th1nk Posted April 27, 2014 Share Posted April 27, 2014 (edited) I was playing around with a little mod for personal use (might fix some of the balance issues and release it at some point but I'm working on something else right now), a gauss shotgun basically, I added a beam split mod (to simulate 4-0/3-0 Buck ammo in a ballistic shotgun) and noticed all the projectiles the weapon shot were landing in a single location.Eventually after a while fiddling I figured out that Value B for a Beam Split mod is a spread multiplier. Not sure how I worked it out, as even on the weapons with beam split mods that have spread (eg Laser Rifle, LAER) the Value B is set to 0 - meaning the spread they have drops to 0 if the mod is applied (which on one hand means actors are always hit by both beams at once but on the other hand means the weapon also becomes more accurate - it could perhaps be intentional for the former but I would say only if other parts of the weapon spread formula don't cause the two beams to diverge at all if, say, your arm is injured), IIRC I just put numbers in boxes until I noticed something - trying the weapon's min spread caused a massive spread (the weapon has high spread as it is) and after what I recall being a far greater amount of time than I felt it should have taken, it clicked for me that it was just a flat multiplier, I set it to 1, and hey presto, all is well.Basically, Beam Split Mod Value B is a multiplier for the Min. Spread. I couldn't find a reference to this anywhere so I'm not sure if it's known (though if so, I still have other reasons to make this thread).It's very odd that this wasn't used in the DLC (though it's a nice addition, you'd think the value B would be the damage addition or something seeing as beam splitters increase damage) but you can quite easily test it yourself by adding a beam split mod to a shotgun with large spread and shooting at a wall ythe impact decals will show up on - try it at 0, try it at 1, try it at 5, etc etc etc. I'd throw together a little esp to demonstrate it but anyone able to verify that I hadn't tried anything tricky would be able to do it themselves - this is pretty simple stuff.(I'm also pretty sure the GECK wiki is wrong about Value A being beams added + 1, as the beam splitters in the base game just use 1 (which doesn't fit the (half damage+30% x2) shown in-game for the damage), so I figure Value A is just the number of added projectiles.)Anyway, I have to wonder if there are perhaps others we don't know about - the 9mm pistol has an increase zoom mod with the second field set to 2 - my guess was spread but playing around with copies of the weapon with min spread set to 2 and the scope mod's value b set to 0.0001, 2, 100, and 0 didn't have a significant effect (though "shooting at a relatively close wall and trying to stop my cheap mouse from jittering around and throwing it off" is hardly scientific procedure, the range of values I used is surely a bit wide to not see any differences in a fairly wide spread pattern) - shame, I was hoping to combine a scope and spread reduction into one mod (as with the odd way weapon mods are implemented I don't think there's even going to be a workaround to make that happen without something like Antistar's trick from F03). The 9mm pistol has value B set for all the mods - even the third mod, which isn't present, has value b = 1 (with value a = 0), it also has a value b for the clip capacity increase set to 3, so perhaps that does something, but then, what would it do?Basically, I want to see if anyone else has stumbled on any in their time (and also because I didn't see this mentioned and figured it might be useful)? I experimented with the Value B for Regenerate Ammo (Shots) and it didn't affect the regen rate (still 16 shots on a 24 ammo/2 ammo per shot (12 shot) weapon before reload if it's set to 1, 2, or 100, will try decimals next). Edited April 27, 2014 by th1nk Link to comment Share on other sites More sharing options...
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