Quick update for everyone. It turns out breaking up the plugin will require me to rework it from the ground up. This will take some time and I appreciate everyone's patience. Turns out this will be the full extent of update 2.2.
Planned Elements: (Version 3)
* Additional Energy weapon modifications (like a copper-lined fusion receiver, for example) * Additional missile types (Plasma missiles, pulse missiles, molotov missiles, etc.) * Tuning weapon fire rates in the game (already started with the combat rifle) to suit the caliber and if it's Automatic or Semiautomatic. * Damage balancing. The same ammo will deal very similar damage in as many cases as possible.
* Removing Cryo/Plasma/Pulse/Irradiated rounds. First of all, there's already legendary effects for these mods. All "bullet type" mods may be redacted with the exception of armor piercing, hollow-point, and match-grade. With this in mind, I can also strongly recommend Legendary Modifications. However, I will see about keeping these round mods as optional files
As a note, you may want to tweak this to allow paint jobs. I have gotten the paint jobs from Creation Club (Well, the free ones, anyway) and I cannot find the option to change the paint job on any weapons in the customization menu.
So, is this the replacement for Gunsmith Extended (https://www.nexusmods.com/fallout4/mods/14847/?) from now on? Or will this be incorporated back into the original? Also, is this mod changing the base of the combat rifle from .45 cal to 5.56? Because it makes the .45 pretty useless until you get radium rifles, and I have collected over 24000 rounds of .45 ammo on this playthrough (And I just noticed it). I have the original mod. There also does not appear to be a way to make the combat rifle over to .45 ammo.
All unity! That is, the game itself will produce a number of conversion weapons such as the full automatic 10mm pistol to the Department of defense and all of the 10mm pistol is unified called 10mm, 10mm bullets, also known as 10mm. And do not see the original transformation of the project, from polypropylene boys, in general, the Department of defense has a long way to, of course, do not mind if these people can use, is a good defense department I'm sorry, my English.
Thank you for picking up the torch,Corrupted. While I'm a little saddened at the loss of explosive ammo for my ballistic weapons,I fully understand your reasoning. So,about your future plans; Will you be tackling energy weapons with this? If so,I left a miniature design document on the original's suggestions thread.
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Planned Elements: (Version 3)
* Additional Energy weapon modifications (like a copper-lined fusion receiver, for example)
* Additional missile types (Plasma missiles, pulse missiles, molotov missiles, etc.)
* Tuning weapon fire rates in the game (already started with the combat rifle) to suit the caliber and if it's Automatic or Semiautomatic.
* Damage balancing. The same ammo will deal very similar damage in as many cases as possible.
* Removing Cryo/Plasma/Pulse/Irradiated rounds. First of all, there's already legendary effects for these mods. All "bullet type" mods may be redacted with the exception of armor piercing, hollow-point, and match-grade. With this in mind, I can also strongly recommend Legendary Modifications. However, I will see about keeping these round mods as optional files
A month ago, I lost everything and had to reset my computer.
And do not see the original transformation of the project, from polypropylene boys, in general, the Department of defense has a long way to, of course, do not mind if these people can use, is a good defense department
I'm sorry, my English.