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vanilla weapons dps boostin


rafmeq

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Hi Raf.

The video you posted a link to has most of the information in it that you need. The only 2 differences, when you want to mod a vanilla weapon.

1) You cannot mod a vanilla file. You have to extract the file first.

2) The weapon will be in slightly different place.

 

So ok, follow the video as far as installing F04edit. Which is also called Xedit. Which I am going to call it because it's easier to type. Tho I do still typo it as "exit" sometimes. So if I do that, you know what I mean.

 

You will want to make sure to open Fallout4.esm in Xedit.

eU3S3UwP_t.jpg This is a thumbnail picture, click on it to make it bigger. After it opens in another page, Right Click on it, and choose Save As, then choose where on your computer to save it.

 

The FIRST thing you will want to do, is select the vanilla weapon that you want to mod. Once you see it, (I used the Pipe Gun for my tutorial) You will want to RIGHT click on it's name.

Once you right click on it, you will then want to make a COPY AS OVERRIDE into a new file. Once you choose that, a window will pop up, and ask you to create a new file. Name the file whatever you want. Then after that, it will ask you to choose what Type of file to make it as. Go with just a regular .esp file. Those are the easiest to edit, and the simplest to use for starting out modding.

 

After you create the new file, go ahead and repeat the process of making overrides for any of the other weapons that you want to mod. Choose to put all of them into the file that you just made.

 

Now, you will pretty much follow the directions in the video, on the override files of the guns that you extracted into your new file.

 

Now keep this in mind. Any vanilla guns that you mod out, the NPC's that you are fighting, also have these same guns. So if you are shooting at them with them, they are shooting at you with them.

 

NOTE- The comment that I made about adjusting Speed, is for SEMI auto only. Does not affect Full auto. I do not know how to make them shoot faster in full auto. :(

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There is also a mod out there that brings vanilla weapon damage more in line with Modern Firearms. (which do significantly more damage than vanilla.....) It isn't dependent on MF, so, you can run it standalone, and boost damage output for ALL the vanilla weapons in a quick and easy manner.

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There is also a mod out there that brings vanilla weapon damage more in line with Modern Firearms. (which do significantly more damage than vanilla.....) It isn't dependent on MF, so, you can run it standalone, and boost damage output for ALL the vanilla weapons in a quick and easy manner.

can you link plz?

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Heyas again Raf.

:smile: No problem, glad to help out on that. Love to see people start modding out their games! :smile:

 

Sorry for taking so long to respond, I haven't been to the forums for a few days.

As for lasers. Once you extract the file as a new override, find it's entry under Weapons, and scroll all the way to the very bottom of it's list in the right side panel.

 

You will see a group called DAMA - Damage Types.

I'm looking at the generic Laser used by the Gunners, and the Brotherhood.

It says

Damage Type #0

Type dtEnergy [DMGT:00060A81]

Amount 24

 

The 24 is what you would want to edit, to increase or decrease the amount of base damage the weapon does :wink:

Now... IF you are the type that is like a lot of us that believes that lasers don't have recoil.....

 

Go back to the left side panel, and scroll back up to the top and click the + next to Aim Model. Find the laser weapon that you want to edit. They will be named, followed by a suffix _AM (aim model). Click on the one to extract, and set it up as a new override.

Now in your new override, click on it, and go to the right side panel. You will see several entries for Recoil.

The important ones here, are: Recoil Min Per Shot, Recoil Max per Shot, Recoil Arc, and Recoil Arc Rotate.

If you wanted to completely get rid of the recoil you could set each and all of those to Zero. However, then you have issues with attachments further adjusting the recoil, and end up with problems like the gauss gun. Where it recoils DOWN instead of UP.

I would recommend setting them to something like 0.050000 or 0.075000 and then adjust later if needed, after testing in the game :wink:

Then you would want to rinse and repeat with the other types of lasers, such as the institute laser, and/or gatling lasers. As well as plasma if you think those need to be recoil less as well.

 

I have my HK G36 set up with the 0.050000 setting, and while the animations for the weapon do kick it about 1/8" of an inch or less each time I fire, the target pattern is still in the same spot. Slight incongruity between the point of aim/impact and the animations. Tho with a silencer, the barrel barely even moves at all. Even scoped.

 

But yeah.

Hope this helps! Have fun modding! :D

-Storm

Edited by StormWolf01
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OOH!

Hey again, sorry to double post, but I just now figured out how to affect full auto! :D

FGcAQWKR_t.jpg

 

Keep in mind that this is a mod gun. But the principle is still the same.

What you want to do is click on the item to mod, in the Object Modification section on the left. In most cases, it's going to be an automatic receiver.

Now, in the right side panel, look for the two items that I highlighted.

The yellow section I highlighted affects how fast it fires in full auto. This, I don't recommend changing in very large increments until a person gets a better understanding of it. Maybe in increments of +/- 0.005000 or something like that.

 

Now, the blue section is where the damage modifier comes into play.

The gun I'm using in the example has a 0.5 % damage penalty for full auto. Hence the " - " (minus) sign in front of the numbers. Setting that to zero would get rid of the penalty. Getting rid of the minus in the figure, would make it increase damage per that amount.

 

Now granted... these two are a bit more in depth. Because they are receivers. And you would need to mod each receiver that the gun is capable of having added to it at a gun bench. But I just figured that out, and since it's along the topic, I thought I'd share :wink:

 

Also, Huge props to Robotized who was talking about this in another thread. His post got me to looking into this, and at the object modification section that he was talking about.

Edited by StormWolf01
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