Bonus Critical Chance effects

General mod discussion and requests.
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Posts: 177
Joined: Tue Dec 18, 2018 1:45 pm

Bonus Critical Chance effects

Post by wasdwasd12 » Mon Jun 13, 2022 4:33 am

Hello So I been Making changes to my game to have more fallout 76 GunSmithing and EnergySmithing feel to it.

Because hey playing thru fallout 76 i learn this world got a lot of junk and crafted weapons i mean rolling around the nearly destroyed world would show more improvised weapons rather then Tricked out M16 with Grenade launcher and laser sight and Acog scope with night vision lol.

I have been adding a lot of custom weapons and i want to add the Bonus Critical Chance to some of this weapons??
Would or Could i do that in the Xedit or Do i need to do it in the geck??

please help

Posts: 3
Joined: Mon Nov 02, 2020 12:15 am

Re: Bonus Critical Chance effects

Post by ReedTFM » Thu Aug 11, 2022 7:19 pm

Albeit an old post, I would always recommend using the GECK to create mods and then use xEdit to clean out uncessary edits the GECK tends to also add when saving for whatever reason.

It's possible to use one or the other exclusively, but neither tool standing alone is ideal for the entire task and producing the best functioning mod.

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