Im okay with vanilla only effects, after all, expansive weapon mods arent usually changeable in GECK and I love changing everything about the game, so i dont use them. However, I hate that this edits so many other things, and being so complex it may take an unwanted amount of time to take out some features in Fo3 Edit without damaging the core, as for the life of me I cant even figure out how you kept a gun effect from happening to certain things that get shot (I assume a script). Kockdowns are nice, but may happen too frequently or to armored opponents (i have to test it out to see if thats true), which in that case i wouldnt want to have that. I dont want laser rifles to damage robots more, in fact i think that a laser would do as much melting to a robot as a regular bullet would cause blunt trauma, and the same concept applies to flesh, so if anything up the damage on lasers if you think theyre so effective. Last but most certainly not least, I dont want decreased limb health, I already make a mod that edits the body-part data to my liking and im sure yours isnt in agreement with mine. So the reason Im saying all this, isnt just to complain and make your day that much worse when you, if ever, get around to reading this, its to ask you this nicely: if its no trouble, can you seperate the functions of the mod into different .esp's?
I really like this mod, but it's replacing the weapons added in by FWE. Is this mod still being worked on? I love the idea of bleeding damage, but this isn't going to be enjoyable if my modded weapons don't get the effect applied to them.
Great mod, I was looking for a mod that adds some kind of bleeding effect. Also makes battles more tactical.
However, you should probably reduce the *constant* crit/knockdown chance a bit on some weapons. I mean, sure it makes sense with high tech weapons pushing you back alot, but it wont always fun when a Talon merc keeps knocking you down with their sniper rifle once you have gotten back up on your feet. Anyway, just my opinion.
I don't mind the knockdown on Supersledges though, because it should make you more wary of large muties wielding those..
Edit: Are you thinking of changing the weapons from the rest of the DLC's as well?
Great mod, but there is a bit of a problem with it... It doesn't appear to take into account armour. I shouldn't be able to shoot someone wearing power armour with a pistol, and they die from their wounds. A pistol shouldn't be able to do anything to power armour.
I also mezzed an enclave soldier, and sent him packing to Paradise Falls, and he died 50 feet from where I mezzed him. Some tells me that since no one shot him (I mezzed him before Clover and I engaged the others), that the mezmatron did damage that killed him and it shouldn't. I haven't been able to get a single slave to Paradise Falls aside from quest characters.
Great mod except for the gauss rifle issue. Which I found out that the only problem with it is that you neglected to set a projectile type when in the geck, easily remodied and I hope you have it cured when and if you release an update for this in the future.
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However, you should probably reduce the *constant* crit/knockdown chance a bit on some weapons. I mean, sure it makes sense with high tech weapons pushing you back alot, but it wont always fun when a Talon merc keeps knocking you down with their sniper rifle once you have gotten back up on your feet. Anyway, just my opinion.
I don't mind the knockdown on Supersledges though, because it should make you more wary of large muties wielding those..
Edit: Are you thinking of changing the weapons from the rest of the DLC's as well?
I also mezzed an enclave soldier, and sent him packing to Paradise Falls, and he died 50 feet from where I mezzed him. Some tells me that since no one shot him (I mezzed him before Clover and I engaged the others), that the mezmatron did damage that killed him and it shouldn't. I haven't been able to get a single slave to Paradise Falls aside from quest characters.
Any idea on changing that in future updates?
but... it has lots of bug.. all of my changed gun go back to normal. and it ruins the other mode.
you should have test and update the file.
sorry, I'm not good at english.
Is there a way to use this mod with FWE? The compatibility chart of theirs says its imcompatible.