This fix wasnt as easy as I thought. Took now several attempts to get it right. I did now a lot of testing with energy and ballistic weapons and rebuild the formula accordingly. The issues should now be fixed. Finally. Here is a log with perks(rifleman rank 3 and Old Faithful legendary mod), sneak and crit applied. For Energy and Ballistic. They have now the same damage.
If you find any other bugs, let me now!
For anyone who is interested how bad the vanilla bug is, you can also that in the log.
The vanilla final damage value would be 536 damage. With this mod and the issue fixed its 1227 damage.
So there is a difference of 691 damage! You can see, its a difference of day and night.
Very curious about this mod but am concerned how effective it is? Some other comments are saying it doesn't work? Just want to make sure it's in good shape before I try it. Thanks!
VR version would be very nice! I'm getting tired of the ballistic weapons and looking to play with energy ones in VR. Tried using this and it throws a REL/Relocation.h(432) error. Would be nice to not take 30+ shots to kill some legendary enemy variants when I can do it in 3-10 with ballistic ones. If anyone knows a solution I would be very thankful!
Thanks for your work. But I made an experiment to compare the damage and maybe the mod didn't work. The same armor and laser gun. With the mod it cause 20.48 damage. Without the mod it cause 20.48 damage too. I'm sure I installed Address Library for F4SE Plugins.
I think this mod might be a bit broken or I've run into a rare bug. My energy damage is huge compared to well any weapon. Maxed out assault rifle is roughly 100 per shot with 4 ranks rifleman and no adrenaline, while the comparable laser rifle is 1500 or so.
I have a plasma infused hunting rifle and it's ballistic/energy is 151/302 Righteous Authority with overcharged cap and improved long barrel is 1542. If I select the standard cap its 997 per shot. Advanced 556 assault rifle is 102
These numbers seem to be permanent. Is there a console command, perhaps that can reset these values?
With the Old Faithful laser gun (bought from Arturo in DC), with all damage upgrades (like the Improved Sniper Barrel and Overcharged Capacitor), with a forced crit (VATS) + 3.5x sneak mutli on a headshot, you do well over 2k damage. I tested this on a target dummy (from SKK's mods). I one-shot behemoths even from the Super Mutant Redux mod. It makes them pretty insane.
I think that's why I'll skip this mod. It seems to me everything in Fallout 4, and all the mods since that touch damage, are balanced around the energy bug being present. Now that it's fixed, it seems like a bunch of stuff could easily become OP?
tbh the game's "difficulty" is a joke you have to work pretty hard to mod it into a challenge of any kind as the player levels, everything breaks. and you still run into big scary raiders who have less health than a radroach. it's a mess. but, if you do add mods that make it harder, fixing this bug could be helpful so you can use energy weapons and get all perk benefits.
but yeah, most of the time, once you're past level 50 especially, the player is just vastly op compared to any possible target. ....especially since 99% of everything in the game is a raider, super mutant, or feral.
195 comments
Here is a log with perks(rifleman rank 3 and Old Faithful legendary mod), sneak and crit applied. For Energy and Ballistic. They have now the same damage.
If you find any other bugs, let me now!
For anyone who is interested how bad the vanilla bug is, you can also that in the log.
The vanilla final damage value would be 536 damage.
With this mod and the issue fixed its 1227 damage.
So there is a difference of 691 damage! You can see, its a difference of day and night.
Energy:
(83)[debug] ******************************
(84)[debug] bodyPart Hit 0
(85)[debug] armorBaseFactorSum 0.03
(86)[debug] totalDamage 0
(87)[debug] reducedDamage 0
(88)[debug] baseDamage 214.66762
(89)[debug] reducedDamageTypes 72.19331
(90)[debug] calculatedBaseDamage 536.66907
(91)[debug] Critical Damage Mult 2
(92)[debug] sneakAttackMult 2
(93)[debug] ******************************
(95)[debug] source FE0E8002
(96)[debug] is source weapon true
(97)[debug] is source explosive 0
(119)[debug] *** DamageTypes Attack Damage 0 00060A81 100
(125)[debug] *** Before Perk - DamageTypes Base Damage 100
(130)[debug] *** After Perk - DamageTypes Base Damage 336
(133)[debug] *** DamageTypes adding sneak to base: 672 = baseDamage: 336 + critDamage: 2
(137)[debug] *** DamageTypes adding crit to base: 772 = baseDamage: 672 + critDamage: 100
(141)[debug] *** Typed Armor before perks 500 000002EB
(146)[debug] *** Typed Armor after perks 400 000002EB
(152)[debug] *** DamageTypes calculatedBaseDamage: 1227.6061 += Damage:772* ProjCount:1 * Resist:0.6360653 * BPM:2.5
(161)[debug] *** DamageTypes calculatedBaseDamage Final: 1227.6061
(168)[debug] ### summed DR: 500
(174)[debug] ### summed DR after perks applied: 400
(178)[debug] ### physical calculatedBaseDamage: 0 = Damage:0* ProjCount:1 * Resist:0 * BPM:2.5
(201)[debug] = final calculatedBaseDamage: 1227.6061
(203)[debug] ---------
Ballistic:
(82)[debug] Damage values before recalculation
(83)[debug] ******************************
(84)[debug] bodyPart Hit 0
(85)[debug] armorBaseFactorSum 0.03
(86)[debug] totalDamage 491.04242
(87)[debug] reducedDamage 280.95758
(88)[debug] baseDamage 772
(89)[debug] reducedDamageTypes 0
(90)[debug] calculatedBaseDamage 1227.6061
(91)[debug] Critical Damage Mult 2
(92)[debug] sneakAttackMult 2
(93)[debug] ******************************
(95)[debug] source FE0E8001
(96)[debug] is source weapon true
(97)[debug] is source explosive 0
(168)[debug] ### summed DR: 500
(174)[debug] ### summed DR after perks applied: 400
(178)[debug] ### physical calculatedBaseDamage: 1227.6061 = Damage:772* ProjCount:1 * Resist:0.6360653 * BPM:2.5
(201)[debug] = final calculatedBaseDamage: 1227.6061
(203)[debug] ---------
Very curious about this mod but am concerned how effective it is? Some other comments are saying it doesn't work? Just want to make sure it's in good shape before I try it. Thanks!
But I made an experiment to compare the damage and maybe the mod didn't work.
The same armor and laser gun.
With the mod it cause 20.48 damage.
Without the mod it cause 20.48 damage too.
I'm sure I installed Address Library for F4SE Plugins.
same damage and defense the energy laser cause less 20 damage than rifle ammo
I have a plasma infused hunting rifle and it's ballistic/energy is 151/302
Righteous Authority with overcharged cap and improved long barrel is 1542. If I select the standard cap its 997 per shot.
Advanced 556 assault rifle is 102
These numbers seem to be permanent. Is there a console command, perhaps that can reset these values?
you have to work pretty hard to mod it into a challenge of any kind
as the player levels, everything breaks. and you still run into big scary raiders who have less health than a radroach.
it's a mess.
but, if you do add mods that make it harder, fixing this bug could be helpful so you can use energy weapons and get all perk benefits.
but yeah, most of the time, once you're past level 50 especially, the player is just vastly op compared to any possible target.
....especially since 99% of everything in the game is a raider, super mutant, or feral.