STRONGLY recommended for use with my Scripted Weapon Tweaks' Nail Gun setting, the nail gun integration will be unbalanced without it. I'm not planning on making a base game balanced version, the base game's balancing was bad and unintuitive, guided by unreasonable deadlines for content release, and strongly affected by the fact that LR was the fourth DLC.
this really need ttw?i think there should be a mod that adds fo3 weapons to the mojave WHITHOUT being fo3 weapon restoration as that mod has a lot of problems sregarding sounds plus its a nightmare to mod in new animations.if anything maybe you should try to make a sucessor for fo3 weapon restoration sweet,your mods are very well done and balanced so if anyone should do it it should be you.
would be nice to see chinese assult rifles and assult rifles on higher ranking legionaries also recruits using 38 rifle chinese sword and double barrel shotguns
When using this with weapon animation mods (Butcher Pete Complete), I am running into odd compatibility issues.
The Trench Knife is not using the added animations. However if I add the knife via console commands it does. Seems this is adding an additional version of the knife?
EDIT: Why does the mod add XX000859 (WeapKnifeCombatWatelandRaider Trench Knife) instead of using XX00X07B? I've tried adding a compatibility patch, but I've got 0 experience and cannot get it working.
Does the latest version still work on TTW 3.2.2? from all the mods I've updated the only one that ISN'T compatible with 3.2.2 is Nevada arsenal, you know since its the same person I'm worried to update to the wrong version.
it isn't for me, crashes on entrance to rivet city market. tested this for over an hour, it's this mod causing it because it doesn't happen when I disable the mod.
when I was playing the Pitt, Gruber, the last one you fight in the Hole in the Pitt is supposed to carry the Infiltrator. He wasn't however, he was carrying random assault rifles like marksman carbine or service rifle when I reloaded the last fight. Making the unique impossible to get without the use of console commands, can this be fixed as I don't want to lose opportunity on unique weapons if this mod overwrites them
The infiltrator isn't a unique, it's carried by several of the Pitt Raiders, but you get the Perforator which is a unique infiltrator from turning in 90 ingots. If you really need the non unique variant, you will be able to kill them and loot like 3 of em later, no console needed.
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The Trench Knife is not using the added animations. However if I add the knife via console commands it does. Seems this is adding an additional version of the knife?
EDIT: Why does the mod add XX000859 (WeapKnifeCombatWatelandRaider Trench Knife) instead of using XX00X07B? I've tried adding a compatibility patch, but I've got 0 experience and cannot get it working.
Does this mod add any other duplicate weapons?
when I was playing the Pitt, Gruber, the last one you fight in the Hole in the Pitt is supposed to carry the Infiltrator. He wasn't however, he was carrying random assault rifles like marksman carbine or service rifle when I reloaded the last fight. Making the unique impossible to get without the use of console commands, can this be fixed as I don't want to lose opportunity on unique weapons if this mod overwrites them