The .223 pistol in Fallout 1 + 2 was a sawned off hunting rifle. JE Sawyer has to be smoking something(and I want it) if he thought people constantly referred to it as That Gun.
It was also the one of the best pistols in the games, so to compensate for the increased damage, the ammo had to be switched to something more rare. Since the .223 Pistol was a sawed-off hunting rifle, it would make sense to make its descendant use .308 ammo as a nod to that.
Cleaned out the old files, also, there's a fix in the latest version concerning leveled lists. Even if you don't like the rest of this mod, I highly suggest you use it, it sets iLevItemLevelDifferenceMax to 30, so leveled lists can actually work. Granted this will let high level items to spawn, but hey, it actually works now.
EDIT: Taking a break until around late December/Early January. Family stuff is taking up most of my time.
EDIT2: Did some work on the future update. Jonnyyeah graciously donated a mesh to be a new unique melee weapon, and is currently working on the textures. Location of it will be revealed at the actual update.
EDIT3:
There, winter update.
There's a new unique weapon from Jonnyyeah, its located at the Fort.
Explosive weapons (should, you might want to use my leveled lists fix) now appear in vendor and enemies vendor lists. Let me know if it works or not.
EDIT: BAH! Lag, thou hast made me double the post!
Alright, I took a look with FNVedit, and apparently the basic ammo-changers (Energy, Kinetic) can be used without incident. The modules which affect weapons, on the other hand, present conflicts.
10 comments
It was also the one of the best pistols in the games, so to compensate for the increased damage, the ammo had to be switched to something more rare. Since the .223 Pistol was a sawed-off hunting rifle, it would make sense to make its descendant use .308 ammo as a nod to that.
It was a return of the .223 Pistol from Fallout 1 + 2, that is why it can fire .223 Special with .556
The name comes from the gun being referred to as THAT GUN from Fallout 1 and 2 It IS NOT a sawed-off hunting rifle.
What the hell is wrong with you people?
EDIT: Taking a break until around late December/Early January. Family stuff is taking up most of my time.
EDIT2: Did some work on the future update. Jonnyyeah graciously donated a mesh to be a new unique melee weapon, and is currently working on the textures. Location of it will be revealed at the actual update.
EDIT3:
There, winter update.
There's a new unique weapon from Jonnyyeah, its located at the Fort.
Explosive weapons (should, you might want to use my leveled lists fix) now appear in vendor and enemies vendor lists. Let me know if it works or not.
The Basic ammo changes will only conflict with mods that edit the ammos that I have altered (9mm, ECP, 10mm, MFC, etc.).
The explosive weaponry will only conflict with mods that edit the vanilla GasGrenade and Stun Grenade. Anything else should work fine.
Unique Weaponry mod will conflict with...well anything that alters the unique weapons.
Misc Changes only affects weapon and the 12.7mm ammo names at this point, so if it doesn't change weapon names, it should work fine.
Alright, I took a look with FNVedit, and apparently the basic ammo-changers (Energy, Kinetic) can be used without incident. The modules which affect weapons, on the other hand, present conflicts.
Help required: Anybody know how to attach scripts to explosions? You will be credited.
EDIT: And while this is up, planned update for v1.02 should be around this weekend.