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Ravage

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MagickalRavage

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About this mod

BASIC: Flamer, Fire DOT, Pulse Grenade/mine, Minigun, Hunting rifle and Submachinegun rework.
EXTENDED: weapons, perks, abilities, armor, mods, legendaries, NPCs, power armor, damage (elementals integrated), crafting, some keywords, globals and game settings.

Requirements
Permissions and credits
Changelogs
"KILL IT WITH FIRE"
(UPDATED 2019.03.01)

For those with Xbox One, you may find my port for current "KIWF Basic" and current "KIWF Extended" on Bethesda.net
My authorname there is Serothsii

FALLOUT 4 VR
Works with VR just fine, first make sure you do everything you otherwise need to fix the vanilla issues...

ANYONE who wants to make a *COMPATABILITY PATCH* please feel free (just give reference credit)...
I know my extended version can be conflicting. That'll change with modular but, its still a ways off.


CURRENT STABLE VERSION v011b: Kill It With Fire BASIC (UPDATED 2018.02.24)
*Flamer, Pulse damage, Minigun, Hunting Rifle and Submachinegun*
Base Damage and Enchantment stats only - This is the original baseline improvement
Flamer - +50% dmg base damage and ALL fire dots stack like bleeding
Pulse - 100 dmg to living / 250 dmg to machines
Minigun - +50% base damage
Hunting Rifle - +5% base damage , .50 cal reciever +150% more dmg
Submachinegun - +40% base damage


CURRENT STABLE VERSION v080e: KIWF Extended (UPDATED 2019.03.01)
See FULL extended details below.
See immedate changelog section for changes over previous version.

EXTENDED NO-DLC VERSION: KIWF v070eNODLC (UPDATED 2018.04.18)
All (most) same features as v070e except only with base game, No DLC material.
-Will not be making NODLC versions above this one

WEAPON PERKS ONLY PLUGIN: KIWF v030x001 (2018.02.07)
-All weapon skill perks plus Ninja, Gun Fu , Crafting and Sniper perk Overhaul
-Weapon skills add up to 10% reduction in vats for weapon type
-Gun Fu/Ninja reduce ap in vats for range/melee up to 10%
-Commando is now secondary skill, Rifleman and Gunslinger affect auto damages
-Sniper has 5 levels, Improves range up to 50%+ and critical up to 25%
-Late leveling for primary weapon damage skills up to 150% total per tree
-Crafting Perks affect weapon critical/melee dmg V.A.T.S. and armor weight (when worn)


MODULAR VERSION: KIWF v100m (Expected 2019.??.??)
Now on it's way. Tweaking existing material. And compiling permissions to make compatibility patches for mainstream mods.
Modular files will be found here of course but certain categories will ahve their own page and links to page descriptons so i can "clean up" this mess of a mod page...


READ RED FOR INSTRUCTIONS
READ WHITE FOR BANTER
READ
 YELLOW FOR SHORT AND SWEET NUMERICAL EXAMPLES OF BANTER (TL;DR)
READ GREEN FOR REFERENCE AND COMPATIBILITY/INCOMPATIBILITY
READ SHAUN BLUE FOR KNOWN ISSUES/FUTURE CHANGES

References:

While I am not utilizing the ESPs or scripts for any of these other mods, I would like to reference authors who have done similar work and inspired the changes I have made in this mod which I have simulated from scratch. I also reference them with the intention that if my overall vision is not appreciated, that there are alternatives in the nexus which inspired parts of what I aimed to achieve here:
-Guidaye's "Realistic Guns and Bullets Overhaul" - Inspired to change receivers and barrels to give guns a better feel for niche upgrading.
-Lythael's "Useful Pulse and Cryo Explosives 1.1b" - Was reminded how ineffective and generic vanilla representation was for damage types.
-Zzyxzz's "Better Power Armor - A Power Armor Overhaul" - Really liked how the power armor was properly represented as a mobile weapons platform.
-I also recommend the "Lore Friendly DLC Weapons in Commonwealth (Injector)" by Brywood and their scripter a_blind_man which I had been using exclusively up until I modified the leveled lists in the extended version of KIWF.

Objective:

Basic Version - Rebalance the trouble child weapons (compeleted)
Extended Version - Expand on the previous to hell and back (WIP, See below)

Compatibility vs Incompatibility *IMPORTANT* (UPDATED: 2019.03.01!)

BACK UP YOUR SAVED GAME, IT *CAN* BE CORRUPTED UPON REMOVAL OF KIWF (Perk changes are the source)

REQUIRED - Armor and Weapon Keywords Community Resource 

-Unofficial Fallout 4 Patch - COMPATIBLE IF - Needs to be loaded BEFORE KIWF.
-PROJECTILE mods - NOT Compatible - anything that changes the actual projectile data. I've now tampered with every projectile.
-PROJECTILE VISUAL mods - COMPATIBLE IF - Only if it's a replacer that does not alter the projectile data itself but just replaces the mesh and tex.
-Extreme Particles Overhaul by MaxG3D - NOT YET Compatible - I have permission to make a compatibility patch, but I am waiting untill I get to v100m for this.
-Glowing Animals Emit Light by mm137 - VIRTUALLY COMPATIBLE - load below KIWF, so it replaces my glowing super mutant.
-LEGENDARY mods - NOT Compatible - v050e and above, any mod that touches the common perk and L-list. exception to v100m down the road.
-COMPANION mods - COMPATIBLE - Lower in load order (Codsworth, Curie (Robot/Syth) or Strong) so it overrides anything KIWF does.
-STANDALONE WEAPON mods - COMPATIBLE IF - Lower in load order AND go into the kit/editor and improve base damage by 5% or 10% for balance.
-VANILLA WEAPON mods - NOT Compatible (TEXTURE ONLY OKAY) - one mod would override the other depending on load order.
-Realistic Guns and Bullets Overhaul - NOT Compatible - redundant function, one mod will horribly override the other.
-Useful Pulse and Cryo Explosive. - NOT Compatible - redundant function, one mod will override the other.
-Better Power Armor - NOT Compatible - redundant function, one mod will override the other.
-Armorsmith Extended - COMPATIBLE IF - MUST LOAD BEFORE KIWF, or there will be problems
-Vendor inventory mods - PARTIAL COMPATABILITY - You will only be able to acquire KIWF exclusive 7.62x54r rounds via eyebot station and looting.

-We Are The Minutemen- COMPATIBLE IF - ONLY if placed BELOW KIWF.esp in LOAD ORDER, won't get my smoke grenade fix however.
-Lore Friendly DLC Weapons in Commonwealth (injector) - ?Compatible? - it's a script, redundant in function so things will appear more frequently.
-Super Mutant Redux v1.1 by MadMAX713 - COMPATIBLE IF - load below KIWF so they override my changes, some Supermutant resilience stacks.
-Deadlier Deathclaws by MPankey - COMPATIBLE IF - load below KIWF so they override my changes, some Deathclaw resilience stacks.
-Longer Power Lines by Puma361 - COMPATIBLE IF- load below KIWF, I only do 2560 distance, they have more options and versatility than I.
-Valdacil's Item Sorting by Valdacil - SHOULD BE Compatible - since VIS relies on AWKCR, it should work just fine. I do not use it, it is untested.
-Synth Overhaul - C.A.S.T by MaaroTakai - NOT YET Compatible - Permissions acquired for v100m when an optional patch will be made.
-Dismember humanoid mods - COMPATIBLE IF - load below KIWF so they overwrite my skeletons. I change damage ratios on mine but not dismember.
-*Texture Pack, SFX, Visuals, Models, Body, Particle, ENB Mods* - COMPATIBLE - ONLY ones that change the nifs not the projectiles or explosions themselves in editor.

CURRENT EXTENDED v080e (UPDATED 2019.03.01)
AWKCR compatible (and now required to function), fixes and revisits below. Minigun and Gatling Laser revisited, they ARE heavy weapons. And while there is the whole concept of "balance" i think as rare as they and as scarce the ammo, they need to be more like what they are.
-AWKCR required, Armorsmith Extended Compatible (load before KIWF)
-Fixes
-Aquaboy/girl perks did not previously grant 2nd tier benefits correctly, now fixed
-Supermutant suiciders were supposed to run faster in combat, they do now
-Revisits
-Energy Shield
-Resistances changed from 600 to 1000 because of reduction curve and max player HP
-Night Vision
-Can be applied to any power armor helmet as a misc mod
-Basic goggles crafted at chem station for now under "utility"
-Minigun "BRRRRRRRRRR!"
-Vanilla - 3.0 speed (180 RPM @ 8 PHYS Dmg)
-KIWF - 15.0 speed (900 RPM @ 15 PHYS Dmg w/ AP Ench)
-still fires less than half the rate of the world's slowest minigun IRL (2000 RPM)
-ammo increased at vendors and vertibird kills
-If you are NOT using cover fighting an enemy, you'll die~
-Gatling Laser
-Vanilla - 3.0 speed (180 RPM @ 14 EN Dmg) - 500 rd cap
-KIWF - 10.0 speed (600 RPM @ 24 EN Dmg) - 1000 rd cap

-Equalized with Minigun, is just as deadly, just as rare and runs out of ammo just as easily

EXTENDED INFO v070e (2018.04.06)
Did a little bit of editing, a little bit of adding/altering.
-Cannibal Perk (new level 4 and previous adjusts)

-lvl 1/2 HP regen when eating from 5 -> 10

-lvl 3 HP regen when eating from 10 -> 15

-lvl 4 HP regen when eating is 20, gain +3 STR, PER, END and AGI for 30 minutes

-New Item: Raw Human Flesh, should sate dark craving, strong is capable of giving it to you as gift.

-Potted meat and mystery meat adjusted
-Hancock Perk now triggers at 100 rads instead of 250 because player HP was capped at 300 in v050e
-Space Laser (red/blue projectiles)

-requires active global for space sentry bot space laser from nuka world before crafting (do quest)

-Gatling Laser, Laser Gun, Institute Laser Gun all have

-at lvl 60, mods may be found among enemies/vendor/loot
-Stealthboy and Energy Shields now distributed to enemies (they SHOULD be using them...)

-Super Mutant Melee (ES 1% chance)

-Super Mutant (boss) (ES 10% chance)

-Raider (boss) (ES/SB 10%)

-Gunner (boss) (ES/SB 10%)

-Gunner any (ES/SB 1%)

-Gen 1 Synths (ES/SB 1%)

-Gen 2 Synths (ES/SB 5%)

-BOS scribes (SB 5%)

-BOS soldier (ES 5%)
-BOS Power Armor (ES 10%)

-RR agent (RRSB 15%)

-Minuteman (ES/SB 1%)
-Image Space Mod
-Custom NVG transitions perfected
-HP low visuals trigger at 25% instead of 20%
-Stimpack, MedX, anitbotics have needles so... slight visual pain just b/c
-Psycho now gives an appropriate but not-too-annoying visual effect
-Changes to previous
-Armorsmith now gives +10% phsyical DT for bodyarmor
-Smoke grenade has larger dispersion (10-20%)
-Iron Fist
-BARE hands reach the max +150% at lvl 5
-various bonuses from 6 - 10
-less AP in vats
-ignore 25% and 50% of armor
-chance to knock opponents back and all opponents
-Enemy Passive HP regen
-Deathclaws regen 2 - 10 hp per sec depending on current HP level
-Robots regen more rapidly (still out of combat only)
-Synths (gen 1, 2 and courser) regen the same but more rapidly out of combat.
-Robot Flamers
-Base damages originally delivered flat damage without DOT
-Base damages now do 1 - 3 fire damage
-in addition to 9, 12 and 15 fire damage over 3 seconds handy, protect, sentry respectively.
-New Toys
-Satchel Charge (proximity)
-IED/mine, uses artillery explosion and RR demo graphic
-lots of fertilizer and a big bang
-*multiple package settings in... development...* proximity is only available right now
-Poison Gas Grenade
-2 poison damage over 20 seconds (x4 if they stay in range)
-penetrates cover
-gas masks, sack cloths w/ filters, flight helmets and PA helmets negate the damage.
-available in underhand toss at cooking station



EXTENDED INFO v060e (2018.04.06)
Some additions, some changes, some fixes, some new problems? maybe? I don't know totally yet, adding as I go so i don't disappoint too much.
-Perk Changes
-Aquapeople perk now gives +2 agility at lvl 1 and +3 agility at lvl 2 when in water or in rain.
-Nightperson grants +10% movement speed at lvl 2, +15% at lvl 2 as well as +30 AP at lvl 3 at night.
-Hacker improves companion damage (if robot) by +5% per level (max +20%)
-Blitz and Pain train reduced to +5% mov speed per lvl, stack with moving target at 5% per level sprint in combat.
-Animal Friend grants 5% damage reduction from animals and creatures per lvl for a total of 15%
-Wasteland Whisperer grants 5% dmg toward animals and creatures per level for a total of 15%
-Concentrated Fire 4th level 5% reduced VATs permanently.
-Adjusting Elemental Resistances
-Deathclaw, more elemental resist, +15% and +25% speed bonuses only apply in combat as to not look buggy.
-Mirelurk Races get 250 Fire resist, 150 energy resist and 50 damage when in water or when raining in cell
-Gatorclaws (Nukaworld) and Anglers/FogCrawlers (FarHarbor) get this as well.
-Others case by case, more variety resist
-Synths: +30% +50% movement speed only applies in combat as to not look buggy. (hey, they're killer robots from the future)
-Raider Power Armor: mod durability increased, DT returned to vanilla.
-"Heavy Welded" 3rd lining added, display name and placement in craft menu... issues, BUT WORKS.
-Currently unable to add to leveled lists...
-Stealth Boy mark I prototype
-Armor item, field cast while crouched even when moving, however reduces user's PER, INT & CHA by 2 (think night-kin psychological problems)
-Overall inferior to Chinese SS mods, but it wont take up a slot.
-if not craftable in chem station can be obtained via console id ##0F93CD
-Stealth Boys (normal, not RR version) now craft-able
-Chem station, Utility, Requires sneak 4 and science 4, fair amt of components.
-Personal Shield Implemented (basically use like vanilla stealth-boy, throwback to fallout 2 energy shields)
-300 protection to all forms (except poison) +blue shimmer FX for 30 sec
-Chem Station, Utility, Requires science 4 and Nuclear Phys 3, fair amt of components.
-carried by SOME enemies (probably all types, just VERY low drop chance and SLIGHTLY better for obvious enemies like BOS and RR)
-Nightvision (item or crafted mod for headgear and eyewear)
-My own flavors of Gen 1 (green)(low qual), 2(R,B,G)(med qual) and 3 (White)(high qual)
-When worn, activate by drawing weapon, independent of pipboy/headlamps


EXTENDED INFORMATION HERE AS OF v051e 
Changes in v050e v051e update (bugfix of v050e)
-Flamer reworked.
-Less Base damage, more DoT damage.
-Demo now improves ALL fire DoTs.
-demo also improves Molotov (all fire enchantments and spells (thats just what they're called in the editor :P))

-Radium Rifle semi-auto bugfix.
-Radium .45 projectiles leave tiny gamma-gun impact and leave rad hazard behind like gamma gun does.

-More damage for minigun 12 dmg -> 16 dmg
-editor calcs this at about 368 dps, this is acceptable as this is actually about the same as the vanilla assault rifle on powerful auto.
-Tougher Vertibirds (they're not paper airplanes)

-Better smoke grenade dispersion (nope! lies!)
-able to craft dirty water for other crafting needs (no skill required, 3 for 3)
-debuff rapid auto shotgun (a little less, still best DPS of shotguns)
-more gravity to missile projectile (only so it's noticeable now)
-add new projectile velocity for 38 conversion in hunting rifle, and 45 conversion in combat rifle.
-long barrel rifles shoot 1400 fps on avg, that's 9500 bethesda units per sec.
-player perk armor buff
-limb damage (to total hp) reduced from 1.00 to 0.25, limb health reduced 1/4th to compensate. (TESTED: Successful)

-Downside: if you enjoy NPC living dismemberment mods, I'm sorry, not compatible (feel free to make patch until v100m)
-*FULL* Elemental damages implemented (early stages, balance will be refined as KIWF progresses)
-Demo perks 1 thru 8 improves ALL flame weapon effects +150%
-Flamer, Shishkebab, legendaries and molotov.
-Science perks 1 thru 5 improves ALL cryo and electric weapon effects +50%
-Cryolator, Tesla rifle, Cryo Grenade/Mine and Pulse Grenade/Mine
-Chemist perks 1 thru 4 improves ALL poison and acid weapon effects
-Legendary poisons and Acid gun.
-Legendary mods added to leveled list: appropriate weapon and armors mimicking vanilla poison presence.
-Downside: legendary mods will conflict if changing the legendary quest.
-Enemy, race and armor mod resistances altered to fit (mostly), Visible with awareness perk
-Downside: pip-boy resist graphic looks cluttered in apparel tab, unable to fix.
-DLC ammo added to Automaton eyebot quests
-4570 drops with the 45 loot (I think?)
-Harpoon drops with Cannonball loot.
-762x39 drops with 556x45 loot.
-762x54r drops with 50MG loot.
-More stuff i probably forgot about...


HERE AND BELOW MARKS v040e AND OLDER


Projectiles (KIWF v040e) (NEW!)

-ALL PROJECTILES REPLACED
-REALWORLD BULLET PHYSICS (minus wind and inertia loss)
-Beam replaced with Missile Projectile TYPE and given 1.0 gravity and appropriate vanilla VATS projectile graphic (You WILL see these with a scope)
-.38 spc - 1000 feet per second or 6800 bethesda units per second
-10mm - 1400 fps or 9500 bps
-.45 acp - 1100 fps or 7400 bps
-45-70 - 1900 fps or 12800 bps

-.44 mag - 1300 fps or 8800 bps
-.308 win - 2800 fps or 18900 bps
-.50 cal - 3000 fps or 20300 bps
-5.56x45 nato - 3000 fps or 20300 bps
-5mm - SEE 556 NATO 

-7.62x39  - 2400 fps or 16200 bps
-7.62x54r - 2750 fps or 18600 bps
-US Navy Gauss Cannon - 8300 fps or 56000 bps (cut to 50000)
-missile - AT rocket 'behavior' - was given 60% velocity boost and a slight gravity effect because it looks nice with the scope.

-18th century field cannon (broadsider) - 1400 fps or 9500 bps 
-Syringer, Rail Rifle, flamer and Harpoon gun were ad-libbed (no easy to find data)
-fatman was only SLIGHTLY altered. -no practical change other than arc cosmetic.
-SUPRESSORS will change the projectile type... it's just how it works. pick the caliber suppressor you're loading (recommended)
-Non suppressed will produce supersonic cracks when flyby per vanilla resources.
-Projectile collision changed from 10 to 1 for bullet types. (see white for reason, last paragraph)

Grenades (KIWF v040e) (NEW!)

-All grendate wt changed from 0.5 to 1.0
-Rigged Fusion Core added.
-requires Nuclear Fusion lvl 3 to craft
-acts like ejected fusion core with 3 sec timer
-normal and underhand available
-changed default projectile to add light and lens-flare
-Concussion Grenade added.
-slightly larger fire extinguisher explosion
-craft-able under chem station grenades
-normal and underhand available
-Underhand Style
-throw at 700 bps vs vanilla 1400 bps
-require commando and demo to "swap"
-exchange type for type in cooking station "TACTICAL" tab
-Mine animation
-demo 2 graphic arc works
-Smoke Grenade
-Throw at feet or at enemy, no damage, *explode on contact*
-Provides temporary stealth and protection within the cloud (near projectiles) field for player and "potentialcompanion" faction
-Temporary blindness to enemies.
-molotov collision change 5.0 bu -> 2.5 bu.


Light Sources (KIWF v040e) (NEW!)
New "LIGHT" tab under chemistry station.
-New Chem station category "LIGHT"
-non-scripted standalone flare gun w/ ammo craft, same visual effects as vanilla.
-chemlights added (ROYGBV)
-chemlights can be "carried" with 'z' but ultimately, the pip-boy light is better.
-chemlights can also be picked up and re-thrown if collected before 120 seconds of deploying.

-road flares added

Enemies (KIWF v040e) (CHANGE!)

-60% damage resistance from non heavy and non plasma weapons and 40% damage resistance from heavy and plasma weapons.
-Deathclaw, Behemoth, Mirelurk Queen, Hermit Crab, Fog Crawler, Nuka Quantum versions of previous.
-80% damage resistance from all forms

-Super Mutant, FEV hound, all ghoul races and Sentry bots (that's rooted in torso, so affects DLC01 automatons)
-300% outgoing limb damage when HP less than 20%.

-everything from magestic radstags to yao guai.
-Supermutants take 50% cryo and fire damage, because genetics
-Robots take 10% cryo and fire damage, because technologic


Companions (KIWF v040e) (NEW!)
IF THERE IS A PROBLEM WITH COMPANIONS OR QUESTS LET ME KNOW I'LL UNDO ALL OF THIS, IT'S NOT FULLY QUEST TESTED!
-0 fall damage for companions, because vanilla pathing can be garbage.
-Companion follow distances are now about 3x father by default.
-enemy patrols that follow one another are more staggered as a consequence of this root change (they're not dumb shits anymore either!)
-Companions remain in sneak mod if already sneaking with 'move to' command (in testing)

Miscellaneous (KIWF v040e)(CHANGE!)
-Settlement Power Line length improved 1100  -> 2560
-Artillery Smoke grenade timer changed from 1.0 to 2.5 like normal grenade (the misnamed invisible wall bug)
-Chem Resistance perk gets +10 and +20 poison resist per level.
-Chemist no longer strengthens the chem (still vanilla longevity) but now improves poison weapon damage
-gives 10% chance for poison weapon to paralyze at lvl 4
-Player HP will cap with perks at 250 now. Fighting is high stakes all the time :)


Everything below is KIWF v031e and older, but current within v040e unless otherwise above specified.

Biggest Changes:

Flamer
Fire damage stacks, feels like a flamethrower again. Demo perk boots flamer and shishkebab. 
-Flamer Base  9 Dmg -> 12 dmg, Type Energy -> Fire
-Flamer Ench 5 dmg per s for 3 s -> 8
 dmg per sec for 3 sec ; now stacks like legendary bleeding
-Burn Receivers for laser DoT stacks as well
-Demolition perk affects
-Weapon and Base Enchantment *AND* Legendary Fire affected.
-Flamer ammo is still just as scarce. this is meant to maintain balance since the flamer is now rightly overpowered and short range.

Pulse Grenade
Now best used against ALL robot races. Weak to people and DEADLY to automatons and gen 1 and 2 synths
-Pulse enchantment change: GetRaceID "robot" races = 1
-Base Dmg (no keyword check) = 20 per second for 1 seconds. (vanilla 150 per s for 1 s) ; Total Dmg to organic 20 elec
-Bonus Dmg (keyword check) = 350 per s for 1 s (new) and 10 per s for 3 s; Total Dmg to machine 400 elec (this is before the insane machine resistances)
-Projectile, Explosion and Enchantment affected, will not work play nice with other mods that change this for Pulse Grenade.
-*SHOULD* make power armor and machines vulnerable to more damage for 3 seconds.

Silencers (and Muzzle attachments)

*Benefits only apply to player* (addperk MGEF limitations)
-25% less damage, 300% full critical. 75% Base * (200% sneak + 100%sneak) = 225% Sneak (without obtained perks)
-ie. Vanilla Silencer: 100 dmg gun + silencer = 100 dmg gun ; Sneak damage = 200
-ie. KIWF Silencer: 100 dmg gun + silencer = 75 dmg gun ; Sneak damage = 225
-Shortest barrels give 10% critical attack bonus.
-compensators and muzzlebrakes's range penalty is now a positive increase, bayonets have no decrease.
-compensators and muzzlebrakes +range +craft requirements.
-All Muzzle Attachments modified.


Semi-Auto vs Full Auto, Barrels and Mags (And a note on Gunslinger, Rifleman and Commando)
COMMANDO PERK IS REWORKED. Rifleman and Gunslinger now handle damages, Commando is like Sniper and acts as a supplementary with the old stagger and new KIWF given abilities. Damage is FLAT bullet for gun based on receiver. Caliber change damage the most significantly.
-Rifleman and Gunslinger now affect automatic damages.
-Commando is non-damage supplemental skill with various benefits.
-Reciever Semi-Auto sometimes convert ammo type  sooner, 
-Reciever Automatic match semi-auto of same named and caliber.
-damage scale went from 25%-45% difference to 15% difference per quality level.
-overall damage has been worked out to still do the SAME MAX VANILLA DMG with all the "best" parts.
-the gunmen in the world appear to do 25% more damage with minimal weapon mods.

-Barrels improve damage 0-30%
-Shortest - 0% dmg, 10% crit
-Short/Long - 10-20% dmg
-Longest - 25-30% dmg, Sniper 25% crit, -15% fire rate)

-RAPID receivers do base damage but more DPS than powerful autos.
-Base Weapons (all DLC) and weapon mods affected (all DLC)
-Submachinegun - 16 dmg (really 10) -> 26 dmg
-Combat Rifle - 33 dmg -> 35 dmg
-Base ammo is now .308 CG, Lesser ammo conversion is now .45 auto, no greater conversion.
-Assault Rifle - 30 dmg -> 31 dmg (to compensate for Combat Rifle adjustment)
-Vented barrels fire 10% faster.
-Handmade Rifle - 32 dmg -> 34 dmg (to compensate for Combat and Assault rifle adjustment)
-Sniper barrels shoots a LITTLE farther, Sniper receivers have greater conversion of 7.62 x 54r (new)
-THIS MEANS: enemies in the field will appear 25% more powerful on average because of the distribution of damage among the mods.


Minigun (Vertibird included)
Doesent such "as much" anymore.
-Dmg Base 8 -> 10
-50% more accurate.
-Barrel changes (all armor piercing): Std, Acc, Tri
-Vanilla dmg increase = +0% (short range bonus), +30% (15% dmg + 15% rof), +0% (+15% dmg, -15% rof, long range bonus)
-KIWF dmg increase = +10% dmg, 20% dmg (-10% dmg, +30% rof), +0% (+20% dmg, -20% rof, long range bonus)

-Ammo is still just as scarce. Can be found more in stores but more expensive.
-Minigun and mods, vertiberdench01-04 affected.

Hunting Rifle (Anti-Mat)

Damage has been upped so it is functional as a late-game weapon, being a .308 CG caliber, and a .50 Cal is closer to the New Vegas Anti-Material Rifle.
-Base damage from 37 to 39
-.50 cal does 300% base damage, Armor Penetration enchantment.
-ammo capacity 20% less for .50 and 20% more for .38 and 5.56
-Hunting rifle and mods/recipes affected.


Ammo
It's all been renamed and changed to fit the lore and economy better, and projectiles are redone in a later version.
-Ammo is scarcer in the world, more plentiful in stores
-For a less challenging play-through, scrounger and fortune finder add normally.
-Scrounger also includes DLC ammo now
-Ammo is more expensive (buying and selling)
-*New* ammo: 7.62 x 54r for handmade rifle upper tier semi-auto.


Bashing
Bayonets make the difference as does the Basher AND commando perk.
-Bayonets, stocks and weapons affected.
-Commando bonus + Blacksmith bonuses = 40% extra bash. (maxed with basher 8, 90% more damage)
-overall changes, bashing does a little over 70% (approximate) more than vanilla with bayonet, 30% without.
-Non-Heavy Guns do bash damage equal to their base weight, Heavy Guns do 50% their weight.

-Large Bayonet (most common) add 2.0 secondary dmg instead of 1.0  and require commando to craft
-Full stocks do 1.5 bashing damage (3.0 for musket), Marksman and recoil do 1.25, short do 1.0, pistol grips do 0.5
-common std base dmg went from 6 to 10. heavy and special weapons like laser musket get 12-15.

Power Armor
It is now properly represented as a mobile weapons platform. You're more deadly, but so are THEY.
-Wearers will get flat 50% weapon and explosive dmg reduction, 90% spell type.
-25% less damage from giant enemies (Deathclaws (and nuka), Mirelurk Queens and harbor Fog Crawlers) and plasma weapons.
-when wearing 6 pieces of PA
-50% less damage from medium to large sized enemies (humans, Supermutants, Yao-Guai, Radscorps, Sentry Bots, Harbor Gulpers, etc...)
-as a result, pieces last longer in combat.
-90% less damage from spells (except electric)
-When wearing PA helmet and powered FC (applies to enemies as well)
-25% shooting range
-50% more accurate
-50% less scope sway
-Pulse grenades/mines will do the most damage
-I should note:
-DROPS FOR FUSION CORES are scarcer and more unpredictable and sometimes a partial charge as low as 50% (containers).

Perks, Abilities and Crafting
Make-sense changes to crafting related perks that also affect the use of items such as wearing armor.
-Like nuka world, vanilla weapon recipes have other level requirements (so its a leveling game and scavenger hunt for parts)
-Recon scopes require science 3 only to craft
-Auto/Semi receivers upper tiers require  rifleman and gunslinger (various, with gun nut sometimes commando or sniper)
-Largest magazine, rapid receivers, reflex sights and most muzzle attachments require commando (various, with gun nut)
-Some barrels, long scopes, certain muzzle brakes, recievers and quick small mags require sniper perk.
-local leader requirement removed from crafting stations.
-added to beacon, siren and scavenger workstation.
-scavenger workstation grants significantly more loot "average".
-aid items have increased craft requirements.

-mixing drugs/aid requires lvl 1 chemist/medic respectively
-creating BASE drugs/aid items for mixing requires 2 chemist/medic respectively

-See Perks/Ability list at bottom of page for more details.

Enemies
Raider/gunner Enemies with power armor will have 90% chance of full sets of their respective model, making them more challenging and rewarding to fight (unless you can sometimes steal the suits from them.) As a reminder: anything that carries a gun does what you can.
-Perk added to "most" types of following:
-SuperMutant - 30% accuracy increase, slow hp (@1% increasing 75%) and limb regen (@50% hp), 20% less damage from all sources (except exp)
-playercheck lvl 60+ -do 25% more dmg with pipe guns, boards and sledge types
-Brotherhood/Gunners - 30% acc inc, 20% dmg inc w/ heavy or auto guns, 10% less dam from other 'soldier' classes.
-Railroad/Minutemen - 20% acc inc, 20% dmg inc w/ non-heavy and non-auto guns, 20% damage resistant to Institute and BoS.
-Raiders - MOST raiders shot 20% acc inc 10% dmg inc.
-playercheck lvl 60+ -raiders now do 25% more dmg with pipe guns, machetes, pool cues and knuckles
-Guards - 20% acc inc, 20% dmg to raider faction.
-Sytnth - Details below
-Military bots - Mr Gutsy, Assaultron, Sentrybot - details below.
-Giant enemies - take 20% less damage from weapons.
-
(Will be changed to 50% less for small guns, 25% less big guns)
-Skeleton changes
-deathclaw - head and back are tougher, belly went from 2.0 to 1.25 (125% weapon damage instead of 200%)
-supermutant - headshots do 1.75 instead of 2.0 now, easier to hit.
-powerarmor - headshots do 1.50 instead of 2.0 now, easier to hit, FC a little harder to hit.
-gen 1 and 2 synths - headshots do 1.25 instead of 2.0 now, easier to hit.
-bugs - wings cripple easier, harder but are harder to clip
-vertibird - fuselage absorbed 20% less damage.

OTHER (subject to additions)
Survival console has been enabled because... fuck losing 2 hours of progress because you get stuck between a wall and another object and cant move.
CHANGES TO HIT POINTS and also a re balance of the minuteman radiants.
-Changed minutemanradiant to 1 instead of 3
-changed artillery smoke grenade projectile (goes off after 2 full seconds, this increases range)
-SURVIVAL CONSOLE ENABLED
-because fuck losing 2 hours of progress when you clip into a wall and cant get out.
-because fuck sleeping on a sleeping bag and getting a debuff just because you want to save.
-HP DEBUFF
-Vanilla = END/2 + 2.5 = 3-7 hp per PC level. (fractions counted)
-KIWF v040e
 = 0 hp per PC level. (fractions counted)
-Life-giver perk available at END 1, grands +40 HP per rank (vanilla +20)
-cap at 250 HP
-still plenty of other perk and equipment options to be tanky.

-Chem addication.
-adictol is 2x rarer
-medic 1 required to craft rad-scorpion omelet.


Weapon By Weapon:

Pipe Weapons (Semi-auto, Revolver and Bolt)
Virtually the same overall.
-Overall dmg unchanged.
-mod dmg increments changed from 25% to 15% and distributed.
-crafting requirement changes.


Laser Weapons (Institute and Common)
The weapons feel different than ballistic weapons now.
Laser Musket just got an appropriate damage buff for the sake of it's lore. It will still be great and fashionable as a mid-game weapon.
-Changes hover around vanilla damages, still generally better than tier 2 ballistic weapons.
-Commons = aprox 10% more damage with slower fire rates
-Institute = Fire faster, more accurate, less recoil.

-Focus Lens 10-15% more damage Common, 10-15% more range Institute.
-Gyro more stable (it didn't do that much before...)
-CURRENTLY SATISFIED, PLEASE COMMENT CONCERNS/SUGGESTIONS!

Submachinegun
NOW it's a gun that's good to have in your inventory (beware the triggermen)
-Base damage 16(10) -> 26
-Auto reciever, 15% dmg per quality change
-Rapid = 40% faster fire rate, thats 10% more DPS than Powerful at cost of ammo consumption.


Combat Rifle
CHAMBER CHANGED, it's now a .308 CG cause that makes ****ing sense.
-Base damage increase from 33 to 35
-Base ammo .45 auto changed to .308 CG
-THIS is why you will note that assault rifles and the DLC4 handmade rifle now do about 10% more damage overall (so they maintain their tier)


Combat Shotgun
Appropriate changes.
-receiver mod dmg tweaks, new algorithm.
-rapid receiver = true automatic


Assault Rifle
Re-balanced to stay in it's tier, but ultimately not the best for semi-automatic.
-Base dmg = 30 -> 31
-Short barrels shoot 10% faster, Vented shoot 10% faster (stacking logic)
-Long barrel +25% dmg, vented long = +15% dmg
-Drum magazine stores 100 ammo now (because I wanted to)


Plasma
This was almost perfect vanilla, slight changes.
-Base damage = no change.
-Mod changes = flamer + shotgun get 25-40% buff (because it served NO use other than wasting ammo)
-Automatons and power armor buffs do not protect from
 "super-heated ionized metal", so vanilla damage.
-Barrels get +X plasma damage over 2 seconds, X based on type of barrel.


Gauss Rifle
Feels good to upgrade it now.
-Base dmg 80, scales up with mods to nearly 240 dmg before perks.
-Longest ranged weapon (exception missile launcher).


Handmade Rifle

The most versatile vanilla rifle, it still is and then some. NEW AMMO FOR SNIPER TIER RECEIVERS.
-Base dmg = 32 -> 34
-Auto scales same as other weapons
-added .308 CG conversion, 5% mroe damage and range than base (.308 CG is same as 7.62 x 39 but a little longer)
-Upper tier semi-auto becomes 7.62 x 54r type (v010e and up)
-added .308 CG conversion, 5% more damage and range than base

-Welded, shovel stock and bayonet recipes require blacksmith
-This becomes powerful very quickly on par with melee weapons.

-Barrels (traits overlap, do the work in your head)
-Sniper = +10% dmg, -10% rof, +range, +20% crit
-Long = +20% dmg
-Short = +0% dmg, +10% rof, +10% crit
-Welded = -10% dmg, +1 base bash.


Radium Rifle (BUGGED SEMI AUTO)

Do not expect great things from V010e, it's fixed in v051e.
-Auto scales same as other weapons, Rightly-OP.
-Semi-auto stays .45 cal and turns into charging attack with higher end receivers boosting radiation damage.
(BUGGED v030e and v040e)

Explosives and Traps
Explosives in general have simply been improved to reflect the overall weapon buffs 10-20%. A missile should of course, do more than almost any projectile gun. The Harbor DLC traps have been buffed 2x like the melee weapons as to not be just for useless show.
-Explosives approximately 10% more damage, they're not enough of a threat in vanilla.
-Harbor DLC traps have a higher chance to cripple (vanilla made them not worth lugging around)

Damage Types
Fire as I mentioned, stacks now. Poison does as well, acid does not... vanilla effects seem... the same, to me, I didn't feel like a bloodbug sting was any different than fire, or poison. I've changed them to what I feel, better reflect how they should work and have worked in previous games.
-Poison - stacks, does a light damage for a longer period of time (subject to change, may introduce anti-venom as aid item in HC).
-Acid - does not stack, high damage, short period of time (may create aid item, sci crafting requirement in HC)
-Fire - stacks doing medium damage for a short period of time.
-Bleeding - light damage for a short period of time (subject to change, may introduce new aid item).
-Plasma - Variable DOT on weapon effect (not grenade/mine, currently anyway)
-Radiaion - NO CHANGE


PERKS:

Weapon Specialization Perks (Subject to change, Higher level testing (natural level up) is taking time and lots of engagement testing)
Extra tiers, unique and appropriate bonuses.
-added 5 more levels to each major specialization, 110%, 120%, 130%, 140% and 150% dmg
-Demo and Bash only get 4 more, 115%, 13
0%, 140% and 150% dmg
-5% AP reduction at level 1, 10% at lvl 5 and 15% at lvl 10
-Commando damage buff removed, gunslinger and rifleman replace
(v010e bug fixed in v030e)
-still adds hipfire and stagger to automatics
-gives max 10% ap reduction to Heavy weapons, Rifles and Pistols
-Gives 25 movement speed when iron sights up (with a nimble legendary, move at 100% speed)
-improves bash 25%
-grants ambushing bonus: 25% more damage to enemies not in combat (initial shot/strike)(includes not sneaking)

Other Perks (subject to minor change, will update as i go, please comment what you'd like to see)
Some slight, some drastic, some rearrangement. I have not removed anything, merely added to the perks. Like the WSP's I felt like additional levels or slight changes could be added to further enhance the "related field" that they attribute to. ie. Gun Gun/Science giving ballistic/energy weapons 5% bonus to critical per level respectively.
-Added 1 more seamless level to Better Criticals
-VANS adds 10% more exp gain per level (max 20%), I never bothered with vans before the Harbor +2 Perception, as an exp buff it felt appropriate.
-Awareness improves accuracy in vats to 10% at level 1, and damage to 10% at 2, lvl 3 grants +10% exp for kills.
-reasoning that only people who rely vats will ever get awareness.

-Adamantium skeleton - 4th lvl added, do 20% more limb damage to enemies (because why not/wolverine)
-Action Boy/Girl added lvl 4, 100% AP refresh speed.
-Aquaboy/Aquagirl add 15% quicker swim speed per level (because why not/makes sense)
-Bloody Mess now only makes targets explode at lvl 4 for those who want the buff but not the comic-gore.
-Ninja 3 and Gun-Fu 3now gives 10% AP reduction in V.A.T.S. for melee/unarmed and range weapons respectively per level.
-Cannibal now gives 5-10% damage buff towards living prey as it becomes edible and progresses to final.
-swapped positions with toughness.
-Chem Resistant grants +10 poison resistance per level.

-Blitz/PainTrain add 10% sprint speed for being out/inside power armor respectively, bonus applied only when in combat. (does NOT stack)
-X6-88's Companion perk (and ability) grants 20 extra AP under the guise of synth implants with the institute.
-Nuclear Fusion lvl 4 added - power armor AP reserve increased 30 pts (only when in it and with battery)
-Crafting perks grant 5% critical damage bonus in V.A.T.S.
-respective types for a total of (5x4) 20%. (10x3) 30% for melee.
-new sci/gunnut (5) grants 5% extra base damage for respective weapon types and blacksmith 3 grants 10% base damage (because PC squish).

-Armorer decreases weight of worn armor by 10% per level, 5th new level grants +25 DT physical/energy
 if any one piece of armor is worn.
-reward users who like cosmetic light armor.

-Lady Killer and Black Widow now have 4th tier that give you tier counterparts 3rd tier bonus, a kickback to New Vegas perks.
-Sniper added lvl 4 and 5. total 10% ap redux on semi-auto rifles w/ scopes.
-Sniper 1 grants 25% more range to semi-auto rifles, and 4 grants 50% total.
-Sniper 5 grants 25% more critical damage in VATS for semi-auto rifles w/ scopes.
-Chemist 1-4 give 25% spell boost per level to poison weapons, granting 10% chance poison melee paralysis at lvl 4

-I KNOW THAT I AM MISSING SOMETHING, there's lots of shit in there to be sure.

ENEMIES:

Super Mutants
They will heal and get back up on their own if you leave them alone too long.
-20% damage resist to weapons
-30% more accurate
-25% more damage with pipe, board and sledge type weapons and heavy
-regen hp and limbs slowly
-Suffer 50% falling damage

Robco and General Atomics Military Edition
Don't let combat end before you kill it, it'll repair itself out of combat.
-regen hp and limbs at varying health outside of combat.
-50% accuracy bonus
-Sentry bot melee improved
-Should not apply to DLC1 automaton robots


Synths Gen 1's, 2's, 3's and Coursers
They're more like terminators now. Harder, better, faster, stronger...
-Regn same as above mentioned bots but IN combat.
-70% more accurate (Institute laser only)
-Coursers get 100% with institute laser, 75% with other weapons.

-30% increased base movement speed (running and hiding just became more difficult ^_^)
-no falling damage.

Other enemies (not currently subject to change)
Humans are prey and you are human. Remember that.
-Giant enemies such as harbor fog crawlers, deathclaws, sm behemoths and ml qeens take 50% less small weapon damage, 25% less heavy weapon damage.
-Deathclaws regen hp and limbs slowly, claws cause deep bleeding attack damage.
-they have a special ability that triggers at 20% hp giving them more speed and damage.
-Animals now do 200% limb damage if their HP is below 25%.
-Giant enemies only suffer 25% falling damage.


THE FUTURE IS NOW NOT YET: KIWF v0X0e

-More weapon changes
-Knockdown perks for projectiles will not apply to giant enemies
-Missile and Fatman explosions will cause stumble on radius, and knock down on direct hit
-knockdown does not apply to giant enemies

-Aid items (SURVIVAL ONLY, once i figure out how to make it exclusively for survival mode anyway...)
-STIMPAKS WILL accelerate effects of poison like in NV (I am not changing my mind, there's plenty of lore for this)
-poison effect will be changed (stack, low-med damage over much longer time period)
-STIMPAKS WILL become addictive (5% chance)(they are very easily hoard-able vanilla,
difficult to make rarer...)
-food and rest are essential.
-create bandages, negate bleeding, bleeding will therefore do less and last much longer. (no requiremetns, 1 cloth required)
-change stimpaks, they will be addictive in survival mode 5% or so, let me know in comment what seems reasonable
-create splints (metal/cloth)
-only applicable when out of combat. alternative to stimpaks which are newly slight addictive.
-Ammo reloading bench (a very resounding MAYBE)
-based off the workshop dlc craft components so it's lore friendly
-Throwing knives (
ALL TESTS FAILED, will revisit when i have the patience for the projectile)
-Silent throw, act like grenade (double velocity)
-craft under cooking station utility (because open flame, i might make a new utility station in the future with no crafting requirements (to craft the station))
-Types include silverware, normal, poison and "ninja" (require ninja 3 perk to craft, throws 3 projectiles)

-THROWING ROCKS WITH MORE AMMO SCARCITY! (Maybe, it's just a concept at the moment, mostly for "slave" fodder)
-Option 1: "thrower" would be a primary weapon, with grenade throwing animation and the junk jet ammo type for misc junk items.

-distribute to enemies, particularly human npcs.
-Option 2: create "rocks" at cooking station and throw like grenades, so you can have a melee weapon equipted at same time.
-assign to melee human enemies, as gun-toting enemies would not use them often or as a direct weapon.
-Option 3: Use either 1 or 2 and give enemies limited ammo.
-has MANY logistically frustrating implications, loopholes, problems... etc.
-NPCs have proven ineffective at ammo management.
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