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remove 10mm pistols & ammo from vault 111


TweakedOutRaider

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I am trying to make my game more challenging, seems a bit op giving the player 2 10mm pistols right at the beginning of the game. It pretty much makes pipe pistols useless.

I am unfamiliar with the creation kit but have used xedit. Is this something i could learn quickly on my own without messing the game up or messing with precombs?

 

If it is an easy job and someone is willing then great or if someone could point me in the right direction to getting this done myself, thanks.

Edited by TweakedOutRaider
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Heya Raider!

Ok, so just to avoid any future confusion, I think you mean the creation KIT, not creation club right?

I also am not a user of the CK, but do use Xedit.

The pistol on the desk next to the Overseer's computer is really tricky. It's a trigger for several of your functions, such as your favorite's cross, and some other triggers that I can only guess at.

I haven't been able to find the pistol located in the room with the cryolator, so I don't know if that one has similar game mechanics attached to it as well.

Not using the CK here, is a hindrance, because it means trying to find the 2 weapons in the lists. Rather than being able to open the cell, to click on it, to get the names for the guns.

I would think tho, that if you wanted to, you could drop the weapon damage on them both, once located, to make them more equitable to your gameplay tastes. (assuming that Both of them are "special" weapons that aren't tied to the generic weapons, of course).

Apologies, for some reason my xedit crashes when I try to do extensive searches. :(

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What's it got to do with CC? The Vault 111 10mm stuff is vanilla base-game.

 

Lore-wise VT security uses 10mm and batons.

 

By lore i mean that i am assuming people left the vault and took the pistols after the mutiny which occurred. So that it is lore friendly.

 

Still some dead guys layin' about though.... including in the overseers office. :) My guess is, they had more guns, than people to use them, so, maybe leaving a few behind was because they didn't want to carry them.... Or, maybe even simple oversight.

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What's it got to do with CC? The Vault 111 10mm stuff is vanilla base-game.

 

Lore-wise VT security uses 10mm and batons.

 

By lore i mean that i am assuming people left the vault and took the pistols after the mutiny which occurred. So that it is lore friendly.

 

Still some dead guys layin' about though.... including in the overseers office. :smile: My guess is, they had more guns, than people to use them, so, maybe leaving a few behind was because they didn't want to carry them.... Or, maybe even simple oversight.

 

 

Yeah possibly but for me the most important part of this mod was to remove the guns and ammo to make the beginning more of a challenge, then i make the lore around that

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