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Reboot

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Skanian

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About this mod

An overhaul patch for Deadpool2099's classic .45 auto pistol, now brought to Boston with new and improved customization options!

Requirements
Permissions and credits
Donations
CREDITS:

 - Bethesda - Fallout 4
 - Deadpool2099, Ha_ru, hitman47101– For the OG mod, in all of its goodness.
 - Dnxyken- For the .45 auto unofficial patch, which this mod is built on.
 - The6thMessenger- For making the brilliant Weapons Overhaul series of mods, and for being a great help in creating this mod!

Mod requirements:
 - .45 Auto Pistol (Colt M1911)
 - .45 Auto Pistol Unofficial Update

How to use mods:
 - How to install mods
 - How to install mods manually demo
 - How to install mods using NMM demo

Main Changes:

1.) Changes to the weapon modifications.
> Original Receiver mods have been phased out in favor of the new internal modifications.
> Receivers are now split into Receiver, Frame, Trigger, and Damage mods.

- Receivers: divided into standard and .45 +P receivers. .45 +P receivers have higher damage, and armor penetration, but cannot equip suppressors.
- Frames: divided into heavy, standard, and light. Heavier the receiver, the more damage it deals and the less viable it is for VATS use.
- Trigger: divided into standard, AP, hair trigger, and calibrated. With a larger bonus than other weapon mod types, trigger mods help your gun specialize in different things, from armor piercing to VATS use.
- Damage: modifies damage, meant for progression.

2.) Multiplicative Perk-Based damage bonuses.
Damage increases are handled by perks, which means damage increases by mods and legendary effects now stack multiplicatively. Two-Shot now actually doubles damage!

3.) Optional tweaks.
The optional mod in the download section modifies the holographic sights in the mod to be 1x zoom.

Notes on armor penetration:
Since I'm sure the majority of the playerbase doesn't know how armor penetration works, I will be briefly explaining how damage resistance and armor penetration works, and the problem with that.

1.) DR
DR reduces damage by the following formula:

Damage Coefficient: min( 0.99, ( [Weapon Damage] x 0.15 / [DR ])^0.365 )

This means that the smaller of the two (either 0.99 or ( [Weapon Damage] x 0.15 / [DR ])^0.365) is multiplied to the Weapon Damage, and that is the real damage dealt.

2.) Armor Penetration
The armor penetration stat reduces the DR of the enemy by the % amount of it. Due to how the DR formula works, armor penetration stops having any effect on damage if the damage is ~7x the DR stat.

3.) The Problem
The problem with DR and armor penetration working like it does is twofold. First, thanks to how the DR formula works, armor pen is essentially a static damage increase unless DR is very small compared to the damage. This means that armor penetration doesn't work better on more armored enemies, as long as damage is ~6x the DR. Secondly, Weapon Damage is absurdly good. It pretty much double dips in the formula, which makes it absurdly good and it means more damage essentially makes armor penetration useless.

4) This mod's solution
This is why the AP Trigger has an absolutely ridiculous 70% armor pen on it. The AP trigger increases the gun's damage by ~80% if it is used with the +P receiver. This means that it will be the best option, until the weapon damage is ~6-7x the enemy DR. Choose your mods accordingly; If your 45 auto is meant to be used vs light targets, pick hair trigger. However, if it's meant to be good vs armored targets, pick the AP trigger.

Some common enemy DR values:
- Humans: 0~100DR(with some exceptions)
- Power Armor: ~1000DR(Brotherhood), 500~1000(other)
- Deathclaw: 100~300DR

Fun Facts:
- Energy weapons cannot have armor penetration, because Bethesda didn't make it.
- Ballistic Damage is the only damage type that double dips on the damage formula. Other damage types use base damage for the damage coefficient(which is far more balanced)

Mod Recommendations:

> Pipe Weapons + Materials  
> Minigun  
> Laser Musket  
> Gatling Laser  
> Laser-Plasma  
> Missile Launcher 
> SMG  
> Railway  
> Hunting Rifle  
> Combat Weapons 
> Assault Rifle  
> Lever Rifle 
> Radium Rifle 
> Handmade Rifle 
> Sidearms
> Double-Barrel 
> Flamer 
> Fatman
> All-In-One Merged Pack

I recommend playing with these mods, this mod was made to make the .45 auto consistent with these.
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