- For new ammo types to work with the True Damage system, all you need to do is add damage to the Ammo record.
- Before making a new patch, check there isn't one already in the True Damage Patch Repository. If there isn't a patch, you can request one on the posts tab.
- If you'd rather make a patch yourself, read on.
Important
- You should only patch ammo types that use bullets. You should not normally need to patch grenades, rockets or energy weapon ammo types.
- In some cases, it may be necessary to completely exclude a weapon from TD. See Force Excluding Or Including Individual Weapons
The Math
- The formula for how damage is calculated is as follows:
- (Weapon damage + ammo damage) / 10 * WeaponType buff.
- For example, if your weapon does 50 damage and its ammo does 400 damage, the base figure will be (50 + 400) / 10 = 45.
- This number is then multiplied by any appropriate WeaponType damage buffs.
- It is therefore necessary to multiply your desired in-game ammo damage by 10 when entering it onto the ammo form.
Instructions
- 1. Open the mod that needs patching in FO4Edit.
- 2. Expand the Ammunition tab and select the ammo you want to patch.
- 3. Right click and choose Copy as override into...
- 4. Select <newfile>.esp with the ESL flag only. Name your patch starting with "TD - " then the mod name. E.g. "TD - 9x39 Project"
- 5. Double click your new patch in the left hand pane and find the copied ammunition record.
- 6. Scroll down to DNAM - DNAM and find Damage. It will normally be 0.
- 7. Double click the value and enter what you want the damage to be in game, multiplied by 10.
- E.g. if you want the ammo to do 35 damage in game, enter 350.
- When deciding damage values, choose something comparable to the values already used in True Damage to maintain balance.
- 8. Close FO4Edit and save the patch. If you're using MO2, the patch will be located in your Overwrite folder at the very bottom of your mod list (left pane).
Example
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