Cruor34 Posted May 25, 2017 Share Posted May 25, 2017 Hi, I just stumbled onto this, and it looks awesome. If I may make a suggestion, since you said this is a full overhaul. I am working on a new release of my mod, here: http://www.nexusmods.com/fallout4/mods/5195/? Basically, it normalizes humanoid health. In Vanilla, human HP is 30 - 1260 (which is mind blowingly idiotic) This mod changes that something like 120 - 450. In the new version it will be even tighter, something like 250-500. Bodypartdata is also altered, for example head shot damage does 3x rather then 2X, torso is 1.2X vs 1x, arms are .6X vs 1X, etc. (kellog may be the only exception) With that said, .38 does 120 base, 556 does 160 and has longer range, etc. Mods are hugely nerfed, down to 25% increase damage instead of 75. Weapon perks no longer increase damage. The end result is gun fights are much faster and deadlier, no more enemies who die from a spitball, no more enemies who take 10 .308 rounds to the face. The real difference between a Gunner Captain and a raider is gear and perk skills, not an insane, unrealistic health pool. Also, this allows you to just pick up a gun and use it rather then going "eh, this might be ok once I mod the hell out of it" Anyway, to my point, will you be looking to do something something similar in your mod? I would assume you would want this given the realistic nature of it. If so, I can help out with npc edits, or I can like you take a look at what I have done. As I said, working on a better, updated version to what i have on the nexus and it should be done soon. Link to comment Share on other sites More sharing options...
protatato Posted May 25, 2017 Share Posted May 25, 2017 What revolver model are you planning to use for the Police Positive or similar? Link to comment Share on other sites More sharing options...
antistar Posted May 25, 2017 Author Share Posted May 25, 2017 Speaking of weight, how will you balance the weight of ammunition? It's not too noticeable except for explosives, so I tried a mod that made it heavier. Unfortunately, ammunition felt too heavy. How do you plan to compromise on this? Like with weapons, the idea is to use real-world weights as much as possible. I've already done that for ammo in fact; it was one of the first things I did in the WARS plugin since it was quick and easy. This resulted in most ammo types being a little heavier (e.g. .50 BMG is much heavier), but a few being lighter. (E.g. 5.56x45mm.) For now I've just left the Energy weapon ammo weight alone - for obvious reasons. I'm not planning to have WARS edit carry weight limits itself, but I expect it will be balanced around a reduced limit, as in Survival Mode or whichever carry weight limit reduction mod. I don't think ammo will feel too light. I mean you can never have enough ammo, and on top of all the other equipment and supplies you need to carry... I think it should be fine. Hi, I just stumbled onto this, and it looks awesome. If I may make a suggestion, since you said this is a full overhaul. I am working on a new release of my mod, here: http://www.nexusmods.com/fallout4/mods/5195/? Basically, it normalizes humanoid health. In Vanilla, human HP is 30 - 1260 (which is mind blowingly idiotic) This mod changes that something like 120 - 450. In the new version it will be even tighter, something like 250-500. Bodypartdata is also altered, for example head shot damage does 3x rather then 2X, torso is 1.2X vs 1x, arms are .6X vs 1X, etc. (kellog may be the only exception) With that said, .38 does 120 base, 556 does 160 and has longer range, etc. Mods are hugely nerfed, down to 25% increase damage instead of 75. Weapon perks no longer increase damage. The end result is gun fights are much faster and deadlier, no more enemies who die from a spitball, no more enemies who take 10 .308 rounds to the face. The real difference between a Gunner Captain and a raider is gear and perk skills, not an insane, unrealistic health pool. Also, this allows you to just pick up a gun and use it rather then going "eh, this might be ok once I mod the hell out of it" Anyway, to my point, will you be looking to do something something similar in your mod? I would assume you would want this given the realistic nature of it. If so, I can help out with npc edits, or I can like you take a look at what I have done. As I said, working on a better, updated version to what i have on the nexus and it should be done soon. That does sound pretty similar to what I have in mind. It would be great to be able to refer to it when making those changes; it should save me a lot of time. If you're okay with it, letting me know when you've updated your mod so I can have a look at it would be very helpful; thank you. What revolver model are you planning to use for the Police Positive or similar? You mean the 3D model? Unless a good resource comes along before I get around to it, that's one I'd planned to make myself from scratch. Link to comment Share on other sites More sharing options...
PoorlyAged Posted May 25, 2017 Share Posted May 25, 2017 Speaking of weight, how will you balance the weight of ammunition? It's not too noticeable except for explosives, so I tried a mod that made it heavier. Unfortunately, ammunition felt too heavy. How do you plan to compromise on this? Like with weapons, the idea is to use real-world weights as much as possible. I've already done that for ammo in fact; it was one of the first things I did in the WARS plugin since it was quick and easy. I saw this and something popped. I seem to remember that you were using real world ballistic tables for things like range and damage. Am I remembering correctly? Link to comment Share on other sites More sharing options...
Cruor34 Posted May 25, 2017 Share Posted May 25, 2017 Speaking of weight, how will you balance the weight of ammunition? It's not too noticeable except for explosives, so I tried a mod that made it heavier. Unfortunately, ammunition felt too heavy. How do you plan to compromise on this? Like with weapons, the idea is to use real-world weights as much as possible. I've already done that for ammo in fact; it was one of the first things I did in the WARS plugin since it was quick and easy. This resulted in most ammo types being a little heavier (e.g. .50 BMG is much heavier), but a few being lighter. (E.g. 5.56x45mm.) For now I've just left the Energy weapon ammo weight alone - for obvious reasons. I'm not planning to have WARS edit carry weight limits itself, but I expect it will be balanced around a reduced limit, as in Survival Mode or whichever carry weight limit reduction mod. I don't think ammo will feel too light. I mean you can never have enough ammo, and on top of all the other equipment and supplies you need to carry... I think it should be fine. Hi, I just stumbled onto this, and it looks awesome. If I may make a suggestion, since you said this is a full overhaul. I am working on a new release of my mod, here: http://www.nexusmods.com/fallout4/mods/5195/? Basically, it normalizes humanoid health. In Vanilla, human HP is 30 - 1260 (which is mind blowingly idiotic) This mod changes that something like 120 - 450. In the new version it will be even tighter, something like 250-500. Bodypartdata is also altered, for example head shot damage does 3x rather then 2X, torso is 1.2X vs 1x, arms are .6X vs 1X, etc. (kellog may be the only exception) With that said, .38 does 120 base, 556 does 160 and has longer range, etc. Mods are hugely nerfed, down to 25% increase damage instead of 75. Weapon perks no longer increase damage. The end result is gun fights are much faster and deadlier, no more enemies who die from a spitball, no more enemies who take 10 .308 rounds to the face. The real difference between a Gunner Captain and a raider is gear and perk skills, not an insane, unrealistic health pool. Also, this allows you to just pick up a gun and use it rather then going "eh, this might be ok once I mod the hell out of it" Anyway, to my point, will you be looking to do something something similar in your mod? I would assume you would want this given the realistic nature of it. If so, I can help out with npc edits, or I can like you take a look at what I have done. As I said, working on a better, updated version to what i have on the nexus and it should be done soon. That does sound pretty similar to what I have in mind. It would be great to be able to refer to it when making those changes; it should save me a lot of time. If you're okay with it, letting me know when you've updated your mod so I can have a look at it would be very helpful; thank you. What revolver model are you planning to use for the Police Positive or similar? You mean the 3D model? Unless a good resource comes along before I get around to it, that's one I'd planned to make myself from scratch. Cool. I will try to work on it faster and show you something. You can check out the "adjusted enemies" file to get a sense of it, and compare it to Vanilla. I would take the time to read my whole rant of a description before you try. Its easy, low skill mod, just a ton of time consuming NPC edits to get health normalized. I just couldn't play a game where some humans had 30 health and others had 1200, or shoot one super mutant that had 100 health and the other having 1000. It boggles my mind as to who designed this thing. Robots are hugely boosted to. I have mainly positive feedback from people who use the mod several comments on how tough robots are. They should be tough. A Sentry Bot with miniguns and rocket launchers "one of the most deadly robots ever created" according to Bethesda's load tips SHOULD be a brutal battle. Link to comment Share on other sites More sharing options...
antistar Posted May 26, 2017 Author Share Posted May 26, 2017 (edited) As a general update; I've basically finished the low-poly stuff for the USAS-12, including all the attachments. High-poly meshes next. There's a fair bit to do there; it might take a while. The USAS-12 should get mostly the same optics attachments as the Mini-14 - or the AR-15 really; I made a carry handle RIS mount for it so it's easy to give it the same ones. It should also have the same under-barrel options as the Mini-14; bayonets, laser sight and tactical light. Only on the standard barrel again; not the shortened barrel. The same muzzle options; compensator, muzzle brake and suppressor. I was going to make a Salvo 12 suppressor for it at first, until I realised that it would perfectly block the under-barrel attachments - so I may just stick with the vanilla shotgun suppressor. Edit: Actually the vanilla suppressor blocks the under-barrel attachments pretty badly too. I may do a Salvo 12 suppressor after all but try the novel approach of attaching it upside-down. The real USAS-12 only has the standard full butt-stock as far as I know, but here I also gave it a couple of variants of the M4 collapsible stock from the AR-15, plus a custom buffer-tube-only option. Finally it gets three magazine options; a fictional 6-round box mag plus the real 10-round box mag and 20-round drum mag. Oh, and the semi-auto and select-fire trigger groups. I saw this and something popped. I seem to remember that you were using real world ballistic tables for things like range and damage. Am I remembering correctly?Yes, I'll probably use muzzle energy values as a reference for damage values in-game; at least as a starting point. AmmoTweaks has its own values for projectile trajectory stuff which I'll likely leave alone to begin with, and see how they feel. Cool. I will try to work on it faster and show you something. You can check out the "adjusted enemies" file to get a sense of it, and compare it to Vanilla. I would take the time to read my whole rant of a description before you try. Its easy, low skill mod, just a ton of time consuming NPC edits to get health normalized. I just couldn't play a game where some humans had 30 health and others had 1200, or shoot one super mutant that had 100 health and the other having 1000. It boggles my mind as to who designed this thing. Robots are hugely boosted to. I have mainly positive feedback from people who use the mod several comments on how tough robots are. They should be tough. A Sentry Bot with miniguns and rocket launchers "one of the most deadly robots ever created" according to Bethesda's load tips SHOULD be a brutal battle.I had a bit of a skim through your description earlier, but I'll read it more thoroughly when I go to look over the plugin/s themselves. :smile: Edited May 26, 2017 by antistar Link to comment Share on other sites More sharing options...
Bottletopman Posted May 27, 2017 Share Posted May 27, 2017 Almost forgot - will item mods have fixed weight values now? It seems a bit ridiculous for example that a long scope multiplies weapon weight instead of adding a fixed amount. Link to comment Share on other sites More sharing options...
antistar Posted May 27, 2017 Author Share Posted May 27, 2017 Yes, definitely. I don't know what they were thinking there. It led to bizarre stuff like that makeshift bit of twisted wire iron-sight for the Minigun weighing something like five pounds. Link to comment Share on other sites More sharing options...
Bottletopman Posted May 28, 2017 Share Posted May 28, 2017 I wonder how much weight will be shaved off guns if every single moddable bit used fixed weights instead...even just adding glowing dots to the sights of your gun multiplies its overall weight by like 0.05 or something. Link to comment Share on other sites More sharing options...
ZOMKILL Posted May 28, 2017 Share Posted May 28, 2017 Hi Antistar, how does the mod evolve? Link to comment Share on other sites More sharing options...
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