BORDERLANDS GUNS ================ REVOLVERS v. 1.02 2/18/2017 by TrickyVein translated by GonZ8 v. esp_1.0 For a complete changelog, view the changes tab on the nexus file page. ---------------------------------------------------------------------------------------- BACKGROUND: =========== Because of some significant and other differences between Borderlands and Fallout 4, some changes have been made to how weapons work and are spawned. Where available, most weapon stats have been taken directly from the modding resources and wiki, and revolvers in Fallout 4 more or less accurately reflect their counterparts in the first Borderlands game, including naming convention. For more information about what a weapon's name means, visit: http://borderlands.wikia.com/wiki/Weapons_by_prefix_(Borderlands) http://borderlands.wikia.com/wiki/Weapons_by_title The significant changes are as follows: --------------------------------------- - Prefixes and titles no longer are applied after a weapon is first spawned. Instead, the requirements for meeting certain prefixes and titles have been artificially supplied at the time a weapon spawns with whichever applicable prefix and/or title. - Since the player can swap out almost all of a gun's parts at a weapon bench, most of these rules get thrown out the window anyway. However, true to form, Jakobs never manufacturers guns that deal energy damage, and Maliwan only provides energy weapons. What the player does after that is his business. Different legendary mods should also be swappable, in theory. - A large change is how proc rates and naming works, and how it's based on Tech Level. Just as in Borderlands, a gun's Tech Level determines its chance to apply elemental (or energy) damage. However, a weapon's prefix for each elemental damage type does not reflect this. - The reason for this is how weapons are named in Fallout 4, which is based on keywords that certain weapon parts and modifications add, explicitly. A weapon cannot be named based on how accurate it is, but if a mod that increases accuracy is present. So, a weapon cannot be named based on its Tech Pool or Tech Level, but only if something is present or not that tells the game that this weapon 'has a high Tech level,' which it may not actually have. Instead of being relegated to meaningless, therefore weapon prefixes for elemental damage have been turned into a new stat, a 'Tech Grade' which is used in conjunction with Tech Level to determine Proc Rate. - Since the player can swap out parts at a weapon bench, it would be very easy to jump right to making every gun have an equivalent x4 Proc Rate. Tech Grade limits this by putting a condition on Proc Rate that the equivalent Tech Level for each Tech Grade must be met. A gun that spawns with a lvl 1 Tech Grade will only ever proc at x1. This does not mean that increasing Tech Level is futile, however since in Fallout 4, Tech Level is directly related to the bonus energy damage which appears on a weapon card. Tech level is multiplied based on energy damage multipliers for each type as in Borderlands. (Cryo is 0.8x) - Proc Rate itself works a little differently. There is no Tech Pool or cost. Perhaps in a later version, some similar system can be devised, but for now, each equivalent proc rate simply has a flat % chance associated with it. A x4 Tech Grade gun with a requisite Tech Level will proc at all levels, with larger, more powerful procs occuring less frequently than lower ones. - There is no 'corrosive' damage in Fallout 4. Instead, corrosive type guns deal poison damage. This is probably not very effective against armored enemies as corrosive guns are. In fact, the way the game handles and implements different energy damage types and resistances is entirely different, and really beyond the present scope of this mod to try and balance for BL-type elemental damages (for now). - The Equalizer regenerates ammo based on Tech Level and at a much, much reduced rate. Fallout 4 is after all more of an RPG and survival-based game than Borderlands, and something that prints free money is quite game-breaking. - Obviously, S&S, Torgue, Hyperion & Vladof never manufactured revolvers. - The color grading/rarity system is based directly on the value of each weapon, and value is more or less a comprehensive sum of the positive/negative stats for each part. It's not nearly as robust, but it works. INSTALLATION: ============= After downloading BLGUNS and installing the archive to the Fallout 4 data folder manually or through using NMM and activating BLGUNS.esp in your load order, the player will be notified that the mod has been installed and will have received a new holotape, the ECHO PCD. The ECHO PCD is used to uninstall and re-install/update versions of BLGUNS. It is also used to enable BLGUNS's optional features like showing rarity grades on weapons and enabling Lootsplosions. Read the help database in the ECHO PCD to find out more. FORMIDs: (Honestly, just look in xEdit) ======== Revolver -------- xx00114b Object Mods ----------- xx01F3A0 Revolver Honeycomb Scope xx01F3C3 Revolver Long Range Recon Scope xx01F3C0 Revolver Long Range Night Vision Scope xx004A9E Revolver Long Range Scope xx01F3C2 Revolver Medium Range Recon Scope xx01F3BF Revolver Medium Range Night Vision Scope xx004A9D Revolver Medium Range Scope xx01F3C1 Revolver Short Range Recon Scope xx01F3BE Revolver Short Range Night Vision Scope xx004A9C Revolver Short Range Scope xx01F3BD Revolver Laser Circle Dot Sight xx004A9B Revolver Laser Dot Sight xx01F3BC Revolver Glow Sight xx004A9A Revolver Circle Sight xx004A99 Revolver 2-Shot Cylinder xx004A98 Revolver Rapid Cylinder xx004A97 Revolver 3-Shot Cylinder xx01F39F Revolver Turkey Cylinder xx004A96 Revolver Standard Cylinder xx004A95 Revolver Quick Cylinder xx01F39A Revolver Vladof Grip LM xx01F399 Revolver Torgue Grip LM xx01F398 Revolver Tediore Grip LM xx01F397 Revolver S&S Grip LM xx01F396 Revolver Maliwan Grip LM xx01F395 Revolver Jakobs Grip LM xx01F394 Revolver Hyperion Grip LM xx01F393 Revolver Dahl Grip LM xx01F392 Revolver Atlas Grip LM xx01F391 Revolver Vladof Grip M3 xx01F390 Revolver Torgue Grip M3 xx00F5EC Revolver Tediore Grip M3 xx01F38F Revolver S&S Grip M3 xx00F5EB Revolver Maliwan Grip M3 xx00F5F0 Revolver Jakobs Grip M3 xx01F38E Revolver Hyperion Grip M3 xx00F5EA Revolver Dahl Grip M3 xx00F5E9 Revolver Atlas Grip M3 xx01F38D Revolver Vladof Grip M2 xx01F38C Revolver Torgue Grip M2 xx00F5E8 Revolver Tediore Grip M2 xx01F38B Revolver S&S Grip M2 xx00F5E7 Revolver Maliwan Grip M2 xx00F5EF Revolver Jakobs Grip M2 xx01F38A Revolver Hyperion Grip M2 xx00F5E6 Revolver Dahl Grip M2 xx00F5E5 Revolver Atlas Grip M2 xx01F389 Revolver Vladof Grip M1 xx01F388 Revolver Torgue Grip M1 xx00F5E4 Revolver Tediore Grip M1 xx01F387 Revolver S&S Grip M1 xx00F5E3 Revolver Maliwan Grip M1 xx00F5EE Revolver Jakobs Grip M1 xx01F386 Revolver Hyperion Grip M1 xx00F5E2 Revolver Dahl Grip M1 xx00F5E1 Revolver Atlas Grip M1 xx01F385 Revolver Vladof Grip xx01F384 Revolver Torgue Grip xx00F5E0 Revolver Tediore Grip xx01F383 Revolver S&S Grip xx00F5DF Revolver Maliwan Grip xx00F5ED Revolver Jakobs Grip xx01F382 Revolver Hyperion Grip xx00F5DE Revolver Dahl Grip xx00F5DD Revolver Atlas Grip xx004A94 Revolver Premium Body xx004A93 Revolver Powerful Body xx01F39E Revolver Equalizer Body xx004A92 Revolver Tech Body xx004A91 Revolver Average Body xx004A90 Revolver Standard Body xx01F3A3 Revolver Unforgiven Barrel xx004A8F Revolver Precise Barrel xx01F39D Revolver Anaconda Barrel xx004A8E Revolver Powerful Barrel xx004A8D Revolver Tech Barrel xx004A8C Revolver Unstable Barrel xx004A8B Revolver Standard Barrel xx01F3A2 Revolver Blondie Accessory xx01F39B Revolver Chimera Accessory xx004B51 Revolver Incendiary Accessory xx004B50 Revolver Explosive Accessory xx004A88 Revolver Stabilizer Accessory xx01F3A1 Revolver Defiler Accessory xx01F381 Revolver Cryo Accessory xx004B4E Revolver Shock Accessory xx004A87 Revolver Corrosive Accessory xx004A86 Revolver Masher Accessory xx01F39C Revolver Sickle Accessory xx004A85 Revolver Razor Accessory xx004A84 Revolver Blade Accessory KNOWN ISSUES: ============= - Parts of guns that glow sometimes sort of don't, and it seems to be totally inconsistent with what materials or parts a gun can have. - Healing effect for the Sickle legendary does not work. This will be fixed. - 2-shot and 3-shot cylinders seem to cause trouble for reloading mid-attack in VATS. CREDITS: ======== To find out more information about how revolvers work and are named and what their effects are, visit the borderlands wiki: http://borderlands.wikia.com/wiki/Revolver_(Borderlands) Original design and concept for guns belongs to Gearbox software. Everything is made from scratch using: 3dsMax Photoshop NifSkope 2.0 xEdit The Fo4CK Audacity Thank-you for downloading!