Realistic Guns and Bullets Overhaul
This is a painstakingly done overhaul of weapons that uses bullets, namely, weapons that uses the following ammo: .38, .45, 10mm, .44, 5.56mm, .308, shotgun shells, .5, and 5mm.
Changes:
1. Damage: Base damage of weapons are changed so they are proportional to the real world muzzle energy of real world ammo equivalents, with some exceptions, that are explained below.
-Pipe Gun: .38 ammo. The real world .38 special is a pea-shooter ammo with low muzzle energy, so to have the .38 damage that falls in line with the game damage, I’ve changed the in game damage based on the real world .357 magnum (same bullet diameter with .38 special): roughly 900J of muzzle energy, and has in game damage of 16 (changed from the vanilla 13). Its .45 receiver version has damage in line with other guns that uses this ammo
-Combat Rifle: .45 ammo: now this is the ammo I cannot find a real world equivalent. .45 ACP is too weak, so weak it would make the in-game combat rifle useless. So I imagined the parallel universe of fallout 4 had developed a more powerful version of .45 ammo of roughly 2000J of muzzle energy (similar to .44 magnum), so it can be used in the army work horse combat rifle. It now has the in game damage of 36 (changed from the vanilla 33). Its .38 and .308 receiver versions have damage in line with other guns that uses these ammos
-10mm Pistol: 10mm ammo, real world muzzle energy of around 1000J, changed damage to 20 from vanilla 18. Magazine capacity also changed to 16 (come on, its a massive pistol, why wouldn’t it have bigger magazine)
-.44 Revolver: based on real world .44 magnum of 2100J, damage changed to 40 from vanilla 48
-.45 Pipe Revolver: A crude weapon build that uses .45 ammo, damage 27 from vanilla 24
-Assault Rifle: 5.56mm, 1800J, changed to 33 damage from vanilla 30. Magazine capacity increase from 20 to 30 (or why would they have a heavy machine gun with a small magazine?)
-Hunting Rifle: .308 ammo, 3600J, changed to 66 damage from vanilla 37. For its .5 receiver version, the damage would be a MASSIVE un-perked 165 (vanilla 65): well, if you think this is too OP: the real world .5 BMG actually has muzzle energy of 18000J, 5 times of the .308 ammo, if I use this value no one will care about Gauss Gun any more :). I have used only half of the real world value, (and so the imaginary receiver can handle the recoil without fallout apart), the fire rate is also slowed instead of being increased in vanilla (how can one fire a bolt .5 gun faster than .308 gun), the result is, although Damage per Round is dramatically increased, DPS is still roughly in line with vanilla change. Now, for its .38 receiver counterpart, damage penalty is higher so the damage is more in line with .38 Pipe guns
-Pipe Bolt-action Guns: It’s just the crude pipe version of the Hunting Rifle, changed damage to 50 from vanilla 34. Its .5 and .38 receiver versions have buff and nerf percentage in line with Hunting Rifles
-Shotguns: 3000J muzzle energy would make the in game damage of 55 instead of vanilla 45
-Submachine Gun: uses same ammo with Combat Rifle, now has the same base damage in game of 36 from vanilla 12. However, it would suffer further Automatic Receivers penalty in game (same as Combat Rifle counterparts), so the in-game standard Submachine Gun’s damage is actually 29. They also have better range now
-Minigun: I don’t have the real world data of 5mm rounds, but let’s just make them slightly more useful, 12 base damage instead of vanilla 8
2. Gun Mods changes in general:
-Slightly increase of Combat Shotgun auto fire rate
-Automatic receivers now have less range penalty
-Long barrels now have less hip-fire penalty
-Compensators now have less range penalty
-Muzzle Brakes now have less range penalty and BETTER RECOIL CONTROL
-Suppressors now have less range penalty
-Bayonets now have NO RANGE PENALTY (why would they)
-Minigun Shredders now have NO RANGE PENALTY, but adds to ACCURACY PENALTY (this is what you get from adding scrap metals around rotating barrels)
-Mini Gun Tri-barrels now have slightly less fire rate penalty and more damage (come on, why would the military think it’s a better version otherwise)
-By doing this mod I also found a possible VANILLA BUG of ABNORMAL fire rate of Rapid Auto Receiver of Combat Shotgun, now changed in line with this mod
3. Weight Changes (All guns mentioned in this MOD, and their in game gun-mods):
This is the reason I have painstakingly changed almost every data of the weapons I’ve changed in this MOD. I try to make the weight of mods (stocks, barrels, receivers, magazines, scopes, bayonets, silencers, etc.) more in line with reality (or sort of). There are too many changes, I don’t want to list them, sincerely. If you are interested in knowing, you might want to pick up a weapon, go to a Weapon Mod Station, and look at the weights change in weapon mods, and judge if they are too far from reality (the vanilla settings are, as far as I know), please let me know if you think some of the values are not reasonable.
4. Companion and NPC Weapons: NPCs WILL BE MORE DEADLY AS THEY ARE ALSO USING WEAPONS WITH MORE DAMAGE FROM THIS MOD. Companions now also have weapons with damage increase in accordance to Powerful Receivers without perks in line with the changes in this MOD, (that means they’re more useful in killing enemies, but their weapons are heavier as well, so expect them to carry less junks). Piper used to have 10mm pistol of (weirdly) 8 round capacity, now it’s standard 16 rounds in accordance with this mod. NPC vertibirds used to have minigun with only 5 damage, now its 12 standard as in this mod, so be careful. Player vertibird minigun actually has in game damage of 25, I don’t change it, just let you know so you might be happy :).
5. Energy weapons, melee weapons, junk jets, broadsiders, alien blasters, etc., I have no idea about them, and I will not change them and just LEAVE THEM BE.
Installation: NMM, you know the drill 🙂
COMPATIBILITY: This mod is NOT and will NOT be COMPATIBLE with any OTHER MODS that changes STATS of VANILLA GUNS that uses BULLETS. This mod SHOULD NOT AFFECT STAND ALONE WEAPON MODS.
Finally, thanks to all! Please lets me know if you find abnormalities or any unreasonable values in this mod!
some issues here. .38spl is nothing to scoff at, it’s no pea shooter. 45ACP is a killer round the feet per second may be low but trust me, it will reliably put the target down, saw widespread use from WWII up into Vietnam. as for the 5.56 the round is anemic, it’s a glorified .223 remington which is commonly used to kill coyotes and sometimes deer. Check out Brassfetcher.com if you want to see what these rounds do to ballistics gel and get the numbers.