I currently have very little free time and really appreciate if you do your research first before asking your questions below. I expect you to have read the description page (and relevant articles) first. I will not answer questions that arise from ignoring those resources. Above you can find the "Search comments" function, specific to the posts section. Also, you always have the option of using your browser's search function (CTRL+F) to search any other page on this mod site for answers. If that doesn't lead to a satisfactory result, post your question below. Other users may also be able to answer them.
I wish you a good time and thank you for your support.
Is it possible to add the Dummy Description Effects via console, or better yet, crafting? I want to be able to fully recreate The Queen's Gambit without being evil.
with FOLON v1.02, looking at this mod, only changes it needs is updating Dummy Record item descriptions which have changed since this mod's release and like 1 or 2 effect changes
if you play in another language, it is very likely that the texts and descriptions are in English. The best way would be to translate them into your language using translation tools.
It seems the microchips from the Fortune Finder perk isn't working in Fallout London.
Either not working with the containers in London, not working with the potentially London revamp of the perk, or the drop rate is just far far lower than I expected.
Hi, I just wanted to say that I really love your mods. I'm not sure if its the best place to ask but I was wondering if you knew a rough timeline for when the London patch for NEO might be released? IMO that's your most essential crafting overhaul and I'm seriously missing having it in London.
It wouldn't be a patch but an entire remake of NEO specific to FoLon. That's weeks of work due to me being unable to invest more than a couple of hours each week into a project like that at the moment. Currently I lack the time and energy. I didn't even start working on it, I just evaluated the amount of work necessary. I'm not even sure if I'm ever going to release it.
Technically speaking, this isn't necessarily a fix. Only adding another projectile instead of multiplying the projectile count could be intentional for good reason, especially since the original description specifically describes that it only adds "an additional projectile" and doesn't double the overall count. This is why this could be considered beneficial and intentional: The more projectiles you add to a weapon the less damage each projectile deals because the overall gun damage is equally split across all projectiles. That's why the Two-Shot effect also ups the overall damage by an additional 100% so that the change in projectile count wouldn't result in a net loss in damage per projectile on guns with just a single projectile but instead each of the two carry the original gun damage. In case of shotguns, where there are already multiple projectiles the original Two-Shot would result in a net gain per projectile but since it already is way harder to hit with all of them this is a fair trade-off. But if you now multiply the multiple projectiles, then chances are, you're missing even more of the projectiles because Two-Shot also makes accuracy and recoil worse. So, you'd lose even more damage.
And now to answer your actual question: No, it wouldn't work, they'd conflict. But that other mod is redundant when running LEO because LEO has that same change included for years by now. Initially, I offered both the original variant, that just adds a single projectile, and a separate one that multiplied the count. But users preferred the multiplicative approach and due to that I removed the second variant to simplify things.
Now that I think about it, I'm probably going to offer the original variant again. I simplified things and replaced the original with the multiplier one when LEO was still part of the original (old) ECO a couple of years ago. Now that LEO works independent and legendary drops can easily be controlled there's no reason to not have both variants, the original with a single additional projectile and the altered one with the times two multiplier.
I cant seem to make the multiple effects work, i can toggle to slots on but the effects are greyed out for l2-4 and only the original slot lets me add the legendary effect. Ive used the holotape to give me the perks so im not sure where im missing anything or what the issue is, Would appreciate more insight on this.
EDIT: I have figured out how to add the modifiers, first make the modifier you want on l1 slot, Then back out of the item in the workbench, re-select the item and remove the modifier in l1 slot to "no legendary" and back out, now you can apply that l1 slot that you removed into a l2-l4 slot. Repeat for all slots or whatever mods you want.
It because it only checks for components when you craft something or open the bench. Same thing as if console command in components. They only show up after you craft. Simple solution is to go between scrappable and unscrappable.
I intend to have a look how much work it is because NEO heavily conflicts with FoLon's changes to vanilla equipment. No idea if I get the chance and have the motivation to actually work on it. Time will tell I guess.
22 comments
Above you can find the "Search comments" function, specific to the posts section. Also, you always have the option of using your browser's search function (CTRL+F) to search any other page on this mod site for answers. If that doesn't lead to a satisfactory result, post your question below. Other users may also be able to answer them.
I wish you a good time and thank you for your support.
Either not working with the containers in London, not working with the potentially London revamp of the perk, or the drop rate is just far far lower than I expected.
The more projectiles you add to a weapon the less damage each projectile deals because the overall gun damage is equally split across all projectiles. That's why the Two-Shot effect also ups the overall damage by an additional 100% so that the change in projectile count wouldn't result in a net loss in damage per projectile on guns with just a single projectile but instead each of the two carry the original gun damage. In case of shotguns, where there are already multiple projectiles the original Two-Shot would result in a net gain per projectile but since it already is way harder to hit with all of them this is a fair trade-off. But if you now multiply the multiple projectiles, then chances are, you're missing even more of the projectiles because Two-Shot also makes accuracy and recoil worse. So, you'd lose even more damage.
And now to answer your actual question:
No, it wouldn't work, they'd conflict. But that other mod is redundant when running LEO because LEO has that same change included for years by now. Initially, I offered both the original variant, that just adds a single projectile, and a separate one that multiplied the count. But users preferred the multiplicative approach and due to that I removed the second variant to simplify things.
Edit: Update is live.
EDIT: I have figured out how to add the modifiers, first make the modifier you want on l1 slot, Then back out of the item in the workbench, re-select the item and remove the modifier in l1 slot to "no legendary" and back out, now you can apply that l1 slot that you removed into a l2-l4 slot. Repeat for all slots or whatever mods you want.