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MC needs weapon training


kylorayker

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Thinking mostly about a Nora playthrough here... I know I've seen comments in the past mentioning how it doesn't make any sense for her to be able to just jump into a suit of power armor and kill a deathclaw (not the kind of thing you'd expect a lawyer to do), but I'd take it a step further. Weapons training is a big deal if you want to be calm, collected, and cool during live situations, yet she can pick up a a minigun and immediately knows how to load it, control the recoil and properly aim / fire it without dropping the damn thing the second it starts to get squirrely on her. Gauss rifles & energy weapons are (I'm sure) incredibly advanced pieces of tech to calibrate and use properly. Even knowing how to load a magazine into a pipe pistol isn't necessarily something you'd just jump into and know how to do if you've never picked up a gun before.

 

My question is this: is it possible to set a condition to being able to equip weapons in-game? Such as needing to have a level in the rifleman perk to be able to equip two handed-guns? I don't know how to mod, but I've been wanting to get into it and this seems like it might be an interesting thing to try. I'm just hoping someone far wiser than me can tell me if such a thing is even possible? This isn't a new game, & I can't find a single mod out there that would accomplish something like this. If it exists, maybe I just don't know the keywords to search for. If it doesn't, is there a logistical reason why, or am I just the only person weird enough to think this would add a interesting level of realistic difficulty to the game?

 

Thanks in advance!

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  • 2 months later...

Hey,

I'm a bit new in modding, but nobody answered you, so I make a try: Conditions are possibles in certain items, like constructible objects, quests, perks etc, but not in weapon items.

Although perks already make you use better the weapons and perks have already conditions.

An idea would be to put in the vendor's Inventory (Arturo of Diamond City or Cricket) a manual "Heavy Guns 101" and make it give you a Perk that lets you select Heavy Gunner (or Gun Nut) as a perk on lvl ups.

Same stuff with Power Armor, but it already has a lot of condition to upgrade, like Science and Armorer (Blacksmith).

You could make a manual to buy to set a condition to upgrade certain mods etc.

 

I still believe that most of the job in making this game an entertaining one, is your fantasy and the more you dig into the files, the more you think that many things doesn't make sense.

Like if you don't want to use it because it doesn't make sense, you don't use it until you decide it is the time that your Nora has the experience as a shooter not just lvl/stat.

Same for the reload time: there is a perk in Agility that reduces the reloading time, plus some weapon mods. The problem when you touch something is how the game reacts in term of companions and enemies: you add a perk/condition to use something? you need to add that perk to all the npcs that could use that thing. You nerf a perk (like no lightstep in sneak) maybe you create a problem (your companions setting off traps when they phase/teleport around) somewhere else.

 

More about realism, it is not possible to become a Scientist, a Nuclear Physicist or a Robotic Expert killing monsters or saving the Commonwealth, so you could avoid those perks if not taken from the start (like she wasn't a lawyer, but a Scientist as an alternative background). in FO<4 there were actual books giving you x% skill points, but no perks and in FO1-2 you had to exceed 100% to have good skill rating (max 200% FO and 300% in FO2) and Books stopped working before 100% (that's what the Tag skill was for)

Don't get me wrong I love FO4 simplified Gurps/magazines/perks/nolvlcap but it has its downsides.

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