sights even more, on the other hand, the reflex sight should lower the AP; firing three rounds would cost more AP than firing a single round, because firing three rounds takes longer than firing a single round.

All of the above are just examples of how parts of a weapon affect the AP. In this fashion you will see all of the above and even more. AP's cost calculation is now the result of the combined effect of so many things that you'll probably find it too tiring to figure out (just as I find it tiring to do this mod). All I hope for is that you experienced shooters, after using this update, will feel that the AP system is "closer to life" than vanilla.


4. NPC weapons changes:


"All of the above changes apply to NPC weapons, that is, weapons used by NPCs, robots, and turrets.


- Companions now use weapons with damage equivalent to having powerful receivers or maximized capacitors


- Standardized damage and AP of turret and robot weapons to the level of equivalent game weapons, and if turret and robot weapons have different levels of upgrade, then the damage will be the same as that of equivalent modified weapons. For example, 5.56mm turrets are now deadlier. Mk I turrets have changed from 10 to 36 damage (5.56 mm damage), Mk III from 15 to 43 damage (5.56 mm enhanced vehicle damage), Mk V incendiary turrets have powerful receivers with 51 damage and 5 fire damage, and Mk VII blast turrets have 51 damage with an additional 25 blast damage.


- Left and right stationary Vertibird machine guns, in vanilla they fire 5 mm rounds and have 1 (wtf) damage, making their placement just for show. Now it won't happen anymore: Now they shoot .308 bullets (which you can also loot) and have real damage of 72. Whether they can hit you is one thing, given the reputation of the vertiberd pilots, but if they do, they must deal damage at least like decent warplanes with machine guns on the front. Get away from the shelling :)


- Motors now have huge kinetic damage of 800 points in direct hit.


Please keep in mind, since many of the guns I modified now have increased damage, the NPCs using these guns are now more lethal, especially those with automatic weapons, please respect them by increasing the kill priority.


5. Other changes in weapons and weapon modes:


- Removed damage penalty and firing range from automatic receivers


- Long barrels now have a lower penalty for accuracy when shooting from the hip


- Bayonets, compensators, muzzle brakes and suppressors no longer have a penalty for range, instead a small penalty for accuracy of shooting from the hip is added (thanks TriNova for your suggestions!)


- Compensators now have better control of the muzzle lift but lower overall performance than muzzle brakes


· Muzzle brakes can now control performance better


· Suppressors now have the correct sound reduction properties


- The shortest barrels of shotguns now have a narrower spread, the longest barrels now have an increased firing range


- Modifications of the barrel cartridge of all pistols: when switching to a weaker cartridge (for example, from .45 to .38), recoil is reduced; when switching to a more powerful cartridge (for example, from .308 to .5), recoil is increased.


- When switching to a larger caliber, the capacity of cartridges is now reduced (a store of a similar size holds fewer cartridges if the cartridges are larger).


- Minigan shredders now do not have a penalty for range, but add a penalty for accuracy (this is what you get when you add scrap metal around rotating barrels)


- The .308 tubular revolver and .38 cartridge upgrades from hunting rifles and tubular bolts have been removed, and improved receivers will be used instead


- Adjust range, recoil and accuracy characteristics of many barrels to make them more realistic


- Reduced Iron sight precision bonus for short barrels


- Changing the store size now affects the recharge time correctly


- Removed damage penalties for Light Frame receivers and added a small bonus to the cost of AP: hopefully this will make the most useless weapon mod in the game a little more useful


- Changed the short barrels of combat rifles to stub barrels, now they look like stub barrels, and they also have the properties of stub barrels


- Reduced propagation of beam splitters to make them more useful


- The railway rifle had a "big bayonet" that looked like a spiked barrel, now it is renamed the "barrel brake with spines" with a functional muzzle brake


- Reduced the damage from the charged barrel of the Gatling laser, but increased the rate of fire, while the total DPS increased


- Reduced jamming sound levels for combat rifles, tubular guns, tubular revolvers and submachine guns, which in turn reduces the detection range of NPC when firing these suppressor guns


- Changed the property of the standard barrel of the radial rifle from short to long


- Changed and renamed Radium Rifle Long Barrel to Dished Barrel, now it gives 25 more radiation damage instead of being a long barrel


- Changed and renamed Radium Rifle Long Ported Barrel to Deep Dished Barrel, now it gives 50 more radiation damage


- Changed the legendary December's Child from Far Harbor, now it fires .45-70 (vanilla 5.56mm) rounds. Since I provided the 5.56mm live ammunition much earlier than Bethesda, it is fair to return the .45ish for its unique version. Basic damage is 77 (vanilla 33), but with reduced cartridge capacity and increased weight, recoil and cost of AP. I think my change is more friendly to the history of Far Harbor.


6. Weight changes:


Guns, weapon fashions, and cartridges that may be relevant to the real world must have more realistic weights. There are too many changes to list. If you're interested to know, you can take a weapon, go to the weapons modification station and look at the weight changes in weapon mods, and assess if they're too far from reality (as far as I know, the vanilla settings are), please let me know if you think some values are not reasonable


7. Fix vanilla game errors (silly errors are everywhere, below is not even a complete list):


- The combat shotgun's vehicle had an anomalously high rate of fire, now it is changed in accordance with this mode.


- Standardization of all reflex sights up to 1.5x magnification


- The .44 bull barrel was classified in the game as a "short light barrel", which is clearly not. Now he has increased the weight, range and accuracy of aiming, and reduced the recoil to behave like a long-barreled.


- The long barrel of a laser weapon used to be more accurate than a sniper's, now both have the correct values


- Alien Blaster Fusion Mag had incorrect damage multiplier value (programmer used "add" instead of "multiply"), as well as a mismatch of cartridge capacity/description, both corrected


- Alien Blaster turrets now use thermonuclear cells (5.56mm vanilla cartridges) and have blue laser damage according to this fashion


- Methods of calculation of return Beam Splitters are standardized


- The mod of the standard brake box of the railway rifle was called the mode of the automatic brake box, now corrected


- Eye Bot Laser was dealt ballistic damage and is now replaced with energy damage


- Fixed mismatch of ammunition and type of damage of some robot weapons from DLC Nuka-world


- Fixed inconsistencies between mod descriptions and their actual effects


Install and uninstall: NMM, you know how to do it ;). For more instructions on installing compatibility patches, see sticky posts and patch file change logs (click on the yellow version links in the lower right corner of some files in the FILE DOWNLOAD section)


COMPATIBILITY: This mod is NOT COMPATIBLE or COMPATIBLE with other MODES that modify the STATISTICS (damage, weight, description, etc.) of VANILLA GUNS weapons, unless a compatibility patch is provided. This mod must be compatible with the SAME WEAPONS MODES, except when they affect vanilla weapons: if this happens, move this mod below in the boot order until the problem is resolved.


Finally, thank you all! Please let me know if you find deviations or any unreasonable values in this fashion!


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Game Version *

all (Realistic Guns and Bullets Overhaul-9343-3-77.rar)