banner
Rating
Voted0

SWEEP - Sweet Weapon Enhancement and Expansion Pack - vanilla version

0
Mod version:1
Game version:2.01
The mod has been successfully tested for the absence of viruses
1649.29K17.92K

Report mod

  • image
modalImage

About This Mod

Description.

This is the complete balancing and reintegration of all TTW weapons and ammunition.


SWEEP is a STARS-style AIO balancing/integration plugin that will be compatible with all the weapon mods I like in Nexus. This file is significantly different from it and requires 100+ weapon mods in Nexus. This version of the project is intended for those who do not want to deal with all these requirements, but want to get my balance settings, especially those that are related to my other mods.


This file is currently only for TTW, and once I finish playing with it and am satisfied with its status, a NV-only version will appear.

The basic philosophy of design.

I once heard Sid Meyer say, "The basic design philosophy is to make the game as good as it can be." This is especially true for role-playing games. Most of all, in video games I enjoy not the improvement of my game, not the use of some features of its structure or bugs, but the feeling of overcoming a really difficult task with a number of interesting and diverse tools and solutions.

In my opinion, in the vanilla NV and TTW there are a number of balancing issues that hinder the variety and attractiveness of the player's choice and expression.


What is "bad" design/balance of decisions?

Spoiler indicator.

Why did you address this topic?

Spoiler indicator.

What are the alternatives?

Spoiler Indicator.

Almost all weapons have undergone some degree of statistical rebalancing. As the weapons change, they often appear at different times throughout the game. Generally, weapons are developing more slowly. TTW is a long experience, especially with mods that reduce the variety of builds and content, giving you and your enemies access to all weapons. At level 15 or 20, which is only a third of TTW's level 60, you can go straight to the endgame buildings and arsenal.


In general.

The model of the various unique weapons that previously used the conventional basic weapon model with modification models usually changes from the basic version to one of the different modification models.

Claps/explosions of limbs and hit sound levels were normalized for each caliber and weapon type. Many small-caliber weapons no longer explode or scatter into fragments, and fragmentation is now much less common.

The cost of VATS and the base hit probability have been consistently balanced across all parameters and adjusted accordingly for spread and attack speed without VATS.

The number of weapon options has been greatly reduced, and the difficulty of combat situations where you can only carry these weapons has been increased.

Changed a few unique names of weapons that I thought were unsuccessful (YCS/186 on Mojave Sunset).

When you click the "grab" button and a weapon is selected in the Pip-Boy, the status of the weapon is displayed. Displays all useful weapons statistics, including critical multiplier, damage, and spread.

Weapon skill requirements are no longer based on 0/25/50/75/100 thresholds. Instead, they are now set in increments of 5 points, given how difficult it is to use such weapons compared to other weapons of this skill type.

The idea that a .357 single-charge revolver can be as easy to use as a vanilla 9mm/22LR (0 skills required) is utter nonsense. Moreover, the effective use of a 5.56 or .22 SMG semi-automatic rifle can be taught to a real child. Instead of randomly assigning ridiculous skill requirements to the last weapon, its usefulness has been adjusted.

The rate of firing with plasma bullets was increased.

Robots are no longer subject to shooting pillboxes. Cryo grenades and non-Zeta mines have been converted into stun weapons, which do less damage but cause longer paralysis at the target.

The duration of cryo-explosive paralysis has moderately increased, and the pillbox has slightly decreased.

Damage to the 10mm, .45 auto, and 5.56mm pistols was significantly altered.

The 10 mm caliber was supposed to be comparable to the existing .40 S&W, mainly due to its pathetic damage, but the use of large pistol primers in the recipe more clearly indicates that it is actually a 10 mm automatic rifle. This caliber was redesigned and became very powerful, and the later caliber, 45 Auto, is actually only 25% more powerful than 9 mm, which is completely incompatible with vanilla balancing. 45 Auto is only 25% more powerful than 9 mm, which is completely incompatible with vanilla balancing. As a general first-level weapon, it is slightly more powerful than the recycled 9mm, but at the expense of moderately larger and scattered stores. Although these two changes allow for a wide variety of gun choices early in the game, they make the 10mm caliber highly respectable in late-game play, which is in line with Fallout's general thematic focus on exaggerating the calibers as the standard choice for military and civilian use. Similarly, the caliber of 5.56 was significantly strengthened. This was done because the standard vanilla balance was too weak to match its real stopping power.

All bullets were replaced with actual bullets at speeds appropriate to caliber, and the hit scanning was completely removed.

DLC integration:

All DLC integration problems have been solved here. This means that unique GRA items are placed around the world, common DLC weapons (including katans) are distributed, weapons pre-ordered are distributed, etc.

Other GRA and DLC placement modes are not required and should not be used.

The location of the weapon.

Show spoiler Large Guns:

The return of the big guns is at the heart of the design decisions made here. Pulling a pin from a grenade and throwing it does not mean that you can use a grenade launcher, and the skill set required to fire a 9mm pistol does not apply to firing a minigan or a machine gun mounted on your shoulder.

In addition, the use of the Tesla cannon is very different from the use of the plasma cannon. I have always believed that it is not correct to call energy weapons an energy weapon.

Newly introduced large guns serve to make more fantastic types of endgame ammunition with different skills more attractive, rather than simply switching to heavier weapons and using them regardless of the type of ammunition.

We made sure that the Big Guns were not just endgame or high investment skill. There are many weapons that can be used at lower skill levels and in the early stages of the game, including railway rifles, cryolators, saber shotguns, .44 magnum sights and submachine guns. It also includes very large weapons such as pistols, rifles and shotguns.

Survival at Fort Constantine was modified from the original F3 Big Guns bobblehead, but returned to Big Guns.

The Survival Bobbleheads have not yet been housed anywhere. We plan to do that at some point.

See my mod on perks to get more perks for Big Guns.

There is a Big Guns Comeback patch that returns Big Guns weapons to their previous skill types and relatively balanced skill levels. This patch does not change the status, in-game location, or availability of Big Guns weapons. As a result, some weapons appear in the game much earlier than the skill level is required.

Melee weapons:

New stats have been added to melee and unarmed weapons.

These differ from Limb Bonus Damage in that when hit on the target's head, the maximum spread of melee weapons/unarmed weapons is checked (the spread value does not affect such weapons, and the maximum spread is never used in NV), and if it is greater than 0, it is multiplied by the hit's health damage (the maximum spread is 1.0), and this value is added by the code directly to the target's head. This gives a particular advantage to castets and similar blunt weapons, which should be better at creating concussions than breaking ribs.

Unfortunately, the game's ability to recognize limbs targeted by non-rank weapons leaves much to be desired, and may not be improved upon. Therefore, this feature may not always be the most useful, but it adds some depth to the use of certain weapons.

Industrial hand can now be used by NPC.

This feature was made exclusive only to players for two reasons, in my opinion: Because NPCs do not always use "hold" attack animation and sometimes hit, and because the Pulse dataset visually is very depressing when attacking a player. None of these problems is so serious as to prevent NPCs from using them.

Whips no longer cause fatigue damage, but instead give shock.

Fatigue is an inadequate and poorly realized mechanic in this game. In the episode Beyond the Beef, Carlyle St. Clair performed a bypass maneuver in which he was instantly stunned rather than damaged by being hit with a cattle stick.

Nuka Crusher is literally a large neon sign, so removing the holster entails a penalty for stealing.

The DT/DR. weapon ignores this:

Yao Guai Gauntlet removed this feature, but increased damage.

The two-stage Farewell was renamed the Fire Smasher Fist, removing the critical effect but adding this feature.

Added DT/DR. ignore for Auto Axe, Steel Axe and their variants.

Chain weapons such as the Ripper, Chainsaw, and Industrial Hand, as well as the aforementioned Motorized Ax, still break through DT and DR. completely, but now have unique damage-threshold properties:

If you use a weapon with a base damage higher than the target's current DT, it deals +50% increased damage.

When using a weapon with basic damage less than the target's current DT, the weapon gets a -100% critical chance.

This ensures that, despite low base damage, weapons remain completely ruthless to lightly armored targets. On the other hand, their ability to completely destroy highly armored targets, such as armored NPCs and robots, is declining.

Slow Ability:

Various game settings affecting grenade ricochet and friction have been modified to make them more reliable and easy to use.

The Fire Grenade from Honest Hearts was almost completely remade into the Molotov cocktail from TTW. It is found in loot and has a recipe for making, and the aspects of the base game that give "Fire Bomb" are no longer present. Molotov cocktails implemented in TTW created a large radius and set fire to everything inside, so when used at close range or indoors, players were often burned, although the visualization of a flame flash was much smaller than the radius to which the flame effect was applied. Weapons are no longer weapons that cause damage by fire in the area, with a large radius around the point of impact and a burning effect. Instead, blasts of fire do little damage, but the target must be hit to use the burning effect. The sound and visuals were also redesigned to make them more meaningful and look better. Thanks to these changes, weapons can be used at any distance without being completely ignited, and the low production cost allows them to be used effectively as a single target melter in direct contact.

The tape label is removed from the bottle and can be made from an empty bottle.

The idea is that the labels are removed during the bottle making process to save the time and effort involved in preparing the bottles for making Molotov cocktails.

Projectile-based fuses, such as Molotov cocktails and dynamite, now have an apparent smoke trail to make them easier to track in the air.

Propellable explosives without a pin or drawstring now use the weapon's launch animation without pulling out an imaginary pin.

Impact and plasma grenades explode on contact and have a visual effect on the projectile to indicate this clearly.

This is a great help for impact grenades. However, plasma grenades are certainly much more useful than flag grenades - but they lose the advantage of being able to throw grenades behind corners, etc. However, the advantage of being able to throw grenades at corners, etc., is lost. Stewie strongly recommends changes to allow flags to be prepared to be more manageable.

Mines and grenades are more common in NPC inventory, making the purchase/deactivation process less important for characters with blasters.

The GRA Nuca Grenade has been completely recycled into the Poison Grenade, which deals powerful poison and radiation damage as well as significantly reducing stamina and health. It was created by science, not by explosives.

Flash grenades have been radically improved. The fine for stats they usually inflict has been extended to cover more skills, and not only degrades the spread, cost of AP, gear speed, movement speed, reloading speed, and critical chance, but also damages the target's head, causing it to fall, drop weapons, or stagger, the official Czechs.

Schemas:

Circuits have been almost completely disabled, and recipes are now available as standard. Many of these weapons fit the aesthetics of home-made weapons and are better suited to early play with some balancing act rather than late play. The schemes were largely replaced by weapons, the location of which in the world has been adjusted. Perks, which give all schemas, have also been disabled.

There are a few exceptions:

The Nuka Cocktail scheme is a very appropriate reward for the Sierra Petrovita mission.

The Rock-It Launcher scheme remained unchanged. In addition, the recipe appears without a scheme in repair 75 and above.

The biogas scheme remained unchanged. This is a very special recipe, because it is based on a specific pre-war work and is very remarkable in this context.

The recipe for trench knives has been completely canceled.

These craft weapons are generally less durable, but usually some or all of their components are included in the repair list.

NPC Weapon:

All non-game versions of the game weapons have been updated to match the game versions; all damage bonus statuses have been removed, such as the PL Swamp Pitchforks.

Some companion weapons were replaced by others more suited to their aesthetics, increasing diversity.

The selection of weapons for different factions has been increased.

In the faction weapon hierarchy in Vanilla (and especially in TTW), the less powerful weapons were often completely replaced by the more powerful ones as the level rose. This was adjusted to add only more powerful weapons to the capabilities, rather than banning low-power weapons altogether.

The watch bots' weapons were modified to resemble more closely their normal versions.

Grenades thrown by PL ravers have increased spread and reduced damage.

The scale of the turret weapon has been changed upwards, now it has a more suitable sound and speed of fire.

The list of marsh-walkers' weapons has been significantly expanded where possible.

The presence of a charging weapon is removed from the NPC list. This is due to the fact that the charging weapon performs visual reloading animation and does not repeat the time of reloading ammunition.

Penetration:

Anchor and unique gauss rifles pierce targets.

Microwave emitters now use ordinary small energy cells instead of mesemetron ones. They no longer have the effects of shooting, but instead inflict radiation and direct health damage. When shot, they teleport slightly.

The pulse weapon uses a simulated version of the mesemetron projectile. Therefore, they are no longer considered "laser" weapons.

Energy weapons no longer use DT punching by ammunition type, but by weapon type (special types of energy munitions still have little additional DT punching).

Impact:

Strike weapons, whether Stealth Child or Armour Effects, undo the invisibility effects of the base game and deal serious damage to hidden armor.

Impact effects no longer reduce damage done to OWB robots.

Normal LAER no longer deals damage from EMI, but instead deals damage from shock. Elijah's LAER still takes damage from EMI.

Arc Welder, Shocker Power Fist, and Proton Axe no longer deal EMI damage, but rather shock damage. Universal's proton ax still deals EM damage.

Sound emitters.

The visual design of sound emitters has been changed to better match their name and effects.

Removed the "damage type" of EMI.

The Opera Singer's sound emitters now deal complex head damage. Initial damage is 10, and as the head decreases, the damage increases. After 4 or less hits, the target's head is likely to be crippled, and while the head is crippled, the weapon deals 50 points of damage to organic targets. If the head is paralyzed, it explodes with murder. The speed of the bullet is very high.

The robot's head always takes 10 points of damage and takes no additional damage until the head is paralyzed.

The revelation is frenzied when hit critically.

Gabriel's bark deals 50 flat damage to unrobots and 25 damage to robots.

Tarantula, when hit critically, causes a large fiery explosion.

The Robo Scorpion is the only emitter with the EMI effect. Deals bonus electrical damage to unrobots.

Unique:

A weapon that must have unique textures but does not have them, such as a Steel Knuckles, gets unique textures.

Missile launchers can only use standard missiles.

This is unfortunate, but unfortunately, when using other munitions, the rockets fire normally, not fall.

MIRVs no longer fire eight nuclear missiles at a time. It was renamed Atomic Bomb Baby and was 25% faster to deploy.

Its original functionality no longer makes sense.

The Red Victory grenade launcher has been moved to Nelson. The Great Bear was received as a reward from Ghost Ranger at Mohave Outpost.

His initial placement was foolish and futile. The Red Victory rifle can be picked up at any time without any consequences, so that the players of the Legion can get it without having to steal.

Alien Smasher is now semi-automatic again for compatibility with animation modes.

Zeta.

Standard/unique drone guns, destabilizers (unique alien rifles), and electric suppressors (unique alien batons) blow off alien shields when hit.

The drone cannon, which functioned as a timer mine, was modified to explode with a "detonator" at a distance.

This eliminated the need for perfect timing and accuracy of the detonator, which had previously been difficult.

Recharge.

Some weapons were reloaded to improve balance, to gain more interesting and useful roles, or to complement some calibers for which there was little choice.

The Chinese revolver was modified to use the .32 caliber and has significantly less accuracy and health than the .32 revolver. This allows for large-capacity weapons to be used with the .32 and eliminates the problem of a poor version of a gun previously using only 9 mm.

The .32 rifle was replaced with a 5.56 mm rifle, which is slightly more logical for the rifle and provides a fairly accurate way of using the 5.56 mm at the start of the game. Together with the change of the Chinese gun, this allows for an increase in the number of lute dropping out in caliber 32 and provides a good choice of caliber, which can be easily used in early play without worrying about saving ammunition.

The Vance submachine gun was converted to a .45 caliber, which allowed the creation of a unique .45 caliber weapon, corresponding to the original .Grease Gun caliber. As a result, the 9mm SMG will no longer be unique, but with the presence of Vance submachine guns in the game, players will likely have a lot of 9mm ammunition, and the capacity of the drum stores will increase significantly. Convenient.

SMMG was modified to use 5.56 mm ammunition and to fire very quickly. The 5.56 mm high-caliber warhead provides quick target engagement capability with a large ammunition stockpile.

The Bozar was modified for .308 ammunition, making it more powerful and more respectable in the endgame. The rate of fire was significantly slowed down, which allows to control the flow of ammunition.

The combat shotgun was modified to use 20 Ga. ammunition and is available in a variant with a large number of cartridges, which increases the availability and use of 20 Ga. cartridges in DC and distinguishes it from the Riot Shotgun. The script of the metroron was changed so that it would not initiate a fight with friendly players unless they were spotted two seconds after capturing the target.

Fatigue:

Flashbang, Cattle Prod, Boxing Tape/Gloves, and Compliance Regulator are no longer fatigued. Fatigue is an inefficient and ill-conceived system (it can be applied to robots without the intervention of fashion, most NPCs and creatures have a very low fatigue threshold, often errors with player fatigue recovery and healing after knockout, but these errors have been corrected). Yet getting back on their feet takes an abysmally long time.

Livestock huts and ammunition modifiers cause shock damage and brief paralysis.

The effects of the flashes are described in detail in the section on projectiles above.

The boxing tape has remained largely the same, except for the fatigue effect, but boxing gloves do significantly more damage than before, and have significantly improved critical status and bonus head damage.

Boxing gloves rightly contribute to more deadly and dangerous blows. If you don't know that boxing has become deadlier since the introduction of boxing gloves, find out.

Ammunition:

More general ammunition has been stockpiled.

Traders have more specialized ammunition.

The Chet will have slightly more weak ammunition and more BB ammunition.

Shotgun.

The shotguns were reinforced overall, with improved damage and spread.

The 20-charge rifle was replaced by a 12-charge rifle. This makes them more effective, especially against lightly armored targets and creatures, while a 12-barrel shotgun is better suited to piercing medium armor.

Other.

The damage of the anti-materiel rifle was slightly reduced from TTW to 225.

That makes sense, but it has been reduced for balancing purposes, so as not to absorb other sniper rifles too much.

Removed silencers for AMR. and 12.7 mm pistols.

Worse for balance.

Missile launchers no longer fire on targets. Rocket launchers now deal a lot of damage to limbs directly and for a long time. This makes them less unpleasant to enemies when they have them, uses fuel well for rocket launchers early in the game, and makes them a throwing weapon early in the game for explosive characters. It also eliminated the previous use of "enemy marking and switching to other weapons while burning", which I did not think was particularly attractive or interesting.

The sounds of some weapons have been altered. For example, time bombs now emit a tick-tak sound during countdown instead of a mortar sound, and a 45-caliber automatic pistol emits a 10 mm sound instead of a 9 mm one.

At the entrance to the trench, Werner will give you a Silence .22 pistol or a trench knife.

Metal explosives and perforators have half as much ammunition.

Tesla's arc welders and guns now punch the arc between targets.

Using the Rockbiter Lance Throw animation, the first-person roll speed was moderately increased.

The Stewie Tweak mod, which involves preparing grenades and disables reduced critical damage from the automatic rifle, is now automatically unlocked.

The Night Sight mod for the hunting revolver was removed by the TTW team, as it was similar to an arbitrary addition to the mod and was not particularly relevant or interesting.

The sights were removed from the standard 44 caliber and the heavy frames were removed from the target version.

Reflex sights on the combat rifles were removed.

Fixed a minor bug in the base game where nothing could be received from the Donor.

The Pip-Boy has a new indicator for weapons that bleed constantly when used with New Blood.

Chinese weapons have been removed from the Soil Weapons List. This is done in order to give the weapon personality and mitigate the dramatic reach of Grunt with too many weapons in the game.

Balance notes and reviews:

With regard to the balance between calibers, I believe that differences in economic relations between different calibers/types of ammunition are very important.

Some examples: A 10 mm gun is very common in early DCs, but plays a different role than a 9 mm gun due to its smaller magazine capacity and the availability of ammunition.

The damage to AMR. is much higher than that of a sniper rifle, but the cost and availability of a 50mm MG is an important factor in choosing between them.

A 9mm pistol does much more damage than a .32 pistol, but the availability of a .32 pistol in lute allows you to shoot quickly without having to worry about the effective use of ammunition.

During the initial release of this file on Nexus, balance adjustments were mostly based on my past gameplay experience and comparing weapon values in FNVEdit. I will be playing with these changes soon, and adjustments will be made as we move forward. When providing feedback

Reviews regarding the balance and difficulty of player selection will be taken into account.

Feedback about preferences will not be taken seriously. It doesn't matter to me if you don't like that I've made certain weapons weaker, or changed the line, or changed the time or position of the line to include it.

Please be sure to read this entire page, including the Design Guidelines section, before providing any feedback on the balance.


Types of reviews of particular value

Types of reviews of particular value: If you're faced with a weapon modification that makes late-level weapons available much sooner than they should, we'd love to hear about it. Any specific details will help us to understand the situation.

If you are faced with the different statuses of a non-unique weapon of the same caliber, as if one disables the other, please use the status reading function that I implemented to check all statuses.

If you find a weapon or ammunition that no longer makes sense due to reloading, please provide a screenshot of where you clicked on that weapon or ammunition.


All balance-sheet decisions here were made with the intention of using only vanilla weapons and no fashion weapons; balance-sheet considerations for fashion weapons are completely irrelevant to the nature of this version of SWEEP.


If the kNVSE animations don't match the time of the vanilla animations, it can lead to a first-person game imbalance. For pure Rockbaiter animations, it is possible to create a configuration option to change the shooting, reloading, and drawing speed in a first-person perspective (with additional animations from other authors if needed). When providing feedback on the speed of these animations relative to other weapons, please indicate which kNVSE animations (if any) are used.


Customize:

Only the radius and maximum value of the Tesla cannon chain can be set in the MigTeslaChain.ini file. However, all changes in weapon status and reintegration are done through fixed editing and can be easily changed, overwritten and corrected.

Requirements.

JIP LN, xNVSE, Johnny, ShowOff, and normal.

The base object modifier is an optional requirement that improves the consistency of the transition from fire bombs to Molotov cocktails.


The use of SPARE has become very important as the pricing and staging of 10mm, 45Auto and 5.56mm adapt to the power changes.


Installation.

Download this file.

If you are not using the Big Guns Reversion patch, install bEnableBigGunsSkill on 1 in JIP ini.

The uNPCPerks parameter in JIP must be specifically set to 1. This is important for various balance settings, primarily to change the penetration of the DT energy weapon. It is recommended that you always set this value to 1 and never set this value to 2 because setting this value to 2 can cause problems.

Adjusting in the middle of the game is not a problem, but can cause oddities such as getting a second GRA unit or reverting to a previous state of progress, even if the weapon moves forward, such as reverting to a lower level after resetting the Gunrunner stock.


If you are using STARS or AGE, get patches for them; if you are using a Big Guns Reversion patch, use the No Big Guns version of the AGE patch if you are using AGE.

Recommended mods:

This is part of my Core series, all designed to work together and balance each other:

SWEEP

SWEEP consumables

Spare parts

STARS

Help Plugins

New Blood.

Each of these modes can work without the other, but using them all allows you to get the desired experience. This mod is specifically balanced for use with New Blood, STARS, Sweet Consumables, S6S Perks, SSS, and Aid Addon.

This mod (especially changes in the number of rifles) can be unbalanced with other damage modes such as BLEED or BLEEDLESS This mod can be unbalanced with other damage modes such as BLEED or BLEEDLESS This mod can be unbalanced with other damage modes such as BLEED or BLEEDLESS This mod can be unbalanced with other damage modes such as BLEED or BLEEDLESS

This mod (especially changes in shotgun cost) can be very powerful without mods like STARS, which rebuilds and improves DT/DR./Armor resistance.

The weapon requirement system is considered to be absolutely necessary for balance.

Versions compatible with IMPACT.

Mojave Raiders (no patch required. Just make sure the vanilla SWEEP boots slower than both MR. addons)

Actual situation

Detonator reconstruction

Basic repairable projectiles


Interaction with the sweet mode.

Fully/Functionally Included Mode:

LR grenade launcher

TTW 5.56 shotgun

Bozar Redesign

Shotgun modernization

Weapons with a large number of rounds

Shovel

Semi-automatic clove

Scattered energy weapons processing

Warminth rifle .22 setter

Nevada Arsenal

Butt of a big sweet gun

Washington Arsenal

Mesmeron's Credible Animosity


Modes not to be used with this mode

Revision of the crossbow

AWO Trench Repeater low level rebalance

Blue Rose CFWR 14mm

FNV/BAR CFWR 14mm

FN2000 CFWR 4.7mm

Fogot Millenia Sweet Patch

CFWR TTW Hand placement

DKS Magnetic mechanism

Scorpio

Think Tank Sonic Weapons

Webley revolver

Front-line observer

Beowulf rifle

Mr. Fix-It

Drobovik

Uranium flame

SSMMG

Automatic missile launcher

Fafnir Unique Revision Lite

32 caliber gun kit

Halo M6G Rework

Ultrasound crop correction

Nuclear weapons

CFWR version of the classic minigausse

CFWR 4.7mm Nexus gun extension

Double rifle

CFWR Gauss 2mm Base Game Expander

Gauss ball

Cyber Dog Blaster Alt Plugin

AK-50 handmade AMR redux

Compact minigan

Plasma arrester

Rifle


Additional Non-Core Recommended Support Modes

Detonator quick switch

Service rifle explosion pass

Recoverable railway spikes

Modified binoculars for scouts R91 and Friends

Main projectiles to be repaired

Missile target


Road Orders

LO Suite

My files, not listed here, do not need to be considered in order of installation in relation to other mods.

Modes not listed on my list are mods that are almost always active and require certain considerations regarding LO.

There is a patch for minor conflicts with STARS, courtesy of Patchier.


Compatibility:

My (or other authors') self-contained weapon mods/add-ons probably won't conflict with this, but it's very likely that their balancing act isn't synchronized with this change. They will not be fixed for this and will be included in the full version of SWEEP. Again, this version of SWEEP is balanced and designed to be used only with vanilla weapons, and the terms regarding the weapons added by fashion are not part of the evaluation of this fashion.


Other mods that modify the weapon's information or appearance using esp-tight edits are incompatible without a manual patch. This mod is designed to balance all types of weapons, and my concerns about compatibility with mods not included in this package are very limited.

Compatible with Real Weapon Mods 2 Rebalanced

Wasteland Starting Gear DC customers must use the included patch.


Limitations:

Store weapons cannot be satisfactorily distributed because NPCs use reloading animations and do not observe proper reloading times. Therefore, it is not distributed and is considered to be for players only.

The Bottle Cap Mine Scheme, the Wasteland Survival Guide Award, still contains a message that it is in the process of being added. I don't want to edit this quest to stop adding or hiding a message.

In vanilla, I use the effects of dummy objects to convey the text about the damage to limbs and increased critical chance/damage, because it's boring, and the status reading I implemented makes them perfectly clear.

Switching from hit scanning to real bullets stopped the bounce. It seems to be the engine's problem, and I won't go back to it, because I think changing live ammunition is more important.


Bugs.

Please report bugs in the Errors tab instead of in the Messages tab. I get error notifications, but we have too many mods, and I can't check all errors regularly. Under the hood.

Improved/vivid/complex visuals such as Poison Grenade, Nuka Cocktail, Molotov Cocktail and Fire Bomb are achieved by using event handlers to place multiple explosions simultaneously. Feel free to use my app as a template if you want to do something similar.

For the rocket launcher's bursting network, I extended the timer in .nif to make them longer. They still don't last as long as I'd like, but I don't know what each of them does, and changing meanings is torment, so I decided not to change them.

There is a slight discrepancy in writing inventory cheats using SPARE, but this is explained in the facets of SPARE, so the discrepancy is not a problem.


Question.

We don't like this change.

Reviews about the balance and the difficulty of selecting players will be considered.

Feedback about preferences will not be considered. I don't care if I like you making a particular weapon weaker, changing characteristics, or changing the time or place of the combination.

Large cannons are stupid/meaningless/borate/reduce/require power functionally reaching the gates of large cannons.

See above.

The later weapons must be completely improved over the earlier ones.

Read the section "Basic Design Philosophy" at the top of the page. If you disagree with the ideas put out there, this mod is probably not for you.

For compatibility/simplicity it is better to use the script version.

Projects of this kind are not suitable for scripting. This will impede fair valuation and balance-sheet adjustment. I am not going to build a scripted version of such a project.

This description is fiction, and I don't want to read it.

I don't care. I will not recount my design philosophy and the reasons for the changes in the "Contribution" section. Messages from people who have explicitly not read the description will be moved to common "bugs" and ignored to clear the "Contribution" section of garbage.

Why is there a patch that removes Big Guns from fashion, not a patch that adds Big Guns?

As mentioned above, I believe that Big Guns is a valuable aspect of the variety of builds. I am constantly remaking Big Guns, so there is no need for a second addition to the build to remake it. It's very simple.

Ghost says there's no reward for you.

His dialog is blurred, so it is appropriate to give him an NCR grenade launcher. It's a good moment in the game to get this weapon as a reward.

(Laughter) In this version it should be called SWEP - by acronym.

Credits.


Credits.

Patcher helped me move Simple Reach values to the Add-ons Registry. Thank you.

The location of the GRA weapons was used from Rewarding Exploring Improved and Rewarding Exploring (original) from Panzermann11 and phoenix0113 respectively.

The STARS patch was made by Patchier.

Just Enough Realism has allowed to add recipes of manufacture of skimitars.

Hitman47101 and Hopper31 have created an arc welder.

Migk connected Tesla's cannon with a chain.


Permalink:

You can do whatever you want.


SUPPORT:

If you want to support my modding endeavors or just express your appreciation, feel free to donate on Nexus or here on Ko-Fi.

Similar Mods/Addons

Game Version *

2.01 (Vanilla SWEEP-81043-2-01-1721977477.rar)