This + The Attachment Pack works well. The benefit of stripping out the boring/pointless mods and replacing them with much better ones, while keeping the workbench from feeling bloated.
Wouldnt enemies suffer the most from this as they now dont have access to those receivers to increase how much damage they do? I really want to use this but idk if want that trade off
Any advice about compatibility with the most up to date version of the midnight ride? Several of your mods are no longer including and I feel like it's for compatibility reasons. Specifically weapon mod fixes seems like it would have consistency issues with this. I'm just gonna go ahead and disable WMF for now because I can't be bothered messing in FO4Edit and just hope that most of your changes also avoids most of the bugs supposedly fixed by that mod.
This mod offers a refreshing experience, streamlining unnecessary complexity. The previously mentioned balance issues - like the Institute laser - are easily fixable with xEdit. My bigger concern is consistency with other weapon mods. Hopefully, the author continues to support and refine it.
Been using Streamlined Weapons and Capped Out(no other mod that touches vendors and weapons, no mod conflict in fo4edit), and Tinker Tom sells Deliverer mods that could not be crafted in weapon workbench normally. Is it a bug, or intended design?
The Institute Laser Rifle has destroyed any semblance of balance in my game. It hits harder than Plasma and has a hair trigger as it's default, making just about every weapon obsolete as soon as you help out Paladin Danse at Arcjet where you can grab a dozen of them at low level. edit: I have since finished a full playthrough, on Survival, with a mostly unmodified Institute Laser rifle that I got from Arcjet while helping Danse at lvl 6. Getting one shot in fully upgraded power armor by synths was a pain lol.
I checked the mod and they increase it to 40 base damage, that is for sure a little overboard, made it stronger than Plasma gun in late game. Better value would 34 or 36. ~50% stronger than Laser gun, ~25% weaker than Plasma gun.
Edit: Seeing now how the new attachs works i would say it makes sense to be that way.
Im at about lvl 20, still using the institute weapons. Tried fully modding Danse's lazer rifle and comparing to unmodded Institute pistol. I'd say the pistol still kinda outperforms Righteous Authority. Feels like institute weapons need a little nerf. Also agree with that the synths hit too hard on that first mission
So I overall like the concept of the mod, but the execution has a few issues
The main problem I've noticed is that weapons dropped by enemies, and purchased from vendors (particularly uniques) often have the mods (particularly recievers) that are supposed to be "unavailable". As such, you can still get and use those mods.
I understand it would become a patching nightmare to handle every edge case, but if it were my mod, the way I would attempt to deal with it would be to edit the mods that shouldn't exist to match the stats of the ones that should exist (eg. a "powerful" reciever would be turned into a second "heavy" or "calibrated" receiver). This means that there would sometimes be duplicates in the crafting menu, but would ensure intended balance.
There are also other missed aspects, like how Tinker Tom eventually just outright sells the more powerful receivers that are supposed to be removed. And leveled lists would have no effect on the uniques that come pre-attached with mods that are supposed to be restricted (eg. Overseer's Guardian comes pre-attached with an "Armor Piercing Automatic Receiver").
Not for weapons directly - at least not that I'm aware of. I have scripted injection for backpacks and optics (night/thermal vision).
Other "big" mods I have, that "might" have scripted injection that I'm unaware of, are: Sim Settlements 2, Nuka World Plus, Tales from the Commonwealth, Point Lookout.
I tried looking in xEdit for any references to the Combat Rifle and the Hardened Receiver records (since I found 2 of those in my current game), and couldn't find any references to other mods that should have caused me to find them randomly. The only one that directly included it was Tales from the Commonwealth has an NPC companion with it, but I hadn't encountered that NPC, and I believe it's that companions core weapon, so it shouldn't matter much.
EDIT: Digging deeper, it's probably SS2 - it does indeed have an injection quest. I didn't bother digging into the script, but the Combat Rifle is in its form list used by the injection script, and said script probably adds mods based on some determination.
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edit: I have since finished a full playthrough, on Survival, with a mostly unmodified Institute Laser rifle that I got from Arcjet while helping Danse at lvl 6. Getting one shot in fully upgraded power armor by synths was a pain lol.
Edit: Seeing now how the new attachs works i would say it makes sense to be that way.
The main problem I've noticed is that weapons dropped by enemies, and purchased from vendors (particularly uniques) often have the mods (particularly recievers) that are supposed to be "unavailable". As such, you can still get and use those mods.
I understand it would become a patching nightmare to handle every edge case, but if it were my mod, the way I would attempt to deal with it would be to edit the mods that shouldn't exist to match the stats of the ones that should exist (eg. a "powerful" reciever would be turned into a second "heavy" or "calibrated" receiver). This means that there would sometimes be duplicates in the crafting menu, but would ensure intended balance.
There are also other missed aspects, like how Tinker Tom eventually just outright sells the more powerful receivers that are supposed to be removed. And leveled lists would have no effect on the uniques that come pre-attached with mods that are supposed to be restricted (eg. Overseer's Guardian comes pre-attached with an "Armor Piercing Automatic Receiver").
Other "big" mods I have, that "might" have scripted injection that I'm unaware of, are: Sim Settlements 2, Nuka World Plus, Tales from the Commonwealth, Point Lookout.
I tried looking in xEdit for any references to the Combat Rifle and the Hardened Receiver records (since I found 2 of those in my current game), and couldn't find any references to other mods that should have caused me to find them randomly. The only one that directly included it was Tales from the Commonwealth has an NPC companion with it, but I hadn't encountered that NPC, and I believe it's that companions core weapon, so it shouldn't matter much.
EDIT: Digging deeper, it's probably SS2 - it does indeed have an injection quest. I didn't bother digging into the script, but the Combat Rifle is in its form list used by the injection script, and said script probably adds mods based on some determination.