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Everything posted by Anguti222
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It's stupid how wearing faction armor removes good reputation with a faction while you are wearing it, you could be idolized and Ranger Milo won't have heard about you while you are wearing Ncr armor despite knowing about you when you aren't wearing faction armor. There is a mod trying to deal with that issue, but it's old, abandoned and broken.
- 2 replies
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- reputation
- faction
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Looks very good, thanks.
- 2 replies
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- weapon mods
- guns
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I'm tired of having to spend days walking around gunshops just to try and find a few specific mods for certain weapons which seems to never show up, hunting rifle mods in particular are tedious to look for. While other mods seems to be always around, such as hunting shotgun mods. Can someone make a mod that makes weapon mods more common and more varied so that finding weapon mods isn't so much about luck and going in circles anymore?
- 2 replies
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- weapon mods
- guns
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The dusters are cool, but dusters with sleeves look cooler in my opinion. The lack of sleeves on the dusters removes the spaghetti western feel, which goes well with Fallout: NV's theme and appearance.
- 87 replies
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- courier duster
- ulysses duster
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The vanilla hunter perk has very little use, as most creatures are easy to kill and those creatures that are hard to kill are mostly abominations which aren't affected by the hunter perk, the only creatures that may warrant the use of this perk are Giant rats(hostile ones found in only one cave), Lakelurks(relatively frail and not very common) and Yao Guai(deadly, but squishy compared to Deathclaws). The changes I want are increasing the damage of bolt-action rifles by 15% and increasing the shooting speed of all non-automatic rifles by 10%, and increase critical damage with all rifles by 20%. I want the requirements to be level 12, 50 Guns and 50 Survival.
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- hunter
- bolt-action
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Buckshots all has stronger variants accessible with the Handloader perk, but what about slugs? They should have stronger variants as well. Something like 15% more damage, -4 DT and maybe 30% spread with 20% more weapon decay would be quite powerful.
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Thanks. But my game must be bugged, any damage other than burn doesn't apply most of the time, I tested the HE on Fire Geckos(totally immune), Feral Ghouls(first two Reavers died almost instantly, one reaver took only burn damage, the same with one Glowing one, one reaver was burned a little, then became immune), Centaurs(great success, took half a dozen out in no time, even evolved giants die to a few shots), raiders(takes only burn damage), Supermutants(takes only burn damage, one became immune), Nightkin(takes only burn damage). Though, I suspect it's a bug with the particular character, I'll test it with other characters. Can you test it out and see if there are any issues?
- 4 replies
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- incinerator
- heavy incinerator
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I have done some calculations, the Heavy Incinerator can reach 115 damage per shot and 552 DPS with the perks available in Fallout: NV, and the Incinerator can reach 48 damage per shot and 115 DPS if the fire rate isn't increased.
- 4 replies
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- incinerator
- heavy incinerator
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(and 4 more)
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Endorsed, thanks for the work.
- 7 replies
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- lonesome road
- red glare
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The Red Glare tweak works great, much stronger, but not overpowered. It takes 4-5 shots to take out a deathclaw, which is good for an automatic rocket launcher, it is kinda prone to becoming ineffectual against an enemy though, several enemies become immune to rockets after being hit once for some reason, I fought a group of NightStalkers, one of them became immune to rockets, two groups of Bark Scorpions, one became immune in each group and finally two groups of deathclaw, one in each group became immune as well. It might just be a bug with explosives in general though. The SMMG tweak, the fire rate is far too much for my taste, the DPS is over 10,000. Can you make a version with only 16 shots per second fire rate? Perhaps also remove the damage tweak, 30 base damage is plenty enough for me. That would make it stronger than CZ57 Avenger, but still give the Avenger some use due to armor piercing properties. Can you also tweak the SMMG Extended Magazine mod to add 80 extra capacity? Gatlings are build for prolonged fire and the SMMG would be great for that purpose.
- 7 replies
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- lonesome road
- red glare
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The Red Glare and Shoulder-Mounted Machine Gun aren't as good as they should be, the Red Glare has a great fire rate and can be used for sniping with the impressive scope, but it's raw power is very lacking. The SMMG is very powerful for an automatic weapon and looks awesome, but it's fire rate and clip size just doesn't cut it, especially when the ammo it uses doesn't have an armor piercing option. Red Glare needs to have stronger impact damage, to better ignore the DT of a lot of enemies and common sense, a direct hit with a fast moving rocket should hurt more than being shot with a 10mm pistol. The explosion damage is okay, but it should be a little better than rougly half the damage of a stick of dynamite. The SMMG is a Gatling cannon, the ammo capacity should be more like CZ57 Avenger or modded LMG or somewhere inbetween, and the fire rate is just too low, it should shoot faster than 7 times per second, the All-American shoots almost as quickly and it's a semi-automatic! Somewhere between 13-18 shots per second would be a good start, it would make the DPS enormous, but hey, no armor piercing. Two more reasons why they should be made better. One, Red Glare when fully modded and at full repair is worth nearly 50,000 caps and SMMG is worth nearly 40,000 caps in the same condition, two, they just aren't very effective at dealing with LR enemies.
- 7 replies
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- lonesome road
- red glare
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The New vegas Heavy Incinerator is very weak compared to the capital wasteland equivalent, and the regular incinerator is just plain pathetic. Can someone mod the heavy incinerator to gain the very solid Fallout 3 stats and give the regular incinerator the vanilla heavy incinerator stats?
- 4 replies
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- incinerator
- heavy incinerator
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I made this request because I didn't find a mod to fix the texture bug on the All-American that obscures the symbol on the side of the gun.
- 5 replies
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- all-american
- marksman carbine
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The General, Lonesome Road mod request.
Anguti222 replied to Anguti222's topic in Fallout New Vegas's Mod Ideas
I used the US army general outfit in game, and noticed some weird bumps on the back that causes clipping with certain weapons. I also used Oliver' cap, I cannot make merchants repair it for some reason.- 2 replies
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- lonesome road
- general
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I apologize for making such a mess of a first post.
- 2 replies
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- lonesome road
- general
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