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gum444

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  1. Thank you! I see it now. Yes I'm currently only using PEACE. I have it at the top of the load order, but I tried to patch it into as many mods as I could. Balance probably won't make sense but I won't know until I try. I will do my best to only make reports for cases where Peace was being weird on its own. A long time ago I installed a mod that also made OMOD's add to a weapons CW instead of the usual mult+add. It was of course a compatibility nightmare for any weapon overhaul mod, so it didn't seem like it was worth it. I tried to learn how to script so I could automate the process of patching but I was just too lazy I guess.. Your mod is super cool and I really like all the small features in it, especially the immersive ones. Thanks a lot. You're making fallout a fun and immersive experience again.
  2. Where should I look when a weapons weight is not being added to my overall CW when I equip it? Pipe pistol works fine, but my laser musket is unaffected. I tried to find something in xEdit but couldn't find anything on weapon carry weight.
  3. That's embarrassing... sorry about that. I'll try to pay more attention to potential mod conflicts next time, I don't want to give you misinformation. Thank you for clarifying.
  4. I am also wondering, what feedback are you looking for? If there is anything you'd like to know, please tell me. For now, here is just my first impressions after finishing the first quest in concord. The physical mag system is great, but I imagined I would keep my mag instead of dropping it if the mag was empty; like a reward for using every last bullet instead of reloading early. Is this the way the system is supposed to work? It's was too much of an annoyance to look down after every reload, especially since I only had 2 mags, so I had to disable the system for now. This is just my opinion though, and I still think what you created is great. I have a few mods installed alongside W&P, including TacticalReload v1.32 with manual reload enabled in the MCM. It appeared to work with the starting pistol, so that's cool. I did patch one keyword in first from TR, so that might be why it worked. Later in my playthrough I'll test other weapons that I know are patched. The skorpion did not have a TR but maybe that's because it just isn't patched. The last thing I want to mention is, I was unable to use the minigun effectively with the power armor. I love the newly added strength requirements for all the weapons, but shouldn't power armor negate that? Maybe this design is on purpose though, I wouldn't know until I got further into the game. I thought one of the main uses of power armor was to carry heavy weaponry, but if this ruins balance for the player then I can see it being necessary to be this way. I also play with ACTUALIZED, which makes power armor more costly than usual. Looking forward to playing more. The whole reason I installed W&P was because of your encumbrance overhaul. I think it brings a whole new level of immersion to survival, especially with armor and weapons not counting towards your CW, you implemented these features really effectively! From your experience, would the accessible backpacks mod work too? I liked sorting my inventory outside of the pipboy, but I assume with the way it works now that it won't be necessary anymore. If it is so, that's fine with me, because at the very least it makes sense now where my carry weight capacity comes from. Thank you for allowing us to test your mods. Edit: I understand you've been developing this mod for a long time, so please don't be bothered my personal opinions or critiques. The mod is great and this is simply what I noticed while playing. Great work!! Thanks again.
  5. Are closed beta applications still open? I'd like to test your mods (PEACE and WARS), your work looks amazing. Please let me know how I can help, thank you.
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