Jump to content

Custom Modded Guns Spawn Too Often


flameshiva

Recommended Posts

I like to say this humbly and constructively but a problem I have when I try weapon mods that are integrated into levelled lists is is they spawn on NPC's and Enemies far too often like they are the most common thing ever. I don't know if Mod makers are either aware of this or if anything can be even be done but I also see this problem listed from mod users often under said Weapon Mods comments too. A lot of these weapons are also very powerful so to be encountered or found more rarely helps alleviate that too.

 

I would also like to ask if anyone can give instructions of using F04 Edit to make these changes myself. Thanks.

Link to comment
Share on other sites

an excellent question!

it is not a complaining to ask a question - how do we get answers if we don't ask questions? heheh

a lot of folks on nexus ask a similar question of 'game balance'.

 

that said,

it depends on your mods and how they alter the drop tables...

some, such as the excellent mk22 50cal gun,

replace the 5mm minigun and lower several other weapon drop rates.

In survival mode, this results in 3:1 ratio of 50cal guns to other weapons... each does ~150-230dmg per bullet.

 

so, there are a couple of mods,

which allow you to see your drop rates and alter them to a 3 digit value.

"1.00 to 0.00"

setting the drop rate to ~0.07 or 0.10 is a good benchmark.

things like simple 10mm or 38, 22s etc, they'd be more like 0.63 to 0.87 range.

things like a simple shiv or simple melee like a tire iron or baseball bat etc, they're 0.91

things like a fatman or alien raygun are 0.02.

things like a plasmagun or lasergun are somewhere between 0.26 and 0.34

the drop rate of one weapon is relative to the other weapons...

and there seems to be a multiplier for settler store vendors drop rates on top of that...

 

if that doesn't work somewhat,

you can also tweak the modded weapon a number of ways -

a blanket override .esp exists, which forces weapons of particular categories to be a certain value.

this is great for 'any-mod, any-weapon', which could spawn random combo weapons for enemies which were highly damaging.

you can force certain weapon components to be x,y,z. dmg.

 

another way, is to suspend how modded weapons are brought in -

ie, only the player character can bring in weapons via console commands,

and the drop rate of tables are not altered...

there are a couple of mods in testing for this option,

and it can be a bit tedious,

though you avoid altogether any chance of a negative play experience,

from random 50cal deathsquads moving in...

 

I hope that helps somewhat, and thanks for asking a neat question!

I look forward to seeing how this resolves.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...