guusert Posted August 18, 2012 Share Posted August 18, 2012 (edited) Iam looking for a mod. Can someone help me? It has to be a mod which gives me more different weapons and/or weapon mods like a silencer or nighvision. I want the weapons/mods to fit in the Fallout style, so not a modern weapon like a AA-12 or M4 with a ACOG scope for example. It has to be lore-friendly. I also want the mod to be totally not overpowered. I'd rather have underpowered weapons than weapon which make it too easy for me. So I don't want weapons which are more powerful than the original/vanilla weapons. I hope someone can help me with this :) And if you know a mod like this for New Vegas too than I'd like to hear that too. Hopefully there is atleast one mod like this. Edited August 18, 2012 by guusert Link to comment Share on other sites More sharing options...
guusert Posted August 18, 2012 Author Share Posted August 18, 2012 Ah c'mon zero views in more than 3 hours?! Oh the most important factor for me is that they're not overpowered. I don't wanna edit the weapons damage and stuff. If there are some lore-unfriendly weapons i can remove them, can't i? But changing the damage of weapons is not really my thing. I haven't modded so far, but I think I'm able to look into the files and remove a weapon. I can't be that hard. Link to comment Share on other sites More sharing options...
charwo Posted August 18, 2012 Share Posted August 18, 2012 What do you mean 'Lore friendly?' What I mean by that is that the retro futurism, at least in the small and big guns were virtually non-existent in the first two games. You had Vietnam era weaponry, FN FALS, pancor jackhammers, .44 mags and even a few nines as vanilla weapons (not that Fallout and Fallout 2 were modable). Essentially, there is no such thing as 'Lore friendly' that doesn't exist in the real world. As far as energy weapons, s***, all the mods I've seen just reintroduce the kind of energy weapons that were standard fare in the first two games. And honestly the best single shot gun in the game is the Alien Destabilizer from Mothership Zeta, which is cannon. While I don't do anything with moddable weapons, I think you'll like Fallout Wanderer's Edition for the sheer joy of firepower. In that case, what you truly want is to put points into big guns, loot an M60 machine gun (Vietnam era, still in use, you want the variant that uses .556 ammo) and with a 200 round clip, you can go to any raider or supermutant afflicted hole and singlehandedly re-enact the best parts of Commando. You don't need VATS, you point and it dies and and because the clip is damn near bottomless, you don 't need sharp shooting accuracy. Although it's so fun to snipe with it.... FWE version needs the 20th century weapons pack, and it's SO worth it. The Lewis II gun is more destructive shot per shot, but with only 47 bullets in a clip, it's not a good tradeoff. Stay away from the .45: yes it looks and sounds cool and you can do so much targeting in VATS, but it's only going to annoy Supermutants, and Sentry Bots won't even notice. As far as being able to mod these weapons, I don't know, but....with considering how much damage the weapons do in FWE, you won't need or care about modifications. I swear it. If you got to use a pistol, get Autumn's or the .223. But seriously, the M60 .556 variant is just God's way of telling humanity he's chlorinating the gene pool. Link to comment Share on other sites More sharing options...
guusert Posted August 18, 2012 Author Share Posted August 18, 2012 (edited) What do you mean 'Lore friendly?' What I mean by that is that the retro futurism, at least in the small and big guns were virtually non-existent in the first two games. You had Vietnam era weaponry, FN FALS, pancor jackhammers, .44 mags and even a few nines as vanilla weapons (not that Fallout and Fallout 2 were modable). Essentially, there is no such thing as 'Lore friendly' that doesn't exist in the real world. As far as energy weapons, s***, all the mods I've seen just reintroduce the kind of energy weapons that were standard fare in the first two games. And honestly the best single shot gun in the game is the Alien Destabilizer from Mothership Zeta, which is cannon. While I don't do anything with moddable weapons, I think you'll like Fallout Wanderer's Edition for the sheer joy of firepower. In that case, what you truly want is to put points into big guns, loot an M60 machine gun (Vietnam era, still in use, you want the variant that uses .556 ammo) and with a 200 round clip, you can go to any raider or supermutant afflicted hole and singlehandedly re-enact the best parts of Commando. You don't need VATS, you point and it dies and and because the clip is damn near bottomless, you don 't need sharp shooting accuracy. Although it's so fun to snipe with it.... FWE version needs the 20th century weapons pack, and it's SO worth it. The Lewis II gun is more destructive shot per shot, but with only 47 bullets in a clip, it's not a good tradeoff. Stay away from the .45: yes it looks and sounds cool and you can do so much targeting in VATS, but it's only going to annoy Supermutants, and Sentry Bots won't even notice. As far as being able to mod these weapons, I don't know, but....with considering how much damage the weapons do in FWE, you won't need or care about modifications. I swear it. If you got to use a pistol, get Autumn's or the .223. But seriously, the M60 .556 variant is just God's way of telling humanity he's chlorinating the gene pool. Wow you don't have to go into the details too much. You're talking about a specific weapon and ammo already. Idk I think I'll just download FWE than and set the difficulty to Very Hard? I'm going to start playing this game again you know so I don't know how hard Very Hard is. I hope it's not so hard that I need to buy Stimpacks. I don't think it will be too easy, but yeah idk. Is that a good idea? And what do you mean with 20th century weapons pack? Is that another mod or a optional file or what? Thanks for the help btw :) What I mean with lore friendly is no Enfield, Neostead, FN Fal or M95 sniper or a sort of energy melee weapons. Oh yeah and do you know a mod which lets me put a scope or silencer on my weapon, but without overpowered weapons in it? Edited August 18, 2012 by guusert Link to comment Share on other sites More sharing options...
charwo Posted August 18, 2012 Share Posted August 18, 2012 In FWE weapons do tremendous damage both to you and your enemies. You will need stimpacks (which take a number of seconds to heal you), surgical supplies and braces to keep going in high intensity combat zones (ie DC is going to suck). There is one, and only one ready solution for this, and luckily I found it. With FWE, you have to go to Wasteland Motors to get the motorcycle you need to fast travel, and it's close enough (right across the street from the Bailey's Crossroads Metro Station) to roleplay overhearing Morril's distress call. Fighting to the Outcast Base is somewhat dicey, but once you get there, you will enter Anchorage a boy and leave a man (or in the case my LW enter a girl and emerge a woman) Anchorage will level you up dramatically, it's fairly easy with the ammo and health stations and at the end you get the pristine Winterized T-51b. There is no other cannon explanation whatsoever as to how the LW can come out of a Vault with no combat experience and kill the living crap out of everything that breathes at her wrong. Anchorage I consider the best roleplaying tool in all of Fallout 3, even better than the SPECIAL system itself. If you want to, you can disable the needing braces and such in the FWE menu, however, adapted biogel works like vanilla, instant healing and crippled limbs all go away at once. This gives you extra reason to go Zeta right thereafter. Link to comment Share on other sites More sharing options...
guusert Posted August 18, 2012 Author Share Posted August 18, 2012 (edited) So the weapons of FWE are overpowered (you called it tremendous damage)? I don't wanna have overpowered weapons. And Very Hard means you'll need a lot of Stimpacks? But again you don't have to tell me where to go, because I just wanna do my own thing and I don't really get the point of doing that stuff. Edited August 18, 2012 by guusert Link to comment Share on other sites More sharing options...
charwo Posted August 18, 2012 Share Posted August 18, 2012 Well, the thing is that the weapons aren't overpowered in FWEm they are possibly still underpowered, but not as much as in vanilla. You can shot someone point blank in the face and they will reliably die, and that is how it should be. The thing that makes it competitive is that damage is correlated to weapon condition and my guns seem overpowered because I spare no expense whatsoever in keeping them immaculate. But honestly, have you played the first two games? Hording and using a shitload of stimpacks is a facet of life in the Wasteland, unless you wanna be sleeping half the game to recover from wounds. The crippled limbs tweaks and time factor in stim packs can be removed. But honestly, I started out on normal and a third of the way through Anchorage I had the beat of combat down to the point I wanted more or a challenge (and XP). The game is much easier at easier difficulties, but I warn you, Fallout 3 is not a game where you can enjoy going from cut scene to cut scene. It's a roleplaying game, and those require a lot of immersion and personal challenges. I understand that you don't ever want to lose, but there has to be a base level of credible challenge. Plus, having playing tabletop over the last year, just the fact that whenever you die, you just relaod your last save takes all the risks out of play for you the player. And makes CRPGs way WAY more fun. Link to comment Share on other sites More sharing options...
guusert Posted August 18, 2012 Author Share Posted August 18, 2012 (edited) Ok I don't think the vanilla guns are underpowered. They're ok and the game isn't realistic so a headset must not be a 1 hit kill. You know what I think I'll just stick with the vanilla guns and use WMK (Weapon Mod Kits). And I'll customize some my weapons. I'll buy supressors and scopes, but leave the laser and extended mag. I think that will give me enough variantion (that's what it's all about). Edited August 18, 2012 by guusert Link to comment Share on other sites More sharing options...
charwo Posted August 18, 2012 Share Posted August 18, 2012 OK, your loss. But have fun anyway! Link to comment Share on other sites More sharing options...
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