0 of 0

File information

Last updated

Original upload

Created by

Moth Ver Ka

Uploaded by

awkwardgardener

Virus scan

Safe to use

Tags for this mod

30 comments

  1. anton6732
    anton6732
    • supporter
    • 3 kudos
    Isn't this a day one mod.
    Two-ages dead world has it all, start with smith and wesson, end with nuclear handcannons. What a logic abomination. Though it kinda adds to the bow popularity. And fallout has none. Braindead conception confirmed.
    1. 1dontevenknow
      1dontevenknow
      • member
      • 1 kudos
      i have racked my brain for a week trying to understand what this comment could possibly mean
  2. Murkywater055
    Murkywater055
    • premium
    • 0 kudos
    Hey, uh... for a manual install, where do you place the file?
     
    EDIT: Oh, nevermind, newish to modding fallout.  Looks like the vast majority of files just get dropped into the Data folder.  That sounds easy. ^_^
  3. BigBadPig
    BigBadPig
    • member
    • 1 kudos
    Hi all, a question to the author: can I use this mod with the Unbogus Fallout Overhaul? And if not, could you make a bashed patch? And if not, could you give me some pointers so I could do that myself?:)
    1. awkwardgardener
      awkwardgardener
      • premium
      • 141 kudos
      I've heard of it, but I've never looked at Unbogus Fallout. I can take a look and see if I find any big conflicts though. MAybe I'll make a patch, but I gotta see check and see what needs to be changed.
    2. awkwardgardener
      awkwardgardener
      • premium
      • 141 kudos
      I took a look through and honestly it looks like Unbogus is trying to achieve the opposite of what this mod is.
      If you want a happy medium I recommend just loading my mod after Unbogus. That way you'll get all of what my mod does as well as most of Unbogus.
  4. masterhamper
    masterhamper
    • member
    • 130 kudos
    Thanks for this! How does it work with weapon mods, most add weapons through scripts in leveled lists, will those weapons be more rare with this mod activated?
    1. awkwardgardener
      awkwardgardener
      • premium
      • 141 kudos
      Anything with Scripted LL Injection will be unaffected other than spawning with less ammo. This can be pretty nice if you don't want to see the vanilla game weapons much but don't want to toy around with weapon replacers
  5. ledzepiv
    ledzepiv
    • premium
    • 119 kudos
    Mmh, it seems this mod breaks the scripted scene in Diamond City where Kyle points a gun at Riley and the guards shoot him. The guards spawned with baseball bats so they couldn't shot and just stood there watching indefinitely. I had to kill Kyle myself to end the scene.
    1. awkwardgardener
      awkwardgardener
      • premium
      • 141 kudos
      Yeah, it also breaks the raiders in Hardware town, so when the one goes to shoot the other they just stand there and the one that's supposed to get shot eventually just dies.
      It's pretty funny, really.
  6. SilverSilva21
    SilverSilva21
    • supporter
    • 1 kudos
    I don't know if anyone else has had this issue, but none of the turrets seem to want to fire. They're lootable upon destruction for 100 10mm, but they won't fire at anything. Doesn't matter if they're built in a settlement or part of the general world.

    Any ideas?
    1. ledzepiv
      ledzepiv
      • premium
      • 119 kudos
      Same problem. I checked the mod in the CK and found out that the turret gun is still set to use 5.56 ammo. Changing that to 10mm fixed the issue.
      Now that I think about it... why do the turrets drop 10mm ammo? They use 5.56 in vanilla. I believe the ammo leveled list assigned to the turrets wrongly gives 10mm when it should be 5.56, I'll check.

      EDIT: yep, I was right. LL_Ammo_556Turret is set to give 100 10mm ammo instead of 5.56.
      Spoiler:  
      Show
    2. maddadicusrex
      maddadicusrex
      • premium
      • 7 kudos
      Can the turrets easily be patched to fire normaly? Not fun trying to melee 20 attcking ferals..and not everyone is handy with the CK..
    3. awkwardgardener
      awkwardgardener
      • premium
      • 141 kudos
      Lol, whoops. Dunno how I missed that when I was building the levelled lists. I'll make an update and fix it
      I've been using this mod myself whenever I play and gave up on turrets since they stopped working.
      I would say that I can't believe I'd miss something so simple, but I really am that dumb half the time so it's not surprising.
  7. ledzepiv
    ledzepiv
    • premium
    • 119 kudos
    I've been playing with this mod for a while now, and I really like what you did. With this and BLD that removes health sponges and tweaks all melee weapons damage I'm really enjoying the game, although I had to patch some conflicts with FO4Edit. Just saying that in case someone was wondering if the two are compatible.
    After playing FROST I didn't really want to see guns everywhere, so this mod is pretty much essential for me.
  8. SilverThorn12345
    SilverThorn12345
    • premium
    • 2 kudos
    Will this work with Melee World mod by BacteriophageBS?
    1. awkwardgardener
      awkwardgardener
      • premium
      • 141 kudos
      This mod is meant to be a more complete version of Melee World.
      You can use both, it's kinda pointless.
  9. hansmaulwurf88
    hansmaulwurf88
    • member
    • 0 kudos
    First of all: I LOVE this mod, thank you very much!
    After playing with your mod and a new character for some time, about 24 hours, i would like to recommend..

    -> giving people at least some kind of weapon , so they dont have to fist-fight you all the time and it wont get tooo easy. Especially like BOS and Institute would not let their guys go on a mission without a weapon.
    -> people with a ranged weapon should have a melee weapon as backup, so you dont have access to those expensive guns that easy.
    -> giving turrets more / infinite ammo. Turrets are no longer a threat, they have like 10 bullets and you can melee them easily after they wasted them.

    thank you :)!
    1. awkwardgardener
      awkwardgardener
      • premium
      • 141 kudos
      Other than the turrets those other two things are supposed to be how the mod works, but I can't get them to work properly in the main file.
      I recommend trying the Experimental version of the mod, since I used a different method that seems to function better.
      As for turrets, thank you for your feedback. I have some ideas that should make turrets still dangerous while keeping in line with the idea of this mod.
  10. geala
    geala
    • premium
    • 15 kudos
    I did not go as far as you in my game, I made it mostly pipegun + double barrel only (except gunners) and spread more melee weapons + crossbows, but what I noticed is that without severe change of vendors you have too much ammo as player.

    Eventually I made it that vendors only sell pipe guns and shotguns (black powder guns) and occasionally a hunting rifle (95% chance none). All ammo except .38, .45, .44 , shotgun shells, spikes and .308 (95% chance none) are gone from vendor lists, what is sold has lowered numbers (even lower than FLO, the mod I generally use). Like you I increased prices, I also put barter rate at 8/4 instead of 3/2, so you get not much and have to pay a lot; cheap ammo costs (with two points in the merchants perk) between 10 and 20 caps a round, one round of .308 about 80 caps, a stimpak about 300 caps.

    I'm considering to make my game "more melee", your mod would come in handy, so what are the changes to vendors?
    1. awkwardgardener
      awkwardgardener
      • premium
      • 141 kudos
      Vendors sell significantly less ammo and have a chance to just not have a type of ammo in stock (40-75% chance none depending on the ammo). The same applies to weapons but automatic weapons are significantly less likely to spawn at vendors (75-95% chance none depending on the weapon. Armor, chems, etc are untouched,
      I haven't made any changes to barter rates, but I've been thinking about doing that.
    2. geala
      geala
      • premium
      • 15 kudos
      I think I would merge your mod with mine and my harder version of FLO because I'm used to the latter, and adjust accordingly.

      Changing barter rates feels quite unfair although I think the shrewd Commonwealth vendors could deal easily with a dump hero who's brain was deep freezed for 200+ years. I had the first experience with it from FLO which set barter max and min rates to 6 and 3 instead of 3 and 2. Gives you a new feeling (FLO also increases vendor respawn rate from 2 to 7 days, so less goodies to buy).