|
doing the obvious posted:Having this weird bug; I want to try out survival but I run into two problems. First, any new character I make when they pick up the Pipboy at the end of Vault 111, the Pipboy is zoomed into to a comical degree that I can't use it. At all. Second if I try to use the console to fix this issue for some arcane reason it won't let me open it. Any ideas what could possibly be causing this? Fresh install, only thing I've used is the ultimate tweak tool so far. Try right clicking on it? That zooms/unzooms somewhat for me ..
|
# ? May 8, 2016 13:28 |
|
|
# ? May 31, 2024 05:04 |
|
I just reinstalled after having not played this game since I think January. I read the last five pages and there is a lot of griping about mods not working. Should I wait? I wanted to try out the new survival mode and some interesting new mods developed in the five months since I last played
|
# ? May 8, 2016 15:48 |
|
blue squares posted:I just reinstalled after having not played this game since I think January. I read the last five pages and there is a lot of griping about mods not working. Should I wait? I wanted to try out the new survival mode and some interesting new mods developed in the five months since I last played I'm in a similar spot, but the only mod I've tried so far is the campsite one, and it works great.
|
# ? May 8, 2016 16:52 |
|
blue squares posted:I just reinstalled after having not played this game since I think January. I read the last five pages and there is a lot of griping about mods not working. Should I wait? I wanted to try out the new survival mode and some interesting new mods developed in the five months since I last played Most of the issues should be fixed if you have the newest version of the mod manager.
|
# ? May 8, 2016 18:03 |
|
Zelmel posted:Most of the issues should be fixed if you have the newest version of the mod manager. Thanks. I went ahead and loaded 23 mods and all seem to be working
|
# ? May 8, 2016 18:09 |
|
Is there a way to edit the hard-coded keybinds in workshop mode, without using autohotkey, that'll let me keep using my special-snowflake controls to move around?
|
# ? May 8, 2016 20:38 |
Zelmel posted:Most of the issues should be fixed if you have the newest version of the mod manager. I can confirm this.
|
|
# ? May 9, 2016 00:44 |
|
I use the following mod load order to create basically my ultimate Survival Mode experience. This has changed how I play drastically. I run away from a lot more fights. Landmines, always sold previously are now some of my most treasured items. The survival mechanics are more important, because you need every edge you can get. Every enemy encounter in the wasteland has the potential to go sideways very quickly, and in a number of different ways. You'll find yourself in situations where you'll think to yourself "Getting out of this is going to be interesting and take some work." I've bolded the ones I feel are essential. Fallout4.esm DLCRobot.esm DLCworkshop01.esm Homemaker.esm SpringCleaning.esm SettlementKeywords.esm ArmorKeywords.esm CROSS_CosmeticFramework.esm Unofficial Fallout 4 Patch.esp LongerPowerLines3x.esp increases length of power lines More Blood - Performance Edition.esp PipBoyShadows.esp ShellRain.esp SettlerRenaming.esp uses .bat files to allow you to rename settlers to tell them apart ie guard/farmer/security/artilleryman etc extendedLightsWS.esp Open Carry Patrol - Provisioner.esp WET Clearer.esp PilesofCorpses.esp Arbitration - Survival Damage to Player 5x.esp Arbitration - Better Combat AI.esp Arbitration - Controllable Lowered Weapons (1.5x Distance).esp Arbitration - Instant Weapon Lowering.esp Arbitration - Molotov.esp Arbitration - No Condition Regeneration.esp Arbitration - Stealth Overhaul (Vanilla Detection Distance).esp Arbitration - Survival Damage by Player 3x.esp Arbitration ramps up the AI so they seem to be a bit more nade/molotov happy and flank you a bit better. Also do more damage, both giving and recieving, although I don't know if this still works since Survival mode has been implemented and what was survival is now very hard. LegendaryModification.esp LegendaryModificationMisc.esp LegendaryModificationMiscRemoveEC.esp LegendaryModificationGroknak.esp LegendaryModificationGroknakRemoveEC.esp Simple Intersection.esp Dynamic Weapon Shadows.esp unleveleditems.esp enemies are better equiped from the get go - loot is therefore better straight away Modern Firearms.esp Highly recommended, the weapons are awesome and do heaps of damage straight up but can't be modded to do more. Find one of these and it equalizes the odds against you in Survival a fair bit. Companion Infinite Ammo.esp LegendaryModification2LM.esp LegendaryModification2LMRemoveEC.esp LegendaryModificationRemoveEC.esp Homemaker - Streetlights Use Passive Power.esp AnS Wearable Backpacks and Pouches.esp AnS Wearable Backpacks and Pouches - Ballistic Weave.esp AnS Wearable Backpacks and Pouches - No Crafting Perks.esp AnS Wearable Backpacks and Pouches - AWKCR.esp Extra craftable carry weight is never a bad thing. M9.esp Homemaker - SK Integration Patch.esp Homemaker - Unlocked Institute Objects SK.esp ValdacilsItemSorting-00-ValsPicks.esp CCOFO4 - Traits and More Perks.esp CBBE.esp SC_ExpandedScrapList.esp modifies scrap lists AnS Wearable Backpacks and Pouches - Power Armor Carry Capacity.esp Cuts and Blunts 3.0.esp More Blood.esp ScrapDeadThings.esp scrap those pesky corpses in your settlements! Dirty Raiders Standalone for CBBE.esp Well_Rested_72H.esp AzarPonytailHairstyles.esp FO4LaserBolts.esp dD-Realistic Ragdoll Force.esp NoAffinityCooldown.esp NoNegativeAffinityNoFucks.esp Northland Diggers.esp Crafting Workbench.esp Crafting Workbenches - Power Armor.esp Crafting Workbenches - Pre War and Manufactured.esp Crafting Workbenches - Junk Items.esp CROSS_Uni_BosUniform.esp Armorsmith Extended.esp Ballistic Under-Armor 1.3.esp BOS Uniforms.esp calyps-bos-booty.esp Remove Interior Fog.esp Farming Equalized.esp All farming crops now give 1 food, like mutfruit. pylonscheap.esp makes settlement lights not require wiring. Extended weapon mods.esp rings1.02.esp Eli_ArmourCollection.esp AES_Renovated Furniture.esp M9 - AWKCR Compatibility.esp Eli_Utility Jumpsuits.esp Field Scribe Army - AE Comp.esp Field Scribe Army - BoS AE.esp Field Scribe Army - MM AE.esp DX Adventurer Outfit.esp DelyteOutfits.esp Dogmeat's Backpack.esp Craftable backpack for dogmeat, to increase his carry capacity. EasyHacking.esp Ain't nobody got time fo' dat. Eli_Crafting Shiz 9000.esp Lots More Male Hairstyles.esp Lots More Female Hairstyles.esp Lots More Facial Hair.esp ASVektor.esp BattleRifle.esp DD_TRUMP_2016_MAKE_MODDING_GREAT_AGAIN.esp Infinite settlement budget. Eli_Accessories.esp Hoodless Scribe Hat.esp DX Vault Girl Shorts.esp DX Commonwealth Shorts.esp Eli_RuggedOutfits.esp AzarMoreHairstyles.esp BetterSettlers.esp BetterSettlersCleanFacePack.esp NewFace_Settlers.esp Awesome CRAP - Vanilla Settlers.esp these all change how settlers look and their equipment. Includes an option to make settlers mortal, which I use so my settlements can lose people making it more important that I keep them protected and well equipped if I want to maintain safe havens. def_inv_scrap_en.esp Reverb and Ambiance Overhaul.esp TrueStormsFO4.esp better sounds, which help if you're snuck up on by critters, and the storms are actually really immersive, loving up your (and your enemies) visability and sometimes you'll get radiation storms, which are obviously bad news in survival because of the way radaway works now. TrueStormsFO4-ClimateSettings.esp EasyLockpicking.esp Because who has time for this either? You Talk Too Much.esp Ambient Music Overhaul.esp Makes it so you can't tell if you're in combat via music clues anymore. Pip-Boy Flashlight.esp Better Vendor Stalls.esp Survivalist.esp 700_CritsOutsideofVats.esp CSE_V2_WOTC.esp War of the Commonwealth. This is the cornerstone of my custom survival game. If you think Survival isn't that bad, then this will gently caress your poo poo right the hell up. If you make it from the Vault to activate Sanctuarys' workshop without dying at least once, you're doing very well. Adds enemy spawns all over the map, and increases enemy numbers. It is unforgivingly brutal. It also adds story faction spawns too, and all the spawn settings and timings are customisable via an item dropped into your Aid tab in your inventory. I recommend using the default to low settings for most everything, with a 50% chance of having random number sized mob spawns. This also adds friendly story faction squads to patrol happy settlements. PlayerHomes.esp Weaponsmith Extended.esp M82a.esp Glowing Eyes.esp OWR.esp not a must have, it's Old World Radio, which adds a heap of really, really good radio stations. Conquest.esp Excellent mod that allows you to camp, and then create up to 10 new settlements pretty much anywhere you want, that then act exactly like the stock settlements in every way. Be warned though, if you're using WotC, finding a "safe" area to set up will be quite difficult. BasementLiving.esp Campsite.esp My preffered camping mod. Craftable camping gear that you can drop wherever and sleep on to save/cook. Easier to use in a rush than the Conquest camping stuff. PoliceGlassesStandalone.esp CROSS_Uni_Headset.esp CROSS_Uni_Headset_LeveledLists.esp BetterSettlersNoLollygagging.esp BetterSettlersMortalPack.esp Eli_Apocalypse Attire.esp Unofficial Scrap Patch.esp 3dscopes.esp Console_enable.esp OWR_CraftableDecor.esp OWR_CraftableDecor_SKPatch.esp OWR_CraftableRadios.esp Strong Back.esp This makes it so each level of the strong back perk also makes worn armours weigh less while worn. ImmersiveFastTravel.esp This adds several craftable vehicles that can be placed in your settlements that then allow you to fast travel to any other owned settlements. There is an option to make the vehicles require Fuel to use, craftable from oil, which is craftable from gourds and corn. IFT_NoQuest.esp VegetableOil.esp CUTE.esp CommonwealthBengalCats.esp Craftable Cats.esp mk14.esp M2216.esp DD_bleu_Ump_Extreme_Lore_Friendly_Edition.esp HappyPills.esp Makes clinics generate much more happiness. Crossbow.esp LK05.esp DesertEagle50AE.esp ModularKalash.esp Weaponsmith Extended - DOOM_AddOn.esp GatlingRifle.esp GaussRifleMk2.esp R91M.esp M14.esp SkibsWH77LSW.esp R91M - AWKCR Compatability.esp SCAR-LK.esp USP 45.esp FallComplete.esp Lets you track what things you have/have not collected and places you have/have not been and quests. wintermute.esp ZhannaCompanion.esp These are custom followers available in Sanctuary straight off the bat. Useful to lend a hand if you want initially, since probably the easiest vanilla human follower to find is Piper, and she is in the city which is, trust me, going to be a rough time getting to. Wintermute has some neat features, I'd probably go with that one over Zhanna if you want to choose. I'll quote myself from the Fallout 4 thread: princecoo posted:I started my first Survival run with War of the Commonwealth straight up. So to me, Survival mode with WotC is the only way to play. I initially dialed that poo poo all the way to 11 and gently caress ME SIDEWAYS but I found that if you want a decently challenging/pants making GBS threads experience, use the default to low settings, with the enemy group sizes having a 25-50% chance of being random. Oh and I really, really recommend playing with the WotC settings, because by default most spawns are set to come back after 6 hours which is bullshit, man. Set that poo poo to 24 hours unless you're a masochist. princecoo fucked around with this message at 12:21 on May 9, 2016 |
# ? May 9, 2016 12:06 |
|
Unless Arbitration was updated to work with the new survival update, it almost certainly does not work with the latest patch. You should use my "create your own difficulty rebalance" linked above.
|
# ? May 9, 2016 16:09 |
|
Man I really love how every other mod made since the CK came out is likequote:What I've done so far:
|
# ? May 9, 2016 18:07 |
|
http://www.nexusmods.com/fallout4/mods/13187/ It's a mesh shirt covering cartoon-proportioned boobs that look like two halves of a watermelon stuck on her chest. Like, who looks at that and is like "Hnggg yesss" ? some nexus user posted:Agreed, this outfit would otherwise be alright, I like the skirt at least lol, but honestly, can you PLEASE start listening to us here and at the least make a separate outfit WITHOUT the tits, because let's face it, nobody wants those melons. How do you expect her to find her son while dealing with extreme back problems? No amount of tweaking of the carryweight is going to be sufficient for those puppies!! So again, please make a less engorged version, if you please. Or even if you don't damnit, just do this, because those things are freaky.
|
# ? May 9, 2016 22:00 |
|
The Iron Rose posted:Unless Arbitration was updated to work with the new survival update, it almost certainly does not work with the latest patch. You should use my "create your own difficulty rebalance" linked above. Arbitration works fine for me.
|
# ? May 9, 2016 22:44 |
|
Yeah it seems to work okay for me too - maybe not the modified damage, as default weapons don't seem to have the same kick they used to, but that could just be the new Survival mode making them not as effective. But all the other options (the AI, molotov fix, lowered weapons etc) work great.
|
# ? May 10, 2016 03:09 |
|
Mo2 has been updated! https://github.com/TanninOne/modorganizer/releases LumberingTroll fucked around with this message at 05:36 on May 10, 2016 |
# ? May 10, 2016 05:21 |
|
LumberingTroll posted:Mo2 has been updated! Holy poo poo, this version works for me. I don't know what they did, but it works. Thank loving Christ!
|
# ? May 10, 2016 05:51 |
|
princecoo posted:Yeah it seems to work okay for me too - maybe not the modified damage, as default weapons don't seem to have the same kick they used to, but that could just be the new Survival mode making them not as effective. But all the other options (the AI, molotov fix, lowered weapons etc) work great. Rasmussen posted:Arbitration works fine for me. To clarify, I'm referring solely to the modified damage. That cannot work without an update since the GMST variables that control PCDamageToHP and PcDamageByHP have been changed.
|
# ? May 10, 2016 05:58 |
|
Saint Sputnik posted:Man I really love how every other mod made since the CK came out is like
|
# ? May 10, 2016 06:06 |
|
FronzelNeekburm posted:Has anyone announced their entirely-too-large expansion project with a whole new region yet? Like adding the state of Vermont, or New York City? I saw a mod on the in-game mod showcase for adding the british isles to the game, so It had a WIP landmass with big plans for quests!
|
# ? May 10, 2016 07:00 |
|
The Iron Rose posted:To clarify, I'm referring solely to the modified damage. That cannot work without an update since the GMST variables that control PCDamageToHP and PcDamageByHP have been changed. Right on my friend - I'll give your mod a go tonight using the settings I had Arbitration set at - Deal 3x damage to enemies, recieve 5x damage from enemies. I have a feeling that things are going to be very unpleasant for me. Excellent.
|
# ? May 10, 2016 09:40 |
|
LumberingTroll posted:Mo2 has been updated! How do I preserve my load order from a previous MO install? It won't organize by save, only enable, and I can't figure out where it keeps saved load orders. Currently reorganizing by hand and it sucks.
|
# ? May 10, 2016 12:43 |
|
LumberingTroll posted:Mo2 has been updated! At the risk of sounding dumb, what's the advantage to using ModOrganizer2 instead of the Nexus Mod Manager?
|
# ? May 10, 2016 12:47 |
|
So has anyone tried Weapons of Fate (ballistics overhaul)? I've been meaning to get back into the game for a while and this looks really good. e: Oh wow, actual bullet drop. I'm in.
|
# ? May 10, 2016 13:13 |
|
Saint Sputnik posted:How do I preserve my load order from a previous MO install? It won't organize by save, only enable, and I can't figure out where it keeps saved load orders. Currently reorganizing by hand and it sucks. I found which file to transfer over, which is great because the new version of MO didn't even realize it had generated so many conflicts that the game would crash on startup. Still crashed after fixing the load order but at a later spot this time, so that's progress. Fired up my old version just to make sure everything was still hunky dory there ... and it crashed while trying to load a game, which is still farther than the new one gets but gently caress me I'm tired of this. It had finally looked like I had gotten over the forced-computer-restart issue and I was looking forward to actually playing. Falken posted:So has anyone tried Weapons of Fate (ballistics overhaul)? I've been meaning to get back into the game for a while and this looks really good. I tried out the tracer effects version last night and it's real nice, the effect isn't as distracting as I thought it might be and it can help a little with your aiming. I cleared out the outside of Corvega from the surrounding overpasses with a scoped rifle and having to a) account for bullet drop and b) pay attention to where the bullets actually hit the background scenery in order to zero in on my pants-shittingly panicking target was fun and engaging.
|
# ? May 10, 2016 13:27 |
|
I really really hate the Power Armor but I'm one of those people who love to explore every inch of the map, every nook and cranny and of course Bethesda decided to give the Power Armor a jetpack. I see on the Nexus that there are several mods who claim to give you a "standalone" jetpack, but I was wondering if anyone in the thread could vouch for one. If I wanted unlimited flight I'd just use tcl, so I'm looking for something with the same limitations as the Power Armor one.
|
# ? May 10, 2016 13:28 |
|
So, before I go and reinstall everything, what is the best levelling mod? I don't want to lock areas to my level when I wander into them.
|
# ? May 10, 2016 13:29 |
|
Falken posted:So, before I go and reinstall everything, what is the best levelling mod? I don't want to lock areas to my level when I wander into them. This would be nice. Would also be nice to have better balanced guns so it doesn't turn into "Overseer's Guardian, Tinker Tom Rifle, Deliverer - and then everything else" Unfortunately I really dislike melee in FPS games or I'd give that a shot.
|
# ? May 10, 2016 13:40 |
|
Shooting Blanks posted:This would be nice. Would also be nice to have better balanced guns so it doesn't turn into "Overseer's Guardian, Tinker Tom Rifle, Deliverer - and then everything else" You should try my weapon balance overhaul which does exactly that! http://www.nexusmods.com/fallout4/mods/2463/ I recommend either stepping up the difficulty slightly or reducing your damage a tad with my Create Your Own Difficulty Rebalance mod. http://www.nexusmods.com/fallout4/mods/222/ I didn't want to nerf anything too much (though some were handed out) so most of the shittier weapons got a bit of a buff, making things generally more competitive. Not much I can do about two shot being ridiculously overpowered alas. You can read more about it on the mod page. speaking of which, some kind soul donated money to me for automatron, so I'm getting a start on expanding WBO for that! surprise in the teaser The Iron Rose fucked around with this message at 14:38 on May 10, 2016 |
# ? May 10, 2016 14:29 |
|
The Iron Rose posted:You should try my weapon balance overhaul which does exactly that!
|
# ? May 10, 2016 15:34 |
|
Falken posted:Iron Rose, I used your weapon balance overhaul the last time I played. What will happen if I use stuff like the [urlhttp://www.nexusmods.com/fallout4/mods/11174/?]IF-54 Battle Rifle[/url]? Is it based on the ammo or the weapon? If it's the latter I guess I'll have to modify the file myself to bring it's damage up in line with the modified weapon damage? It's the latter, but everyone makes their new weapons overpowered anyways so it's actually pretty perfectly in line. The only weapons I actually felt I needed to bump up were the sniper rifles (specifically the Barrett m82 and the Artic Warfare L96), and then only because they didn't have mods or caliber conversions that increased damage.
|
# ? May 10, 2016 15:36 |
|
Wrangling leveled lists without a fully updated xedit to accomodate your "wide caliber change" mod = Hopefully in a few more months everything gets settled.
|
# ? May 10, 2016 15:41 |
|
Just installed the weapon rebalance mod and I'm absolutely in love with the double barrel shotgun. I love shotguns with narrow spreads, can't wait to blow chunks off some ghouls with it. Speaking of, having a bunch of ghoul cages outside the perimeter in sanctuary is proving useful because they keep catching these gnarly charred ghouls which give me like 200xp a pop.
|
# ? May 10, 2016 16:00 |
|
Falken posted:So, before I go and reinstall everything, what is the best levelling mod? I don't want to lock areas to my level when I wander into them. I use this http://www.nexusmods.com/fallout4/mods/6957/ it keeps things releveling to around your level, so that when you go back to areas its not piss easy. Your Computer posted:At the risk of sounding dumb, what's the advantage to using ModOrganizer2 instead of the Nexus Mod Manager? One of the biggest features of Mod Organizer is that it keeps your rood directory completely clean, it puts nothing into the games folder, this allows you to have multiple mod loadouts. It does this with a virtual file structure, works flawlessly and doesnt affect performance. When you want to run something like FO4Edit, you just add the shortcut to MO2 and run it that way, same for F4SE etc. Its UI is a lot better than NMM as well. It can also handle direct download manager links for nexus. There is one minor issue in MO2 right now, its using the games default Fallout4.ini so make sure that is set up for modding, or some mods wont load, the dev is aware and a fix is coming.
|
# ? May 10, 2016 17:25 |
|
The Iron Rose posted:You should try my weapon balance overhaul which does exactly that! Can I apply this to an existing save or do I need to start a new game?
|
# ? May 10, 2016 18:32 |
|
Shooting Blanks posted:Can I apply this to an existing save or do I need to start a new game? This works on an existing save! All my mods do, actually. http://www.nexusmods.com/fallout4/mods/2463 Get the updated version though. Adds a 5.56mm conversion to the Hunting Rifle because someone requested it of me and I wanted to learn how to add rechambers. What followed was a colossal pain in the rear end but it worked and now I'm happy. On a related note, my carry weight mod suffers from the fact that you have to, well, update your carryweight before it takes effect. The easiest way to do this I've found is to drink alcohol or crawl into power armour or do something that changes up your carryweight. I'm wondering if I can add a script that does something of the kind. I was thinking either bypassing the whole GMST thing by creating a new Perk that fortifies carryweight a la strong back, hiding it from the player, and then attaching it to the player when you run the game. That's not quite as clean as just using GMSTs though. e: Mods land on Xbox next week! http://ca.ign.com/articles/2016/05/10/fallout-4-mods-will-land-on-xbox-one-following-far-harbor-dlc-next-week You can enable console tags in the Creation Kit now. The Iron Rose fucked around with this message at 22:35 on May 10, 2016 |
# ? May 10, 2016 18:42 |
|
So hey, uh, now that the modding tools are out, has anyone savvier than me figured out how to do radio station stuff? Because I took a look myself and I am overwhelmed. I'd really like to find out how to do this since I promised on the Mojave Music Radio Extended page that I'd do the same thing for Diamond City Radio...
|
# ? May 10, 2016 23:15 |
|
The Iron Rose posted:This works on an existing save! All my mods do, actually. If I can make a similar request, can you add a .38 conversion for the SMG? Because I'm never going to use it in .45
|
# ? May 10, 2016 23:22 |
|
OwlFancier posted:If I can make a similar request, can you add a .38 conversion for the SMG? Because I'm never going to use it in .45 sure but some gun nerd needs to give me a rundown of what the different calibers mean in terms of how I should balance poo poo because I don't actually know and was p. much guessing for the 5.56mm NATO round
|
# ? May 11, 2016 00:36 |
|
The Iron Rose posted:sure but some gun nerd needs to give me a rundown of what the different calibers mean in terms of how I should balance poo poo because I don't actually know and was p. much guessing for the 5.56mm NATO round You could say screw realism, but if you want a vague outline, power order should be .38, .45, .44, 5.56mm, .308, .50. The reason for it not being in ascending order is that .44 is a long round, it has a lot of powder behind the bullet so it fires with more force. All of the pistol rounds (.38, .44, .45) are quite long rounds, compared to common 9mm rounds which are quite short, so they should all be quite powerful (your guns all are so that's probably already the case) but .44 should be the most powerful of the bunch. From there you have 5.56mm, .308. and .50 rounds which are all rifle rounds. Rifle rounds have a huge amount of powder in them so they fire very fast bullets, however, 5.56mm is a modern assault rifle round, while .308 is an old fashioned rifle round. 5.56 would be accurate and have great range and low recoil, but .308 should hit a fair bit harder. The game doesn't really reflect this because 5.56 is rarer, but the assault rifle does have low recoil and I believe your mod expands on that? So that's sort of correct and with its rarity it sort of needs to be quite powerful. .50 is presumably also the rifle round not the pistol round, and is an antimateriel round designed to destroy vehicles. It should hit like a truck and murder the gently caress out of everything, pretty simple. The 10mm rounds are presumably pistol rounds but I don't know of any commonly used 10mm rounds so it could be made up, in which case, it's probably up to you how to balance it. I think in game it's supposed to be roughly analogous to 9mm rounds being common and used in a common pistol. Realistically you could probably make it interchangeable with .38, maybe a slightly better alternative due to rarity? 5mm rounds I think actually don't exist at all, but I would guess they're probably some kind of high tech round a bit like the 5.7mm FN rounds used in the P90, 5.7mm is characterized by being very fast and low recoil because of its small size, but suffers from somewhat limited range. I would again suggest that just making something up might be appropriate for this. Honestly I'd just say stuff the ultra spergy realism and make 10mm, .38, and .45 handle how you like and make .44 beefy as hell because it's the big revolver ammo, then do what you want with 5mm and 5.56mm, make .308 powerful and high recoil, and .50 should kick like a horse and wreck house. Basically work off how the game doles out the ammo to you, and how it already uses it, because it's mostly sensible and fun, it's just nice having the greater variety of your mod.
|
# ? May 11, 2016 01:06 |
|
OwlFancier posted:You could say screw realism, but if you want a vague outline, power order should be .38, .45, .44, 5.56mm, .308, .50. This is appreciated! To be entirely honest I'm mostly interested in balancing the calibers against each other, so that power order is quite helpful. For example, what I did for the hunting rifle was make the 5.56 do less damage than the .308, but more than the .38, with the benefit of faster ROF and ammo capacity compared to the .308 and the .50 cal. Glad to know I was on the money there.
|
# ? May 11, 2016 01:55 |
|
|
# ? May 31, 2024 05:04 |
|
Something else you might could do with the .44 revolver is add a 10mm conversion. There a handful of revolvers chambered for 10mm and it'd yet again give practical use to a otherwise underused ammo type. 10mm doesn't have as much oomph as a .44 but it's still nothing to sneeze at, so it'd basically be the .44's answer to the pipe revolver's .38 conversion.
|
# ? May 11, 2016 03:46 |