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Increase dmg/speed on Melee weapon


DeadlineRinging

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open up fallout4.esm in FO4Edit
go into weapons, or object modification file, btw typing in the form ID is a good way to get to the thing you're looking for quickly I've provided the info so you can do it yourself
learning how to do this will open up a whole world of playing with numbers, making guns do crazy damage, or tweaking little bits here and there - I've given you the method of doing it because I don't know how to upload mods yet lol
right click the relevant thing (you'll see there's an object mod and a weapon file I've listed here as potential candidates for changes - with 3 options for getting what you want laid out) copy as over-ride into a new file, or some file you'd probably tie in with melee weapon changes (I dunno which but basically if you remove the mod then that change disapears, don't copy as new record it creates conflicts that screw up everything)
what you do is copy as over-ride into... (any file you're comfortable with keeping around because if you delete it you delete your new over-ride which is what tells the game to use new stats for a thing - this is how mods work in the first place)
form ID is 00182CD1
editor ID is mod_melee_BaseballBat_SpikesSmall
name is Barbed
in the DATA - Data section.... of that file
you should see a few rows called properties, one of the "weapon properties" should say "AttackDamage" with a float value type at 0.20000
attack damage, basically what it does is it adds 20% damage to be barbed from baseline of the weapon itself, I'm not sure how to describe it but it "ups" the damage by a %, it floats the value up a bit
there's 1 "weapon" called baseball bat - its baseline damage is 16, so barbed should add about 3 damage (20% of 15 is 3)
this float value thing is important, you'll notice I'm dropping the multiplication value down by a whole 1.0 in the float value mods I'm telling you about below... if you do the "correct" number that seems to add up, you'll actually be adding an extra baseline of weapon damage on top of it - which is fine but if you're looking for 40ish damage for balance then ehh you know
for the baseball bat weapon itself....
form ID is 0008E736
editor ID is BaseballBat
name is Baseball Bat
(DNAM - data at the bottom section of the weapons thing) damage and then.... you have THREE ways of getting what you want
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change baseball bat's (the basic/baseline weapon) damage to do 20, and change the float value of the (barbed mod) from 0.20000 to 1.0 (the baseball bat with barbed mod does double damage with 1.0 float value and 20X2 = 40) - this will improve the baseball bat in general, but give barbed mods a big extra kick in usefulness and power too over and above the rest
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this is probably the one you'll want
or you could change (barbed mod - remember this is a float value so 1.5 really means the weapon will do 2.5 times normal damage) to 1.50 and leave baseball bat damage (baseball bat with barbed thing does like 2.5 times damage --> 16 X 2.5 = 40) - this will only affect barbed bat modification, meaning it'll be the best one of them all basically - probably what you're going for
Remember - this is for the object mod's float value
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or you could just up the baseball bat baseline damage to like, 35ish to 40, 20% of 40 is like 48, so 36 is like, 42-43 and 35 will lead to 40 damage with the barbed mod on at that point (all baseball bat mods will remain as good relative to each other as they were before - meaning whatever's best now will still be best)
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Swatter is a modification to baseball bats
world series is a modification to baseball bats as well (they co-exist with weapons mods that increase damage)
these will be affected by changes to mods for baseball bats too
I trust this isn't too big a problem
once you get this down, you may want to look at float values for weapon damages for other weapons and their mods while you're at it, always use an over-ride and preferably into a brand new file if you're experimenting with something sketchy
remember to delete the file you made as an override if you're done with it, make sure to name it so that it's easy to recognize so you don't mistake it for someone else's or vice versa
Edited by tartarsauce2
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I forgot to mention, you can also change the speed of a weapon by changing its animation

in the keywords section (also don't make other changes unless you know what you're doing exactly or are experimenting with a throw-away override file keywords are.... key to how the file is recognized - mostly it's look don't touch until you learn more about the system), if you click, and then click again shortly after in that little area that says "Anims2hmWeapon" (but not a double click - it's safe to doubleclick it just gives you a popup that I dunno much about but I can copy the text and then close it so that's useful) a drop-down menu should be possible to use

change it to "Anims1hmWeapon" which should be listed just above it, and you're in the zone

you'll be spazzing and bashing one handed in no time - this is the animation batons use for instance (which is faster), unfortunately because of how the system works, the animations determine the actual attack speed, and noone's made faster animations that I know of - so if you want to swing faster you'll have to put up with the different look - I'm *not sure* if you can baseball bat with abandon using the shortweapon keyword...(this makes it show off kind of like a switchblade or combatknife in a sense with how you attack) but you COULD try that, and then if it doesn't work or it's annoying even, you could change it back
alternatively, Anims2hmWideWeapon makes it more like a pool cue or sledge hammer for swing speed etc (which is pretty slow)
you'll be swiping people instead of absolutely smashing them, but it'll work well enough

Edited by tartarsauce2
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