About this mod
Buffs various underpowered weapons to bring them in line with comparable vanilla weapons.
- Requirements
- Permissions and credits
My goal is to make a niche for all severely underpowered or underutilised weapons in the game. Balance is very subjective especially when it's one person making all the decisions, so feel free to suggest changes. This goes doubly so for Melee Weapons and Unarmed which I have less experience with than ranged weapons, not to mention how many there are and how many are supposed to be crappy like the Rolling Pin. Changes have been carefully considered and buffed weapons compared to equivalent tier weapons and not made too strong.
GUNS
5.56mm: Added an additional -5 DT for all variants except hollow point
For late-game Guns 100 weapons, the Marksman Carbine and Light Machine Gun are incredibly weak against armored targets. The Minigun and Assault Carbine also suffered this until patch 1.3.0.452 added a -10 DT effect to 5mm ammo, but 5.56mm never received anything similar. Adding a modest -DT effect makes them more respectable against armored targets while still struggling against heavy armor and still leaving a role for dedicated armor-piercing 5.56 ammo. This -5 DT effect was actually in the game files but was used only for non-obtainable special 5.56mm ammo used by robots/turret guns.
Automatic Rifle: Decreased spread from 2.5 to 1.0, increased damage from 40 to 48
For a weapon called a rifle and equipped with such a long barrel, the Automatic Rifle suffers from a ridiculously high spread (2.5), significantly worse than even the Light Machine Gun (1.5), and lower damage than lower-skill .308 rifles like the Battle Rifle (48) and This Machine (55). With an accuracy buff the Automatic Rifle gains a niche as a longer-range automatic with respectable per-shot damage but one that is still inaccurate compared to semi-automatic weapons. It also still retains its key downside of heavy and expensive ammo that is hard to buy in bulk.
Battle Rifle: Decreased spread from 0.55 to 0.225
The Battle Rifle and This Machine have poor accuracy (0.55 and 0.5) on par with the shoddy mass-produced Service Rifle (0.55) and compare particularly poorly to other semi-automatic guns such as the Survivalist's Rifle (0.08). Aimed headshots are prone to miss making fighting at even mid range a frustrating experience.
Bozar: Increased damage from 19 to 21, increased rate of fire from 6.67 (with 1.5x multiplier to attack animation speed) to 20 (with 1.5x mult), decreased Strength requirement from 8 to 6, decreased durability from 800 to 400
Compared to a Light Machine Gun with drum, the Bozar suffers from a lower damage (19 vs 21), lower magazine size (30 vs 200), lower DPS after reload (137 vs 223), with its only real advantage being its lower spread (0.75 vs 1.5). It pales in comparison to Fallout 2 where it shredded enemies with its voluminous rate of fire (15-shot bursts in a game where 10-round bursts were the norm), was easy to handle (6 ST), and fired a powerful ammo type. Yet it shares the same durability as the Light Machine Gun, odd for a weapon whose Fallout 2 description mentions its need for extra maintenance. After these changes the Bozar shreds targets quickly but empties its magazine fast too and has the same DPS after reload as the Light Machine Gun, while its insane fire rate can prove to be a downside due to overkill and recoil. It should fire 15-round bursts in VATS.
FIDO: Increased damage from 36 to 44
The K9000 and FIDO suffer from low base damage making them poor against armored targets coupled with mediocre DPS against even unarmored targets, with an Achilles' heel of being fed with ammo hard to find in bulk. This buff makes the weapon better and brings it more in line with weapons like the Light Machine Gun and Minigun, while keeping its characteristic limitation in place - its ammo type - and keeping its balance as a Guns 75/85 weapon intact.
K9000 Cyberdog Gun: Increased damage from 26 to 33
See description for FIDO.
Single Shotgun: Increased damage from 50 to 55, decreased spread from 1.4 to 1.0
The Single Shotgun is not only overshadowed by the vastly better Caravan Shotgun, but even for close encounters where a shotgun should be good, its DPS after reload (20.9) pales in comparison to even the 9mm Pistol (35.7). It's simply not good at any range. With these buffs, it should be a passable weapon at short-mid range especially with cover to hide behind between reloads.
Shoulder Mounted Machine Gun: Increased damage from 30 to 33, increased fire rate from 7 to 9
The Shoulder Mounted Machine Gun wasn't really good at anything, with fairly low damage compounded by a fire rate more like a fast semi-automatic rifle, and was an underwhelming reward from Lonesome Road. With these buffs its DPS and DPS after reload are akin to an upgraded Minigun and has overall stats to make it a very respectable competitor especially for a Guns 75 weapon.
This Machine: Decreased spread from 0.5 to 0.2
See description for Battle Rifle (GRA).
ENERGY WEAPONS
Cleansing Flame: Increased direct damage from 15 to 26, increased fire rate from 7 to 8
Despite its blue flame suggesting a hotter flame, the Cleansing Flame suffered from lower direct damage and a lower fire rate than the regular Flamer, with its only advantages being a better damage over time effect, longer range, and higher durability. With an increase in direct damage and fire rate, the Cleansing Flame is finally better than the regular Flamer (which is also buffed).
Euclid's C-Finder: No changes
Not only is this weapon underpowered but it requires a total rework doing things like adding XP to kills, so instead of making changes myself I recommend using the Better ARCHIMEDES II mod.
Flamer: Increased direct damage from 16 to 24
For such a situational and bulky weapon, the Flamer suffered from relatively low DPS even in its niche of close-range combat compared to other more versatile weapons like the Laser RCW. With the Pyromaniac perk, the Flamer's DPS should now be viable even in the later game.
Sprtel-Wood 9700: Increased magazine size from 90 to 180
The Sprtel-Wood 9700 seems like a fair trade against an upgraded Gatling Laser, with higher damage and accuracy in exchange for lower fire rate and DPS - yet its magazine size was massively cut from 240 to just 90. Increasing the magazine size to 180 allows the Sprtel-Wood 9700 to keep firing for as long as an upgraded Gatling Laser and keeps its DPS after reload competitive.
The Smitty Special: Increased damage from 35 to 50, decreased spread from 1.3 to 0.65
Fallout 1's Turbo Plasma Rifle boasted not just reduced AP cost, but better range and per-shot damage too - yet the Smitty Special gives all those advantages up except for the increased fire rate, making it a huge disappointment. Its lower damage results in the same DPS as an upgraded Plasma Caster anyway. With these buffs, the Smitty Special becomes a superior DPS option compared to upgraded Plasma Casters and is more true to its Fallout 1 advantages - yet still suffers more against armored targets and eats ammo faster too.
EXPLOSIVES
C-4 Plastic Explosive: Decreased value from 1000 to 500
C-4's insane value made it not worthwhile to buy and use, while found C-4 was better off sold than used. Decreasing its value makes it more worthwhile to use this very fun weapon.
Demolition Charge: Increased damage from 100 to 110, decreased area of effect from 192 to 180, decreased Sierra Madre vending machine chip cost from 75 to 25, fixed the vanilla bug where placed Demolition Charges would give Frag Mines when picked up again
Demolition Charges shared the same explosion with Frag Mines, but weighed 1.5 pounds instead of 0.5 and were available only in the Sierra Madre. Creating a new explosion type with different damage and blast radius differentiates them from Frag Mines, while reducing their prohibitive chips cost allows them to be used more liberally and perhaps even worth buying even after returning to the Mojave.
Fat Mine: Increased damage from 450 to 600, area of effect increased from 1400 to 1700, radiation radius increased from 512 to 616, imagespace radius increased from 2800 to 3800, physics force increased from 500 to 550
The Fat Mine had less damage and other effects than a fired Mini Nuke from a Fat Man which just made no sense and added disappointment for no reason. This adjusts values to match a regular Mini Nuke fired from a Fat Man.
Fire Bomb: Increased damage from 20 to 50, increased radius from 212 to 320, decreased value from 200 to 50
The Fire Bomb creates the same explosions as the Incinerator - pathetically weak, tiny area of effect, and pales against even the common 25-cap Dynamite for damage. With a new, stronger explosion type, they can be worth using and buying, although are still weaker than Incendiary Grenades which have the same explosion damage (50), higher area of effect (450), and higher damage over time.
Gas Bomb: Increased damage from 80 to 140
The defining traits of the Gas Bomb are its insane weight (5 pounds) and utterly terrible damage (80 compared to a Frag Mine's 100). Increasing its damage allows it to be useful in combat and have a powerful niche while still cumbersome to carry around. This does make Dead Money harder though because Ghost People use them too.
Great Bear Grenade Rifle: Increased direct hit damage from 15 to 50 and critical hit damage from 15 to 50
The Great Bear Grenade Rifle is available only after Lonesome Road and a difficult fight at the Long 15, yet lacks the all-important velocity boost from an upgraded Grenade Rifle or Thump Thump. Its defining traits are meant to be its direct hit damage and accuracy, yet the damage is so paltry there is no point using it over the alternatives. Boosting the direct hit damage allows it to have its own niche, rewarding players for making direct hits while still having its key downside of no velocity upgrade.
Incendiary Grenade: Decreased value from 200 to 100
Frag Grenades are valued at just 150 and are stronger and more practical than Incendiary Grenades. Now they are a cheaper option that can still deal respectable damage once the full damage over time is applied.
Nuka-Grenade: Increased damage from 350 to 500, increased area of effect from 450 to 600
Nuka-Grenades are strong but require two perks to craft effectively plus a lot of hassle, while being only modestly stronger and with the same area of effect than Plasma Grenades available for purchase at any shop and being far weaker than the easy-to-craft MFC Cluster. Giving them a boost makes the effort and investment more worthwhile and makes them competitive with MFC Clusters.
Red Glare: Increased magazine size from 13 to 33, decreased value from 15000 to 4000
The Red Glare could sustain fire for about 2-3 seconds, far less than other automatic weapons such as Mercy (6 seconds) or the Grenade Machinegun (10 seconds), and was coupled with a reload time lengthier than any other Explosives weapon, making it have terrible DPS after reload. Increasing its magazine size allows sustained fire for about 7 seconds and acceptable DPS after reload. Decreasing value allows repairs to be made slightly cheaper, although after modding the weapon may still be prohibitively expensive to repair with caps and that cannot be changed without also affecting the commissary terminal price of its mods. Please see also changes to Rocket variants for the full impact on Red Glare's usability. After all changes, the Red Glare should be a respectable Explosives 100 weapon best at single-target damage and very usable, while still retaining key downsides of being heavy, expensive, high recoil, having relatively little area of effect damage, and being relatively hard to keep fed.
Red Victory Grenade Rifle: Decreased AP cost from 29 to 20, decreased weight from 4 to 2.5
The Red Victory Grenade Rifle is available only after Lonesome Road and a difficult fight at Dry Wells, yet lacks the all-important velocity boost from an upgraded Grenade Rifle or Thump Thump. Its defining traits are meant to be a higher DPS due to a 50% faster attack animation, low AP cost, and low weight, but these are minuscule improvements. DPS for Grenade Rifles is hardly affected by attack animation speed and instead depends mainly on reload time, which is the same across all of them. Further decreasing the AP cost and weight may make the Red Victory Grenade Rifle worth carrying and using.
Rocket: Added a -15 DT effect (this affects only the direct hit damage), increased explosion damage from 40 to 50, decreased value from 25 to 20, production recipe changed from 1 Cherry Bomb + 1 Conductor + 1 Primer .50MG to 25 Rifle Powder + 1 Scrap Metal + 1 Primer .50MG, conversion recipe changed from 1 Missile = 2 Rockets to 1 Missile = 3 Rockets, breakdown recipe changed to match new production recipe
The Red Glare relies on a mixture of direct hit damage and splash damage for its overall output making it suffer twice as much against armor, and coupled with its nature as a high fire rate low damage weapon, it struggles especially against higher DT targets. Increasing explosion damage allows it to match 25mm grenades, although the area of effect is still lower. As a slightly weaker munition compared to the 25mm, the value has been decreased to make them more affordable albeit still more expensive than 25mm and even 40mm. Production was not worthwhile between Cherry Bombs being surprisingly rare and Conductors being very heavy and now uses more common ingredients. The conversion recipe was not worthwhile when one Missile had far more potential than two Rockets, changing it to three Rockets is about more in line with how useful they are. Converting one Missile (50 caps) yields slightly more in Rocket caps value (60) but it should not be too significant.
Rocket, High Explosive: Added a -15 DT effect (this affects only the direct hit damage), increased explosion damage from 40 to 65, removed direct hit damage increase, decreased value from 150 to 50, production recipe changed from 2 Cherry Bomb + 1 Conductor + 2 Primer .50MG to 50 Rifle Powder + 1 Scrap Metal + 2 Primer .50MG
The Rocket, High Explosive was quite odd with 40% increased area of effect and 35% increased direct hit damage but no increased explosion damage, whereas all other High Explosive variants such as for 25mm and Missiles had increased explosion damage. This change brings the Rocket, High Explosive in line with other explosive munitions. The price has also been adjusted to be still expensive and more than double the regular munition price but not more expensive by an order of magnitude, in line with other High Explosive variant munitions. The production recipe has been changed in line with the change to regular Rockets.
Rocket, Incendiary: Added a -15 DT effect (this affects only the direct hit damage), increased explosion damage from 30 to 37, decreased value from 150 to 50, production recipe changed from 2 Flamer Fuel + 1 Conductor + 2 Primer .50MG to 2 Flamer Fuel + 1 Scrap Metal + 2 Primer .50MG
The Rocket, Incendiary has had its explosion damage increased to match the increase in Rocket explosion damage and is still 25% weaker. The price has been decreased and production recipe has been changed to be in line with changes to the Rocket and Rocket, High Explosive.
Time Bomb: Increased damage from 150 (without GRA) or 300 (with GRA) to 375, decreased value from 750 to 250
For a weapon made with five Dynamite and some miscellaneous parts, it did less than five sticks' worth of damage and for some reason cost a lot more, making them better off sold than used, especially for an already impractical weapon. Now they do the proper amount of damage and are priced reasonably for use.
Time Bomb, High Yield: Increased damage from 400 to 500, decreased value from 750 to 350
See entry for Time Bomb - the High Yield variant has also been buffed in line with those changes.
NOTES
Many DLC weapons do not benefit from the perks they should due to bugs and oversights, such as the Lonesome Road grenade rifles not benefitting from Honest Hearts' Grunt perk. This mod does not address those - instead I recommend using the YUP patch for these and other fixes. There is also a bug in vanilla New Vegas that causes some creatures to randomly become immune to explosives - this is also fixed with YUP.
There is also another bug where projectiles that explode upon impact do not apply their direct hit damage properly - this is fixed with JIP LN NVSE Plugin.