Sorry about the lack up of updates on this mod everyone, finally figured out how to do fully incorporated AI weapon jams, along with a much more realistic approach to the jam mechanic that the quality of ever every individual weapon.
Suffice to say it is taking longer to perfect then anticipated.
Has anyone tested this on Xbox yet? I'm curious, but not enough to spend a long time trying out various aspects of the mod. Blunt, yes but honest at least lol. Cheers!
Was really dissappointed that bugsoft left out weapon jamming for FO4 so this seems really promising with all the tweaking and stuff... However, I do have few issues that are preventing me from using this mod and so I'd like to point them out and request upon:
" -Made the Assaultron Head a useable weapon by making it the only actual laser weapon in the game, as apposed to a bolter, with a reduced radiation damage penalty and no recoil! "
So what does all this have to do with 'Weapon Jams' and what the hell is a "bolter"?
" -Made the Aeternus only violate 3 laws of physics rather than all of them. "
Hadn't heard of the Aeternus at all yet, apparently it's a nukaworld addition, so 'thanks' for letting me know. Erm...
Would you consider making a version that ONLY adds weapon jams instead of making changes/additions that have nothing to do with weapon jams?
It's kind of ruining it for me. :'(
I had a similar problem with a mod that removed navmeshes from sanctuary rooftops to stop NPC's from spawning on the roofs but couldn't use it 'cause, in addition, the author decided to include things in the mod that had nothing to do with the navmeshes and as a result caused game crashes due to other mods.
Why make a mod with features that are totally unrelated?
It's pretty frustrating actually.
It's like in addition to installing a mod, I would have to want/have something unrelated to come with it and hopefully have a compatible mod base for it.
To answer your questions quite simply...Because I can ;)
Long story is that I mod because Bethesda screwed this game up Royally! (see the link below) Thus since my motivation is to "fix" the game, rather than to expand upon it, I try to fix everything that's equally as "wrong" as the lack of weapons jamming which things like the Aeternus and Assaultron Head achieve in spades. However, point taken so I will try to make those tweaks a separate file in the next update, as I have a whole laundry list of litteraly magical weapon effects to get rid of before this game meets my standards of acceptable immersion.
It's been a while and I'm now installing this mod for testing since "ammo tweks" stopped working for me... for what ever reason and I can't figure it out right now...
Man I'm really looking forward to this 'cause it's cool when your weapon jams/breaks and you shite your pants! LOL
------------- UPDATE: ------------- Installed and seems to be working - happened with my automatic laser pistol and 10mm pistol pretty often and I only have one SPECIAL luck point... Now where did I put my lucky cap and day trippers? XD
Thank you for your work, endorsed!
Finally, FINALLY it WOOORKS!
To quote Stimpy J. Cat: "Happy, happy, happy. Joy, joy, joy."
i assume by bolter the mod author means the laser is turned into a bolt rather than a beam much like the blasters in star wars just you know lasers instead of plasma although if you actually look at the head its not a beam just a series of very fast pulses i believe 8 making it technically a bolter weapon and i don't think the author should've altered aeternus at all its name literally means eternal the devs knew what they were doing not a bug a feature which brings me to Gatling laser overhauls in general don't ever download them they undermine everything about aeternus making it non unique at all other than the name that makes no sense now
I really love this mod, Im going to be trying it right now! Sadly I guess i must be alone, Its like Im the only person who didnt think weapon condition was a gamebreaker.
probably because you are if you have the right skills in say new Vegas and always loot more than one of a certain weapon type/have repair kits the condition system isn't that big of a pain to deal with especially because weapons you buy tend to have pretty good condition low level players might have a problem with it at first but after a while it becomes a non issue and if it was in fallout 4 I guarantee no one would really bat an eye at it except the people that just don't understand how to make the most of your resources
this mod is really cool however i dont get why no mod authors bring back the condition system it wasn't actually that annoying to deal with as long as you had a copy of the weapon a high repair skill jury-rigging or weapon repair kits ive never really had a weapon go below the condition point to cause jamming unless the weapon as already there or extremely close
Update logs have some more info about it. There is also a bug report about a 'bad' jamming animation (strange looking) happening with super mutants. They now kind of look more like brainless moron brutes holding their weapons all wrong, because of the bug, while shouting: "Aargh! Stupid humans!"
Never actually heard them shout that while their weapon jammed but it would be funny. XD
I must say that this mod also does other things/adjustments that don't really have anything to do with weapons jamming or not. People should REALLY read the update logs. I was able to replace a weapon range -mod entirely with Weapon Jams because it essentially has the same changes to weapon range.
Has anyone had any luck with the Missing Required ammo Glitch on certain DLC weapons??
just encountered it havent really tried much. will try more in a few
edit: figured out on ballistic weapons for the most part, if the mod allows you to change the caliber of the weapon, it will cause the Missing Required Ammo alert, and obviously the gun wont fire. if the mod allows you to revert to "Original" ammo type, the mod and guns work as they should!
143 comments
Suffice to say it is taking longer to perfect then anticipated.
Was really dissappointed that bugsoft left out weapon jamming for FO4 so this seems really promising with all the tweaking and stuff...
However, I do have few issues that are preventing me from using this mod and so I'd like to point them out and request upon:
" -Made the Assaultron Head a useable weapon by making it the only actual laser weapon in the game, as apposed to a bolter, with a reduced radiation damage penalty and no recoil! "
So what does all this have to do with 'Weapon Jams' and what the hell is a "bolter"?
" -Made the Aeternus only violate 3 laws of physics rather than all of them. "
Hadn't heard of the Aeternus at all yet, apparently it's a nukaworld addition, so 'thanks' for letting me know. Erm...
Would you consider making a version that ONLY adds weapon jams instead of making changes/additions that have nothing to do with weapon jams?
It's kind of ruining it for me. :'(
I had a similar problem with a mod that removed navmeshes from sanctuary rooftops to stop NPC's from spawning on the roofs but couldn't use it 'cause, in addition, the author decided to include things in the mod that had nothing to do with the navmeshes and as a result caused game crashes due to other mods.
Why make a mod with features that are totally unrelated?
It's pretty frustrating actually.
It's like in addition to installing a mod, I would have to want/have something unrelated to come with it and hopefully have a compatible mod base for it.
:'''(
Long story is that I mod because Bethesda screwed this game up Royally! (see the link below) Thus since my motivation is to "fix" the game, rather than to expand upon it, I try to fix everything that's equally as "wrong" as the lack of weapons jamming which things like the Aeternus and Assaultron Head achieve in spades. However, point taken so I will try to make those tweaks a separate file in the next update, as I have a whole laundry list of litteraly magical weapon effects to get rid of before this game meets my standards of acceptable immersion.
https://forums.nexusmods.com/index.php?/topic/5647667-what-if-fallout-4-was-good/)
It's been a while and I'm now installing this mod for testing since "ammo tweks" stopped working for me... for what ever reason and I can't figure it out right now...
Man I'm really looking forward to this 'cause it's cool when your weapon jams/breaks and you shite your pants! LOL
-------------
UPDATE:
-------------
Installed and seems to be working - happened with my automatic laser pistol and 10mm pistol pretty often and I only have one SPECIAL luck point... Now where did I put my lucky cap and day trippers? XD
Thank you for your work, endorsed!
Finally, FINALLY it WOOORKS!
To quote Stimpy J. Cat: "Happy, happy, happy. Joy, joy, joy."
'Aaah' at the added immersion.
Don't worry, dude, reality is just an illusion caused by lack of alcohol volume percentage in the bloodstream.
P.S.
Really enjoying the 1.5 version as it is, really glad I finally got to use this mod!!!!!!!!!
Update logs have some more info about it. There is also a bug report about a 'bad' jamming animation (strange looking) happening with super mutants. They now kind of look more like brainless moron brutes holding their weapons all wrong, because of the bug, while shouting: "Aargh! Stupid humans!"
Never actually heard them shout that while their weapon jammed but it would be funny. XD
I must say that this mod also does other things/adjustments that don't really have anything to do with weapons jamming or not. People should REALLY read the update logs. I was able to replace a weapon range -mod entirely with Weapon Jams because it essentially has the same changes to weapon range.
just encountered it havent really tried much. will try more in a few
edit: figured out on ballistic weapons for the most part, if the mod allows you to change the caliber of the weapon, it will cause the Missing Required Ammo alert, and obviously the gun wont fire. if the mod allows you to revert to "Original" ammo type, the mod and guns work as they should!