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Weapon Conditions Lower But Don't Break


GoldenFenrir

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Any mods out there that do this? I'd like to know.

I mean does my gun HAVE to explode after 3 and half shots?

Does my solid medal combat knife specifically made for heavy COMBAT have to snap in half after a few slices?

 

I like the weapon degradation so that it gets weaker,less accurate and more jamming.

I just really don't like the constant breaking.

I still want a reason to repair them, but I want to be able to continually use Maria after playing for 10 hours without having to find a store and pay 4903945098 caps to be repair it, or hope to eventually randomly find another 9MM in the wasteland.

This would improve the game SO MUCH!

 

Also I'd like to use a mod like this with another mod I requested which can be found here.

 

http://forums.nexusmods.com/index.php?/topic/1830110-gun-cleaning-mod/

 

A gun cleaning mod so that I REALLY don't have to hall my butt to a store and pay for 9458092458 caps to get it repaired.

 

Repair/Clean wherever I'm camping, or don't repair if I don't feel like it.

I like those ideas.

Because I'm going for the super realistic hardcore mode play-through

(NO FAST-TRAVEL)

And I think these mods would add SO much to the gameplay experience.

 

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  • 2 weeks later...

I've started work on this, with the gun cleaning mod in mind since they go hand-in-hand.

 

Currently I have it set so that weapons will no longer take condition damage past a low %, meaning they cannot break. I've increased poor condition penalties, such as fire rate, fire and reload jamming to compensate. Your pistol may not be able to break but at lower than 10% condition it will be very unreliable and jam often.

 

Right now I haven't seen a way to make a weapon cleaning kit require an object nearby to use, such as the campfire/workbench. I have not looked into doing a new context activation menu at them yet.

 

My idea at the moment is you will now be able to break down any and all weapons at a work bench into a new object called "Spare Weapon parts". These parts will be used to craft a weapon maintenance kit (which will req other ingredients too), which will in return repair your weapons. You will no longer be able to repair weapons without that kit. (Optionally I only remove the ability to repair weapons with other weapons, and don't bother with breaking down junk weapons).

 

Also I don't see a way so far to make the kit have charges or a % of use before it disappears. Currently it will have to be consumed on use, meaning you have to carry multiple kits at a time (Unless if I figure out the context menu on workbenches). I can of course increase the weight to compensate (a modded HC playthrough should have very limited carrying capacity, which will balance out the weapon kit).

 

So far I am leaving armor as is, so you will still need armor to repair other armor (For now, anyway). The Repair skill will also still effect the quality of the weapon maintenance kit, as well as recipes and armor repairing.

 

Let me know what you think so far.

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I've started work on this, with the gun cleaning mod in mind since they go hand-in-hand.

 

Currently I have it set so that weapons will no longer take condition damage past a low %, meaning they cannot break. I've increased poor condition penalties, such as fire rate, fire and reload jamming to compensate. Your pistol may not be able to break but at lower than 10% condition it will be very unreliable and jam often.

 

 

Awesome! That sounds perfect! Thanks!

 

 

As for the gun cleaning mod

1 The clothes and armor should stay as is. Because that is fine in terms of realism. You cut up some old jeans to patch up the new ones. Totally fine.

2 The weapon repart kit idea wellll? Kind of defeats the point. Because there are already Weapon Repair Kits in the game. Also making the spare parts things again goes against the whole point of the mod. It was meant to be more realistic than taking apart your dirty old broken down gun parts to repair your brand new perfect gun.

Maybe the idea of having an item that needs to be used in order to clean it can be scrapped. We can just assume the courier has gun cleaning utensils already on him. Because I mean heck The Courier already has a screw driver that comes from nowhere when it comes to lockpicks.. Maybe we can just assume the same of a gun brush and so on.

Also I think the repair skill should definitely come into play. How high your repair skill is how high you can repair it when at a workbench/campire/etc. That would make the game even more challenging than just perfect condition every time you hit up a workbench.

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Also how about decreasing the degradation rate on the guns to balance it out. I'd rather not have them get to that point so friggin fast. As i mentioned in my first post, you can shoot like 2.36 times before the gun becomes useless and I always hated that.

I've found a mod that decreases the degradation rate by half but it also effects armor. I just want to focus on the weapons.

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Then this basically comes down to creating a sub menu that allows you to repair your currently equipped weapon while at a workbench, etc, which sounds like a pain. It honestly sounds like a hassle anyway to have to find a specific spot in order to repair weapons. That and it makes gun loot useless if you cannot repair them at the spot in order to reduce carry weight while also increasing the price it will sell for.

 

I like the idea of making it more work to do something, but it just feels like this will be a balance issue. "Repairing" (cleaning) weapons at a workbench and not requiring an item makes the Repair skill overall less useful to pick up, since really keeping weapons to top condition and jury rigging them is the best reason for the skill, a lot more than armor repair. Dropped weapons that you do not immediately need become useless.

 

Also weapons really do not degrade that quickly already. That 9mm Maria can fire over 900 rounds which is quite a lot. I've never had problems keeping weapons repaired except in cases at the beginning of the game. Pick up repair and jury rigging and you won't even need to find 9mm pistols.

 

At this point the least I would probably do is make a weapon cleaning kit recipe, that reduces weapon degradation slightly while in your inventory (or perhaps consumed on use to reduce degradation on currently equipped weapon).

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The degradation thing isn't important. I'll just use the other mod.

 

But the thing you're forgetting is that this is all for a Hardcore playthrough. On Hardcore you can't carry ANY excess. There's no room for any extra. Normally I'd be carrying Maria and two extra 9MM guns to repair Maria after some use. The thing is on Hardcore you simply CANNOT do this. Because the weight issue is so much more extreme there. It's the ammo mostly. It takes up most of your weight so you can carry little else. I hated crafting and cooking in Vegas because I CAN'T carry all the recipe ingredients and collect them and carry them for who knows how long until I get to a campfire. I never used the reloading benches because I couldn't carry all the shells and lead and hulls or whatever they were called.

The weapon repair kits were useless to me. I couldn't carry them because I was too busy carrying food. I couldn't carry the doctor's bag which are needed on a hardcore playthrough to repair your limbs,because I needed the space for water.

You have to keep that in mind. It's for a hardcore super realistic playthrough.

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Another thing is that I am taking balance into consideration in this realism mod. Because technically in real life you can theoretically clean your guns anytime you're not in battle. But if we did that in the game it would be really boring. After every battle fixing them up to near perfect. That's why I added the challenge of needing a hotspot to do it. The hotspots are Workbenches,reload benches, beds, bedrolls, and campfires. So it's not just tracking down a workbench in the wasteland. There are other options. And it will be even easier if you have a bedroll so you can camp out anywhere and clean/repair the guns whenever you do.

You want challenge? Now that adds more challenge but in a balanced way. It'll change the way you think, and the way you loot. Look in a game like Skyrim where we spend 5 minutes in battle and 20 minutes looting the bodies for things that we could carry that wouldn't boggle us down. Because weight was a problem. In a regular playthrough of Fallout weight isnt that much of a problem but on a Hardcore playthrough it is an insane extreme unbalanced problem! But it's supposedly there for realism so I wish to counteract this realism with more realism. Which is not carrying 5 broken shotguns to repair The Dinner Bell which is already in better condition.

It's a different strategy. A different way of thinking and it will cut down on my ten minutes of looting and I can just get back to playing the game.

And again it is for a realism Hardcore playthrough.

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