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Multiply applies before set


Narrrz

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why? this is the most counter-intuitive way of doing things i can imagine.

If i have a weapon with 20 base damage, a receiver that adds 50% damage, and some other mod that sets its damage to 30, the result will NOT be 45, as would be expected (20 -> 30 x 1.5) but instead only 40 (20 x 1.5 + (30 - 20))

this is applicable to other things such as magazine size as well, where if i try to set a weapons magazine size from 12 to 8 with a mod, adding on a large magazine (+100% mag size) still increases mag size by 12.



Has anyone else run into this weirdness and found a workaround? i really don't want to have to make separate receivers and separate magazines for each ammunition type i allow a weapon to be converted to...

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In essence, i need some way to either have multiply effects from different weapon mods stack with each other multiplicatively (rather than additively, as is the present case) or else i need some way to tell the game to resolve addition/set before multiply.

Are either of those things possible through FO4Edit?

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I think it's the result of terrible design on bethesda's part. I know you could sort of brute force it by checking all the available conditions that effect the weapon damage, then controlling the multiplier based upon that. That's the only way I can personally think of making it possible through fo4 edit. But I'm not very good at this. You could probably script it into the game somehow.

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Honestly, I'm virtually certain this is intentional. With the current modding system, and perks system, Bethesda was able to cap weapon damage within a bounded range.

Example: in Skyrim, you did alch, ench, alch, ench, alch, ench, alch, ench.... etc. until you made god tier items.

What you're trying to get around is designed to keep the progression measured, and cap the ridiculous damage numbers of prior Bethesda games. Separate addition of bonuses removes the cascade effect of "multiplying the multiplier".

Just food for thought.

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