balance
平衡
Screenshots 8 screenshots
About this mod Machine translation
Fallout 4’s first weapons overhaul!
AWKCR is now required.
Update December 21, 2016: AWKCR is now required. Compatibility patch has been removed. Choosing one or making a merged patch, updating all possible varieties of mods takes a lot of time. Added compatibility patches for The Bolt Some Changes and Ornamental Weapons. Updated Ammo Loadouts, Destiny Weapons and Expanded Weapon Mods Patch. Removed compatibility patches for Legendary Modification and CWMR. CWMR has a patch on their page that I don't have time to maintain.
Updated May 11, 2016: Added DLC support and .38 SMG rechamber.
Update May 10, 2016: Working on adding DLC support!
Use in conjunction with my Create Your Own Difficulty Rebalancing Module!
Compatibility patches for Ammo Loadouts, Function Display, Better Mod Descriptions, Expanded Weapon Mods and Destiny Weapons, Tactical Weapon Mods, Decorated Weapons (Retex Expanded) and Bolt Sometimes Changes - Hunting Rifle right hand animation.
For the most part, Fallout 4 does a pretty good job with weapon balancing. However, there are some annoyances. Pipe weapons become outdated quickly, shotguns do pathetic damage compared to almost everything else, heavy weapons are underpowered, research weapons do less damage than their universal counterparts, melee unique lineups are inadequate, and so on. While the other weapons are interesting, generally the battle rifle is the best weapon to use in almost all situations.
This mod aims to solve this problem. Mainly, my goals are as follows:
First, make sure each weapon is a valid and legal option. From the lowest pipe pistol to the most cunning plasma sniper, no weapon should be completely useless. First, this means throwing out your weakest weapons, like miniguns and pipe weapons. These simple buffs ensure that a useless weapon next to it can compete with other obvious upgrades.
Secondly, differentiate the weapons within the group so that they can play different roles. No one weapon is better than another in every aspect, and they each bring different advantages. Whether it's by editing rate of fire, magazine size or range, each weapon now has a unique power that gives it an edge.
Third, be less bothered with destructive sponges on all difficulties, especially in the later stages. This means that most weapons have some level of damage buff, although this is mostly a factor in trying to balance the weapons against each other without making anything do too much damage.
Weapon changes are as follows, applicable to players and enemies:
Assault Rifles and Battle Rifles:
Assault rifle:
Default damage - 30
Modification damage - 32
Default magazine - 30/60
Modded Magazine - 30/60
Assault Rifle Mods:
Auto receivers now have increased ROF and damage.
Improve hip accuracy.
Advanced, lightweight frames and hair-triggered VATS for receivers reduce action point costs.
Removed damage penalty for light receivers.
Reduced silencer range penalty.
Slightly reduced recoil.
battle rifle
Default damage value - 33
Modify damage value - 36
Default Magazine - 20/40
Modded Magazine - 14/28
Battle Rifle Mods: .308 Rechamber now has reduced firepower, but increased damage to compensate. .38 rechamber now increases firepower.
Automatic receivers now have a very small firepower increase rate and a slightly reduced damage penalty.
Reduced hip fire accuracy.
Using a silencer increases the range penalty.
Reasons: Assault rifles and battle rifles are a bit weird by default. While assault rifles have a larger maximum magazine size, battle rifles are significantly stronger when using models, and are far more accessible. I decided to play to the strengths of each weapon. The battle rifle's high damage and limited magazine size promote its use as a battle rifle, excelling in a mid-range semi-automatic role. The assault rifle retains its vanilla damage, but now has a larger magazine by default. It performs best in close to mid-range arenas. Probably the biggest and most serious change is the …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.