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tristanwolffe

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tristanwolffe

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7 comments

  1. tristanwolffe
    tristanwolffe
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    @jjk999- So you are saying it is showing up as 3 separate perks? That is unexpected.

    The version of the mod that I use only has one esp since I have all the DLC. However I wanted to make the mod modular for folks who did not have/use all the dlc's so I broke it apart for uploading. I would suggest using FOMM to combine the esp files into a single one and then using the single merged esp.

    As far as I can tell from the GECK, any perk that effects weapon damage on a specific type of weapon without directly raising a skill does so by modifying the damage to specific weapons. In order for them to affect any 3rd party weapons, the weapon must be added to the perk's "list".

    The Bloody Mess perk raises the damage of all weapons without regard to type and as far as I can tell, can not be duplicated with just a single type of weapon.
  2. jjk999
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    I have the 3 esps enabled. I got up to level 22 and noticed that the 3 perks are all named exactly the same in the pipboy so there's no way to know if I am choosing one for which I have the guns.

    They should appear in the pipboy list as Munitions Vanilla, Munitions Pitt and Munitions Broken Steel so one can know which they are choosing. Perhaps in the perk pipboy description you could list exactly which guns are effected.

    If perks can only affect specific named weapons this raises a serious issue about weapon adding mods such as 20th century weapons mod and Arsenal mod. From what you said ONLY THE big guns and small guns skills will affect such 3rd party weapons. Perks that affect weapons (be they single handed, 2 handed, big guns, sniper rifles etc) rather then weapon skills have no effect on 3rd party weapons and are wasted choices.

    I further wonder if perks that claim to affect the damage of all weapons (bloody mess and tactical strategist) will affect the damage of 3rd party weapons.
  3. jjk999
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    Youch. I will try it first with the vanilla guns and then follow your directions with the geck which I've never done. I am guessing it won't work with the 2ndaryweapons mod at all without Gecking it.
  4. tristanwolffe
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    Thank you for taking the time to download and comment on my mod.

    @CommanderCrazy- Thank you for pointing out the requirement for Broken Steel, it was one of those things that was so obvious I forgot to mention it, but a new player might not know that.


    The way the perk works is by using a Form List much like the Demolitions Expert Perk. I have set it to work with all ballistic weapons from the vanilla, including uniques (ie: Xulong, Lincoln's, etc). The minigun is also included in the list even though it is not a small gun. I could not figure out how to make it affect every small gun by category since the base game uses lists to affect damage and I simply followed their example.

    If you use a weapon mod that changes the base ID of a weapon or adds a new weapon, it will not be affected by the perk. However, this is very easy to change in the GECK on your own. Here is how:

    1) Open the GECK and select the file icon in the top menu bar.

    2) Select the FO3 master file, select the weapons mod file you are using and then select the Munitions Expert Perk file and set it as the active file using the button on the bottom of the popup window. You do not need to select either of the DLC addon files, only the main one for the perk.

    3) Click the "open" button on the bottom of the popup window and get yourself a snack while the files load. <img class=">

    4) In the Object Window (normally on the on the left of the screen) go expand "Miscellaneous" and click on "Form List". Scroll down until you find an entry for "Munitions Expert", right click and select edit.

    5) A small popup box should come up with a list of guns in it. Move the box to a location on the screen where it will not be covered by the object window, because we will need to bring that back on top.

    6) Go back to the Object Window and expand "Items" then click on "Weapons" Look down the list of weapons for the guns added by your mod. You can sort by Name or Type to make this easier. You can also chose a sub-category on the menu list to the left to limit the number you are looking through at one time.

    7) Drag and drop the weapons added by your perk from the object window into the Form List that you opened previously. If you loose your place, don't worry about duplication, the list will not allow it.

    8 ) Once you have added all the weapons you want, click "OK" on the Form List window. Then click the disk icon in the top menu bar (or select "File" then "Save").

    9) Your chosen weapons should now be affected by this perk. Launch FO3 and get to bustin' caps. Note that you do not need to reselect the file in FOMM or the Data list unless you changed the name of the ESP.

    I suggest that you note the damage of one or two of your favorite weapons in the game before you make this change, as that will be the best way to determine everything is working OK and that your chosen weapons are being affected.

    If for some reason your changes mess up anything in your game, simply delete the Munitions Expert ESP from your FO3 Data folder, reinstall my original, and try again.

    Good luck and happy gaming.
  5. jjk999
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    I've loaded this mod and am waiting to get up to level 22 to see how it works.

    Does it affect only the specific small guns from Vanilla Fallout? Or does it affect all guns within the small guns category? Will it affect Small Guns provided by other mods?

    I have 20th Century Weapons which adds a lot of small guns (pistols, SMGs, aussault rifles, sniper rifles) and never use the original small or large guns from Vanilla Fallout.

    To other people who try this mod: I wonder how this mod will affect 2ndaryweapons mod. That mod changes many vanilla weapons to have a second kind of shot by toggling the G button. If you wield the 10 calibre pistol and press the G button it will fire in a much faster rate. Other guns affected by 2ndaryweapons fire different ammo entirely. 32s and 44s fire hollow point versions of their ammo, which has to be in the inventory in order to be fired by the gun.
  6. WastelandAssassin
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    actually, you can download a level mod
    there are some here that allowes you to get to higher levels

    and to the modder, could you explain a little more about what the perks do, and how do they work?
  7. CommanderCrazy
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    You forgot to mention it needs Broken Steel DLC <img class=">
    Else you cant get level 22