• Fallout Thread V30: The universe where everyone is left handed
    5,001 replies, posted
NV had a crazy amount of weapon variety even before the Gun Runners Arsenal. I've played so much and I'm still finding new weapons to use on subsequent runs.
Does anyone know of mods that add a Ballistic Fist into F04, and the ability to use unarmed weapons with Power Armour? Shit, it'd be awesome if you could have a Power Fist or a Ballistic Fist integrated into Power Armour.
I'm personally waiting for someone to mod in dual wielding, tbh i'm not sure why Bethsoft didn't implement that in the first place since the Fallout 4 engine is more or less the same as the one the Skyrim Special Edition uses.
Dual wielding would've improved the game tenfold tbh, dual wielding makes everything better.
Let me dual wield SMGs Or better yet [IMG]http://www.imfdb.org/images/0/07/Area_51_Shotgun_Dual_Wield.JPG[/IMG] DUAL SHOTGUNS
[QUOTE=_Maverick_;51645129]Let me dual wield SMGs Or better yet [IMG]http://www.imfdb.org/images/0/07/Area_51_Shotgun_Dual_Wield.JPG[/IMG] DUAL SHOTGUNS[/QUOTE] Man.. Area 51 was a fucking awesome game
[QUOTE=TheJoker;51645146]Man.. Area 51 was a fucking awesome game[/QUOTE] Never understood why the super elite hazmat team never wore [U]any fucking [B]gloves[/B][/U]
Does anyone know of a mod that improves the behaviour of robotic companions? I finally built a custom one and he keeps using his Nuka Quantum gun thing in close range when he'd be better off using his automatic laser rifle.
While I do enjoy Fallout 4's rail-gun design for the gauss rifle, a part of me is still admittedly hoping someone'll make a classic version of it more Akin to the one's found in Fallout 3 and New Vegas later down the road. Those things were sick.
[QUOTE=_Maverick_;51645129]Let me dual wield SMGs Or better yet [IMG]http://www.imfdb.org/images/0/07/Area_51_Shotgun_Dual_Wield.JPG[/IMG] DUAL SHOTGUNS[/QUOTE] great thing is you could never hold a spas-12 like that
H...how do you reload it
Alien technology
[QUOTE=JesterUK;51644659]NV had a crazy amount of weapon variety even before the Gun Runners Arsenal. I've played so much and I'm still finding new weapons to use on subsequent runs.[/QUOTE] i'd be super happy if someone made a weapon pack that replaces the guns in the game with guns from the older games. i wouldn't even care if they had limited mods for each one like in NV, just having a plethora of weapons to come across would make the game so much more enjoyable. same for apparel, theres like 5 really different outfits you see in the game.
[QUOTE=Zeos;51646585]H...how do you reload it[/QUOTE] You don't. In that game you can only dual weld guns temporarily, when you run out and need to reload your character drops the left gun. Though somehow magically when you pick up ammo on the ground like that, the ammo automatically goes into the guns you're holding so if you keep picking up ammo you can keep dual weld guns forever and never have to reload.
[QUOTE=Pat.Lithium;51646754]i'd be super happy if someone made a weapon pack that replaces the guns in the game with guns from the older games. i wouldn't even care if they had limited mods for each one like in NV, just having a plethora of weapons to come across would make the game so much more enjoyable. same for apparel, theres like 5 really different outfits you see in the game.[/QUOTE] There's a WIP mod called [URL="https://beta-community.bethesda.net/topic/1321/wip-weapon-addition-and-replacement-suite-wars"]Weapon Addition and Replacement Suite[/URL]. Nice part of it is it's adding quite a few weapons with quite a few mods, and evidently plenty with custom animations since that's all Hitman has been working on lately; bad part is they're all tacticool as fuck, and they're replacing some vanilla weapons with boring tacticool ones. [editline]9th January 2017[/editline] [QUOTE]Replaced Weapons 10mm Pistol -> Glock 20 (Or potentially Glock 17, Glock 21, etc if I add conversion options.) Assault Rifle -> AR-15 (Highly modular.) Combat Rifle -> Mini-14 (Changing it from .45 ACP to 5.56x45mm.) Combat Shotgun -> USAS-12[/QUOTE] seriously why
[QUOTE=JesterUK;51644659]NV had a crazy amount of weapon variety even before the Gun Runners Arsenal. I've played so much and I'm still finding new weapons to use on subsequent runs.[/QUOTE] I love to gush over NV's weapon design. JSawyer put a lot of thought into it [editline]9th January 2017[/editline] Honestly my main problem with Fallout 4 is the scaling I think one of the areas where Fallout 4 could've benefited by making it more like a shooter is by making the health of enemies and damage from weapons be less flexible and not tied to health. The weapon crafting system is brilliant but the fact that receiver upgrades are pretty much paramount to smooth combat is kinda bullshit, especially because they require perks. I wish I could mod it out but its one of those core gameplay things that is better to be set at the beginning because of the kind of balancing it requires, so many things outside of health/damage values would have to be changed to fit the new design and compatibility would be a nightmare
[QUOTE=_charon;51646823]There's a WIP mod called [URL="https://beta-community.bethesda.net/topic/1321/wip-weapon-addition-and-replacement-suite-wars"]Weapon Addition and Replacement Suite[/URL]. Nice part of it is it's adding quite a few weapons with quite a few mods, and evidently plenty with custom animations since that's all Hitman has been working on lately; bad part is they're all tacticool as fuck, and they're replacing some vanilla weapons with boring tacticool ones. [editline]9th January 2017[/editline] seriously why[/QUOTE] Thats not that bad as long as the AR-15 isnt super tacticool with a shit ton of rails and shit (which I know it will be). The Glock, Mini-14, and USAS-12 all fit the theme that Fallout 1 and 2 had of 80's/90's guns leaning towards action movie ones. [editline]9th January 2017[/editline] and honestly, I'd rather use this than the FO4 Combat Rifle [t]http://www.shootingtimes.com/files/2015/11/ShootingTimesMiniAC556-final-1024x470.jpg[/t] Really, all the new weapons they're adding dont seem very tactical at all, though I'm sure they're figure out a way to make them so. [quote]New Weapons (May be subject to change.) .223 Pistol (Tentative... but with the Fallout history and the Blade Runner references in FO4... basically I'm very surprised Bethsoft didn't include this gun themselves. Sorry; "That Gun".) Browning Automatic Rifle Barrett M82 (Since I'll be removing the .50 BMG mods for the Hunting Rifle and likely the Pipe Rifle, dedicated anti-materiel alternatives are needed.) Beretta M9 Colt Police (Or similar; think the "Police Pistol" in Dead Money.) M14 M1911 M79 Grenade Launcher MAC-10 Makeshift Anti-Materiel Rifle SA80/L85 Skorpion vz. 61[/quote]
[QUOTE=BrosefStachin;51645443]Does anyone know of a mod that improves the behaviour of robotic companions? I finally built a custom one and he keeps using his Nuka Quantum gun thing in close range when he'd be better off using his automatic laser rifle.[/QUOTE] I think I remember reading somewhere that robots favor the weapon in their right arm or something, I don't know if that's true or not. Might try switching arms?
[QUOTE=Zeos;51646585]H...how do you reload it[/QUOTE] Like this but you jack it off like you would a shakeweight [video=youtube;k3I7DYEmULA]https://www.youtube.com/watch?v=k3I7DYEmULA[/video]
[QUOTE=Ardosos;51646989]I think I remember reading somewhere that robots favor the weapon in their right arm or something, I don't know if that's true or not. Might try switching arms?[/QUOTE] I'll give that a try and see what happens, thanks
Welp, just got a fine heaping helping of Fallout 4 bullshittery a couple of hours ago. Dropped through the roof of that one trailer with the power at the trailer park and killed the ghouls, and then a random super mutant patrol comes along with a suicider, who proceeds to go kaboom by Codsworth right beside yet [B]outside the completely sealed trailer[/B] and somehow kills me through the wall.
[QUOTE=Zeos;51646585]H...how do you reload it[/QUOTE] shoot outside the screen
I don't know if my game is bugged or my character just have post nuclear AIDS or something but every goddamn time i sleep i wake up with some disease. No matter how good the bed is, how cozy my house/settlement is, every single time i take a nap i wake up with something new. Herbal anodynes and antimicrobial don't help one bit. It's driving me crazy, punching rabid molerats naked is less hazardous to my health than sleeping in a nice home.
Nah that's just how utter retarded the illnesses can be. It's even worse if you abuse beds for their autosave feature by sleeping then exiting out real quick.
[QUOTE=Pat.Lithium;51646754]i'd be super happy if someone made a weapon pack that replaces the guns in the game with guns from the older games. i wouldn't even care if they had limited mods for each one like in NV, just having a plethora of weapons to come across would make the game so much more enjoyable. same for apparel, theres like 5 really different outfits you see in the game.[/QUOTE] Low weapon variety is a massive fucking problem when we don't have to worry about repairing weapons anymore. It gets old running into a weapon on the ground like a 10mm pistol and going "yeah no there's 0 use for finding this once you leave the vault why even bother." At least in FO3/NV if I found a dupe of a gun I already had there was the possibility of me going "oh shit awesome the condition on this was getting low" [editline]a[/editline] I'm not saying I liked weapon condition but at least it gave me something to do with weapon duplicates.
Isn't there a perk that lets you break down weapons for components? I seem to remember that being a thing.
[QUOTE=Ardosos;51648378]Isn't there a perk that lets you break down weapons for components? I seem to remember that being a thing.[/QUOTE] Yeah, but you can't do it on the spot and it pollutes your weapon list
[QUOTE=Ott;51647093]Like this but you jack it off like you would a shakeweight [video=youtube;k3I7DYEmULA]https://www.youtube.com/watch?v=k3I7DYEmULA[/video][/QUOTE] That's not reloading though... that's just chambering a new round.
Speaking of weapons I miss the Tesla Cannon, it was pretty much all I used after I got it in 3 and I had so much ammo for it I managed to complete broken steel + all dlc just using it
[QUOTE=Sableye;51646581]great thing is you could never hold a spas-12 like that[/QUOTE] Actually, you can. There's type of stock with a hook that allows you to do just that. [t]http://14544-presscdn-0-64.pagely.netdna-cdn.com/wp-content/uploads/2013/04/one-handed-spas12.jpg[/t] [QUOTE=Zeos;51646585]H...how do you reload it[/QUOTE] You could just hold on under your arm while reloading the second and vice versa or put it on your shoulder if they have straps. Sure, it'd take you twelve years but it'd be doable.
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