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Realistic weapon damage new vegas
Realistic weapon damage new vegas




realistic weapon damage new vegas

*RWD-NV V1.4 NoLimbsExplosions: Version with realistic damages multipliers and it removes limbs explosions (Except for robots). *RWD-NV V1.4 Standard Version: Version with realistic damages multipliers

realistic weapon damage new vegas

Your speed when one of your leg is crippled (or both) has been reduced. Pulse grenades are like "force" grenades, damages done by them are reduced, knockdown effect added. Knockdown effect added on most explosions (grenades, mines, cars.) and explosions do more damages.

realistic weapon damage new vegas

Robots armors are more resistant but they still have weak points. Headshots are lethal,legs and arms can be crippled more easily. Damage multipliers have been modified to make fights more tactical. (Your enemies won't be able to take 5 shots in the head and stand still, same thing for you.) This mod modifies Body Parts Data to make fights more tactical. I've already made a mod like this for Fallout 3, so I decided to make one for New Vegas. Since I want to scale the damage for weapons I was wondering if anybody could point me out to good weapons mods so I can contact the authors and ask permission to scale their mods weapons.Name: Realistic Weapons Damages - New Vegas I am planning to use a script that uses the armor category such as light, medium and heavy to add extra DT and was wondering if this is possible? I am new to scripting and but I know my way around the geck and medium moding its just that I have not scripted before and was wondering if anybody is willing to point me to a good direction or tutorial. I do not want to modify the DT of individual armor so it does not conflict with other mods and is compatible with other mods. I this because I found it ridiculous how a 9mm handgun had the almost the same damage as the service rifle that uses a 5.56x45mm round that is much faster and has better penetration that a 9mm. For example a 9mm in game does 16 damage so I am using that as a base using a 7.45 g (115.0 gr) FMJ for joule reference which is 570J and using a 4 g (62 gr) SS109 FMJ 5.56x45mm round which produces 1,767 J and all I am going to do is the divide the amound of energy for the round by 570 and then based on that I am going to use the 5.56 as an example again and since that round travels 940m/s I am going to divide that by 390m/s and then multiplying that by 2 (using +P 9mm rounds again as base) which is 4.8 which round to /570 is 3.1 so 3.1x16=49.6 rounded to 50, 50-5=45 and that is the final damage.

realistic weapon damage new vegas

The realistic damage I am going to impliment is instead of making a damage multiplier or body part multiplier to do more damage I am simply going to scale the damage by bullets acording to the amount of energy they produce in joules and try and balance the damage by giving it AP properties based on speed of bullet and deducting that from the normal damage. Hello I have decided to start a realistic damage/armor penetration armor DT for fallout new vegas.






Realistic weapon damage new vegas