Posts which are from people who clearly didn't read the description will be moved to a "bugs" purgatory post for people who didn't RTFM, and they will be ignored. I'm not going to rehash my decisions or design philosophy here in the posts, and I'm not going to have that kind of chaff cluttering up the posts section.
Also, I'm going to reiterate two of the things I mention in the Questions section, because they're the most important ones:
Cool, thanks for verifying that. The tri-barrel mod also seems to reduce spread by a lot as well. Like I can snipe with it and if all 5 projectile connects they SLAP especially if you're sneaking
I hope this isn't too much to ask, but do you think you can post preview images of the unique weapons that didn't have any unique models or textures in OG Fallout 3 and New Vegas that this mod has covered?
Does the Flare Gun still interact with the Burn mod?
It might be a good idea to have the Flare Gun have a 0 DPS light on fire effect to maintain intended damage balance while also giving compatibility to something like Valkyrie from S6S perks (allows enemies to grant you the perk's buff). If Burn is/is made compatible with your Flare Gun, interesting perk interactions and playstyles open up (also the possibility of enemies stunning you) . In the example of the Gun Juggler and Nowhere to Hide perks, the consequences for missing with the Flare Gun are more severe but the rewards for landing a hit that causes a target to flee increase. Perk choice changes the weapon from an early game explosives option to weapon switching synergy tool while disincentivizing repeated Flare Gun comboing within the same combat scenario (-30% reload speed + assuming lStewieAl's bRememberWeaponAmmos tweak is enabled). The Blade in the Shadow perk from S6S perks is given another use case assuming the Flare Gun perk synergy. I'm aware that other fire based weapons already fulfill the Nowhere to Hide/ Burn synergy (also Blade in the Shadow in the case of the Shishkebab) but none have the same combination of benefits and detriments that make the Flare gun an interesting choice for a Duelist switching build (i.e. quick projectile, dps significantly affected by reload speed, quick handling, single shot). I'm aware your changes serve the intention mentioned in the description: "it turns off it's previous 'tag an enemy and switch off to another weapon while they burn' use, which wasn't particularly engaging or interesting in my opinion." However, what I'm suggesting encourages a build/playstyle that engages with varied weapon skill, mid-combat weapon switching rather than a purist skill build with supplementary weapon use. I hope that my suggestion, if implemented, would provide some kind of mechanically consequential and appealing reason to potentially stick with the Flare Gun, especially for builds that aren't hyper focused on explosives/fire based damage. I understand that all of this means nothing outside of using Burn, but I was inspired by your mention of it in the Nowhere to Hide perk description.
Well, I tried it without SWEEP and my game doesn't freeze, but performance instability can be observed whenever I use it. You are right, my machine isn't really great performance wise and flash bangs are performance-heavy with and without SWEEP. Either way, great mod, this is the first time Molotovs in fallout were actually functional and fun.
Are the broad machete, sturdy caravan shotgun and the armor sets from the Courier's Stash items moved in any way? Also I feel that the Weathered 10mm should be in TTW rather than NV (maybe in the scrapyard? Maybe make Dogmeat's dead master the current user of the Classic Pack). And would it be possible to get a patch for: Delay DLC Redux https://www.nexusmods.com/newvegas/mods/75851?tab=description ? This mod makes all the dlcs in both TTW and NV have more immersive starts. That includes the starting equipment items from Courier's Stash DLC.
137 comments
Posts which are from people who clearly didn't read the description will be moved to a "bugs" purgatory post for people who didn't RTFM, and they will be ignored.
I'm not going to rehash my decisions or design philosophy here in the posts, and I'm not going to have that kind of chaff cluttering up the posts section.
Also, I'm going to reiterate two of the things I mention in the Questions section, because they're the most important ones:
It might be a good idea to have the Flare Gun have a 0 DPS light on fire effect to maintain intended damage balance while also giving compatibility to something like Valkyrie from S6S perks (allows enemies to grant you the perk's buff). If Burn is/is made compatible with your Flare Gun, interesting perk interactions and playstyles open up (also the possibility of enemies stunning you) . In the example of the Gun Juggler and Nowhere to Hide perks, the consequences for missing with the Flare Gun are more severe but the rewards for landing a hit that causes a target to flee increase. Perk choice changes the weapon from an early game explosives option to weapon switching synergy tool while disincentivizing repeated Flare Gun comboing within the same combat scenario (-30% reload speed + assuming lStewieAl's bRememberWeaponAmmos tweak is enabled). The Blade in the Shadow perk from S6S perks is given another use case assuming the Flare Gun perk synergy. I'm aware that other fire based weapons already fulfill the Nowhere to Hide/ Burn synergy (also Blade in the Shadow in the case of the Shishkebab) but none have the same combination of benefits and detriments that make the Flare gun an interesting choice for a Duelist switching build (i.e. quick projectile, dps significantly affected by reload speed, quick handling, single shot).
I'm aware your changes serve the intention mentioned in the description: "it turns off it's previous 'tag an enemy and switch off to another weapon while they burn' use, which wasn't particularly engaging or interesting in my opinion." However, what I'm suggesting encourages a build/playstyle that engages with varied weapon skill, mid-combat weapon switching rather than a purist skill build with supplementary weapon use. I hope that my suggestion, if implemented, would provide some kind of mechanically consequential and appealing reason to potentially stick with the Flare Gun, especially for builds that aren't hyper focused on explosives/fire based damage. I understand that all of this means nothing outside of using Burn, but I was inspired by your mention of it in the Nowhere to Hide perk description.
Played through most of Fallout 3 without any problems, however I just came across something that doesn't look right,
Is this working as intended or have I got a conflict? Couldn't find anything obvious in FNVedit.