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Captain Ford

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ThermobaricFist

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About this mod

Compilation of personal adjustments to most weapons. Rebalances damage and other values, adds missing receivers (like advanced automatic ones) and changes the ammo type of several weapons.

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I made this mod for personal use with other of my custom mods in mind, so it may not be up to everyone's tastes. It requires Far Harbor, Nuka World and Automatron. This mod will conflict with any other that makes significant changes to weapons or the weapon modifications.

Receiver damage boosts have been slightly nerfed, but I added missing receiver tiers, like an advanced receiver for the combat rifle and advanced automatic receivers for all weapons that can be automatic. The gap between automatic and semiautomatic receivers has been slightly reduced. The rank requirements of Gun Nut and Science should feel more consistent for the different tiers of weapon mods, and the automatic receivers no longer require higher levels in Gun Nut compared to the semiautomatic ones.

Energy weapon capacitors no longer affect ammo capacity; automatic barrels now increase it by 10 while sniper barrels reduce it by 20

NPCs with guns that use different ammo types will have the respective ammo in their inventory,  but I recommend using an integration mod to be able to find 7.62 rounds in the Commonwealth aside from enemy drops, as this is now the ammo used by the Assault Rifle/Machine Gun.

Hardened Receiver/Boosted Capacitor: +15% damage (+25% vanilla)
Powerful Receiver/Maximized Capacitor: +30% damage (+50% vanilla)
Advanced Receiver/Overcharged Capacitor: +50% damage (+75% vanilla)

Automatic Receiver: -30% damage (-25/35% vanilla depending on the weapon)
Hardened Automatic Receiver: -15% damage (normal damage/-10% vanilla depending on the weapon)
Powerful Automatic Receiver: normal damage (+25/15% vanilla depending on the weapon)
Advanced Automatic Receiver: +20% damage


10mm Pistol

-Increased damage from 18 to 22

Assault Rifle

- Renamed to Machine Gun
- Exclusively automatic, like the SMG
- Changed ammo to 7.62
- Increased damage from  30 to 37
- Increased recoil

Radium Rifle:

- Changed ammo to 5.56
- Added 5 "pure radiation" damage (the gamma gun has 10 damage of this type)
- Added gamma receivers (a lite version of my gamma overhaul mod)

Combat Rifle

- Changed ammo to 5.56
- Reduced damage from 33 to 30
- Added .308 automatic receiver

Combat Shotgun

- Increased damage from 50 to 55
- Increased rate of fire (more noticeable on the automatic versions)
- Automatic receivers now decrease damage but no longer decrease range

Double-barrel Shotgun

- Increased damage from 45 to 65
- Increased base reload speed

Gamma Gun

- Added 30 base energy damage
- Electric signal mod now adds 30 energy damage instead of 40
- Signal repeater mod classifies the weapon as automatic, so the energy damage will be boosted by Commando

Hunting Rifle

- Increased damage from 37 to 47
- Increased base bolt action speed
- .50 receiver now doubles the damage but no longer increases rate of fire

Pipe Gun

- Increased damage from 13 to 19
- Added .45 automatic receiver

Pipe Bolt-action

- Increased damage from 34 to 42
- Increased base bolt action speed
- .50 receiver now doubles the damage but no longer increases rate of fire

Pipe Revolver

- Increased damage from 24 to 36
- .308 receiver changed to .44 receiver

Submachine Gun

- Increased damage from 13 (WTF?) to 24

Deliverer

- Changed ammo to .38
- Reduced damage from 25 to 21

Broadsider

- Cannonballs don't explode, bounce off targets/surfaces an can be retrieved
- Deals very high ballistic damage, but no longer explosive (so it doesn't benefit from Demolition Expert)
- Increased cannonball speed
- Slightly decreased cannonball gravity (so it doesn't need to be lobbed as much)

Flamer

- Increased damage from 9 to 18
- Increased range

Harpoon Gun

- All harpoon types have the same projectile speed

Railway Rfile

- Spikes have the same projectile speed as harpoons

Minigun

- Increased damage from 8 to 12
- All barrels have 50% armor piercing
- Tri-barrel now increases damage by 50% but also reduces rate of fire by 50%
- Accelerated barrel no longer increases damage but boosts rate of fire by 25% (up from 15%).

Laser Gun

- Has no recoil
- Increased damage from 24 to 26
- Sniper barrel is more powerful and only needs 1 second to fully charge instead of 3
- Beam splitters now fire 3 (standard) or 5 (amplified) beams
- Gyro compensating lens improves hip-fire accuracy, now that the gun has no recoil by default
- Fire capacitors have better fire damage and also add some armor penetration

Institute Laser

- Has no recoil
- Increased damage from 21 to 24
- Damage boosts from weapon mods are now equalized with the regular laser gun, so it should feel more powerful.
- Beam splitters now fire 3 (standard) or 5 (amplified) beams
- Gyro compensating lens improves hip-fire accuracy, now that the gun has no recoil by default
- Fire capacitors have better fire damage and also add some armor penetration

Plasma Gun

- Reduced damage from 24/24 to 20/20
- Splitter barrel is more powerful
- Sniper barrel is more powerful
- Fire capacitors have better fire damage and also add some armor penetration

Alien Blaster

- Damage increased from 50 to 51 just for the reference
- Conversion to fusion cells now reduces damage by 10% and no longer changes the ammo capacity of 42

.44 Revolver

- Reduced damage from 48 to 44
- Made double-action 

Western Revolver

- Renamed to Hunting Revolver
- Changed ammo to .45-70
- Reduced damage from 60 to 54
- Made double-action
- Mods don't need ranks in Gunslinger

Handmade Rifle

- Renamed to Battle Rifle (doesn't look very handmade to me...)
- Increased damage from 32 to 35
- Reduced rate of fire to match that of the Combat Rifle
- Increased recoil
- Mods don't need ranks in Rifleman, Commando or Big Leagues

Lever-action Rifle

- Increased damage from 35 to 52
- Added shotgun receiver
- Increased base reload speed




To fix the double-action revolver animations I recommend this; Use the version that simply makes the revolvers double-action, as the one that adds specific DA receivers will conflict with my mod.

Double Action Revolver


The lever-action shotgun receiver was inspired by this mod, but implemented differently:

Lever Action Shotgun


The Broadsider changes are almost completely based on this ingenious mod, which makes the weapon function more like a real round shot cannon:

Non-Explosive Broadsider