how do i change the skill requirements after adding a gun to the big guns category? if i add a gun with 100 small gun requirement to big guns it becomes a 100 big gun requirement and id like to change it to have 50 big gun
Just wanted to drop a quick fyi over on this page too, when big guns compatibility.esm is enabled at the same time as Weapons of the Wasteland?, the alternate progression tick box in that mod locks up and doesn't work right.
So, what if I wanted to manually exclude weapons that DON'T use any of those grips, and which are under the "exceptions" list? For example, if I wanted the Antimaterial Rifle, Light Machine Gun, or Bozar to NOT be counted as Big Guns. I imagine that it would take more than just adding them to the form list? How would I do that in the GECK/Xedit?
I didn't consider that while I was scripting the function I use for it. I'll be uploading a fix shortly. Edit: Fixed in v0.92. The Big Guns toggle could've been used as a workaround, but that's something I probably should've implemented in the first place.
Long-belated reply, but thanks for that! I've been away from Fallout for a while, in anticipation of TTW 3.x. Now that it's out, I'll be playing with this mod, and it's nice to be able to configure it how I want.
hello there ! I would like to ask is this mod could be use without other mod like Big Guns Skill mod by miguick ? will it work together or else.. ? thanks. :)
Yeah, though with just that Big Guns would lack substance (no perks and the like) and adding those would be outside the scope of what I set out to do, so I'll just be leaving it under Requirements (9 hours later: apparently not). Thanks though.
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Edit: looks like Endurance does ^_^
thanks. :)
It'll work with or without anything else, even the DLCs.