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SWAGAMESH

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About this mod

A scripted guns overhaul you can customise, No .esp slot taken!
The Crimson Caravan definetly didn't acquire any weapon blueprints belonging to the Gun Runners.

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Changelogs
CCA - Crimson Caravan Ammunitions
Scripted Guns Overhaul

Guns in Fallout New Vegas are pretty much fine, but I still have nitpicks.
In particular some DLC weapons, which had a power creep to them, but also some uncharacteristically weak outliers.
Then there's also some... what I would call, Fallout 3 jank.


SO THIS MOD... does tweaks, how I wanted to see them,
BUT YOU CAN AT ANY TIME CHANGE BY HOW MUCH!


Why even bother with OP feeling weapons when they are locked behind DLC? With FNV modding we have things like DLC Weapon Integration that make these weapons quite common, thankfully.


Also included so far in "optional":

Gun tweaks for Classic Fallout Weapons Remastered, to have the same rule changes applied.


How do you change values and limitations?

If you need help, you can also look at this mod

Spoiler:  
Show

Guns have been sorted into (hopefully) easy to find text files depending on their equip type, so you can (hopefully) find them fast.

See a number you don't like at a weapon of choice? Change it, or:
delete the whole line. Alternatively:
if you are unsure if you would later like to keep/change something, just add a " ; " in front of the line, just like the weapon names. That line will be skipped.
Not all Weapons got changed, but their EditorID is under their name, so you can do a quick change. EditorID's can be easily found in xEdit

If a mod does a balance change by script, it will override the changes in this mod.

If you wish to upload a change you made under this mods name for easy trackability, go ahead!

You can just upload just the single weapon type text file you made a change in, like in the example in "miscellenous".
Or just make a new Script Runner mod yourself! Good luck!


What are the changes:

Weapon animation buffs changes have been inspired by WFAST

Ammo:
Goals: Remove some FO3 jank from 5mm for later buffs, while also adding some, arguably, jankto 5.56mm myself. Nerf Nails.
Spoiler:  
Show

Nerfed Nails from -5 DT to -2 DT, because its nails, not a sabot tank round
Nerfed 5mm's from -10 DT to -5 DT, I get that it's supossed to be Armor Piercing by default, but thats overkill
Buffed 5.56mm's to -2DT from 0, If 5mm can Armor Pierce by default, so should 5.56mm, by a bit


Automatic Rifles:
Goals: Play off the ammo changes. Make the Bozar and Automatic Rifle more fun. Automatic Rifle buffs have been inspired by The REAL Automatic Rifle
Spoiler:  
Show

Assault Carbine 
Buffed damage to 22, from 13 to offset the 5mm nerf, but dont expect good crits with pencil ammo
Reduced weapon skill requirement

Marksman Carbine 
Reduced weapon skill requirement, 100 is a bit too much to ask
Reduced value

All-American 
Reduced weapon skill requirement, 100 would be adequate to ask, but I still reduced it

Light machine gun 
Buffed damage and critical damage to 25, from 21, to make it not be overshadowed by the Carbines
Reduced weapon skill requirement, there are alot of skill 100 guns in the game, aren't there...

Bozar 
Buffed damage and crit damage to 26, from 19, wow that was low, mag size advantage for LMG, else use the good ol' Bozar
Reduced weapon skill requirement and strength requirement, the Bozar being 20000 caps with its old stats was an insult

Automatic Rifle 
Reduced weapon spread, now it can hit it's valuable .308 ammo
Increased fire rate and value


Heavy Weapons:
Goals: Miniguns seem to made to be used against heavy armored targets, but you hold a heavy gun to expect heavy damage. Now you can.
Spoiler:  
Show

Minigun 
Buffed damage to 16, from 12, small-ish buff (+1/3), feels good, but dont expect good crits with pencil ammo

CZ57 Avenger 
Buffed damage to 18, from 13, feels good now, but dont expect good crits with pencil ammo

Shoulder Mounted Machine Gun 
Buffed damage to 33, from 30, and critical damage to 22, from 20, technically 0 because of SMMG 0 crit chance
Increased critical chance to 1, from 0 
Reduced weapon skill requirement and value 

K9000 Cyberdog Gun (the .357, blue one) 
reduced value

FIDO (the .44, red one)
Buffed damage to 40, from 36, and crit damage to 20, from 18, hopefully you have a reason to upgrade now
Reduced value


Pistols:
Goals: 
Spoiler:  
Show

Silenced .22 Pistol 
Buffed weapon attack animation multiplier
Increased value

9mm Pistol
Buffed weapon animation attack multiplier
Increased value

Maria 
Buffed weapon attack animation multiplier

10mm Pistol
Buffed damage and critical damage to 27, from 22, 10mm vs .45, 10mm seems faster, so I give that more damage
Buffed weapon attack animation multiplier
Increased value

Weathered 10mm Pistol
Buffed damage and critical damage to 29, from 24, but compared to the .45's damage it is low, well, i nerfed it
Buffed weapon attack animation multiplier
Increased value

.45 Auto Pistol 
Buffed weapon animation attack mutiplier
Nerfed damage and critical damage to 22, from 29
Reduced value

A Light Shining in Darkness
Buffed weapon animation attack multiplier
Nerfed damage and critical damge to 27, from 33

12.7mm Pistols unchanged


Revolvers:
Goals: Police Pistol and .357 Overhaul. Ranger Sequoia value.
Spoiler:  
Show

Police Pistol 
Nerfed damage and critical damage to 26, from 30(!) and 45(!!)
Buffed critical chance to 2, from 1, to keep it's police chase critical shot feeling it might went for
Buffed weapon animation attack mutiplier
Changed object effect, so it won't show bonus critical damage
Increased weapon skill requirement
Reduced value

.357 Revolver
Buffed damage and critical damage to 30, from 26, that was the damage from the Police Pistol and Lucky
Increased weapon skill requirement and value

Lucky 
Buffed critical damage to 40, from 30, Lucky, my beloved
Changed object effect, so it'll show bonus critical chance and critical damage
Increased weapon skill requirement and value

.44 Magnum Revolver and
Mysterious Magnum and
5.56 Pistol and
That Gun and
Hunting Revolver
Buffed weapon animation attack multiplier

Ranger Sequoia
Buffed weapon animation attack multiplier
Increased value


Rifles:
Goals: Logic fixes, hopefully.
Spoiler:  
Show

Service Rifle 
Buffed damage and critical damage to 20, from 18

Survivalist's rifle and
Christine's COS Silenced Rifle and
Varmint Rifle and
Ratslayer and
Battle Rifle and
This Machine and
Cowboy Repeater and
Hunting Rifle 
Buffed weapon animation attack multiplier

Paciencia
Buffed damage to 65, from 55, and weapon animation attack multiplier, for the next nerf
Nerfed critical damage to 85, from 110, that's the same as the Anti-Material Rifle and not from a Sniper Rifle...
Increased weapon skill requirement and clip size by to 4, from 3, it feels more appropriate that way
Reduced value

Trail Carbine
Buffed weapon attack animation multiplier
Reduced weapon skill requirement

Paciencia
Buffed damage to 60, from 48, to being closer to its critical damage of 80

Brush Gun
Buffed weapon attack animation multiplier
Reduced weapon skill requirement

Medicine Stick
Reduced weapon skill requirement and value

BB Gun and it's unique unchanged
La Longue Carabine unchanged


Rifles:
Goals: Logic fixes, hopefully.
Spoiler:  
Show

Service Rifle 
Buffed damage and critical damage to 20, from 18

Survivalist's rifle and
Christine's COS Silenced Rifle and
Varmint Rifle and
Ratslayer and
Battle Rifle and
This Machine and
Cowboy Repeater and
Hunting Rifle 
Buffed weapon animation attack multiplier

Paciencia
Buffed damage to 65, from 55, and weapon animation attack multiplier, for the next nerf
Nerfed critical damage to 85, from 110, that's the same as the Anti-Material Rifle and not from a Sniper Rifle...
Increased weapon skill requirement and clip size by to 4, from 3, it feels more appropriate that way
Reduced value

Trail Carbine
Buffed weapon attack animation multiplier
Reduced weapon skill requirement

Paciencia
Buffed damage to 60, from 48, to being closer to its critical damage of 80

Brush Gun
Buffed weapon attack animation multiplier
Reduced weapon skill requirement

Medicine Stick
Reduced weapon skill requirement and value

BB Gun and it's unique unchanged
La Longue Carabine unchanged


Shotguns:
Goals: Haha shotguns go BANG. Same gauges should do same-ish damage
Spoiler:  
Show

Single Shotgun 
Buffed damage to 63, from 50, and critical damage to 9, from 7, with the Vanilla 7 projectiles its 63
Increased weapon skill requirement, because i cant believe that just about anyone can use a shotgun
Reduced weight to 4.5, from 7, it was heavier than the riot shotgun and almost as heavy as the hunting shotguns

Caravan Shotgun
Buffed damage to 63, from 45, and critical damage to 9, from 6, with 7 projectiles its 63

Sturdy Caravan Shotgun
Buffed damage to 63, from 50, and critical damage to 9, from 7, with 7 projectiles its 63, advantage: 0 skill requirement

Caravan Shotgun
Buffed damage to 63, from 48, and critical damage to 9, from 7, with 7 projectiles its 63, and weapon animation multiplier

Sawed-off Shotgun
Buffed damage to 112, from 100, and critical damage to 8, from 7, with 14 projectiles its 112

Big Boomer
Buffed damage to 126, from 120, will be the same as the combined critical damage 

Hunting Shotgun 
Buffed weapon attack animation multiplier
Reduced weapon skill requirement, because its still a "hunting" shotgun

Dinner Bell
Buffed damage to 77, from 75, will be the same as the combined critical damage, and weapon attack animation multiplier

Riot Shotgun 
Buffed damage to 70, from 67, will be the same as the combined critical damage


Submachine Guns:
Goals: Just the 10 mm buffs I did all mod, and quality of life improvements, along with adjustments on the basis that the Nail Gun's common.
Spoiler:  
Show

10mm SMG 
Buffed damage to 26, from 19, and critical damage to 26, from 19
Increased weapon skill requirement, 

Sleepytime
Buffed damage to 27, from 22, and critical damage to 27, from 22

.45 Auto SMG
Reduced weapon skill requirement, strength requirement, weight and value

H&H Tools Nail Gun
Reduced clip size from 90 to 60, weapon skill requirement, and value, its a tool and you have to be a gun pro to use it???

9mm SMG, Vance's 9mm SMG, Silenced .22 SMG, 12.7mm SMG unchanged


Late game weapons example (without any perks):


Since this video:
Paciencia ammo capacity buffed from 3 to 4.
SMMG buffed damage reduced by 3 and critical damage has been nerfed to not be the same as the damage.
Miniguns buffed damage reduced by 2 and crit damage buffs removed.

Deathclaws vs a Level 1 player character with the (balance) mods: 
JSawyer Ultimate Edition
Just Enough Realism
Fallout New Vegas Creatures and Robots Rebalanced

Optional:

Classic Fallout Weapons Remastered Re-balance, so you don't have to bother the mod author any more.

Spoiler:  
Show

Changes made mostly to have the classic weapons be in line with the changes made in the main mod

Heavy
Classic Minigun damage buff to 18, because it's a 5mm weapon

Pistols
No changes

Revolvers
Classic 10 mm Pistols damage buffed by +5, like Vanilla

Rifles
10mm Pipe Rifle damage buffed by +5, like Vanilla

Shotguns 
No changes

Submachine Guns 
10 mm's buffed, .45 nerfed


My other Mods:

Script Runner Energy Weapon Rebalance
Script Runner Effect Enhancements 
Script Runner Miscellanous Weapon Buffs or Tweaks
Script Runner Weapon Skill Changes
Script Runner Recipe Changes
Perks and Traits Rebalance mod
That one mod that does some effect integrations from The Frontier that I havent updated to Script Runner yet. Flame me on this until I do.
That one mod that does some effect compatability fixing for EVE that I havent updated to Script Runner yet. Flame me on that until I do.