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Changes to the damage-boosting perks


Afiado

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Hello guys! This is my first topic ever, so please be patient. The thing is, I don`t like the way the Comando/Gunslinger/Rifleman perks in the Fallout universe are implemented. if a pistol used to deal 20 points of damage before, why now suddenly it deals 30?

 

This kind of perk makes sense in Skyrim`s playstyle, since arrows and swords and fireballs all depend on your skill with using them, but in Fallout`s world, a gun should deal the same damage regardless of who is pulling the trigger, right?

 

So I would like to ask the modders out there if it is possible to make a mod that, instead of changing the base damage of a weapon, we can improve the modifications we do to them. For example, with the pistol above, let`s say I make a modification to it and change it`s receiver. Now it deals 40 points of damage. Can we make the gunslinger perk so the pistol will retain it`s original damage of 20, but when have the same receiver added, will jump straight to 40?

 

So what do you guys think? Can someone do it? Pretty please?

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Well for about 3 weeks now I have been working on a mod that alters a ton of stuff, this included.. my mod isn't necessarily realistic by any means, but it is damn close to how I believe stuff should be, the damage and weight of each weapon and most armor pieces have been increases, but to counter that, the perks have been nerf'd (damage dealing ones the most), and weapon damage has been increased to a satisfactory level, but headshots are what you need to aim for cause the damage to things' heads is dramatically increased, and to the body is in most cases, not increased, or even take less damage anywhere but the head.

 

So if you wait a bit, hopefully sometime this week when I make the mod workable ingame to the way I want, then you can have the nerf you want, I plan on making it modular as well so you can take ONLY the sneak part of my mod, or ONLY the weapon changes, ONLY the perk changes, etc etc.

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Hey thanks vTemporalZEROv! In this case, I will definetly check your mod out, especially the perks mod. But I am satisfied (mostly) with the vanilla game, I tend to avoid mods that change too much of the gameplay.

 

Do you have a name for your mod already?

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Yeah but it isn't up quite yet, I am still fine tuning some details about it, and also still working on the rest of the perks that need changing, being you know.. like a hundred something perks, it takes a second ha.

 

It is called Advanced Alterations of Altercations - AAA.

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What you are describing is effectively gunnut, if you don't strip mods from guns you buy (normally gun with most mods are for sale before you can make them)

 

You may find some self imposed rules help

 

1. No Buying weapons

2. No buying shipments until endgamel v60+ or main quest complete

3. Maybe no power armor and use armorsmith - it isn't so over powering early if it takes you 40-50 levels to get enough ballistic fibre for your first set of ballistic weave.

4. Survival of course though mod it with more spawn, more legendaries,, maybe arbitration

5. There is a mod Gunplay that encourages you to use automatics more http://www.nexusmods.com/fallout4/mods/10008/?

 

Then there is the overall playstyle change of not using VATS so much - I hip-fire or combat scope 2.5x almost everything now.

Edited by sligth
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The gunnut grants you access to better mods, but what I would like is that the base weapon wasn`t altered (by another mod, such as the Rifleman), and the gunnut was responsable for all the effect. Essentially the rifleman would improve the effects of the gunnut, not of the base weapon. But now I realise it would demand a certain amount of work from the modder and maybe it`s not worth it.

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