Hey, I just wanted to inform you of a typo in the tutorial box for not meeting the requirements for ranged weapons. It says "relad" instead of "reload". I'd also like to suggest to change the word "lower" to "slower" regarding the reload speed, since it just sounds a bit more natural/logical.
You think you could add an option to make energy weapon specific penalties? either separate from the guns or along with them? like maybe make them on top of the existing penalties make them lose condition way faster with low science skills or make them jam almost every 3 shots or add an option to just make it so energy weapons not work without skill requirements at all
they just feel like would make sense for low science level characters just struggle to even figure out how to turn it on
Is there a mod that changes Strength and Skill requirements to more reasonable values for NV and TTW?
requirements seem to be all over the place in vanilla, a lot of weapons being at 0 skill requirement and the other bunch require 100 with no real logic applied to why...
SawyerBatty TTW is a MUST for TTW. It re-balances almost everything but just be aware it makes the game challenging, it's designed for people that have played through the game already and now things would be a bit too easy. However, if you pair it with mods like BLEED or BURN they actually make things much easier because the player and NPCs have reduced health, but it's a good balance.
ROOG TTW is another amazing one for balancing but you will need the compatibility "sawyerbattyROOG" patch found on the ROOG page.
I do use those two mods, they are great! Hardcore FTW. But they leave most of the skill requirements unchanged, I guess there was no real incentive to change those values as vanilla game didn't actually make more than control the sway of weapons.
Now with this mod everything changes, and those values do matter and are really noticeable when they're out of place like the 9mm pistol being at 0 requirement, the lead pipe needing 50 requirement or the alien blaster just requiring 75 skill points to operate properly, when it should be 100. Literally is tech from out of this world (not counting is OP as hell). This is just a few of many examples...
There is no rhyme or reasons for the skill requirements in the vanilla game (NV or TTW) -- seriously, you could assign numbers by throwing darts at a dartboard and do better -- and I've yet to find a mod that bring them into line with, well, sanity. I've just spent half an hour manually making corrections and I've barely made a dent.
It seems like it'd be something relatively easy to generate via script with a simple formula based on DPS field, and it'd be a great companion for this mod but it doesn't look like author is still maintaining. :-/ Without the requirements making some degree of sense, this amazing mod is just...a headache.
82 comments
edit:
Apparently ST's tweak just makes the weapon not usable/equippable, whereas this mod you can equip it, just you will be very ineffective with it.
or add an option to just make it so energy weapons not work without skill requirements at all
they just feel like would make sense for low science level characters just struggle to even figure out how to turn it on
Can't have enough of these.
This mod works with all weapons from all mods in all MCU multiverses.
requirements seem to be all over the place in vanilla, a lot of weapons being at 0 skill requirement and the other bunch require 100 with no real logic applied to why...
However, if you pair it with mods like BLEED or BURN they actually make things much easier because the player and NPCs have reduced health, but it's a good balance.
ROOG TTW is another amazing one for balancing but you will need the compatibility "sawyerbattyROOG" patch found on the ROOG page.
Now with this mod everything changes, and those values do matter and are really noticeable when they're out of place like the 9mm pistol being at 0 requirement, the lead pipe needing 50 requirement or the alien blaster just requiring 75 skill points to operate properly, when it should be 100. Literally is tech from out of this world (not counting is OP as hell). This is just a few of many examples...
It seems like it'd be something relatively easy to generate via script with a simple formula based on DPS field, and it'd be a great companion for this mod but it doesn't look like author is still maintaining. :-/ Without the requirements making some degree of sense, this amazing mod is just...a headache.