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physicsgaming

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physicsgaming

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About this mod

Ballistic weapons do more damage up close and damage gradually drops off over distance. Damage drop off rate is weapon type dependent.

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Basic Overview

Ballistic weapons will do slightly more damage at close range but the damage will gradually drop off over distance until it hits a set minimum value. Having a scope equipped will remove the close range damage buff but reduce the damage drop off at range.

By default, the player and NPCs are affected equally. You can set it so that only the player is affected using the included config file.

Hitscan projectiles are not affected, neither are projectiles that explode or energy weapons in general.

And yes, sneak attack long range sniping is still extremely effective.

Here is a crudely drawn graph illustrating the damage model:
  • Y axis is damage
  • X axis is distance
  • The white line represents the vanilla damage model
  • The red line represents the distance based damage model
  • Assume both lines represent the same weapon

But Why?

The affect this has on gameplay is that at close range, pistols get a bit of an advantage against rifles that they would otherwise do similar damage to, but at long range rifles are at an advantage. Since the minimum damage values are divided equally amongst the number of projectiles fired, shotguns are affected even more at range (unless you use slugs, in which case they behave like a normal rifle or pistol depending on its weapon type). This incentivizes the use for different weapons for different engagement distances.

You might notice the game already has a mechanic to try achieve the same gameplay result that I just described, that being weapon spread. I have 2 fundamental problems with using weapon spread this way:
  • It's very unsatisfying from a gameplay perspective.
  • I made this mod and this mod that would allow the player to accurately use nearly any weapon at any range.

The goal of this mod is not realism, but to make decisions about what gun to use at what range feel a bit more important and impactful on gameplay.

It also helps you not get mowed down by some random raider using a 9mm SMG from 200 feet away when you play with really high damage multipliers...

In-Depth Overview
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Weapons are divided into 3 classes according to their weapon type: Pistol, Rifle and Heavy.

The damage multipliers for each weapon class:
Pistols: 1.25
Rifles: 1.1
Heavy: 1

The damage drop off rate for each weapon class
Pistols: 1.5
Rifles: 1.1
Heavy: 1.1

The per projectile minimum damage for each weapon class:
Pistols: 4
Rifles: 9
Heavy: 6

If a weapon has a scope equipped, it's damage multiplier becomes 1 and its drop off rate becomes 1.1 for pistols and 1 for rifles/heavy weapons.

The unit of distance used for the calculations are in decameters (700 game units).

The final damage calculation formula:

Damage = (Damage Multiplier * Base Damage) - Distance^(Drop off rate)

If the damage ends up being below the minimum value, it gets set equal to it.

The scripts have been written to be as light weight as possible, it is 100% event driven.

To see the damage of each projectile that gets adjusted printed to the console, open the console and run this command:
DamageModelDebug = 1

To remove the console prints, set it back to 0.