This mod fixes a bug, which is as old as Fallout 4. Weapons with damage types, like Energy, deal less damage, than normal weapons. The reason is, when the damage is calculated, only the base damage is used for the calculation against Resistances. This means, you will deal much less damage and makes typed weapons much worse than others.
(soft requirement) Fixes Bethesda's broken ER damage calculation
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Console modding permissionThis mod will not be available on Bethesda.net for console users
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
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Changelogs
Version 1.0.10
Bug Fixes
-> Fixed a bug, where the perk entry Mod Incoming Damage, did not apply to typed damage.
Version 1.0.9
Bug Fixes
-> Fixed a bug which caused the scatter mod to deal more damage than intended
Version 1.0.8
General
-> Added more logging information
Bug Fixes
-> Fixed the previous fix. Energy weapons now calculate correctly sneak and crit damage against enemies.
-> Fixed energy weapons dealing low damage. The calculation now applies correctly again.
Version 1.0.7
General
-> Added more logging information
Bug Fixes
-> Explosive Perks did not apply to Explosive Damage
Version 1.0.6
Bug Fixes
-> Fixed perks being applied before damage resistance calculation
-> Fixed crit damage dealing too high damage
Version 1.0.5
General
-> Code optimization
-> Improved logging
Version 1.0.4
General
-> Code optimization & potential crash fix
Version 1.0.3
Bug Fixes
-> Fixed a bug, where some perks did not apply correctly
Version 1.0.2
Bug Fixes
-> Sneak and Crit multipliers are now correctly applied to typed damage weapons
Version 1.0.1
Bug Fixes
-> Fixed a bug with laser weapons with the scatter mod being wrong calculated.
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What does this mod do? This is probably the most famous bug of Fallout 4 and one that has the biggest impact of all and this mod fixes it. This mod fixes a bug, which is as old as Fallout 4. Weapons with damage types, like energy, cryo, fire etc, deal less damage, than normal weapons. The reason is, when the damage is calculated, only the base damage is used for the calculation against Resistances. This means, you will deal much less damage and makes typed weapons much worse than others.
This becomes very noticeable, when you are using perks or weapons modifications which increase the damage of your weapon. When your weapon deals 50 damage and the damage is increased to 100. The game still only uses the base damage of 50 to calculate the damage against enemy resistances, which results in much lower damage.
Compatibility In general this mod is compatible with all mods out there!
You have suggestions or questions? Feel free to post them into the comment section!
Check out my other mods:
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