This mod unifies weapon damage and rebalance it, based on the type of ammunition. Furthermore allows you to convert most of vanilla weapon to another ammo caliber, in particular PIPE weapons, and makes them stop being weapons, only for the early stage of the game. This mod also changes the damage of melee weapons and unarmed attacks, companions weapon damage. This mod focuses on the DAMAGE (at least for now), does not change any animations (not my specialty), also modifies the recoil, reload speed, value, weight, and cost in AP of using the weapon in VATS depending on the ammo caliber, but quite subtly, and mostly only in receivers. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- I would like to point out, English is not my first language, it's not even the second one, so please be tolerant. This mod was created primarily for private use, matches my style of play, and as the only tester it is difficult to catch irregularities in it. Changes or creates over 1500 records, that's why there may be bugs, because in the game I do not use every possible weapon or modification. Of course, I tried to check every weapon, but I'm just a human. If anyone has any specific suggestions including explaining why, and not only because, I will listen to you with joy. This is my first mod, a few days ago I didn't even know how the mod look from the inside, so do not be too rough… # It all started with the questions: # Why the pipe weapon is so weak, if they shoots the same ammo as the rest of the weapons. # And why is there such a big difference between weapons of the same type using the same caliber of ammo, aside from modifications. # I'm not a fanboy of pipe weapons, but of all vanilla weapons, I like them the most. # Not to mention the weapons from mods, balanced on the basis of I do not know what, and what rules. # I understand the reason for the difference in range, rate of fire or ammo availability, but damage, when using the same ammo?!! # Yes I know every weapon uses the potential of a given ammo somewhat differently, but this is a game, a most part of the real world rules is simplified and standardized so that the game mechanics could work properly. The real range of damage also changes, becomes artificial, suited to the game. # I'm not an expert when it comes to weapons. I know how it looks, I know the basics of working, some physics related to this topic and the chemical basis of the reaction. I had a few pieces in my hands and shot some of them. And I know it's a game, so the rules are a bit different. # I understand that the amount of damage at some weapons may arouse controversy, but personally annoys me the situation in which I have to use the entire ammo magazine to get rid of the usual raider armed with a pipgun, and he can't even scratch me. # When I shoot an opponent in the head with a .50 sniper rifle, I want to see like his life bar drop dawn, not just twitch. I want to feel a challenge with strong opponents, and not to deal a lot of time with flies without end, and waste time and ammo unnecessarily on them. What this mod do: # It changes the basic damage of firearms, lasers weapon, launchers, grenades, mines, melee weapons and unarmed attack, as well as adjusts the damage of Companion weapons. # Allows you to change the type of ammo in most firearm weapons, and som laser weapons. # Weapons with different caliber should appear on opponents. At least in those who are assigned to a randomly generated weapon. # It fixes a bug with the Institute Laser Weapon (bug for me), where the basic weapon deals reduced damage, now only the auto conversion reduces damage. # Change weapon name from 44 to Revolver # Ok, then what doesn't work?!!. # Automatic naming when it comes to caliber weapons, doesn't work. The caliber is not added to the name. # # When you use AWKCR and Sorting Mod like Vis-G or Valdacil's Item Sorting, and you place my mod below them in load order, the caliber of weapon is added to name, in most cases. # # If you put it before the sorting mod, adding the caliber doesn`t work correctly, and the damage becomes inadequate. # # In Vanilla version this will work maybe in the future, when I create a separate instance naming rule, but maybe next time. # There is a problem with legendary effects, unfortunately, the effects of additional damage given by some of them, are counted from the base weapon damage, and not from the current modification of the weapon. # # For example, a pipegun that has a legendary effect Two shot, will always receive a extra 18 damage regardless of conversion. A 44 (revolver) always receive a extra 52 damage, even if it will be converted to .38 ammo caliber with the damage base 20. Such game engine mechanics. I do not know if there is a simple way to deal with it, I'm too green in these issues. # But, to the point: # So, based on the game mechanics, I put together a set of basic principles which I (maybe we) should use, more than less, determining weapon damage, based on ammo type. # I virtually splits ballistic ammo into two types: Guns ammo, and Rifle ammo. # # For example we have in the game .45 ammo which is the same for each weapon with this caliber, which causes the same base damage value (in theory) for each weapon, regardless of type. # # With my virtual assumption .45 ammo for guns is .45ACP (or similar), and for rifles is 45 Long Colt (or similar). One caliber two sets of base damage. # Of course, we can add into the game the next ammo caliber, this makes sense, of course, with a completely new and completely unlike the already existing in the game. But when the ammo has very similar parameters (weapon damage), we only do it for the displayed name in fact. It's a pity to mix up so much because of this. If it is important to someone, he should do it, but not for me… RULES: BASE WEAPON DAMAGE: ( [..] bases determined by me) Guns: 5mm [~16] base damage (Similar: .22) .38 [~20] base damage (Examples: .38 Special) .45 [~28] base damage (Examples: .45 ACP) 10mm [~32] base damage (Examples: 10mm Auto) 308 [~44] base damage (Similar: 300 AAC Blackout) 44 [~52] base damage (Examples: .44 Magnum) 50 [~64] base damage (Examples: .50 AE, .500 S&W Magnum) Rifle: 5mm? [~24] base damage (Examples: 5mm Remington Rimfire Magnum) .38 [~26] base damage (Similar: 9×39mm) .45 [~36] base damage (Examples: .45 Long Colt) 5.56 [~44] base damage (Examples: 5,56x45mm NATO) 7.62 [~56] base damage (Examples: 7.62x39mm) .308 [~64] base damage (Examples: 7.62x51mm) .45-70 [~88] base damage (Examples: .45-70 Government) .50 [~96] base damage (Examples: .50 BGM) ShotGun Shell: Shell [~72] No vanilla: Guns: 9mm [ ~24] base damage (Examples: 9x19mm Parabellum) .40 [ ~26] base damage (Examples: 40S&W) .327 [ ~36] base damage (Examples: .327 Federal Magnum) 14.5mm [~112] base damage (Examples: 14.5×114mm) 20mm [~136] base damage (Examples: 20×102mm) Energy: Fusion Cell (Gun) [ ~32] base damage Fusion Cell (Rifle) [ ~44] base damage Fusion Core [ ~32] base damage Cryo Cell [ ~32] base damage Plasma cartridge (Gun) [ ~44] base damage Plasma cartridge (Rifle)[ ~64] base damage 2mm EC Gun [ ~64] base damage 2mm EC Rifle [~128] base damage Gamma Cell [ ~50] base damage Alien blaster round [ ~96] base damage Pipe Weapon: [-10%] base damage (because they are not as good as factory weapons) Rifle Very Short Barrel: [-10%] base damage MODIFICATIONS Automatic (or Spin): Guns: [-25%] base damage Rifles: [-35%] base damage Shotguns: [ -0%] base damage Laser Weapon: [-25%] base damage Laser Weapon: [-15%] base damage (Improved) These are the rules of the game mechanics, why, probably for the gameplay balance, otherwise the difference in damage would not make sense...* Receiver (ballistic weapon) Hardened (MoreDamage1): [+25%] base damage Powerful (MoreDamage2): [+50%] base damage Advanced (MoreDamage3): [+75%] base damage Light: [-10%] base damage Heavy: [+10%] base damage Capacitor (energy weapon) Boosted (MoreDamage1): [+25%] base damage Maximized (MoreDamage2): [+50%] base damage Overcharged (MoreDamage3): [+75%] base damage Barrel (energy weapon) Lesser: [ -25%] base damage Long: [ +10%] base damage Improved: [ +20%] base damage Sniper: [ +75%] base damage Improved Sniper: [+125%] base damage Muzzle (energy weapon) Spliter: [+10%] base damage PERK REQUIREMENTS (my minimum requirements) Heavy: Pistols: Rifles: GunNuts 1 Hardened: Pistols: GunNuts 1 Rifles: GunNuts 2 Powerful: Pistols: GunNuts 2 Rifles: GunNuts 3 Advanced: Pistols: GunNuts 3 Rifles: GunNuts 4 PROPERTIES Reload Speed [- 10%] for each one jump in the strength of ammunition up from basic. [+10%] for each one jump in the strength of ammunition down from basic. Recoil [+10%] for each one jump in the strength of ammunition up from basic. [- 10%] for each one jump in the strength of ammunition down from basic. AP cost [+5%] for each one jump in the strength of ammunition up from basic. [- 5%] for each one jump in the strength of ammunition down from basic. Weight of particular mod [......%] base value is assigned to the lowest caliber [+10%] for each one jump in the strength of ammunition up [- 10%] for each one jump in the strength of ammunition down Value [......%] base value is assigned to the lowest caliber [+25%] extra every next one (it accumulates with itself), so two jumps give a +50%. Creation cost base materials value is assigned to the lowest caliber +1 extra to every material evry next one caliber (it accumulates with itself), so two jumps give a +2. DESCRIPTION OF CHANGES FOR SPECIFIC WEAPONS PipeGun original damage: 13 New Base Damage: [18] (.38) Gun caliber ammo damage Added Advanced Receiver All Receiver modifications available in calibers: .38, .45, 10mm Added Professional Suppressor (10mm Gun Suppressor, to create it you need 10mm Gun Suppressor) - it changes only the appearance, it works as standard suppressor for PipeGun. Pipe Revolver original damage: 24 New Base Damage: [25] (.45) Gun caliber ammo damage All Receiver modifications available in calibers: 5mm, .38, .45, 10mm, .308, .44, .50 5mm receiver has a capacity of 7 bullets, .50 receiver has a capacity of 5 bullets Added Professional Suppressor (10mm Gun Suppressor, to create it you need 10mm Gun Suppressor) - it changes only the appearance, it works as standard suppressor for Pipe Revolver. Pipe Bolt-Action original damage: 34 New Base Damage: [58] (.308) Rifle caliber ammo damage Added Advanced Receiver All Receiver modifications available in calibers: 5.56, 7.62, .308, .50 Canceled .38 conversion (converted to 5.56) Added Professional Suppressor (10mm Gun Suppressor, to create it you need 10mm Gun Suppressor) - it changes only the appearance, it works as standard suppressor for Pipe Bolt-Action. 44 original damage: 48 New Name change: Revolver Base Damage: [52] (.44) Gun caliber ammo damage All Receiver modifications available in calibers: .38, .45, .308, .44, .50 .50 receiver has a capacity of 5 bullets Assault Rifle original damage: 30 New Base Damage: [44] (5.56) Rifle caliber ammo damage All Receiver modifications available in calibers: .45, 5.56, 7.62 Alien Blaster original damage: 50 New Base Damage: [96] Fusion Cell: [44] Combat Rifle original damage: 33 New Base Damage: [36] (.45) Rifle caliber ammo damage Added Advanced Receiver All Receiver modifications available in calibers: .38, .45, .308 Deliverer original damage: 25 New Base Damage: [32] (10mm) Gun caliber ammo damage All Receiver modifications available in calibers: .38, .45, 10mm Handmade Rifle original damage: 32 New Base Damage: [56] (7.62) Rifle caliber ammo damage All Receiver modifications available in calibers: 5.56, 7.62 Hunting Rifle original damage: 37 New Base Damage: [64] (.308) Rifle caliber ammo damage Added Advanced Receiver Short barrel give -10% damage All Receiver modifications available in calibers: 5.56, 7.62, .308, .50 Canceled .38 conversion (converted to 5.56) Lever Action Rifle original damage: 35 New Base Damage: [88] (.45-70) Rifle caliber ammo damage Added Advanced Receiver Short and Short Ported barrel give -10% damage All Receiver modifications available in calibers: .45, 7.62, .308, .45-70 Laser Musket original damage: 30 New Base Damage: [44] Plasma Cartridge: [64] Available Receivers: Fusion, Plasma Minigun original damage: 8 New Base Damage: [24] (16) (5mm) Rifle caliber ammo damage Added Advanced Receiver * in fact, it should do a lot more damage, and use a much larger caliber ammunition, but ... balance of the game ... Radium Rifle original damage: 27 New Base Damage: [36] (.45) Rifle caliber ammo damage All Receiver modifications available in calibers: .45, 5.56 SubmachinGun original damage: 10 New Base Damage: [28] (21) (.45) Gun caliber ammo damage Added Advanced Auto Receiver Added Semi-Auto Receivers caliber .45 .38 magazine capacity +10, 10mm magazine capacity -10 All Receiver modifications available in calibers: .38, .45, 10mm Western Revolver original damage: 60 New Base Damage: [52] (.44) Gun caliber ammo damage All Receiver modifications available in calibers: .44, .50 50 receiver has a capacity of 5 bullets LIST OF CHANGES IN THE DAMAGE OF WEAPONS FIREARMS .44 [ 52 ] NEW [ 48 ] Vanilla 10mm Gun [ 32 ] NEW [ 21 ] Vanilla Assault Rifle [ 44 ] NEW [ 50 ] Vanilla Combat Rifle [ 36 ] NEW [ 33 ] Vanilla Combat Shotgun [ 72 ] NEW [ 50 ] Vanilla Deliverer [ 32 ] NEW [ 25 ] Vanilla Double-Barrel Shotgun [ 72 ] NEW [ 45 ] Vanilla Hunting Rifle [ 64 ] NEW [ 28 ] Vanilla Kellogg Weapon [ 56 ] NEW [ 48 ] Vanilla Minigun [ 24 ] NEW [ 8 ] Vanilla Pipe Bolt-Action [ 58 ] NEW [ 34 ] Vanilla Pipe Revolver [ 25 ] NEW [ 28 ] Vanilla PipeGun [ 18 ] NEW [ 15 ] Vanilla Submachine Gun [ 28 ] NEW [ 13 ] Vanilla Western revolver [ 52 ] NEW [ 60 ] Vanilla ENERGY WEAPON Alien Blaster [ 96 ] NEW [ 50 ] Vanilla Cryolator [ 32 ] NEW [ 20 ] Vanilla Gamma Gun [ 150 ] NEW [ 110 ] Vanilla Gatling Laser [ 32 ] NEW [ 14 ] Vanilla Institute Laser Gun [ 32 ] NEW [ 21 ] Vanilla Laser Gun [ 32 ] NEW [ 24 ] Vanilla Laser Musket [ 44 ] NEW [ 30 ] Vanilla Plasma Gun [ 24+44 ] NEW [ 24+24 ] Vanilla Salvage Assaultron Head [ 44 ] NEW [ 35 ] Vanilla Tesla Rifle [ 44 ] NEW [ 32 ] Vanilla ODD Acid Soaker [ 20 ] NEW[5 ] Vanilla Broadsider [ 128 ] NEW[ 108 ] Vanilla Fat Man [ 100+899 ] NEW [ 18+450 ] Vanilla Flamer [ 16+3 ] NEW [ 9+3 ] Vanilla Gauss Rifle [ 128 ] NEW [ 110 ] Vanilla Harpoon Gun [ 180 ] NEW [ 150 ] Vanilla Missile Launcher [ 50+450 ] NEW [ 15+135 ] Vanilla Railway Rifle [ 128 ] NEW[ 100 ] Vanilla EXPLOSIVES Baseball Grenade [ 160 ] NEW [ 101 ] Vanilla Bottlecap Mine [ 320 ] NEW [ 301 ] Vanilla Cryogenic Grenade [ 240 ] NEW [ 101 ] Vanilla Cyro Mine [ 320 ] NEW [ 101 ] Vanilla Fire Extinguisher [ 50 ] NEW [ 10 ] Vanilla Fragmentation Grenade [ 240 ] NEW [ 151 ] Vanilla Fragmentation Mine [ 320 ] NEW [ 101 ] Vanilla Meltdown Fusion Core [ 666 ] NEW [ 301 ] Vanilla MoleRat Bomb [ 120 ] NEW [ 50 ] Vanilla Molotov Cocktail [ 72 ] NEW [ 51 ] Vanilla Nuka Cherry Grenade [ 300 ] NEW [ 201 ] Vanilla Nuka Grenade [ 666 ] NEW [ 301 ] Vanilla Nuka Quantum Grenade [ 420 ] NEW [ 301 ] Vanilla Plasma Grenade [ 320 ] NEW [ 150 ] Vanilla Plasma Mine [ 320 ] NEW [ 150 ] Vanilla Pulse Grenade [ 240 ] NEW [ 150 ] Vanilla Pulse Mine [ 240 ] NEW [ 150 ] Vanilla UNARMED Assaultron [ 64 ] NEW [ 50 ] Vanilla Brahmin [ 32 ] NEW [ 4 ] Vanilla DogMeat [ 15 ] NEW [ 10 ] Vanilla Feral Ghoul [ 26 ] NEW [ 15 ] Vanilla Glowing One [ 36 ] NEW [ 15 ] Vanilla Human [ 10 ] NEW [ 8 ] Vanilla Power Armor [ 36 ] NEW [ 10 ] Vanilla Protectron [ 32 ] NEW [ 5 ] Vanilla SuperMutant [ 15 ] NEW [ 5 ] Vanilla Synth Melee [ 32 ] NEW [ 15 ] Vanilla MELEE 2076 World Series Bat [ 32 ] NEW [ 22 ] Vanilla Assaultron Blade [ 44 ] NEW [ 17 ] Vanilla Baseball Bat [ 28 ] NEW [ 16 ] Vanilla Baton [ 22 ] NEW [ 11 ] Vanilla Board [ 18 ] NEW [ 14 ] Vanilla Boxing Glove [ 15 ] NEW [ 12 ] Vanilla Chinese Officer Sword [ 32 ] NEW [ 16 ] Vanilla Combat Knife [ 26 ] NEW [ 9 ] Vanilla Deathclaw Gauntlet [ 32 ] NEW [ 25 ] Vanilla Grognak's Axe [ 88 ] NEW [ 25 ] Vanilla Knuckles [ 18 ] NEW [ 10 ] Vanilla Lead Pipe [ 20 ] NEW [ 11 ] Vanilla Machete [ 22 ] NEW [ 14 ] Vanilla Meat Hook [ 24 ] NEW [ 20 ] Vanilla Mr Handy BuzzBlade [ 10 ] NEW [ 5 ] Vanilla Pipe Wrench [ 24 ] NEW [ 13 ] Vanilla Pole Hook [ 52 ] NEW [ 30 ] Vanilla Pool Cue [ 15 ] NEW [ 13 ] Vanilla Power Fist [ 32 ] NEW [ 20 ] Vanilla Revolutionary Sword [ 28 ] NEW [ 16 ] Vanilla Ripper [ 10 ] NEW [ 4 ] Vanilla Rolling Pin [ 15 ] NEW [ 11 ] Vanilla Shishkebob [ 32+13 ] NEW [ 13+13 ] Vanilla Sledgehammer [ 52 ] NEW [ 23 ] Vanilla Super Sledge [ 64 ] NEW [ 40 ] Vanilla Switchblade [ 18 ] NEW [ 8 ] Vanilla Throwing Caltrop [ 10 ] NEW [ 3 ] Vanilla Tire Iron [ 20 ] NEW [ 12 ] Vanilla Walking Cane [ 15 ] NEW [ 10 ] Vanilla