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Mysticwizard1

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Everything posted by Mysticwizard1

  1. Interesting stuff! So if I'm understanding what you're saying then if it were to be attempted, then either the bayonet or muzzle would be invisible depending on what is set as the "dominant" slot? Kind of a bummer the modification system works that way but I'm happy to see people have tried out more creative bayonets and I'm suprised I never came across it. I could see an institute playthrough where I put a pencil on my laser rifle for a good while. I guess I'll look into shivs of the wasteland for now, I've avoided any mod any weapon as I prefer my game to be decently hard and it's clear how easy it can be abused. Thanks for the reply!
  2. By this I mean bayonets have their own place in the mod categories of a gun and can adapt to muzzles and suppressors. Don't know if it's possible but I'd like to think having a melee weapon attached without having it force your gun to suck would be awesome. It could replace a hotkey for your melee weapon entirely, leaving room for other guns/explosives. Also having "leveled" bayonets could keep it up to standards of later game radroachs. I'm thinking combat knives, machetes, kremvh's tooth (maybe even requires the actual weapon to build?), powerfists, stupid things like swords and rolling pins. I'm realizing this is really big the more I think about it but if anyone wants to jump on the base idea that'd be pretty cool!
  3. This. One of the first things I noticed and it drives me nuts. All those fun times you had throwing skeletons off builidings in 3 and new vegas? Forget about em cus we can't have you disturbing our carefully crafted scenes that will be destroyed when dogmeat runs in front of you and sends everything flying. Oh and they respawn anyway but we can't let you do EVERYTHING you want in an rpg, cmon guys.
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