0 of 0

File information

Last updated

Original upload

Created by

merme

Uploaded by

mermeTypewritter

Virus scan

Safe to use

Tags for this mod

About this mod

Weapons will break if you hit them hard. Create recipes to repair weapons. Now all weapons can be broken. Change the components for every broken weapon's scrapping drops coherently to models. Changes broken-intact weapon drop rates based in the real guns durability. Changes the weight, value and components of broken weapons.

Requirements
Permissions and credits
꧁𝕚𝕟𝕕𝕖𝕩, 𝕤𝕥𝕒𝕣𝕥 𝕙𝕖𝕣𝕖
⠀⠀ 

Hello. We will start the topic solving: who is this for?
Some believe that there are two kinds of players in FO4, those who want to feel like they are in a video game, and those who want to feel like they are in a wasteland, they are actually the same... Let me explain.
This mod deals with looting and crafting, talk about that. They both want to feel that they have resources, progress to complete the recipe, everything results in satiety, if you haven't tried a mod that reduces loot yet, I must say that I was the same as you, you get full quickly, you soon stop getting excited to get scrap, soon everything is monotonous, you come back with full pockets... but it wasn't necessary. Then I changed the path, I tried 5 different loot reducers, but I saw them all in the nexus, I missed Damn Apocalypse, I was not convinced.
Months later I had many compatibility problems with Loot Logic and Reduction and NPC Loot Drop rebalance. A friend convinced me to take another look at this sophisticated mod. I discovered in Damn Apocalypse a highly polished and versatile mod, which was tackled by some of the best modders around.
I understand that you might want to watch Damn Apocalypse, you can, using it will not cause problems (it will reduce them), now you can complement it with this mod, gives a facelift to this old game.
If you already have it you can jump under.


𝕠𝕧𝕖𝕣𝕧𝕚𝕖𝕨

This mod is a complete revision of the "Broken Weapons" section of the Damn Apocalypse Loot Module. This expands, rebalances, and adds mechanics that dynamize and establish different game strategies. All on a solid platform with all its details taken care of, with careful attention to avoid farming strategies. Everything is adjusted so that it feels part of the original mod. I agreed with the majority with payl0ad to ensure I didn't get out of the Damn Apocalypse experience, expand it.

𝕔𝕣𝕖𝕕𝕚𝕥𝕤
Although I publish this, it is the joint work of ideas and work of the Bearington Lab of GreslinGames. I am an initiate in this and the following gave me the knowledge and adequate tools so that the mod has the fantastic quality it has today. Somebodysangel provided vital help, she always seems to be one step ahead of me, he saved me from a LOT of weird problems. A special honorable mention to payl0ad who attested very profuse knowledge and didactics to help me understand them, the help and instruction was so great that it was incorporated into the design of a mod script. I'm not exaggerating when I say that I couldn't have done any of what's here without him getting me started on modding, all I know, all credits due to payl0ad, he was also the original creator of the hit Damn Apocalypse. Diacutefor making the videos about nifbashs and solving my doubts with great mastery. Thanks for everything.

𝕚𝕞𝕡𝕣𝕠𝕧𝕖𝕞𝕖𝕟𝕥𝕤

  • Add more weapons to Damn Apocalypse from the vanilla game (previously weapons such as the Covert Pistol or the Combat Shotgun could not be broken, now they can). With custom broken models, with careful attention to detail, the components are not standard, they were carefully chosen. All the weapons that were already there and all the new ones had the next changes applied:

  • All broken weapons can now be repaired in the chemistry bench in the REPAIR WEAPONS section if you have the perks, broken weapon and materials. All the recipes were made coherently and selection of perks in a simple version and an optional one.
Spoiler:  
Show
Simple version: It is included in the base version. You will have standard perks associated with weapons as a requirement, such as GunNut, Gunslinger, Heavy Gunner, etc.
Alternative version: Optional, not included in the base version. It will have non-standard perks as a requirement. The entire perk chart has been used to give each recipe two unique perks that will not be repeated in others, this results in more difficulty. It's not for all players, some may feel that the requirements don't make much sense at times.
 

  • Before all weapons had a standard 75% chance of falling broken from an NPC, that doesn't seem immersive to me, a second ago he was using it.
    Adjusted the stat, now each weapon has a custom chance. Fragile weapons (usually better) like a Gauss Rifle with its coils exposed, or a Plasma Gun will have a much higher chance of breaking, others like a Submachine Gun are more resistant and will break less frequently.

  • The scrapping recipe of all broken weapons was also changed, now they have more, and more interesting components.
    To balance, adjusted the weight and value of all broken weapons, now their counterpart is that they have more weight. This makes them look like it really is a broken weapon, and no only ashes from it.

  • Fixed spelling errors, broken weapons have their names corrected. Fixed some nifbash that could cause problems.

  • Added a dynamic weapon break system. If a weapon on the ground (because it was dropped by an NPC, you threw it, it was static, whatever) takes damage from an explosion, gunshots, or a hit, it will now break (with an explosion and particles! Seriously!) You can take the broken weapon from the wreckage. Imagine this in a tough fight with grenades.
Video

    Clarification: Weapons you have in inventory or in hand will not break, you don't have to worry about that.
Spoiler:  
Show
I plan on adding a version in the future so that grenades and mines can break your weapons and those of the enemies even if they are equipped. I found it very hard for most players, if they ask for this version I will work on making it an update (Not done yet).

This can be elementary for players with carryweight reducers or item limiters. voluntarily break weapons to transport them, later you repair.
𝕔𝕠𝕞𝕡𝕒𝕥𝕚𝕓𝕚𝕝𝕚𝕥𝕪 𝕒𝕟𝕕 𝕡𝕒𝕥𝕔𝕙𝕚𝕟𝕘
This does not escape the obvious. The mod will be compatible with everything I know of and will require that it be compatible with Damn Apocalypse and its loot module. They are mandatory for obvious reasons.
The system that breaks weapons dynamically was applied to each weapon form. Some ALREADY spawned weapons may not have the effect, others will. I'm not sure how to universalize that in a graceful mode. 
Anything that overrides it will simply remove the effect. The good thing is that it is
EXTREMELY EASY to patch, even adding the system to new nexus weapons.
With the tutorial below you can do it even if you have never opened xEdit before. It is written in such that way.

I made a patch for 10mmAnims in -3 minute and added it in the download section, you can tell how it's done just by looking the "Template For New Weapons" in xEdit. It's standard, BASED adds some more colorful effects to some vanilla weapons, but you won't need this. With the method below you will have a weapon that will break after suffering 15hp damage, producing the particles, the mini explosion and throwing the broken model. 

  翻译: