CROSS-CONTENT DISCUSSION: Weapon Mods

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Four Dyce
Posts: 32
Joined: Tue Feb 04, 2014 5:44 pm

Are you guys still doing

Post by Four Dyce » Thu Mar 20, 2014 3:22 pm

Are you guys still doing anything with this? Or maybe someone has already done it? I've started to do something like this, but it only uses vanilla content. For example the NV Plasma Rifle only has one mod, a Plasma Accelerator, so with Harkness' unique A3-21's Plasma Rifle I've only put the single mod on it. I guess I could add more to it, but the model would not change because as I said I'm only using vanilla resources. Also I'm only concentrating on uniques, seeing as NV and FO3 normal weapons are one and the same.


So would I be wasting my time if it's already being worked on or should I continue?


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JaxFirehart
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What you are doing isn't what

Post by JaxFirehart » Thu Mar 20, 2014 5:23 pm

What you are doing isn't what we were discussing anyway. TTW will not be adding mods to unique weapons but TTW will be adding mods to FO3 weapons. Which has been met with troubles constantly and has no ETA at all.



Four Dyce
Posts: 32
Joined: Tue Feb 04, 2014 5:44 pm

I see, thanks for the

Post by Four Dyce » Thu Mar 20, 2014 5:56 pm

I see, thanks for the clarification. I hope you can overcome these troubles.


I'll continue on.


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khumak
Posts: 139
Joined: Thu Aug 25, 2016 2:18 am

Not sure if this is the best

Post by khumak » Mon Oct 03, 2016 4:09 pm

Not sure if this is the best place to ask this, but I noticed that when I look at various weapons in the vending machines of the wasteland mod, a lot of them have effects like "dummy knife effect" or something like that.  I also noticed that some weapons that had innate effects in Fallout 3 don't seem to have them anymore.  For instance, the Deathclaw Gauntlet doesn't mention anything about ignoring armor like it did in Fallout 3.  Does it still do that and just not show up as an effect or does it just do raw damage now?


As a test, I bought a Deathclaw Gauntlet from one of the vending machines of the wasteland (I assume it doesn't actually change the weapon, just adds it to the sell list).  I went to the tunnels leading to Meresti and tried out the gauntlet on the Mirelurks down there and it took several hits to kill one.  I seem to remember 1 hit kills with it from Fallout 3 but I could be mistaken.


I was level 3 with Tribal (+5 melee/unarmed damage) being my only damage increasing perk or trait and had ~ 30 unarmed skill.


I'm wondering if some of the equipment in DC might have issues due to Fallout 3 being based on DR while NV uses DT.  Deathclaw Gauntlets that ignore DR won't do much good if all the monsters have DT for instance.


Another potential example for the DR vs DT issue, I fought one of the abominable mutants (not sure if I got the name right but it's the one that just punches you) from MMM.  I used up over 100 rounds of 10mm pistol ammo on it and did zero damage.  I killed it with a chinese officer sword but it took about 60 seconds of nonstop hacking to do it.  I'm also using PN with the FWE preset which probably tweaks damage.


I typically start off using a varmint rifle in the early game since it's cheap and uses readily available assault rifle ammo but from what I've noticed it's fairly inept except when used as a sniper rifle for head shots.  If I upgrade to a .223 pistol then I can start killing things without requiring a head shot.



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RoyBatty
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DummyKnifeEffect is just for

Post by RoyBatty » Mon Oct 03, 2016 7:21 pm

DummyKnifeEffect is just for flavor text, there's a few weapons like that to make their increased critical chance visible.


The Deathclaw Gauntlet was broken in Fallout 3's last patch, and it remained broken in New Vegas.


Image

khumak
Posts: 139
Joined: Thu Aug 25, 2016 2:18 am

Ahh so I wasn't just

Post by khumak » Mon Oct 03, 2016 11:23 pm

Ahh so I wasn't just imagining things then, good to know.  Just seemed odd that a regular crowbar works better than a Deathclaw Gauntlet given the difficulty involved in getting schematics and components for the gauntlet.



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