I love this concept! I remember using melee weapons in older fallouts, such as the punch gun in fallout tactics, when punching with brass knuckles needs the extra kick of a shotgun shell.
It really felt like something missing in modern fallouts, lacking fueled / powered melee options, and on-impact bullet devices that you know people would be improvising with all the weird FEV creatures out there.
There is a mod called nuclear winter that requires constant heat sources to stay alive in game. Could you make an underarmor that is electrically heated using ecells as power source? Also there is a mod called wasteland energy shields that has a shield ring it can recharge itself but there is no power source for it. Would be great to have that run from ecells and maybe look like a belt or harness instead of a ring.
not sure. from what i can see in the gif, the interrupted attack animation is the animation for the auto reload function and the lack of ammo is what causes the interrupt... maybe ammo adds projectiles n stuff. one can have the weapon do less or nothing when out of ammo(using object effects or omods) and add effects to the projectile overwrite so it doesnt just use the default projectile that the ammo has inherently. if you dont do anything to the base melee weapon, i imagine it would be like using the weapon as normal.
does FNAM Override Projectile work? or do we need custom ammo to have custom projectiles? only testing will show, i guess
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It really felt like something missing in modern fallouts, lacking fueled / powered melee options, and on-impact bullet devices that you know people would be improvising with all the weird FEV creatures out there.
And what happens when you completely run out of ammo?
from what i can see in the gif, the interrupted attack animation is the animation for the auto reload function and the lack of ammo is what causes the interrupt... maybe
ammo adds projectiles n stuff.
one can have the weapon do less or nothing when out of ammo(using object effects or omods) and add effects to the projectile overwrite so it doesnt just use the default projectile that the ammo has inherently.
if you dont do anything to the base melee weapon, i imagine it would be like using the weapon as normal.
does FNAM Override Projectile work? or do we need custom ammo to have custom projectiles? only testing will show, i guess