See... this, combined with a mod that REMOVES a lot of these from workbenches so you can't actually craft them, only purchase or salvage them from other weapons that you find, as well as a mod that expands the mods available for enemies to spawn with... would much improve the weapon system in this game, imo.
I don't know why Bethesda thought it was a good idea to make it so that nearly everything worth a damn in this game is attainable through crafting, and in some cases only available through crafting. Previous games, you had to go find or buy the stuff you were looking for. Crafting was limited to very special weapons that you needed blueprints for.
It makes sense to craft everything for pipe weapons. It makes no sense that you'd be able to craft advanced target-tracking optics for a plasma rifle...
That always seemed silly to me, sure we could bodge wooden bits and pipes together and it be believable but constructing sophisticated parts at a level of quality that the pre war manufacturer did is really strange.
Yup, diminishes value of caps too, why should you go looking for ways to earn caps if you don't have anything to look for to buy except home in DC. Issue across all late Beth games tho, unfortunately.
Not sure if you'll read this, but there is a bug where enemies will spawn with ONLY a weapon mod, instead of a, you know, ACTUAL weapon. It's not fun to just face defenseless enemy that only uses melee when you yourself have a perfectly working gun. Is there a way to fix that?
Is there anyway you can create an MXPF patcher for adding mod weapons to the list? It basically runs a bat file that scan the user's mods(esps in data folder) and makes a patch for them. Some mods like Crafting Framework and Ruddy88 simple sorter use it to get around the mindless clutter that mods like AE, AWKCR and VIS-G create. No more work on your part.
I don't recall, however, whether this one includes armor mods? If not, could you make a mirror of this mod, for armor mods? I hate having to invest all my points into gun-nut and armorer.
I tried doing this myself, but didn't like that the mods are at the bottom of the list and have a x+ after their description when applying them at the workbench. Mostly didn't like having to remember to scroll to the bottom if the item would normally be high in the list. It also duplicates the mod when applying it to the weapon for the first time. Just discovered that if you drop the mod to the ground and pick it back up, it fixes all of these issues. Will use this every time I play now. Really like that you used the script injector so it won't conflict with anything that modifies the leveled lists. Thank you.
Like you have to be a master in Big League, Commando and Rifle Men? That always tick me off when you try act as someone that doesn't touch much in firearms and only want to have some skills in one of those perks.
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I don't know why Bethesda thought it was a good idea to make it so that nearly everything worth a damn in this game is attainable through crafting, and in some cases only available through crafting. Previous games, you had to go find or buy the stuff you were looking for. Crafting was limited to very special weapons that you needed blueprints for.
It makes sense to craft everything for pipe weapons. It makes no sense that you'd be able to craft advanced target-tracking optics for a plasma rifle...
Issue across all late Beth games tho, unfortunately.
Thank you.
I don't recall, however, whether this one includes armor mods? If not, could you make a mirror of this mod, for armor mods? I hate having to invest all my points into gun-nut and armorer.
Thanks for the mod!
And what about the support for DLC?
That always tick me off when you try act as someone that doesn't touch much in firearms and only want to have some skills in one of those perks.