Discussion
One thing that is particularly annoying, and probably a result of the Skyrim engine, is that weapons are a single "thing". So, in Skyrim terms, you have an enchanted sword with certain attributes and that's what it is. In Fallout4 terms that could be a suppressed sniper rifle with a 10x magnification zoom scope. But in real life, suppressors can be removed and fitted in the field. Scopes can have zoom, or be swapped in and out in the field. Bayonets can be removed or fitted in the field.
Fallout4 doesn't have any of this. In Crysis you could add and fit your suppressor whenever you wished. In Far Cry 3 and Far Cry 4, you can have a scope with variable magnification, although in fairness you couldn't change your suppressor.
The other carry-over from Skyrim is the way that Fallout4 has, effectively, enchantments and spells on weapons. That's all well and good in Skyrim's world where there is magic, but I don't think it works so well for me in Fo4. It's like Bethesda said "well, we have all this stuff from Skyrim. How can we shoehorn this into Fo4? We can swap the dragons for BoS Vertibirds (note to self: make them fly forwards) but what do we do with all the magic, enchantments and spells? Sod it, we'll just use them".
Fallout4 doesn't have any of this. In Crysis you could add and fit your suppressor whenever you wished. In Far Cry 3 and Far Cry 4, you can have a scope with variable magnification, although in fairness you couldn't change your suppressor.
The other carry-over from Skyrim is the way that Fallout4 has, effectively, enchantments and spells on weapons. That's all well and good in Skyrim's world where there is magic, but I don't think it works so well for me in Fo4. It's like Bethesda said "well, we have all this stuff from Skyrim. How can we shoehorn this into Fo4? We can swap the dragons for BoS Vertibirds (note to self: make them fly forwards) but what do we do with all the magic, enchantments and spells? Sod it, we'll just use them".
ZedLeg said:
If you haven't got all the gun nut perks keep an eye out for modded guns in loot. I made my sniper rifle by stripping parts off guns I found and putting them onto my legendary one.
I realise I could do this, except the base damage stats on most of the legendary weapons are a lot worse than most of the normal weapons I find so it would be nice if you could strip the legendary weapons of mods and put then on the normal guns making a much better legendary weapon in terms of base damage and special effects.ZedLeg said:
If you haven't got all the gun nut perks keep an eye out for modded guns in loot. I made my sniper rifle by stripping parts off guns I found and putting them onto my legendary one.
Sadly, you need the same level of skill to fit a mod as you do to make it. So if you don't have the skill / perks necessary to make a suppressor, then you can't fit one to a gun either even if you merely stripped it off another gun. I had a little moan about this earlier in the thread, where I pointed out that there is far less skill in fitting a part than making one. For example, I'm plenty skilled enough to assemble flat-pack furniture but I wouldn't be able to make the same quality of furniture from a tree trunk. ZedLeg said:
No you don't. I've not unlocked the .50 cal receiver yet and my sniper rifle has one I stripped off another hunting rifle.
Are you sure that you didn't start off with a .50 cal hunting rifle and added on mods stripped off other things which you did have the skills for? Because my experience has been that if you don't have the skills to make something then you can't add it either. It certainly appeared that way to me on the PC version anyway - if you don't have the skill to make something on a certain weapon then it's greyed out, and the "make" or "attach mod" selection is greyed out too, implying that you can neither craft nor fit that mod for that weapon. Nope, got a legendary hunting rifle with a cool perk so I started swapping stuff from my own sniper rifle to it. Then found a .50 cal short hunting rifle on a super mutant so stuck the receiver on my gun. TBH I'm pretty sure that whole gun was built that way as I've only just started getting the gun nut perks over the last couple of levels.
ZedLeg said:
Nope, got a legendary hunting rifle with a cool perk so I started swapping stuff from my own sniper rifle to it. Then found a .50 cal short hunting rifle on a super mutant so stuck the receiver on my gun. TBH I'm pretty sure that whole gun was built that way as I've only just started getting the gun nut perks over the last couple of levels.
Hmmm. That's odd because I'm almost certain that what I reported is what I experienced for myself but that doesn't mean that I'm doubting you or disbelieving how. Very perplexing. I will have play tonight as I have a .308 combat rifle and I want to apply a .308 receiver to my current legendary combat rifle. Hope I haven't sold it. Likewise the suppressed combat rifle that I have, or again might have sold.
KingNothing said:
Anyone have power armour go missing? I'm sure I had 6 suits, but now only have 5. Have put the remaining 4 on a two storey podium and removed the stairs to get to them just incase somone is walking away with them.
One of your gardeners stomping around the carrots in one?Remember to take fusions cores out.
DataHamster said:
Are you sure that you didn't start off with a .50 cal hunting rifle and added on mods stripped off other things which you did have the skills for? Because my experience has been that if you don't have the skills to make something then you can't add it either. It certainly appeared that way to me on the PC version anyway - if you don't have the skill to make something on a certain weapon then it's greyed out, and the "make" or "attach mod" selection is greyed out too, implying that you can neither craft nor fit that mod for that weapon.
This echoes my experience too albeit on PS4. I can't attach a high level mod stripped of another gun unless I have the Gun Nut level required to build it in the first placeThe suppressor is unlocked at Gun Nut level 3 I think (I'm at 2 and don't yet have access to it). That will be my next level up choice so that I can slap it onto the sniper rifle. I've taken a couple of Scrounger perks though and ammo is very bountiful indeed Recommended if you struggling as even one level of the perk generated good amounts of ammo.
DataHamster said:
So I got Agatha's Dress (since my character is female) which gives +3 CHR, hat +1 CHR, glasses +1 CHR, grape Mentats +5 CHR, and my character already has very high CHR, so that actually puts it way beyond max CHR for my character.
I see. So that's why see 10+?Useful.
Moog72 said:
This echoes my experience too albeit on PS4. I can't attach a high level mod stripped of another gun unless I have the Gun Nut level required to build it in the first place
The suppressor is unlocked at Gun Nut level 3 I think (I'm at 2 and don't yet have access to it).
really?The suppressor is unlocked at Gun Nut level 3 I think (I'm at 2 and don't yet have access to it).
definitely said gun nut 2 when i looked at it.
Immersive Facial Animations - http://www.nexusmods.com/fallout4/mods/2224/?
It's a joke mod at the moment with the expressions turned up to 11 but there is a serious version coming without the clipping.
https://www.youtube.com/watch?v=CpS_8rK_mJA
More like this than the madness in the video
It's a joke mod at the moment with the expressions turned up to 11 but there is a serious version coming without the clipping.
https://www.youtube.com/watch?v=CpS_8rK_mJA
More like this than the madness in the video
DataHamster said:
chuntington101 said:
Pfffttt what you really want is the laundered green dress. This allows you to run 'shoulder pads' for even more CHR. Even more funny when your character is a bloke! Lol
Shoulder pads that give +CHR? Not come across those. Where do you get them from?Edit: I just learned that if you complete the Curtain Call side quest you get a gender-appropriate outfit that gives +3 CHR so I think I will be doing that tonight.
Edited by DataHamster on Tuesday 1st December 14:04
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