oh damn i thought bcr didnt work completely on this mod, was gonna uninstall it, gonna check it again with and without power armor --edit-- oh yeah das weird, bcr didnt work on power armor, and reloading so weirdly slow sometimes
the gun seem to strong when i firts got the unique gun which lv3 peck non auto gun it have more than 200 damage and it really crazy when i just reach lv 20.Any ideal to balance the gun?
After using munitions for a while I don't get why people get so worked up about it being a requirement. I like Caliber Complex as much as anyone would but I hate how Caliber Complex adds in some ammo types I hardly ever use or belong to a gun mod I don't even have to the game automatically instead of letting you choose with a holotape.
Some people are very resistant to change, Some are unsure of how to patch things or how stuff work, which is fine. A lot are unwilling to learn how to patch items themselves and become very entitled when they want something that isn't provided.
Then you get your average nexus commentator which will throw all their toys in a tantrum and bully authors. Its great, isn't it ? /s
I really don't get what the appeal is in the first place. So that you can have 20 slightly differing ammo types cluttering your inventory? So that your character's shotgun can be 1% more immersive because the ammo has its specifications in the name now?
Every ammo mod on the nexus just looks like bloat.
All the injects for the ammo types in munitions are optional, you use a holotape to opt in to whatever ammo types you want in your game so you dont get unusable ones
People need to learn how to use FO4 Edit. It took me a few minutes to glimpse, understand, and delete the right scripts, a few more to boot up the game to test, and then a few clicks to reinstall if it doesnt work. No reading long guides or short youtube video. I've also been just editing the ESP's to use an ammo mod instead of clogging up my load order with patches, or asking authors to make it. For Caliber Complex or any ammo mod just delete the ammunition, constructible, and leveled list objects that you don't want. No need to play test. All the bloat is gone. Reminds me of all the people complaining about Warfighters mods renaming pre-war money with COD points. It takes seconds to delete the name override.
I enjoy munitions because the extra ammo types create more difficulty in survival. Do I find a nice, hard hitting sniper rifle? Oh, it requires 7.62 rimmed so I either need to use it sparingly or start crafting the ammo myself. Managing ammo becomes more thoughtful when every firearm under the sun isn't chambered in 5.56 or .308
I like it because it enables more weapon variety. I strongly dislike using two or more weapons that consume the same ammunition type, causing me to run out of resources much faster. It also lets people balance weapons around those ammo types much easier; 22 > 9mm > 10mm > 45 ACP and so on. Without some of the intermediate calibres, you run into situations like in base Fallout 4, where the Combat Rifle is just a better use of 45 ACP in every way than the Sumbachine Gun; with more ammo variety, you can justify the existence and continued use of intermediate weapons to expend your ammo supplies.
185 comments
Specifically Help [Item name] to get it's ID and then Additem [ID]
--edit--
oh yeah das weird, bcr didnt work on power armor, and reloading so weirdly slow sometimes
A lot are unwilling to learn how to patch items themselves and become very entitled when they want something that isn't provided.
Then you get your average nexus commentator which will throw all their toys in a tantrum and bully authors.
Its great, isn't it ? /s
Every ammo mod on the nexus just looks like bloat.