Hello! I'm lycl23, creator of several mods, including "New Factions in the City." I stumbled across this mod by chance. First of all, thank you for playing and mentioning my mod. I hope you enjoy it despite the technical limitations of modding on PS4/PS5. If you need the original files for my mod to create a compatibility patch or anything similar, please feel free to contact me. Best regards,
Been debating about using this as it appears to be much lighter in weight then WOS and WOR. Couple things one I think a munitions patch would be a good idea for people who use that as this mod appears to share some ammo types and for the new ammo types wouldn't mind an optional ammo crafting feature. Will add one more thing a proper attachment pack patch would be nice as the attachment pack adds new conversion receivers like the .44 mag for the 10mm and the .50 cal for the double barrel.
Appreciate the feedback. I'm open to making patches (and anyone is welcome to make patches for my mods), though they'll be lower priority than other mods I'm working on. I'll keep those mods in mind though. The new ammo types should be easily available from vendors, though I am planning on making a crafting mod later on (since I mainly make mods for Playstation and the crafting mods that are on there tend to have extra features I'm not a fan of) that'll be compatible with this mod and include ammo crafting. I'm currently adding on to my consumable overhaul, then after that I'll either work on the crafting mod or a vendor mod and then the crafting mod.
Right now I am tracking it to see how it evolves. WOS from T6M is good but it is rather heavy in weight which is a problem with large load orders. Gunsmith overhaul was not a bad alternative, but it hasn't been updated in a long time nor received much support in terms of patches and stuff. Your overhaul has much promise. Hopefully this gets some traction and people make patches and stuff.
I added a general "ammo receiver" patch in the optional files. It adds a "no ammo" option which should remove any conflicts between my ammo mods and ammo conversion receivers added by other mods.
Compatible with Attachment Pack? I'll DL and check.
Edit: Appears to be compatible with all the gun enhancement mods I have. Some interesting possibilities here. New ammo appears available as well. The mod really seems to like prefixes; even some mod arms that never had any, suddenly do. A nice touch.
One beef: I think the author may have not understood that the range on a launched grenade really ought to be longer then the explosive radius. I can throw further then this. I'm exaggerating, but not by much. Needs to be maybe 3x what he's got to be usable.
Other then that, a solid mod that works. Tracked and endorsed.
Thanks for the review! Glad it doesn't have any compatibility issues for you.
In regards to the grenade launcher range, I was focused more on balance than realism. You can still shoot the grenades pretty far if you aim high, but I didn't want a weapon where you can spam explosives to also be really long range. Though I made that decision before I increased the recoil and decreased the fire rate, so a range increase might be warranted. I'm currently cleaning up the PS4 version of this mod then I'll be updating this one to fix some errors, so I'll see how it feels and if I like the change I'll include it in an update in the next couple of days.
I understand the balance thing, nor was I suggesting realism in, of all places, Fallout. Simply that the range you've selected is a bit short, even compared to other similar Fallout arms. Vanilla Fo4 lacks grenade launchers, but FNV did not. Less range then a rifle, more then a pistol.
Quite welcome for the positive review; it's the sort of thing I want to see about any new mod. "Yur s#*! dun werk" is not an acceptable comment.
An interesting aside; I use a replacer for the vanilla assault rifle, and yet your MG version is popping up occasionally, and even accepts AttPack modifications. There's some sorcery right there.
No worries, I did end up changing it a bit. Not quite as much as you were suggesting, but I increased the range a bit, the projectile speed, and decreased the gravity on the projectile. It'll now shoot a bit farther and with less of a downward arc than a grenade thrown at the same angle, which should also make it easier to aim at mid-range targets, and you can get quite a bit of distance by firing at a higher angle.
>An interesting aside; I use a replacer for the vanilla assault rifle, and yet your MG version is popping up occasionally, and even accepts AttPack modifications.
Not sure what's causing that, my first thought was a LL conflict but I didn't edit the AR's LLs. Might be because I edited the base weapon and changed it to a Heavy Gun, there might be something there that causing a conflict. Alternatively if my mod is below the replacer it could just be overwriting it because of the changes I made. If you give me the name I can do some testing later when I have some time.
It's Junkland Weapons, specifically the Military Combat Rifle. With the 50s Fallout vibe, and some small knowladge of firearms history - read unrepentant gun nerd - that arm has the look of something that could have been adopted over the AR.
Far as I can tell the MCR is still dropping, I'll pay closer attention to be sure. Honestly, having the old-school assault rifle dropping as an MG doesn't suck at all. I still think it's a buttugly PoS, but variety is good.
Now that you mention it, I don't think I've seen an M60 drop this whole playthrough. But Assault LMG's have. Hmm.
Oh cool. I checked out the mod page and didn't see anything that really told me what the issue was, so I was going to download it and see after I'm done working on another mod. Glad you got it sorted.
12 comments
I'm lycl23, creator of several mods, including "New Factions in the City." I stumbled across this mod by chance. First of all, thank you for playing and mentioning my mod. I hope you enjoy it despite the technical limitations of modding on PS4/PS5. If you need the original files for my mod to create a compatibility patch or anything similar, please feel free to contact me. Best regards,
Edit: Appears to be compatible with all the gun enhancement mods I have. Some interesting possibilities here. New ammo appears available as well. The mod really seems to like prefixes; even some mod arms that never had any, suddenly do. A nice touch.
One beef: I think the author may have not understood that the range on a launched grenade really ought to be longer then the explosive radius. I can throw further then this. I'm exaggerating, but not by much. Needs to be maybe 3x what he's got to be usable.
Other then that, a solid mod that works. Tracked and endorsed.
In regards to the grenade launcher range, I was focused more on balance than realism. You can still shoot the grenades pretty far if you aim high, but I didn't want a weapon where you can spam explosives to also be really long range. Though I made that decision before I increased the recoil and decreased the fire rate, so a range increase might be warranted. I'm currently cleaning up the PS4 version of this mod then I'll be updating this one to fix some errors, so I'll see how it feels and if I like the change I'll include it in an update in the next couple of days.
Quite welcome for the positive review; it's the sort of thing I want to see about any new mod. "Yur s#*! dun werk" is not an acceptable comment.
An interesting aside; I use a replacer for the vanilla assault rifle, and yet your MG version is popping up occasionally, and even accepts AttPack modifications. There's some sorcery right there.
>An interesting aside; I use a replacer for the vanilla assault rifle, and yet your MG version is popping up occasionally, and even accepts
AttPack modifications.
Not sure what's causing that, my first thought was a LL conflict but I didn't edit the AR's LLs. Might be because I edited the base weapon and changed it to a Heavy Gun, there might be something there that causing a conflict. Alternatively if my mod is below the replacer it could just be overwriting it because of the changes I made. If you give me the name I can do some testing later when I have some time.
Far as I can tell the MCR is still dropping, I'll pay closer attention to be sure. Honestly, having the old-school assault rifle dropping as an MG doesn't suck at all. I still think it's a buttugly PoS, but variety is good.
Now that you mention it, I don't think I've seen an M60 drop this whole playthrough. But Assault LMG's have. Hmm.
Edit: Sorted. Load order issues. All good.
Oh cool. I checked out the mod page and didn't see anything that really told me what the issue was, so I was going to download it and see after I'm done working on another mod. Glad you got it sorted.