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.
What other mods do you have installed? This mod also touches the "default" recievers and it's a known issue that having .esms that modify things more than once in total will crash this game unlike previous Bethesda games.
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.
It of course does not translate to actual damage because all NPCs have armor and damage reduction is roughly 1% per 10 units of DR. Damage numbers are an option you can enable in Gameplay to make them visible.
If you're talking about damage dropoff, I did not change that at all. In other games (mostly games in the style of Tarkov) buckshot at point blank does more damage than a slug provided the target is unarmored, but in this game slugs are considered a weapon upgrade and balanced as such so I left it as a neutral damage modifier instead of a damage penalty.
I looked into this a little further and it seems what is happening is that the slug damage modifier adds to the base damage of the weapon itself, not the total damage like it says on the item sticker. It's kind of moot here since that damage modifier is removed in this mod, but this is probably one of those bugs worth reporting.
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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?
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.
If you're talking about damage dropoff, I did not change that at all. In other games (mostly games in the style of Tarkov) buckshot at point blank does more damage than a slug provided the target is unarmored, but in this game slugs are considered a weapon upgrade and balanced as such so I left it as a neutral damage modifier instead of a damage penalty.