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Usually will come in the form of ‘+25% Damage’ and denotes exactly how much more (or less) damage a weapon will deal. Usually has a grip and is more accurate while hipfiring.Īlso known as: Bash Damage, Bleed Damage, Burn Damage, Poison Damage, Critical Damage, Sneak Damage
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Pistol = May benefit from Gunslinger Perk. Usually has a stock and is more accurate while aiming. Simple: Rifle = May benefit from Rifleman Perk. If a weapon cannot be modified to another type, this info is omitted. Laser weapons, for example, are laser pistols if equipped with grips but laser rifles if equipped with stocks.
#FALLOUT 4 WEAPON BALANCE MOD#
Usually found listed on stocks/grips, this shows what kind of weapon the mod will make. Not listed if only a single firemode is available to the weapon. Semi-automatic = May benefit from Rifleman Perk. Simple: Automatic = May benefit from Commando Perk. For example, the 10mm Pistol Receivers list their fire mode, as it can made either automatic or semi-automatic, but the Hunting Rifle Receivers do not, as it’s always bolt-action. This denotes how a weapon operates and will only be listed if it can be changed via mods.
#FALLOUT 4 WEAPON BALANCE MODS#
These kinds of changes have been applied to all weapon mods (including unique weapons and legendary modifiers) in the game, revealing actual numbers and sometimes even previously unknown modifiers for those who like their descriptions actually, well, descriptive. 50 Receiver actually increases Reload Speed by 25%? Kind of vague though.īetter Weapon Mod Descriptions: +75% Damage. So, what does Better Weapon Mod Descriptions do exactly? Here’s an example, using the Hunting Rifle. It leaves all values at their vanilla setting and merely lists them all – including some which weren’t actually noted in the old descriptions but still present. Tired of Better Recoil, Exceptional Damage or Poor Range? Try some actual numbers on your weapon mods!īetter Weapon Mod Descriptions strives to give you some actual information on what each weapon mod does by changing the descriptions of each and every modification.Īs such, BWMD unfortunately will not be compatible with any other mod that modifies any weapon mod.
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New Optional File: Now Compatible with Vazeron1’s Weapon Balance Overhaul v1.3, listing the exact stats of all weapons including the balanced values of the mod! New Optional Lite Version which only lists weapon mod differences as compared to the slot’s Standard mod.)
#FALLOUT 4 WEAPON BALANCE PATCH#
No need to patch anything for compatibility.Update v1.1 released (Minor bug fixes. If a mod alters weapons damage or NPC's hp, you don't need it anymore.įully compatible with weapon mods and "bullet mods". If a mod alters the spell AbLegendar圜reatureItem, it will conflict. If a mod alters body parts data, it will conflict. This is compatible with every and all mods adding weapons, ammo or NPC as long as it doesn't alter bodypart data or the spell AbLegendar圜reatureItem. No need to overhaul NPC's health or weapon damage anymore. Therefore, shot placement is very important. (Doesn't work when they don't wear a helmet in the first place, use _PAHelmetAlways under miscellaneous files on Wasteland Ballistics page). When a bullet breacks a power armor's helmet, it passes through and kills the wearer Getting rid of this usually means a metric ton of edits and is not compatible with mods adding new NPC's.Ĭrippled head or chest are considered lethal wounds.Ī hidden perk then manage how limb damages are taken by each race in different situations and scale them with their total health.Įx: what is lethal for a gunner at lvl 20 will also be at lvl 100.