Always bothered me that nail guns and tools like that were not more wide spread and used by raiders and such. Great mod, and the unique model for the LR nail gun is sweet. My one question is would be there a way to get this to work with the hitman animations? My h&h nail gun is using them but not this generic variant.
I was trying to patch stuff and then I started to notice some animation quirks and decided not to. I prefer rockbiter's animation for the nail gun, which this automatically works with. Theirs is much more charming and funny. I find Hitman makes the animation a little boring and too zoomed in, I'm personally not a fan. You could possibly make a patch for it yourself by messing with hitman's files to add my nail gun to the inis, but I lost the energy to really look into that stuff myself.
Excellent mod! I'm a Tale of Two Wastelands player, and with another mod that lets me craft nails, I'm extremely fond of this nailgun. It bothered me as to why there weren't generic versions before, and now that my Lone has found one, it's become a staple in her arsenal because the ammo is easy to craft (even without primer, etc).
By the way the latest update is a pretty big deal - you don't need Tale of Two Wastelands to use this mod anymore. For vanilla new vegas enjoyers, you're good to go. All you need is lonesome road and JIP LN.
v2.0 - Integration in lists, containers, and loot is now done via script, no longer with hard edits. This should significantly improve compatibility with other mods. - No longer requires TTW or any dlc other than Lonesome Road. - Added automatic compatibility with DLCs and TTW via script, no patches or separate versions required. - Reverted changes to Nails recipe. - Users of the previous version must use the alternate version for continued playthroughs if you wish to continue your run without losing items - Supplementary Weapons Pack patch is no longer required and has been removed from its pages. Continuing to use the patch will result in duplicate items in weapon loot - again it is no longer necessary.
Maybe just have weapon requirement be lower for the weaker common version, so that way the unique and purposeful nail gun has more "dedication" you need to put into it, since you'd find it super later on in the game, especially if you start in the capital wasteland
I thought about that too, but realized - if you don't have the required skill it still seems to do a fair amount of damage for your current scale. In my experience at full condition it goes from 7 to 5 without the required skill which seemed alright to me. I don't know. I could lower the skill to 50 or even 25? But also lower the damage so the lonesome road nail gun is more of a valued upgrade. Need some more brainstorming.
You could even interpret the skill requirement as being skilled with guns enough to efficiently use something that's normally a tool as a weapon.
How does this sound: Nail gun requires 25 guns to use at peak damage which would be 6 per nail In comparison the Lonesome Road nail gun peaks at 9 damage at 75 skill. At skill 25 it appears to do 6 damage.
I always found it odd that a basic tool/weapon like this was more or less left out of wastelands of TTW, since they allow porting of Lever action rifles and .45 pistols from the other DLCs
17 comments
I don't actually have a problem, I just thought it was funny.
- Integration in lists, containers, and loot is now done via script, no longer with hard edits. This should significantly improve compatibility with other mods.
- No longer requires TTW or any dlc other than Lonesome Road.
- Added automatic compatibility with DLCs and TTW via script, no patches or separate versions required.
- Reverted changes to Nails recipe.
- Users of the previous version must use the alternate version for continued playthroughs if you wish to continue your run without losing items
- Supplementary Weapons Pack patch is no longer required and has been removed from its pages. Continuing to use the patch will result in duplicate items in weapon loot - again it is no longer necessary.
might be darnified ui
You could even interpret the skill requirement as being skilled with guns enough to efficiently use something that's normally a tool as a weapon.
Nail gun requires 25 guns to use at peak damage which would be 6 per nail
In comparison the Lonesome Road nail gun peaks at 9 damage at 75 skill. At skill 25 it appears to do 6 damage.
Really good mod overall