Gunplay – Automatic Weapon Perks Rebalanced
Does it bug you that a weapon with automatic firing suddenly loses all of your bonuses? Has no one heard of select firing? What is with these arbitrary limitations on the perks?
Well, I was tired of dealing with this silliness. Gunplay rebalances the perks and removes these arbitrary limitations.
Full List of Changes:
Removed the ‘non-automatic’ limitation on Gunslinger and Rifleman.
Lowered Commando’s bonus damage to 5% per level (since they now stack).
Removed Commando’s biased against heavy weapons, it now stacks with Gunslinger, Rifleman, and Heavy Gunner. (So long as the weapon is automatic.)
Reasoning:
Yes, this does mean that end game damage bonuses are higher for automatic weapons. However:
Automatic weapons already eat your ammo like a crack addict.
You will be spending more perk points to get these two to stack.
The early game is where this really matters. In the early game, you can’t easily choose to have -all- automatic or non-automatic weapons. It gives you more flexibility when ammo and guns are more scarce: early on.
If you have any suggestions for the mod, go ahead and post them. It really is a simple mod to anyone who opens it up in FO4Edit. I just couldn’t easily find a mod that solved this annoyance.
If you want to modify the automatic weapons themselves to make more sense, I suggest downloading Autocorrect as it is an excellent mod.
Check out my other mods:
Research Projects – Advanced Technology
Lasers Have No Recoil
Nick Valentine’s Day
Water Sources Expanded
Gunplay – Automatic Weapon Perks Rebalanced
NPC Limited Ammo