?This mod will probably not work with any mods that add shotguns that can use the perk Shotgun Surgeon and also any mods that add ammo to the 40mm or 25mm grenade types
If this is a formlist issue it can be easily resolved by creating a script that adds the ammo to those lists
?The way I added the round to the vendors is kind of guerilla, so if you have another mod that adds items to vendors and all of a sudden it stops working relaunch FNV without this mod enabled
Same for this. Let me know if you want some help or if you want a template script to work with. I'm very much a rookie myself when it comes to making mods but adding things to formlists are a piece of cake because of the AddFormToFormList function https://geckwiki.com/index.php?title=AddFormToFormList & the ListAddForm function https://geckwiki.com/index.php?title=ListAddForm (one of them is supposed to be generally better than the other but I can never remember which)
Here's a great tutorial by MCTammer (though it does not use ListAddForm or AddFormToFormList- but you should!)
The reason I have it set up the way I do is because the day before I posted the mod, I had basically done all of the leg work with only one thing left to do: Vendors. I looked online and I followed a tutorial... that didn't work. At least not how I wanted it to. I then went to bed but I woke up extra early to work on the mod before I went to school, and after trying a few different methods that didn't work I chose the easy and dirty method because I was tired of the GECKs and the internet's bullshit and I needed to go to school and I figured I could fix it later. Any way, later has come and I'll work on fixing it today.
Either of you still have any interest in updating this? I took a look at the .esp and it definitely could use some work. I'd do it myself but I'm not confident I wouldn't make things worse.
If you want to work on it go ahead. I don't have the patients or skills to get it working perfectly. I've tried to implement the leveled lists and the vendors and all that but I'm seriously out of my field. If you want you can post your own version or I could post an update to this mod page, whichever one you prefer. If you do post your own version just make sure to credit me
If you make a 40mm buckshot work well, please post it. 40mm Buckshot is the perfect compliment to an Explosives build. Allows the player to have something deadly up close without putting skills into another weapon type.
I’m so glad somebody else had this idea lol. I was a big fan of the china lake/holorifle mod for fallout 4, which had some cool 40mm buckshot/slug options. I was even thinking of recreating it in fnv for my next playthrough. This is far better than what I had in mind, though. Are you thinking of adding slugs or any of the other shotgun ammo types, later on?
Definitely fleshettes, and I was thinking of adding a rubber bullet that makes a cartoon thunk noise when it hits it's target. I'll maybe add a slug round but I'm not sure if a slug round existed for it IRL. I'll look into it, so keep an eye on the mod
For slug rounds, the Romanians have a solid practice round made of some aluminum alloy. Not sure how tough it is for making an actual slug, but it's better than chalk practice rounds.
I’ll be sure to keep an eye out. I don’t think any of the grenade rifles in game can handle the pressure required for a lethal slug round in real life. Maybe the grenade machine gun can since automatic grenade launchers use high velocity cartridges and can withstand higher pressures?
Recommended balance changes (edited some numbers after further review):
After testing quite a bit in-game, and using xEdit, I've come to a few conclusions. The first is that additive damage increases work on a per-pellet basis, so each pellet is doing ~37 damage, rather than the ~2 damage the UI is showing. Recommend changing these Ammo Effects to a single effect that multiplies damage by 5, then separately increase the damage of all affected launchers (30 damage for 40mm and 20 damage for 25mm seems to work, which balances this with the impact of normal grenades). If this is done, I also recommend changing the 25mm buckshot to only fire ~16 pellets, as 20 spreads out the damage too much to deal with damage thresholds.
Next is to reduce the buckshot projectile's impact force. It's funny to watch barrels fly into the distance with 50 force per pellet, but something around 3 would bring it in line with the effects of other guns.
Spread should also probably be reduced more. About x5-6 seems to be good enough.
Finally, the issue of ammo priority. As it is, putting the buckshot at the top of the AmmoList means my GRENADE launcher is always starting with buckshot. When attempting to move it down on my own in xEdit, however, I came across a bug where DPS for the buckshot would skyrocket in the in-game UI. This effect was purely visual and did not impact the actual damage of the weapon, but I couldn't pin down where it was coming from.
EDIT: also, there still appears to be a Missing Masters error for the NOCHEAT version, requiring the main file even though the mod description says we only need 1 of them.
Damn missing masters. I thought I fixed that. Thank you very much for letting me know about the per pellet. I just added flechettes which have a armour piercing effect, and while I was testing it the buckshot and flechettes where identical and I was confused as to why, but that answers my question. I think I will temporally get rid of the no cheat version, until I can get it working how I want. I'll see about changing the impact force.
Will do, seems to be working a lot better now. Still a little strong for my taste, but that's a personal thing I can change with xEdit. You're doing great work so far, and I'm glad you brought this mod to FNV. You even gave me an excuse to learn more about xEdit :)
Awesome, I like the idea of this mod a lot. This would add another pump action shotgun and a shotgun machine gun. Even the grenade launcher could be a later-game single shotgun alternative.
Well that sounds nifty, and is definitely one of those things that I've always needed and never realized. Question, though: how powerful is it? An important thing to note is that while the M576 has 20 pellets, or 27 for the non-sabot version (which should probably be used, given that it would pretty accurately model in-game shotgun spread compared to real life), each pellet is much smaller and traveling at a lower velocity. Each pellet would only have about 1/5 the energy of a 00 buckshot pellet (9 in a standard shotgun shell). Then again, that system probably wouldn't work well with game balance and DT being a thing.
37 comments
If this is a formlist issue it can be easily resolved by creating a script that adds the ammo to those lists
Same for this. Let me know if you want some help or if you want a template script to work with. I'm very much a rookie myself when it comes to making mods but adding things to formlists are a piece of cake because of the
AddFormToFormList function https://geckwiki.com/index.php?title=AddFormToFormList
& the ListAddForm function https://geckwiki.com/index.php?title=ListAddForm
(one of them is supposed to be generally better than the other but I can never remember which)
Here's a great tutorial by MCTammer (though it does not use ListAddForm or AddFormToFormList- but you should!)
After testing quite a bit in-game, and using xEdit, I've come to a few conclusions. The first is that additive damage increases work on a per-pellet basis, so each pellet is doing ~37 damage, rather than the ~2 damage the UI is showing. Recommend changing these Ammo Effects to a single effect that multiplies damage by 5, then separately increase the damage of all affected launchers (30 damage for 40mm and 20 damage for 25mm seems to work, which balances this with the impact of normal grenades). If this is done, I also recommend changing the 25mm buckshot to only fire ~16 pellets, as 20 spreads out the damage too much to deal with damage thresholds.
Next is to reduce the buckshot projectile's impact force. It's funny to watch barrels fly into the distance with 50 force per pellet, but something around 3 would bring it in line with the effects of other guns.
Spread should also probably be reduced more. About x5-6 seems to be good enough.
Finally, the issue of ammo priority. As it is, putting the buckshot at the top of the AmmoList means my GRENADE launcher is always starting with buckshot. When attempting to move it down on my own in xEdit, however, I came across a bug where DPS for the buckshot would skyrocket in the in-game UI. This effect was purely visual and did not impact the actual damage of the weapon, but I couldn't pin down where it was coming from.
EDIT: also, there still appears to be a Missing Masters error for the NOCHEAT version, requiring the main file even though the mod description says we only need 1 of them.
Thank you very much for letting me know about the per pellet. I just added flechettes which have a armour piercing effect, and while I was testing it the buckshot and flechettes where identical and I was confused as to why, but that answers my question.
I think I will temporally get rid of the no cheat version, until I can get it working how I want. I'll see about changing the impact force.
Thank you so much
This could turn Mercy into a MEGA Auto-Shotgun
haha get it
Maybe add -15 DT to the ammo types and call it or hive?
https://www.globalsecurity.org/military/systems/munitions/m576.htm