13 comments
-
Still works currently and is still the best weapon rebalance mod right now.
-
Just tested on the new version, it still works after updating SFSE
-
Great mod, much better than the vanilla balance, and more fun to play with. I wouldn't mind giving the Lawgiver more damage though, even with the rare (higher damage) spawn, it's still very underwhelming, plus most of the guns you find are the low damage version.
-
my Game crash when i try crafting weapon workbench crafting weapon parts..issue tested was this mod added 100% sure
-
The displayed values have been wonky going back to Morrowind. Par for the course for BGS games. Good luck with your mod.
-
Curious about your reasoning for slug rounds. Are you considering the reduction in projectile count from 5 to 1? As I understand it (and God knows I could be wrong) normal shotgun rounds apply damage once per projectile that hits so at short range damage x 5, long range might only be damage x 1 whereas slug rounds only having the one projectile have increased damage to allow for this.
I think this translates well to real life too where the damage from short range buckshot and short-range slug is roughly similar whereas at greater ranges buckshot falls away, magnum or not, which is why you have slugs in the first place I think?-
Displayed values (inventory) in vanilla don't translate x for x to actual damage to an NPC. Also, they don't allow for shotgun spread.
I've just run a quick and dirty test on my ship on poor old Rosie. Displayed damage for a Shotty with Standard Magazine is 162. Actual damage on Rosie (centre chest) varied between 156 point blank and 88 down most of the length of two 3x1 Engineering Habs. The respective figures for Slug are 211 displayed damage and 177 no matter the distance.
In case you are curious, SKK50's mod 'Starfield Stalkers and Followers' has an option to display the health of an NPC which is where my numbers come from.
-