They conflict and the one set to load later will overwrite the other. It's a very easy fix using FO4Edit though.
1. Install and enable both mods. 2. Install and run FO4Edit with only Fallout4.esm and the two mods checked. 3. In the mods Explosion entry, click & drag the values in red (meaning conflict) over to gmartins92 mod (it has description forgotten in this mod). Or adjust them to your liking (Damage, Inner/Outer/IS Radius - you want the lower numbers). 4. Save and profit from better balanced combat.
In process of making a legendary effect mod for my own use that I might upload. 5 damage with the lower radius should balance this nicely against similar legendary effects.
Fix that messy explosive effect , essential mod for me it seems. I was realy upsed when i accidently attack a npc or dislocate items and look for them.
Hey there, i have a question, how did you manage to create your mod or better to say, how you created this "explosion" line to edit the skill? It's no 'ench' i guess, because, i would like to alterate a lot more skills, many of them are way to overpowered and gamebraking, but i can't figure out how you did that. For example, how would i add a line to the legendary rending effect to your mod?
But its not OP though.... If you want something to hit with the nerf gun for no reason then take a swing at wounding legendary. its like 10x more deadly than explosive .__. any target you hit with it loses 25hp over time AND stacks. So what starts out with a minigun doing measly 7 damage or whatever turns immediately into 32 damage per shot and a damage over time that has unlimited stacks. So health drains at as insane rates.
Not to mention the fact that explosive loses viability after only a few levels considering that most things gain enough health to make explosive a nice addition but nothing to note down. That whole "the proximity kills most things in a single bullet" thing is completely inaccurate. Maybe at level 1 but as soon as you are level 5+ its going to take more then one hit.
It seems as if you haven't really played the game more then an hour or 2 if you are nerfing explosive damage considering that a very large portion of the community considers explosive damage to be weak and not worth the effort since you cant use it near any friendly NPCs.
Please dont let what i said discourage you in your desire for modifying the game however. Im simply trying to point you in the right direction. If you are going to make mods then have fun with it but aside from that do try to understand and present your information in an accurate manner.
Don't sell explosive short. Unlike Wounding, Explosive is a guaranteed drop (Spray n' Pray which Cricket sells has it), it does massive limb damage as well as stagger, and friendly fire isn't an insurmountable problem.
What you say about Wounding's superiority is true, but if that indicates anything to me, it's that Wounding should be nerfed too, not that Explosive shouldn't be.
The fact is, some of the Legendary effects are so OP they're pretty much gamebreaking, while others are basically useless (see Poisoner's). Anything that balances them out and makes them all somewhat viable is a worthwhile effort in my opinion.
Just a thought - I have no idea how to do it - but an interesting way to balance Explosive might be to make the explosive damage (and possibly radius) a percentage of the weapon's base damage, rather than a static value. This could resolve the problem of Explosive being OP on high DPS weapons (like anything automatic), but weak on slow, high damage weapons like hunting rifles.
Well honestly speaking explosive is powerful yea but as literal exploding bullets should be. I really don't have any qualm with this mod other then how the mod author presents it. Instead of pointing out how the explosion radius of the bullets are freakishly large compared to what their more normalized counterpart would be, he/she points out that its instead because its overpowered. Which its not. does it wreck limbs? sure. does it kill enemies quicker then a normal gun? yea. BUT compared to some of the other legendaries its not winning any awards other than the fun factor trophy.
I know its an odd way to put it but really its not that i think explosive shouldn't be nerfed. I just don't agree with how they went about trying to justify its nerf. I know the "Immersive" word has more posts than there are CBBE bodyslide presets at the moment but this is one of the few rare occasions it wouldve worked. Other then the obvious lack of Bethesda's understanding of how bullets work this mod would be great for the sheer fact that it reduces the size of the explosion down to more realistic proportions given the fact that vanilla explosive legendary is equivalent to a laser beam grenade launcher on most guns. But unfortunately they decided to go with the inaccurate claim that it kills things with one shot thus its overpowered.
As to your guaranteed drop thing, the wounding legendary is a guaranteed drop as well. In the form of "Pickmans Blade" and the Far Harbor DLC Polehook "Bloodletter". Granted not quite the same thing considering the explosive spam cannon that's known as spray and pray. They are still guaranteed drops.
To finish things off though i give full support to this mod author and wish them the best in their modding endeavor. Iv'e even tracked their mod to see how its progress goes as im interested to some extent. But i still feel they should work on their argument as to why they are posting this mod or any mods to fallow. Not that it really matters because all of this is free for the most part lol.
Early levels the explosive legendary was pretty comically OK,. But about level 45 on I noticed explosive legendary doing less and less damage rapidly. I'm going to have to try wounding now, but tbh, I have been having more luck with a maxed out vanilla plasma rifle, over anything with a legendary effect slapped on it.
Either way, this mod was done by the author for their personal tastes. I don't want this legendary nerfed so I won't be using it unless I start a new game. But that's what it comes down too, if we don't like it, don't get it. Lol. Every mod appeals to different people.
Don't be fooled by some - Explosive is definitely OP. Quite frankly, I was about to make what this very mod does - good thing I decided to see if someone beat me to it. I'll gladly use and endorse this instead.
Everyone knows of the Wounding Minigun combo. Of course its DPS is savage.....but you still have to wait out that effect on tougher targets to some extent. Wounding's damage is a flat damage bonus, as far as I know. Explosive prefix, however, seems to be beefed up by any perks or effects that buff up Explosives in general, and there's plenty of them. Many mods that seek to alter or improve explosives will likely affect it, too. Essentially, it doesn't take long with the right perk paths to turn an Explosive weapons' bullets into pseudo-grenades. As if the damage isn't jacked enough, the range is indeed insane and warranted this nerf. How is taking out 5 Synths spread out from each other by firing a total of 5 bullets into the ground NOT OP? I'd at least like to have to aim again.
Anyone saying Explosive doesn't hold up later, I dare you to find it on a shotgun while explosion-specced and say the same. Anything that survives the first shot is usually too utterly broken to sufficiently retaliate. It is sufficiently weaponized Game Over in my hands.
Exploding is naturally weaker then wounding, but it has incredible stacking power, it benefits from demolition perks and weapon perks, It get 4x stronger by the time you max out two stats, so yeah its a +60 damage thats instant and aoe, now imagine that on a minigun hell its op even on the tommy gun you can buy .
With the right perks, explosive on a fully automatic weapon is game breaking.I've been using spray and pray on very hard and its basically god mode for that difficulty.
Hey, thanks for your nice mod and work! That bothered me since the first time i got this explosive affix. What's bothering me too, is that animation effect, every weapon gets a "instahit". There are no porjectiles anymore, cause they get altered with this explosive effect animation.
Could you make a optional version, where the explosive legendary effect has no animation anymore too? So all projectiles stay "normal", lasers are long red lines, plasma green balls and bullets bullets?
21 comments
https://www.nexusmods.com/fallout4/mods/33260
Or can I use the two together as I'm using the above mod and I still feel explosive effect to be OP?
1. Install and enable both mods.
2. Install and run FO4Edit with only Fallout4.esm and the two mods checked.
3. In the mods Explosion entry, click & drag the values in red (meaning conflict) over to gmartins92 mod (it has description forgotten in this mod). Or adjust them to your liking (Damage, Inner/Outer/IS Radius - you want the lower numbers).
4. Save and profit from better balanced combat.
In process of making a legendary effect mod for my own use that I might upload. 5 damage with the lower radius should balance this nicely against similar legendary effects.
I would gladly download the combined effects mod if you decide to make it. Please let us know if it is up!
those 2 guns are endgame guns which are very cheap
i have a question, how did you manage to create your mod or better to say, how you created this "explosion" line to edit the skill?
It's no 'ench' i guess, because, i would like to alterate a lot more skills, many of them are way to overpowered and gamebraking, but i can't figure out how you did that.
For example, how would i add a line to the legendary rending effect to your mod?
Not to mention the fact that explosive loses viability after only a few levels considering that most things gain enough health to make explosive a nice addition but nothing to note down. That whole "the proximity kills most things in a single bullet" thing is completely inaccurate. Maybe at level 1 but as soon as you are level 5+ its going to take more then one hit.
It seems as if you haven't really played the game more then an hour or 2 if you are nerfing explosive damage considering that a very large portion of the community considers explosive damage to be weak and not worth the effort since you cant use it near any friendly NPCs.
What you say about Wounding's superiority is true, but if that indicates anything to me, it's that Wounding should be nerfed too, not that Explosive shouldn't be.
The fact is, some of the Legendary effects are so OP they're pretty much gamebreaking, while others are basically useless (see Poisoner's). Anything that balances them out and makes them all somewhat viable is a worthwhile effort in my opinion.
Just a thought - I have no idea how to do it - but an interesting way to balance Explosive might be to make the explosive damage (and possibly radius) a percentage of the weapon's base damage, rather than a static value. This could resolve the problem of Explosive being OP on high DPS weapons (like anything automatic), but weak on slow, high damage weapons like hunting rifles.
I know its an odd way to put it but really its not that i think explosive shouldn't be nerfed. I just don't agree with how they went about trying to justify its nerf. I know the "Immersive" word has more posts than there are CBBE bodyslide presets at the moment but this is one of the few rare occasions it wouldve worked. Other then the obvious lack of Bethesda's understanding of how bullets work this mod would be great for the sheer fact that it reduces the size of the explosion down to more realistic proportions given the fact that vanilla explosive legendary is equivalent to a laser beam grenade launcher on most guns. But unfortunately they decided to go with the inaccurate claim that it kills things with one shot thus its overpowered.
As to your guaranteed drop thing, the wounding legendary is a guaranteed drop as well. In the form of "Pickmans Blade" and the Far Harbor DLC Polehook "Bloodletter". Granted not quite the same thing considering the explosive spam cannon that's known as spray and pray. They are still guaranteed drops.
To finish things off though i give full support to this mod author and wish them the best in their modding endeavor. Iv'e even tracked their mod to see how its progress goes as im interested to some extent. But i still feel they should work on their argument as to why they are posting this mod or any mods to fallow. Not that it really matters because all of this is free for the most part lol.
Either way, this mod was done by the author for their personal tastes. I don't want this legendary nerfed so I won't be using it unless I start a new game. But that's what it comes down too, if we don't like it, don't get it. Lol. Every mod appeals to different people.
God work, and keep it up.
Everyone knows of the Wounding Minigun combo. Of course its DPS is savage.....but you still have to wait out that effect on tougher targets to some extent. Wounding's damage is a flat damage bonus, as far as I know. Explosive prefix, however, seems to be beefed up by any perks or effects that buff up Explosives in general, and there's plenty of them. Many mods that seek to alter or improve explosives will likely affect it, too. Essentially, it doesn't take long with the right perk paths to turn an Explosive weapons' bullets into pseudo-grenades. As if the damage isn't jacked enough, the range is indeed insane and warranted this nerf. How is taking out 5 Synths spread out from each other by firing a total of 5 bullets into the ground NOT OP? I'd at least like to have to aim again.
Anyone saying Explosive doesn't hold up later, I dare you to find it on a shotgun while explosion-specced and say the same. Anything that survives the first shot is usually too utterly broken to sufficiently retaliate. It is sufficiently weaponized Game Over in my hands.
That bothered me since the first time i got this explosive affix.
What's bothering me too, is that animation effect, every weapon gets a "instahit". There are no porjectiles anymore, cause they get altered with this explosive effect animation.
Could you make a optional version, where the explosive legendary effect has no animation anymore too? So all projectiles stay "normal", lasers are long red lines, plasma green balls and bullets bullets?
Would be super awesome!