Very interesting, downloading this (and the requisite) right away. It always bothered me how easy it was (or even possible it was) to just whip up from scratch a freaking scope or whatever. Thanks!
Love the mod, been using it for a bit. I do have one question though: instead of adding the new perk, wouldn't making the mod item the only component do the same thing? example: the 10 MM reflex site would require the 10 MM reflex site mod to "craft" And mods that require Perks such as Gun Nut 2 would still require those perks as they would logically take a little more know-how to install them on the guns?
If you want, I can send you a screengrab of FO4Edit showing what I mean about the component requirements.
I considered doing that instead of using a perk as it would allow sharing sights between guns easy but decided against it.
I chose to use a perk because the most commen thing you would do with a gun is scrap it for components. The game gives you a percentage of the components used in the crafting recipe that is attached to the weapons workbench.
I could have made a scrapping station to scrap weapon mods into components but you would be spending all your time stripping mods from weapons to scrap them. I thought people would prefer it this way.
P.S. installing a reflex sight is as challenging as attaching the cap on a tube of toothpaste. Also Nate is a veteran and Nora probably been shown so i think gun nut rank 2 would be a bit extreme.
Also I have some exciting plans for crafting as an optional extra where this would just get in the way.
There is a mod out there similar to this already, it is a combination of the two required mods, but it lacks the weapon template design feature. Here's the mod http://www.nexusmods.com/fallout4/mods/19773/? Just wanted to let you know.
Hi, Thanks for the information. I had not found that when I looked before I started. To be honest I did not have uncraftable weapon mods in mind when I started my craft and dismantle weapons mod. The idea just sort of floated along.
Neuralhub is to be commended on his mod. There are differences between our mods thankfully.
This is amazing. It probably works really nicely with Free Weapon Downgrades. That way you don't have to pay resources just to get the modification off another weapon. Been using that one for my current playthrough because I also wanted to roleplay and it work flawlessly.
Edit: I just saw that it already requires a different mod. Forget what I said.
I have no plans for that, Magazines are great and all that but you cant learn hundreds of hours of hands on experience from one or at least that is my thinking.
As an alternative learning skills from an npc also suffers the problem of taking far to much of your saving Shaun time.
An alternative would be to find holotapes and get them "installed" at the memory den. I'll have to think on that as an optional file.
19 comments
I have been meaning to add some mods to the list but havnt received any requests yet.
I should get onto it ASAP.
But moddings very distracting, you keep modding in tangent.
If you want, I can send you a screengrab of FO4Edit showing what I mean about the component requirements.
I considered doing that instead of using a perk as it would allow sharing sights between guns easy but decided against it.
I chose to use a perk because the most commen thing you would do with a gun is scrap it for components. The game gives you a percentage of the components used in the crafting recipe that is attached to the weapons workbench.
I could have made a scrapping station to scrap weapon mods into components but you would be spending all your time stripping mods from weapons to scrap them. I thought people would prefer it this way.
P.S. installing a reflex sight is as challenging as attaching the cap on a tube of toothpaste. Also Nate is a veteran and Nora probably been shown so i think gun nut rank 2 would be a bit extreme.
Also I have some exciting plans for crafting as an optional extra where this would just get in the way.
Here's the mod http://www.nexusmods.com/fallout4/mods/19773/?
Just wanted to let you know.
Neuralhub is to be commended on his mod. There are differences between our mods thankfully.
Edit: I just saw that it already requires a different mod. Forget what I said.
As an alternative learning skills from an npc also suffers the problem of taking far to much of your saving Shaun time.
An alternative would be to find holotapes and get them "installed" at the memory den. I'll have to think on that as an optional file.
It takes time at there end for some reason.