Extra bullets after weapons mod / AP and JHP damage question

BrendanS

First time out of the vault
I am making my own weapons mod and I am reducing the capacity of certain weapons (since they are being converted into new weapons). When I pick them up in game, they have extra bullets. E.g. I changed the 10mm pistol to hold 10 bullets, and now they have 12/10 bullets loaded in the magazine when I pick them up. I have to unload the gun and load the gun again (where it defaults to 10) in order to fire it, or the game will freeze as soon as it is equipped in the game screen.

Did I forget to move one of the proto files or something? What do I need to do to prevent this crash and set the magazine capacity to what the pistol really holds, as opposed to the game default?

Also, when using FIME, how do you control the anti-unarmoured and anti-armour damage?

e.g. 10mm JHP has an AC Damage modifier of 2, a DR Damage modifier of 1, and a DR modifier of 25%. 10mm AP is the reverse. In fact, it even has a DR modifier of -25%

I understand the AP/JHP stats are a bit messed up in Fallout. What is preventing the AP from being effective? Is the JHP overpowered, and how so? What should I modify in order to restore balance or make the ammo reflect its intended capabilities?
 
1) Weapon capacity -> edit appropriate proto file -> more info here -> mark the new proto file as read only(!)
2) FIME? Hex editing. More info about the damage here.
3)
What should I modify in order to restore balance or make the ammo reflect its intended capabilities?
This is a very delicate problem, even the greatest modders have problem with it. You might check this thread out. Also, there's the magic button named "Search".
 
Re: Extra bullets after weapons mod / AP and JHP damage ques

BrendanS said:
What is preventing the AP from being effective? Is the JHP overpowered, and how so? What should I modify in order to restore balance or make the ammo reflect its intended capabilities?
Basically, the engine applies damage multiplier and damage divisor before applying damage threshold and damage resistance, which means that JHP damage is two times higher before confronting the armor and AP damage is two times lower which defeats the purpose of using AP ammo.

The only way to fix it would be finding someone who can do reverse engineering to apply a new damage formula.
 
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