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Showing results for tags 'weaponmods'.
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Help please! A YouTube reviewer I follow said this weapon mod sucked because it was made up of loose files instead of ba2 archives. I barely know the difference between them so is it really bad for a weapon mod to be made up of loose files compared to ba2? What issues could it cause? Should I even care? All I've ever heard is that large/complicated mods (above 100mb) should NOT be loose files but the one I linked is pretty small.
- 10 replies
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- ba2
- loose files
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How can I edit the spawn/carry rates of various weapon mods so that, for example, only 1 or 2 raiders in a 5 raider gang are carrying the weapon instead of 3-5? Or the odds of it being carried by an NPC or appearing in a container/vendor stock is equal to other weapon mods of the same level? Lastly, does the approach to changing this depend on whether or not the weapon mod has an LL injection? This is basically all I want to accomplish since post sections for mods such as the M249 SAW and RPG 7 observe that too many enemy NPCs carry the same weapons even in the same area. Should I use this Robco template (https://www.nexusmods.com/fallout4/mods/70186)? PS: I apologize for any confusion caused by my request since a lot of the jargon I've encountered in modding like LL injection is overwhelming and has quite the learning curve.
- 8 replies
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- fallout4
- weaponmods
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So it seems that no one has done a sound suppressed tube fed semi-auto shotgun (besides the "Browning Auto-5" mod) or a high resolution tec-9 or even a freakin cattle bolt gun. After re-re-rewatching The Coen Brothers' "No Country for Old Men" and re-rereading Cormac McCarthy's original novel of the same name, I have been implanted with the thought of: New Vegas being a neo-western themed video game and NCFOM being a western themed book/movie, it would only seem right to include something so reminiscant and badass from the book/movie... Anton Chigurh's albeit unique ensemble of weapons and dark clothes. Since the book was never very descriptive of Chigur himself, I would appreciate it if the aspiring mod author willing to take on the daunting task would base it largely off the movie. this is a link to a video showing his cattle gun (used to blow off locks and murder without leaving a bullet or case) and the Remington 11-87 shotgun with a sound suppressor (use: self explanatory). While this topic is a bit of a stretch, due to the massive influx of "kill-quests" e.g. New Vegas Bounties 1&2, Inheritance, Hitman, Rita's Cafe, Collector, etc. it would only seem fit to have a NCFOM styled quest, but I digress. If any well seasoned weapon modder or someone capable of creating a hi-res gun would care to pursue the task of creating the Ultimate Badass, I (and a fair portion of the Nexus) would be forever thankful and indebted (only to the confines of the digital realm) to that person. "What is he supposed to be, the ultimate badass?"
- 5 replies
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- chigurh
- nocountryforoldmen
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How can I edit the spawn/carry rates of various weapon mods so that, for example, only 1 or 2 raiders in a 5 raider gang are carrying the weapon instead of 3-5? Or the odds of it being carried by an NPC or appearing in a container/vendor stock is equal to other weapon mods of the same level? Lastly, does the approach to changing this depend on whether or not the weapon mod has an LL injection? This is basically all I want to accomplish since post sections for mods such as the M249 SAW and RPG 7 observe that too many enemy NPCs carry the same weapons even in the same area. Should I use this Robco template (https://www.nexusmods.com/fallout4/mods/70186)? PS: I apologize for any confusion caused by my request since a lot of the jargon I've encountered in modding like LL injection is overwhelming and has quite the learning curve.
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- weaponmods
- fo4edit help
- (and 8 more)
