Cool mod. Personal opinion, but some of the weapons being in the Mojave still doesn't make a ton of sense. The war clubs are the traditional, hand-made weapons of the Dead Horses. You can see carvings and designs on them that really make them, well, tribal and particular. The Yao Guai gauntlet is not so decorated, but is hard to swallow on the basis of Yao Guai not existing in the Mojave. And the Saturnite Fist, well, it seems to be another fancy-pants, new, experimental weapon being texted in Big MT, using an extremely rare substance. It makes as much sense in the Mojave as LAERs and cosmic knifes would, but you left those out for presumably the same reason I think the fist should be left out.
But the other stuff is cool, because it makes little sense to NOT be everywhere; why didn't the police use police pistols, and were there no US Army soldiers with US Army gear outside of the Divide? Oh, except katanas; that's not your fault, it just seems ridiculous that they exist here at all. I love how you can mod them by replacing the blade and the handle, aka, building an entirely new katana and throwing out the old parts, except maybe the tsuba. Someone at Obsidian is a weeb...
I would suggest that the nailgun doesn't appear unrestricted on raiders from level one, as it is easily an item that would fetch over 1k caps right in the beginning of the game. And in my case, it would appear also in containers often enough that I would get it to full condition quickly, so it would sell for over 5k. So, it breaks the economy balance early on.
Not sure if you can reduce the max condition that it would have when found early on, or simply have a level requirement set higher for it. It really appeared way too often in my playthrough, certainly more often than varmint rifle or 10mm.
As for your suggestions, last version actually removed a lot of the lists where the Nail Gun was present so it should appear less often on that one.
Regardless of that the economy balance in New Vegas is totally broken as soon as you install a few mods. I suggest you use this mod: Famine - A Loot Rarity Mod has it has a lot of option that actually help with balance and works really well with my mod.
i'm using the jsawyer rarity set to 20 and thought it would be sufficient, but it feels like setting it to something more like 1-5 would actually make sense. but yeah, all these games, the moment you've played them once there is no way to keep the economy balance, it's way too easy to go overboard
This is an issue with modded weapons in Fallout 4. If the NPC's don't have the animations for the weapon, they won't use it. They'd have it in their inventory but just charge at you with their fists because they couldn't use the weapon.
I don't have any conflict mod in my mod setup but they still don't shoot me with their 25mm grenade APW and just standing still pointing at me.
I also found almost supermutant that equipped with Battle Rifle won't use or draw their weapon and instead they using melee attack by simply punching me.
Just a note, using this with BLEED makes the early game incredibly difficult/unbalanced, due to apparent prevalence of nail guns in the escaped convicts' inventories. They have so much value that selling them will easily make you rich before even hitting Nipton. The BLEED issue is that they penetrate armor, which makes fighting most of the convicts borderline impossible early game because they will melt you.
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But the other stuff is cool, because it makes little sense to NOT be everywhere; why didn't the police use police pistols, and were there no US Army soldiers with US Army gear outside of the Divide? Oh, except katanas; that's not your fault, it just seems ridiculous that they exist here at all. I love how you can mod them by replacing the blade and the handle, aka, building an entirely new katana and throwing out the old parts, except maybe the tsuba. Someone at Obsidian is a weeb...
I would suggest that the nailgun doesn't appear unrestricted on raiders from level one, as it is easily an item that would fetch over 1k caps right in the beginning of the game. And in my case, it would appear also in containers often enough that I would get it to full condition quickly, so it would sell for over 5k. So, it breaks the economy balance early on.
Not sure if you can reduce the max condition that it would have when found early on, or simply have a level requirement set higher for it.
It really appeared way too often in my playthrough, certainly more often than varmint rifle or 10mm.
As for your suggestions, last version actually removed a lot of the lists where the Nail Gun was present so it should appear less often on that one.
Regardless of that the economy balance in New Vegas is totally broken as soon as you install a few mods.
I suggest you use this mod: Famine - A Loot Rarity Mod has it has a lot of option that actually help with balance and works really well with my mod.
They're just pointing it and never shooting at me.
Check you don't have any conflict in your mod setup that might be preventing them from using the weapon normally.
I also found almost supermutant that equipped with Battle Rifle won't use or draw their weapon and instead they using melee attack by simply punching me.