Fallout New Vegas
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MildlyFootwear

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MildlyFootwear

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17 comments

  1. mighkeigh
    mighkeigh
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    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
  2. Rockmih
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    Wondering how does this affects Companions, Fawkes particularly since he uses big guns on FO3 as far as i can remember.
  3. Freyr95
    Freyr95
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    So this mod can be used with Miguick's at the same time? Does load order matter?
  4. Nexusmodsforme
    Nexusmodsforme
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    Anyone know if this works with TTW?
    1. MildlyFootwear
      MildlyFootwear
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      It does.
  5. Silverscreen
    Silverscreen
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    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.
    1. MildlyFootwear
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      I suppose it's not really described that well; that's how it's meant to be used when they are used together. It just redistributes them appropriately.
    2. Silverscreen
      Silverscreen
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      Oh, okay! Thanks for the clarification! Glad to know I don't have to choose between the two of these.
  6. SaikyoFox
    SaikyoFox
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    Does Agility effect the starting points like fallout 3 or Endurance like Fallout/Fallout 2?
    Edit: looks like Endurance does ^_^
  7. EnderDragonFire
    EnderDragonFire
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    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?
    1. MildlyFootwear
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      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.
    2. EnderDragonFire
      EnderDragonFire
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      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.
  8. harimau93
    harimau93
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    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. :)
    1. MildlyFootwear
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      The only thing it requires is NVSE and JIP LN.
      It'll work with or without anything else, even the DLCs.
  9. SciRika
    SciRika
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    JIP LN now has an INI setting to restore the Big Guns skill, so you won't need a separate mod for that part.
    1. starbuck4619
      starbuck4619
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      It does, but then you have no perks or the like for it. That, and its not scripted to turn it on, so you still need something else.
    2. MildlyFootwear
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      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.