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Lonewanderer345

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My weapons patch that modifies damage, places some limits on ammo drops,...intended to be used alongside mods that balance health and level scaling, and harder survival loot restrictions.

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Update 02/Feb/2022 - added a PATCH for Dogmeat's Backpack  - for users of 'Frost Dogmeat Resurrected' this gives an immersive reason for 'Jack' having some carry capacity. Also made the character backpack use the Frost - Medium Dark Green Go-Bag model and stats (25CW -2AGI).
- updated SAR patch for FROST to restore some PA frames around the wasteland as I have been unable to lift the disable edit that is added through Frost Unofficial Updates for the damaged frame on the Museum of Freedom roof (I can remove the effect on the Minigun, but not the PA, so...???)
- updated the FROST weapon patch - includes a fix for SMG NPCs to spawn with .45 rounds instead of 5mm - so they should have ammo to use their guns now.

Update 28/Jan/2022 - added a PATCH for Some Assembly Required and SAR Legendary PA mods to cover the content now available in the Nuka World FROST mod as well as bringing consistent 'gas-mask' and Perk requirements to Power Armor sets in a SAR FROST run.

Update 09/Jun/2021 - added a couple of recipe tweaks for YOLO

1. Nuka-Free - changed Dirty water for Radaway...In YOLO we have little use for Radaway anyway, and it seems a more plausible way of taking rads out of Nuka-Cola than adding irradiated water...
2. Bottlecap Mines - added 50 caps to the recipe to 'fix' the issue that these IEDs never had the actual shrapnel element...nuff said.

11/Jun/2021 - added more Radaway recipes to craftable Nuka World Cola variants; added 5 Rads to Cola and Vim variants that can be 'found' not crafted to bring these in line with Commonwealth variants.

FROST overhaul patch for various balance tweaks - 28/Jan/2022:

Updated for a new playthrough including the various FROST community mods, with adjustments to certain receivers not covered elsewhere (i.e Double barrelled shotgun Advanced and Hair Trigger) and with my preference for caliber based consistency across the various firearms.

Lever Action Rifle Damage increased to 105,...45.70 round is now between 308 Winchester and 50 caliber and reflects a proper large caliber hunting rifle
45.70 round value increased to $35 to match FROSt values for 308 and 50 caliber

38 caliber receiver mods have reduced rather than increased weight, reflecting smaller, lighter replacement components for down-sized weapons utilising a small pistol cartridge rather than rifle cartridge: -0.45 instead of +0.45

5mm rounds revalued and increased in weight to match 308, reflecting that these are 7.62x51 rifle rounds

Tommy sub-machine guns reverted to 0.45 pistol cartridge (as handmade rifles are common in FROST and already use a 7.62 round, SMG fits a more traditional lore friendly niche for a pistol round  'spray & pray')
Tommy SMG damage increased for more consistency with similarly calibered radium rifles in FROST

Fusion Cores have vanilla wt of 4 and health of 500

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Update: 06/Dec/2020 - added Horizon overhaul patch for Miniguns (Player, NPC, Player mounted vertibird, Vertibird) which for me are neither powerful enough to use, and are not threatening or frightening in the hands of NPCs.

Minigun Dmg up to 32 (from 8) for player, and 24 (from 6) for NPCs. 

5mm ammo adjusted for weight, components and cost, to reflect this higher damage performance, and to change it from being some weird tiny round, to being 7.62x51....stats are essentially matched to .308

You now have a 'dilemma'...do you keep the 5mm ammo for it's powerful heavy weapons use, knowing that keeping a supply of hundreds of rounds long term will be difficult, but that your minigun will clear virtually any quest location 'with ease',...or do you sell, or utilise it to craft small arms rounds?

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My weapons patch that modifies damage, places some limits on ammo drops,...intended to be used alongside mods that balance health and level scaling, and harder survival loot restrictions.

This is primarily an 'archive' for me, but may, or not, be of interest for use, or ideas for others.


Weapon damage is adjusted to work best with a 1:1 damage given and taken modifier.
Some weapons are markedly increased, for example minigun does 24 dmg, up from 8 dmg....some are reduced, or standardised, for example laser and Institute Laser guns both do 21 dmg.
Shotguns do 80-90 dmg (10 per projectile);
Long guns do more than pistols with same calibre: SMG does 36dmg with .45 compared to Pipe Revolver doing 24dmg for example.

NPCs use ammo applied to most high quality, high damage projectile weapons.
Lasers are not limited, but their damage is markedly lower than conventional weapons as a trade-off.
38 round Pipe weapons are also not limited, reflecting why pipe weapons have become a 'staple' sidearm for Settlers, raiders and Super-Mutants,...the low grade ammo is more readily 'homemade',...similar to the lower grade ammo in the Metro games.
This results in 38 ammo still being relatively plentiful, making Pipe weapons, or conversions of better weapons to a 38 calibre receiver a more useful option, while laser ammo can be plentiful, but is in the hands of more dangerous enemies, and represents a reward for engaging Gunners, Synths,..or BoS.

Full Automatics have reduced range as per 'vanilla', but the damage is equivalent to their Semi-Automatic counter-parts.

Long-guns and Lasers sustain higher damage beyond their range, projectile pistols and pipe weapons don't.

The file includes some minor tweaks to fix sound issues with Institute and Curies lasers,...balance to some effects like Fire and Bleed,...NPCs use ammo is applied to throwable explosives; 5mm ammo is re-named to 7.62mm...and has wt increased to match .308 rounds; Explode and Dismember flags tweaked to be less 'cartoony'.

NOTE: The Laser Musket is nerfed down from 30 dmg to 15dmg.
I am using 'Useful Crank', and this damage reduction makes the muskets scale better with Pre-war and Institute weapons. They are a very useful option when out of ammo for anything better, but they aren't an OP sniper rifle.

CREATION CLUB: The optional file includes tweaks to the two CC firearm mods I currently have installed...The 'Handmade Shotgun' and the 'Anti-Material Rifle', increasing damage and adding the NPCs use ammo flag.
If any other CC weapons come up 'free' or 'on sale' at a more realistic price, I may add them,...

MELEE: are also re-balanced to be valid/competitive, as lower ammo means both player and NPCs will resort to melee more often


REQUIREMENTS:
Nothing is 'required', however, I use the following in my load order...most with some personal tweaks to levelled NPC and Item lists for a more 'Survival' balance, but without having all the 'extras' that some of the excellent, but, far-reaching, overhauls add in.

Game Configuration Menu: To set damage taken and given to 1:1; Reduce legendaries from 1.5 down to 0.25; NPC power armour dmg taken down from 3 to 1
Unbogus Health Scaling
Unbogus Health Ranges
Fallout Loot Overhaul
: some tweaks to the Gunner, Brotherhood and Institute lists to standardise their weapons to ensure they don't spawn with Pipeguns.
Fallout New Vegas Ammo Crafting: patched with FO4Loot...adds a nicely balanced looting and crafting system
Some Assembly Required
Stronger Robots Synths and Turrets
: patched to give priority to Unbogus scaling and ranges for Synths; patched to give priority to FO4Loot death items
Deadlier Deathclaws
Power Armour No Sneak
No Lightstep (Traps, mines), No Silent Running
Classic Rad Poisoning
: Fallout 1 version
Companion Weapons are Customizable
Useful Crank - Laser Musket doesn't require ammo
: F4SE version
Food mod: patched to include all Nuka Cola and Vim variants and Bloodleaf, so no ingestibles provide magic healing.
Wasteland Wound Care: patched to give priority to FO4Loot
Herbal Remedies: herbals cure diseases, but don't provide resistance buff

(Many Thanks to all the creators of the above,...these mods are all awesome!)
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