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  1. Darthsith
    Darthsith
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    Questionnaire: How do you feel about Minuteman and Scavengers getting a 50% reduction in gun use as well? Does that make sense?
    1. MattyDienhoff
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      Minutemen: Even being their leader and having retaken the Castle (and its armory) weeks ago, I honestly don't see enough Minutemen around to have much of an impression of them in the field. I will say this, though, if being the General actually gave me the option to manage things in any way, I'd spend however many caps it took to supply the Minutemen with all the weapons they need, so I'd prefer they weren't deprived too much, I'd just feel like I have to go out of my way to arm them properly like I do my settlers, but I'd be unable to do so. :[

      Scavengers: That makes sense. Even the name implies that they're not particularly well equipped. The only problem is their lack of ranged weapons might cause their survival chances to sink even dismally lower than usual. I rarely see scavengers survive encounters. They tend to be lower level and/or worse armored than the enemies they encounter.
    2. braccas
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      Thanks for the reply. Can this mod be tweaked so I can give it a 95 percent chance thats dude will spawn with melee only? If it were up to me i'd have it so that you'd be lucky if you found guns maybe 50 times in the whole game, aside from bosses. In other words playing thru one campaign might not give you experience with every single gun made. I like that idea, but thats just me.
    3. captainiguanafrisky
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      I would really love to see a version like Braccas suggested that lowers the gun users to basically be bosses only. Maybe Gunners get access to Pipe weapons, but I'd love to see pre-war weapons only be used by the BOS and Legendary enemies. It would make playing a melee character actually useful.
    4. crawe1x
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      I wouldn't nerf Gunners too much. I mean, they're professional mercs and they also come across as fairly well organized. I would, however, make the plasma weapons that they currently get on higher levels a lot rarer.

      I think what makes the most sense is something like this:

      Raiders & Scavengers: Crude melee weapons such as wrenches, baseball bats, tire irons. Crossbows. Bows (once we have some decent animations). Pipe Guns. Maybe double-barrel shotguns.
      Triggermen: Same as raiders, but replacing Pipe Guns with SMGs and 10mm. Possibly the occasional 44.
      Super Mutants: Crude but powerful melee weapons, including boards, sledgehammer, supersledge. Pipe Guns. Some heavy guns such as missiles and minigun for bosses.
      Gunners: High-end melee weapons, such as the swords, shishkebab and ripper. Ballistic weapons, particularly combat shotgun, combat rifle and assault rifle, hunting rifle. Also for higher ranks, miniguns and missiles.
      Minutemen: A combination of Pipe Guns, ballistic pre-war weapons, and laser muskets.
      Railroad: A combination of ballistic pre-war weapons and lasers, with some high-end melee.
      BoS: Occasional high-end melee weapons, but mostly laser and plasma guns.
      Institute: As they currently are, i.e. Institute weapons and things like the shock baton.
    5. ETSubmariner
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      Perhaps as an optional? Minutemen are supposed to be regular people who popped out of their house at a minute's notice. In real history, a whole lot of people definitely had guns, but they also had access to weaponsmiths and could buy them freely. In the post-a hellhole, all that goes out the window. Pipe weapons perhaps, but less guns all around for works for me. I love having melee attackers more often in the CW.

      Scavengers are just people like the Minutemen, but don't want to be Minutemen, so they'd have the same chance as Minutemen.
    6. The minutemen can scavenge and manufacture both guns and ammunition, especially if you have worked heavily on settlements like I have. They also have a fully stocked armoury. Individual minutemen are also quite weak as it is. They probably wouldn't stand a chance in a melee versus supermutants or even raiders, considering the fact that supermutants are massive and raiders are constantly high on chems. So I think that it is fair for them to keep their guns. Perhaps, as suggested by ETSubmariner, it should be optional?
    7. strasznyhenio
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      Minuteman rise up and they are not organised (player start progress this faction) - they lack of resources -this make sense ( even some group of raiders are better organised )
      Scavengers there are gold diggers some have guns others not ( logical) - this make sense if guns are rare in global and modern manufacturing not exist
  2. camo101
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    how do i know if this mod is working? i can't seem to see a difference. 
    Do i have to go to a new area thats nowhere near i've been before to reset the leveled lists of the npcs?
  3. UnforgivenWar
    UnforgivenWar
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    The perfect mod with the perfect image, this with 'human grab attacks' and less ammo loot I get a realistic wasteland like mad max game, guns should be rare, smashing is the way

    EDIT: Could you make a version with 75% fewer weapons?
  4. teresatiger
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    I'm not very enthusiastic about shooters so I plan to use some fun melee weapon mods more than anything else, and some sci-fi-esque guns like the plasma, laser and cryo stuff here and there. But less guns in the game is very welcome. Hell, I'd be more than happy to use a mod that removes guns from most NPCs so that I can hack and slash my way through the Commonwealth for the most part lol. Thanks for this!
  5. AnAtheistBear
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    It'd be better if everyone had fewer guns. I just installed the new mod "classic holstered weapons and it's been pretty lame seeing every single NPC walking around with a weapon... That's how I came across this mods; I want only some of them to carry.
  6. glasscanon7
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    we are almost close to the MAd Max series. now instead of automatic guns, we need a Breech loader, muzzle Loader, crossbow and singled action or break action shotgun and rifle.
  7. Saxon912
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    Hey, I had another idea after trying this mod out. I love the loot reduction aspect in particular, and I think it'd be fun to take it a step further. What if guns and ammo were drastically reduced in general? To the point that the most common weapons are homemade duct taped creations like the pipe guns, and even just the standard of weaponry of the game is a great find. Maybe even find lore friendly melee weapons for the guys who are more advanced and better equipped (excepting maybe the BoS and Institute). I just really love the scarcity part of this mod, and wish it extended a even further.
  8. strasznyhenio
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    Very good conception.
    In this game melee not exist because all "realistic" mods bumping ballistic damage and weapons are distributed to all.
    Even the radroach is the gehenna terror worldend enemy from mars .
    Your mod is fresh and realistic.
    I see this mod with :
    rare ( 10 %) chance to spawn modern weapons ( and exist different id's the same weapon ex. damaged 44 colt -70% damage, 44 colt -100% damage)
    rare (10%) chance to spawn pipe weapon
    pipe weapon means pipe ( this is weapon from trash - nickel tubes, sewage,aluminium tubes, pipe fittings,feed tubes etc ) half damage 10-15 meters range
    pipe ammunition crafted from trash because cant imagine producing normal shells from trash (only refill)
    Zero possibility to craft modern parts weapons, ammo and optics ( only buying -rare and find - maybe refill ammo but with new ammo - refill modern ex. 7.62 refilled < damage) never again diaviari zeiss and schmidt & bender from bottles of beer .
    MCAM mod or similar
    Hardocore bandage system mod or similar
    Mutants not use anymore ballistic weapons ( puuuf and magical rescalled weapons in mutants hands is 2x bigger in this game)
    Rare disrtibution of advanced armors, more normal clothes retextured
    frostfall skyrim mod equivalent
    realistic needs and diseases skyrim mod equivalent ( dont like Fo4 survival)
    Zero magical buffs from diablo (old super duper pistol of faith and fallout +10 to strenght etc)
    and i think imposibble for now
    New Building system (fotified hauses - but fortified means fortified not turn to eiffel tower like now)
    Eeech i know it is fantasy
    But mod is very very interesting i must try it
    best regard
    sorry if i am incomprehensible english is not my native
  9. Starolp
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    Can you update this to work with the DLCs please? Great mod though!
  10. DansonDelta40
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    Could you make an optional file that gives those supermutants who use ranged weapons actually weapons that more befit a supermutant than lets say a puny little pipe rifle?

    I would like for them to be more dangerous like they used to be in the orginal Fallout games, where they mostly used heavy weapons. In my opinion, the lightest weapon used by supermutants should be the "assault rifle", and missile launchers should be more common among them. If possible, also flamers and miniguns.

    Pipe weapons should be most common among raiders, not supermutants. They look ridculous in their big paws. Same goes for short hunting and combat rifles.
    1. Snipa299
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      The problem I see with that is that the super mutants would become incredibly OP, especially with the addition of other realism mods that make you die in a few hits. The last thing I need is 5 super mutants shooting me with miniguns and rockets, not to mention how the heck would they get those weapons when raiders would barely be able to get pipe guns with this mod?
  11. Darthsith
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    Questionnaire:

    For those who have played with it long enough, do you feel that this mod makes the game easier or harder?
    1. MattyDienhoff
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      Combat-wise: I expected it to be easier, but I'm actually not sure. I probably take a little bit less damage on average, but it's actually sometimes more challenging to fight raiders now because most groups of them have a mix of melee and ranged, and I have to juggle tactics accordingly to dodge the melee users that rush me, without exposing myself to the ranged ones' gunfire. It's certainly a more interesting dynamic.

      Economics-wise, it is certainly harder. Melee weapons are rarely as valuable as guns, and of course don't use ammo, so there's significantly less ammo to loot.
    2. SpankyDmonkey2
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      Personally it's made it quite a bit harder, part of it fairly and the other not so fairly, but I'm sure it has more to do with my mods. I'll explain.

      First how the mod makes the game harder in a fair way. Similar to Matty's point, your mod makes it harder because now I gotta deal with more melee ai rushing me while their ranged stays back. There is also less guns to loot which means less ammo, and I'm currently running a mod that reduces the amount of items. I've actually at one point ran out of ammo completely while fighting a large gang of super mutants and their hounds, which resulted in me whipping out my tire iron and going toe to toe with a melee Super Mutant at level 6, which was f*#@ing terrifying.

      On another note, I guess more unfair but not necessarily your mod's fault: I'm using a survival mod that severely increases damage done by players and enemies to players, which makes this mod even more intense. Two-three melee attacks on a low armored low endurance characters (me) means death, which is a great feeling. Makes blocking, dodging, and countering feel all the better. However, I've come to realize the horror that is molotovs when using this mod in combination with the survival damage mod. Most ranged enemies barely use their bombs against me, as we fight from far away, but now with more melee oriented enemies there are times where I find myself getting chased by 3 guys all lobbing molotovs at me periodically. This would be fine, if the molotovs were finite. I feel like I'm getting chased by a bunch of kids with buckets of firecrackers, except the firecrackers instantly kill me if they land near me and send me flying twenty feet in the air.

      Not sure if this info was useful, but yeah, I f*#@ing love your mod. Hopefully there will be another mod out there that limits the amount of grenades enemies can use. But I must say, you haven't lived until you are running from three supermutants with spiked out boards, all lobbing molotovs, with you desperately going into VATS and trying to shoot out the molotovs before they reach you.
    3. Darthsith
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      Thanks for your responses.

      I will point out that Fallout 4 Loot Overhaul formally Immersive Loot Reduction does reduce the amount of grenades somewhat, possibly more in the future, that enemies have to throw at you.

      What you think about adding a 50% chance of melee to Minuteman and Scavengers?
    4. ETSubmariner
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      I do have a gun, and so melee attackers don't stand much of a chance, BUT, and this is the important part, I don't get to find another gun on that body to add to my collection. That makes my Survival Mode harder, and it fits well with my idea that this is a hellhole. It ain't easy, and people really have to scrounge for it.