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SpringHeelJon - VishVadeva

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SpringHeelJon

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About this mod

Full balance overhaul of vanilla weapons and attachments.

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  • Ukrainian
  • Spanish
Changelogs
Welcome to Streamlined Weapons.

This is part of the "Made for Fusion" series of mods, that are designed to be modular so you can install them on their own or all be combined together to eventually form a complete overhaul of the games mechanics and textures without straying too far from the vanilla ethos.

The current series line up:


I also highly recommend pairing one or all of these modules with Thrive Redone by VishVadeva. And FATE by Poet (both fixes and the tweaks plugin)
They have been designed to be compatible out of the box with one another. Simply pick which modules you like the most and install, but make sure FATE loads first!

If you want an automated vanilla style mod list installed straight to your PC then please check out FUSION
Or perhaps you prefer to follow a guide and install manually? Then I recommend The Midnight Ride . 
All of the listed mods above are included in both lists plus many more.

This mod is aims (pun intended) to make all the weapon attachments in the vanilla game feel different and a compliment to your character build rather than a straight up "this one does more damage so its obviously the best". 

This is not a “realism” mod. I am aware of how things work in the real world. There are also plenty of mods that do these things already. This balance pass focuses on enhancing aspects of the game that I felt were a bit shallow, such as investing perks to make actual builds. 

This mod is for you if:
  • You feel the vanilla mod tier system is boring
  • You feel that there are too many mods in each category that do the same thing
  • You like a clear mod descriptions
  • You feel the vanilla multiplicative weight system is silly
  • You want to keep close to the vanilla games balance
  • You have had enough with “realistic” overhauls that have terrible balance


Alright, on to the actual changes!

Attachments
The core of the mod!
  • Scopes no longer have 3 different range options per gun. The correct zoom for the weapons range is the only type available
  • Reflex sights are now all the dot variety
  • Barrels have had stats changed depending on intended use
  • Receiver types have been consolidated and drastically reduced in quantity per gun
  • Silencers are now silent at the cost of reduced per shot damage
  • Bayonets no longer have range penalties
  • Weapons either have a muzzle brake OR a compensator available not both
  • Improved versions of attachments have been deleted in most instances
  • Most weapons base damages have been buffed to balance these changes
  • Energy weapons require perks in science rather than gun nut
  • Magazines are either large and slow to reload or small and quick to reload. No quick eject drum mags!


You will notice that weapon receivers have had the biggest change. Now ballistic weapons have: 
  • Standard receivers - No modifiers
  • Automatic receivers - Converts weapons to fully automatic for reduced per shot damage
  • Calibrated Receiver - Increased critical shot damage
  • Heavy receiver - Found on weapons without a calibre conversion available. Increased damage but slower rate of fire
  • .50 conversion - bolt action weapons only. Massive damage increase and added armour penetration effect. Slow rate of fire
  • .308 and .45 conversion - similar to heavy receiver. Found on certain weapons only
  • .38 conversion - Found on certain weapons only. Decrease in damage
  • Rapid receiver - Submachine Gun only. Faster automatic rate of fire but lower per shot damage
  • The vanilla hair trigger receiver effects have been rolled into every semiautomatic record and all other receivers have been disabled
    There are 2 exceptions to this.
  • The 44 and western revolver follow the vanilla damage scaling upgrade path
  • The assault rifle is now automatic by default and cannot be changed. It has no long scope options and it has had it damaged buffed. Think of it like a smaller lower capacity minigun and you are not far off


Energy weapons are also treated differently.
  • The laser rifle, plasma rifle and Gatling laser all have scaling damage receivers that come at an ammo efficiency cost. This forces they player to decide between a high burst damage potential or better sustained damage. All other receivers are disabled.
  • The institute laser rifle has had is base damage buffed and the only receivers it has are the ones that Grant added effects such as the gamma wave and beta wave emitters.


Weight
All mod weights now ADD a base value to the base weapons weight rather than having a MULT calculation. This is similar to Consistent and Realistic Weapon Weights Overhaul in the base function but I have completely redone the values from scratch. 
  • Base weapon weights (without mods) are tweaked slightly in most cases.
  • Mod weights are the same as vanilla but now additive.
  • Loose mods (what is actually created at a workbench) now match the exact weight of their actual mod counterpart

This means that you will no longer become inexplicably over encumbered by modifying your weapon at a workbench! 
Along with much more sensible weights across the board.

Perk requirements
Requirements to actually create weapon mods is now standardised by weapon. So low level weapons that you get access to early on (like pipe weapons) have gun nut 1 or 2 to construct all receiver, barrel, scope and stock mods. Higher level weapons have the increased perk requirements to make mods.
Build specific attachments (like bayonets and silencers) now require blacksmith or mister sandman perks to craft instead. This encourages the player to specialise and commit to a build rather than simply pick every perk.

Descriptions
I have rewritten every attachment description in the game to use more consistent terminology and more accurately describe what the attachment does. These are no longer that 2 lines max so still readable at a distance.

Misc
Levelled lists and mod collections have been altered so that the deleted vanilla attachments no longer spawn out in the wild or on enemies. I only touch the lists that needed tweaking.

There are a lot of other small tweaks that are best experienced in game. I would highly recommend a NEW GAME with this mod as otherwise you will have access to attachments that have been disabled by this mod but that you may already have unlocked. 

This mod contains no external assets and no scripts so can be safely removed mid game.

This mod changes 2071 records and took a long time to make! Most weapon mods will need patching.
I will be making patches for popular mods but if you are unsure about compatibility it’s best to check with xEdit.

This mod is built on top of and forward relevant changes made by UFO4P so its is a hard REQUIREMENT.
Everybody should have this installed by now anyway!

That's it, I hope you enjoy the mod. Please sound off if you have any suggestions or find any bugs. But do try and be constructive and provide as much detail as possible!

Credits
VishVadeva for combing through the mod and giving it an update when I have neglected it.
GaloisGirl for making the STS patch.