Love the idea. Never quite felt comfortable with a non-silenced weapon, and I do miss the rechargers from New Vegas. (Though, their limitation was more weight and clip size than damage. Minus the Alpha, that instead had a penalty to crit-chance.) ...and the ammo. ... and a lot of other things now that I think about it.
Question though: Do these mods show up on weapons 'in the wild' (enemies, containers, vendors), or are they restricted to weapons bench only?
I haven't edited any vanilla formlists/leveled item lists so probably no.(btw. NPC's doesn't sneak anyway and already have unlimited ammunition so why should they use them)
Ok, so you didn't add anything that would make them show up on their own. Good to know.
True NPC's don't sneak, but they still drop muffled shadowed armor. (Maybe even silenced weapons, too. Haven't bothered to check.) They have infinite stamina, but they still 'sleep' and 'eat'. Don't mix gameplay mechanics and AI limitations with in game NPC reasoning, please.
Hi, been using this mod for a while now. One thing: the Spreadlight suppressor removes the firing sound from the gun. I don't disagree with the design choice, but my ears are expecting a sound they're not getting, and it's disconcerting. Thing is, I can't figure out how to reenable the sound on the spreadlight suppressor mods (FO4Edit). Do you have any advice you could share?
Well the issue is: technically it's implemented as a suppressor and guess what the game thinks, about suppressors. btw for changing mods creation kit is much better to handle.
Heh. I guess it's a game engine limitation then. No worries, I'll get used to it.
On the subject of CK: I'm not serious enough about modding FO4 to warrant getting another online account for it, though I do agree that it would be easier to use when creating mods.
The Idea originates from FO NV there you can get a recharger pistol, the Point of it is, you don't have to carry ammo for it which can be a great advantage in Hardcore mode, so no there aren't any Fusioncell costs (you sacrifice some damage for it), thats the point of the mod.
When I create a new Weapon, I have to create an extreme amount of weapon mods to get it working(at least one for every slot), I have to add a way to obtain it, any one would ask my why I had added a second type of Laser-rifle and I won't get any advantage from laser weapon mods added by other mods.
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Question though:
Do these mods show up on weapons 'in the wild' (enemies, containers, vendors), or are they restricted to weapons bench only?
True NPC's don't sneak, but they still drop muffled shadowed armor. (Maybe even silenced weapons, too. Haven't bothered to check.) They have infinite stamina, but they still 'sleep' and 'eat'. Don't mix gameplay mechanics and AI limitations with in game NPC reasoning, please.
One thing: the Spreadlight suppressor removes the firing sound from the gun. I don't disagree with the design choice, but my ears are expecting a sound they're not getting, and it's disconcerting. Thing is, I can't figure out how to reenable the sound on the spreadlight suppressor mods (FO4Edit). Do you have any advice you could share?
btw for changing mods creation kit is much better to handle.
On the subject of CK: I'm not serious enough about modding FO4 to warrant getting another online account for it, though I do agree that it would be easier to use when creating mods.
But, Do it have any Fusion Cell Cost?
I'm Kind of "Economic" guy, and loot overhauls aren't good for me...
:v
Awesomeness... Awesomeness is the word for you...
Endorsed...
This way it much simpler faster and better.