damage realism

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Maintainer
Xervous

BETA 2.0 is here, try it and report any bugs, DLCs will follow shortly, then ammo swap!

installation: drag n drop (no meshes, just data)

unistallation: delete :(

conflicts: will not cause any crashes (due to conflicts with other mods) , but this mod will cause undesired effects when used with any mod that
modifies: character HP, armor stats, weapon stats or uses new damage types

please note that armors and weapons added by other mods will not be affected by this.

This is still in BETA, so i need people to test

full description

This mod is currently in BETA testing mode, anyone who wishes may download it. You may not redistribute this and/or modify it unless for your own experience.

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In my attempt to make fallout feel more like an RPG, this mod will make it so all weapons have a specific damage type, and each armor has a set of resistances.
The mod will also include reductions in actor health values, increases in weapon damage values, and balancing in armor DR values (and of course a fix to the heavy power armor)

There will be DLC conversion packs available, after i finish the vanilla one.

for weapons, I feel I must make energy weapons the best projectile type weapon... c'mon it's a f**kin' laser!

explosive weapons will be buffed to more realistic damage (mines being able to 1 hit unarmored humans, rocket launchers that actually knock stuff down)

weapons will be tiered into: low tier, medium tier, high tier, energy, and explosive(god tier)

low tier:
improvised weaponry
most melee weapons

Medium caliber:
shotguns
10mm
.32 cal
5.56 mm
super sledge
power fist

high caliber:
all 44 mm weapon variants
all .308 caliber weapon variants
jacks

energy weapons:
all energy weapons

explosives:
all explosives

with few exceptions, the higher the tier of the weapon, the less armors are resistant against it (since it is of course stronger)

armor will be leveled, in levels of 1-4, with 4 being the strongest (PA only)
armors of the same tier share the same characteristics:

1: casual clothing; doesn't do much...
2: average travel wear: raider clothing, leather armor etc: medium amount of low tier resistance, low amount of medium tier resistance
3: combat equipment: combat armor, any other heavy-non power armors; totally resists low tier, medium MTR, low HTR, small amount of energy resistance
4: power armor: duh; totally resistant to Low and medium tier, moderately resistant to HCR, semi low amount of energy resistance

some exceptions will include: environment suit (high fire resist), tesla armor (high energy resist)

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For actor stats, this mod will remove the HP bonus from leveling up (would you REALLY get more HP just by killing people???), this applies to enemies as well as the PC.
In add-ons, it will fix those enemies with stupidly high HP while keeping them at their originally intended difficulty level (no need anymore to nuke a tribal to get a 1hko)

HP will still be affected by endurance, so the range of HP will be 110-200 (100 base + 10 per endurance)

I might nerf stimpacks since they are highly potent with this mod's assumed hp levels. maybe down to 30 per stim capped (only take 6~7 to fully heal, just like with vanilla game @ lvl 30)

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For weapons, they are all either left alone completely or buffed (no debuffs).

some note able changes are:

Melee:
super sledges are buffed considerably, to make up for the dangers of melee fighting (and since it is a SUPER sledge)
The Pitt: auto axes are buffed considerably, and are of high tier making them VERY powerful (that is, if you can get up to the guy shooting you without dying)

Small guns:
Chinese pistols are now just as powerful as a silenced 10mm (which was buffed as well)
all 10mm weapons are buffed
.32 pistol is now decently powerful as well as Wild Bill's Sidearm from The Pitt
scoped magnum's damage increased slightly
hunting rifle & unique variant got it's damage buffed slightly
railway rifle buffed slightly, and it's a high caliber weapon which means more armor piercing
sniper rifles and their unique variants are all different: non-unique; slightly buffed damage. victory; same damage as non-unique, same crit chance as vanilla weapon. reservist's rifle; damage buffed considerably, now equal to lincoln's repeater (which remained untouched) while retaining it's 5x critical multiplier

Energy weapons:
all energy pistols have had their damage increased considerably
all energy rifles have had their damages doubled
all energy weapons have had their values increased a lot, and you will find less of them on non enclave enemies
Alien blaster is now a 1 hit on human enemies, use the ammo well!!

Big guns & explosives:
all weapons that explode will now knock down anyone in the blast radius
explosives are the fastest DPS, but also decently expensive (frag mines for ~ 100 caps)
most explosives can 1 hit most poorly armored enemies (this includes you!)

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Armor:

(list incomplete)
power armor now negates it's weight when worn, I'm considering having it add carry weight more than it weighs
power armor is more expensive now (~1000 caps for a decent armor)
Power armor users cannot be harmed by low or medium tier weapons, but the armor will take damage until it breaks
power armor now has more radiation resistance bonus

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also, damage multipliers on body parts have been changed:
head: still 2x
torso: still 1x
limbs: now x 0.5

If you have any ideas, message me, and hope i check it :D