ouibonjour Posted November 1, 2020 Share Posted November 1, 2020 I would like to make something where the same 10 mm Pistol found on two different corpses would not necessarily have the same DMG. Since all weapons have the same base damage, once you maxed out a certain weapon with all the mods, you don't even bother to look at the Damage of the same guns you find in containers, because you know that once you put the same mods on it as you put on yours, it will get to the same damage. For example, my .44 Magnum do 174 dmg once I apply all the best mods on it. So when I'm looting corpses or container and see a .44 Magnum in it, with a random mod and, say, a 87 damage, I won't bother taking it as I know in the end, once I apply the same mods it will be 174 DMG as well. I'm lever 48 and I keep using the same weapons I found 20 levels ago, because they all have the same base damage, and my perks affect all individual weapons easily. So if I have a maxed out weapon of each weapon types, it's not worth even having a quick look at weapons while looting, as I know they will all have the same damage once modded. I'd like to change that. I'd like for example that all 10 mm pistols comes with a random base damage (lets say anything between 28 and 41) instead of a solid 33 that will never ever change. That way, if I have a maxed out 10 mm pistol and find another one, well I might get an higher damage once modded if the base amount was higher. I'd like to take the example of borderlands : you could find 3 instances of exactly the same weapon, but the damge will vary a little, the rate of fire too, etc.... which adds a decision making when looting, instead of just being like "Meh, I already have an automatic Shotgun, don't need another one that is exactly the same"If there is a mod that is already doing this, I'd like that (I found one that adds different level of quality with different damage changes, which is not bad), but if there is nothing else I'd like to find a way to do it through Creation Kit or FOedit if it's not too complicated. How would you suggest to start exploring this idea ? Link to comment Share on other sites More sharing options...
kingharvest Posted November 1, 2020 Share Posted November 1, 2020 I'm pretty certain you cannot change the base damage on a single instance of a weapon in FO4 without changing it for every instance of that weapon. If you want instances of a weapon to have (seemingly) random base damage, the best way IMO would be to add a hidden attachment point to all weapons and use it to change damage in a way that's hidden from the player. You can then create a bunch of different OMODs that attach to that point with different bonuses or penalties to damage, throw them all into a MODCOL associated with your new attachment point, and add that MODCOL to all the weapon templates in the game. Once that's done, all the weapons that spawn in the game will have random hidden weapon damage mods on them, seeming to the player like they have different base damage. e: this is how legendary items already work, more or less, so you could look at legendary items in vanilla FO4 and use that as a reference too. Link to comment Share on other sites More sharing options...
ouibonjour Posted November 1, 2020 Author Share Posted November 1, 2020 Hum that would make perfect sense. I'll need to read a little bit more about how to add attachments and creates weapon mods, as well as reading about MODCOL, but at least Io understand what it would supposed to do, so I'm already on the good path, thanks! For sure, I would have prefered an option where I could have entered something like "Random(28, 41)" as the base damage, instead of "33" , in a way that all instances would be modified, but would pick a number between 28 and 41. Or something like that, but hey, we work with what we can do lol Link to comment Share on other sites More sharing options...
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