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Posts posted by Aurum10000
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12 hours ago, madmongo said:
A real world gauss rifle (yes, they exist, see the video above) uses energy to fire a metal projectile. It requires the same skills as a gunpowder-based weapon to aim and shoot it, and requires the same skills as a theoretical energy weapon like a laser to load the "batteries" and operate the electrical parts.
FNV's weapons system can't really handle that. It doesn't know what to do with weapons that require more than one thing for "ammo", so it can't handle a weapon that has a projectile but also requires a battery source. So the game just fudges it and makes the gauss rifle use microfusion cells.
Anyone who can handle a laser rifle should be able to figure out the electronic aspects of a gauss rifle. Someone who only has experience with gunpowder-based weapons wouldn't know how to operate the electronics of a gauss rifle or a laser rifle. So I can see why the devs made the gauss rifle require the energy weapon skill. Note that in the real world version in the video, they have to be "trained" on how to operate the electronics in order to use the weapon. It doesn't take much training in real life, but using the weapon isn't intuitively obvious to anyone who hasn't ever fired it.
Personally I think it would be better if the ammo was just steel slugs and the rifle required fission batteries or some special battery pack (maybe you could craft the battery pack out of fission cells), but the game engine can't handle that. FNV doesn't even have fusion cores or anything else along those lines.
Good points, heard the crappy engine is why we can't have SEC in certain melee weapons either.
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Is a mod possible for any of the ideas conveyed in this vid?
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1 minute ago, AaronOfMpls said:
Well, if you really want it Morrowind-style, you could try Essentials Be Gone or Essentials Be Gone SKSE Reborn, which make essential NPCs killable with a Morrowind-style warning pop-up.
Otherwise, for Skyrim LE there's No Permanent Essentials. Dunno if anyone has ported or re-implemented it in SE yet.
Thx!
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I can understand wantin some protected for the sake of quests. But would love either a Morrowind style approach or a mod makin all quest NPCs protected until all related quests are finished. Which would be the best mod for this that's at least mostly bug free?
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11 hours ago, sullyvanj93 said:
MFCs don't exist... Of course this gentleman is holding a different type of ammo than the fictional Fallout setting. If someone was recreating "power armor", they wouldn't be holding a fusion core, as they don't exist in this universe... They would try to recreate it as best they could with current-day materials.
Even in your example provided, there is no powder/primer/casing/projectile aspect to these rounds. It isn't a "rifle", or a "firearm", it's technically a cannon of sorts. An electrical cannon. It's using electronics or "energy" to project the slugs. While this is still different than firing plasma or laser beams... most folks would still probably lean to Energy Weapons over Guns for this weapon.
The main point being that it doesn't fit it with the lore that many of us connect to. If it does fit with yours, that's fine, but you'll find many modders won't agree with you and thus, won't want to create this mod. Modding is very time consuming and takes a lot of skill and effort. If this is something you feel strongly about, I think you may have more luck figuring out how to create the very mod you're seeking, rather than debate someone into agreeing with how you see the lore and convincing them to build it for you.
But if it isn't firing laser, plasma or any traditional metal projectile then what is it firing exactly? Perhaps the MFC would make sense as a battery. But the best I can piece together as to what leaves the barrel is a ball of electricity making it a lightning rifle of sorts. Which isn't exactly the definition of gauss.
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10 hours ago, laclongquan said:
We are discussing this gauss rifle in Fallout 3 and Fallout New Vegas, which come from East Coast, and possibly Sierra Madre or central states.
The link above is about Gauss Rifles in West Coast, California, either Enclave, or San Francisco. If by way of Hub merchants (Gun Runners), possibly Los Angeles. Overall different region, possibly different design too. Which is why F2 Gauss weapons are small guns, but F3/FNV gauss rifle is energy
Even so if you skip to 3:46. Its not MFC he's holding.
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4 hours ago, laclongquan said:
I dont get why would anyone question this simple fact~ it use energy ammo. its structure should be full of electronic parts. Gunpowder knowledge (aka guns skill) is not going to help in using this gun.
But shouldn't it use 2mm EC? https://fallout.fandom.com/wiki/2mm_EC_(Fallout_2) as opposed to MFC?
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From my understanding they have ammo that's propelled at high speed through magnetic force much like the Gauss Rifle from 1 & 2. Making it more likely to be in the guns skill. Has anyone considered doing the same with the vanilla Gauss rifle? Just a thought.
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Namely the ones outlined in this vid:
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Would a small drum mag for the 5mm conversion in the rifle caliber version of this mod be better seeing its a weaker round anyway? https://www.nexusmods.com/fallout4/mods/55719?tab=posts Perhaps give it a capacity of some where between 30 & 60 rounds? it would be like a more accurate but less powerful Minigun in a sense.
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14 minutes ago, Karna5 said:
While I'm not aware of such a mod, I am curious what you mean by without level scaling. Wouldn't anything become trivial at higher levels if it doesn't scale in difficulty as you get stronger?
I use a mod that disables enemies leveling with the player since its a dumb concept introduced in Oblivion.
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Any suggestions?
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While still bein compatible with CC paints? Closest I've found is this: https://www.nexusmods.com/fallout4/mods/70511 But its got some bugs.
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Sure there's this: https://www.nexusmods.com/fallout4/mods/17820?tab=posts But it has a few bugs that sadly haven't been fixed to this day. So would love a mod that only changes the ammo from 556 to 50 cal (including ejected shell casings & npc inventory ammo) so we could use it along with mods that alter the assault rifle's appearance.
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14 minutes ago, fraquar said:
Misaligned carry handle sight can probably be fixed with something like In-Game Sight Alignment Tool.
I've never used it, but it should give the values you need to change in the .ESP to fix it.
Wish I knew how to mod aside from fixin some conflicts with F4Edit.
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1 hour ago, fraquar said:
Not sure why the author did what they did.
Switched to the Handmade Rifle animations which are left ejecting - but the ejection port on the Combat Rifle is still on the right.
It's a mess if you use Hitman's Right Handed AK animations - because then you are charging the weapon out of thin air - as there is no charging handle on the right of the Combat Rifle model.
My thoughts exactly. perhaps a bug like the misaligned carry handle sight. Which is a shame since this mod fixes many other problems with the vanilla CR.
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I love what this replacer does to the Combat Rifle: https://www.nexusmods.com/fallout4/mods/70511 The only problem are the bugs listed in the bug report section. The author hasn't had time to fix & permissions seem pretty open so wonder if anyone else could take a crack at fixing?
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On 4/9/2024 at 5:02 AM, Aurum10000 said:
I've narrowed down one of several mods that could conflict with https://www.nexusmods.com/newvegas/mods/80707
Which is the likely culprit if any? https://www.nexusmods.com/newvegas/mods/78877 https://www.nexusmods.com/newvegas/mods/73803 https://www.nexusmods.com/newvegas/mods/61592 https://www.nexusmods.com/newvegas/mods/71239
Update: Its JSU which is a shame since I love dat mod.
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I've narrowed down one of several mods that could conflict with https://www.nexusmods.com/newvegas/mods/80707
Which is the likely culprit if any? https://www.nexusmods.com/newvegas/mods/78877 https://www.nexusmods.com/newvegas/mods/73803 https://www.nexusmods.com/newvegas/mods/61592 https://www.nexusmods.com/newvegas/mods/71239
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Looks like the bombs dropped maybe 50 years ago as apposed to over two centuries. I'm not an expert so I could be wrong. Any mods that fix this?
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Doesn't make sense he can hold loot despite not starting off with packs visible on his body. A mod that fixes this by having him start off with a rough looking improvised pack would fix this. Or could go the opposite direction by disabling his ability to carry. Perhaps a message popping up when trying to access his inventory saying "This animal/npc cannot carry anything.". Which was how Fallout 2 handled it.
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On 3/27/2024 at 8:33 AM, mkh97 said:
Warehouse Corner Wall Snap, Scaffolding Snapping, More believable Windmillls, Garden Plot Snaps, Snappy Half Walls, Useful Posts, Snappy Corridors, and Useful Wooden Railings.
Or if you want an all-in-one: Total Snapgasm.
Thx!
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I used Bethini to make NPCs use ammo. Is there a mod that allows me to enter the inventory of a turret built by me to give it more ammo? If not could be a good mod idea for any modders interested.
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What are some good mods that make at least some vanilla structures snap together when built while not adding anything new? I feel F4 has enough.
Fire selector for certain weapons?
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Would be better than havin to make a whole new receiver. Perhaps instead there could be a receiver that slightly increases rof at the cost of accuracy? But let me know if such a mod exists.