Sorry, not explained it well enough. Me not having a great deal of experience with mods, in terms of using them, was trying to understand that you have offered an esp based version, which seems to allow those who wish to use mods that can overwrite aspects of it the possibility of doing so. I think that is right. Then the other type, ESL based, that does not offer that possibility but takes up one less in numbers of limited esp mads that can be typically used.
What I was not sure about, as this mod could be the type that once installed it is best not to remove from an ongoing game. BUT if you update it at some point then the updates are safe to apply to an ongoing game rather than just updated for a new one..?
I am kinda sensitive to making changes to an ongoing game due to my previous ignorance of removing certain types of mods not knowing how unforgiving it can be when doing so.
Perhaps that doesn't even make sense, but I have tried :)
if dak ever makes a sterling smg. i'd like you implement it to the vault security cause yknow. with the 10mm pistols and sterling smgs being standard vault armanents
Always wondered why the security team never wore a Pip-Boy. Thought now i'm wondering if it's worth outfiting the fellas in the vault in the prologue with Pip-Boys as well. Regardless it's an instant endorse.
I am curious why you decided to give McNamara a full auto 10mm though. Seems a bit much for a vault administrator to handle, to me anyway.
I can totally extend this to Vaul 111 NPCs, that's a good idea. The overseer on the other hand was given such a weapon as I felt she would benefit from the added protection, she is the overseer after all. Additionally in other vaults we see overseers with firearm training, although that being send we don't have any concrete details on what qualifies for overseer in vault 81.
I figured as much and definetly agree she should be armed. I think Vault 101s Overseer also had a personal firearm. I just figured that something more like a 44 with the snub barrel would be more appropriate since it could easily fit in a desk draw or something where as the auto 10mm is xbox hueg.
I totally see where you're coming from, but Vault 81, A. does deal with the outside world, so it's not like they'd have no access to pipe weapons, and B., as we see in their initial interaction with the player, they're well aware of the dangers of the wasteland, so it's reasonable that the citizens would have some cheap, basic weaponry just on the off-chance that someone or something got in uninvited, or turned on them once inside.
If that's your headcanon for the vanilla experience, then that's your headcanon for the vanilla experience. You don't have to use this if you don't like the changes.
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quick question, would it be possible to make a small patch for SS2? mansfeild still spawns with a pipe pistol.
Should look good when holstered too as if the settler is just carrying a useful tool
If I use your ESL version and then you make an ESL revision will that update without issues if I had added the previous one..?
I have not yet visited that vault, if that matters.
Thanks
Then the other type, ESL based, that does not offer that possibility but takes up one less in numbers of limited esp mads that can be typically used.
What I was not sure about, as this mod could be the type that once installed it is best not to remove from an ongoing game. BUT if you update it at some point then the updates are safe to apply to an ongoing game rather than just updated for a new one..?
I am kinda sensitive to making changes to an ongoing game due to my previous ignorance of removing certain types of mods not knowing how unforgiving it can be when doing so.
Perhaps that doesn't even make sense, but I have tried :)
I am curious why you decided to give McNamara a full auto 10mm though. Seems a bit much for a vault administrator to handle, to me anyway.
I don't think I was considering wether Maria should have a weapon, just if she did have one what might it be.