krotjesus.blogg.se

Fallout new vegas mod manager exepltion in script
Fallout new vegas mod manager exepltion in script







  1. Fallout new vegas mod manager exepltion in script mod#
  2. Fallout new vegas mod manager exepltion in script full#
  3. Fallout new vegas mod manager exepltion in script mods#

Fallout new vegas mod manager exepltion in script mod#

This was later scrapped during development because it came down to the player having already spent a sum of caps for the mod that they wanted to use as soon as they bought it, making the price and usefulness of the mod the main driving force toward the purchase, rather than skills and accessibility to workbenches. Sawyer, Fallout: New Vegas' project director and lead designer, during brainstorming and development, an appropriate skill level and a workbench would be required to attach a weapon mod. (Example: If you give a silenced 12.7mm SMG to a companion it will appear as if the silencer is missing, however, the weapon will still be silenced.) The "+" addition to the weapon's name can also disappear until taken back.Īccording to J.E.

Fallout new vegas mod manager exepltion in script mods#

  • If given to a companion or other NPC, a modded weapon's appearance will revert back to the weapon's world model, but the mods will otherwise still work.
  • If the weapon in question does not have an available GRA counterpart, GRA acquired mods can be applied normally.

    fallout new vegas mod manager exepltion in script

  • If a weapon has a GRA counterpart, GRA mods can only be applied to the GRA counterpart and not to the base weapon.
  • Gun Runners' Arsenal adds 40 weapon mods to weapons in the base game.
  • Weapon mods have a weight of "0.00" listed in their stats where most weightless items have no number displayed at all, none add weight to any weapon, but some mods do reduce the overall weight of the weapon they are equipped on.
  • HeavyĪttaching 20 mods to weapons grants the Mod Machine achievement/trophy.

    Fallout new vegas mod manager exepltion in script full#

    : ² PC Playstation 3 Xbox 360 The mod can also be attached to either the laser RCW or recharger pistol with full effects.

    fallout new vegas mod manager exepltion in script

    : ¹ PC Playstation 3 Xbox 360 The description incorrectly states that condition is increased by 50%. Splits beam and increases combined damage by 30%Īdds long-range scope (3.5x magnification) The addition of a mod to a weapon will permanently increase the overall monetary value of that weapon by the value of the mod, even if the weapon is completely broken at the time it is applied.Īdds a short range scope (1.86x magnification)Īdds a short range scope (1.6x magnification)Īdds a high powered Scope (3.5x magnification)Īdds mid-range scope (2.6x magnification)Īdds long-range night scope (2.86x magnification)Ĭreates three beams that together do increased damage.

    fallout new vegas mod manager exepltion in script

    For example, extended magazines are almost always beneficial, unless the magazine must be reloaded on a shell by shell basis (ex: cowboy repeater), forcing a longer reload (not necessarily forcing the reload to be longer, since pressing the fire button stops the reload) scopes also have pros and cons, as they may increase maximum range, but make the gun harder to use in close combat situations. However, this might not always be a good thing. Once a weapon mod is attached to a weapon it cannot be removed and remains a permanent feature of that weapon, along with its added attribute. While the player is not limited in the amount of total mods they can apply to a single weapon, they are limited to one of each type of mod per single weapon and therefore are not able to stack attributes like increased rate of fire. In the case of the varmint rifle and other such weapons there exists more than one different type of modification. The weapon mods range from scopes and silencers to extended mags and several in-between. Such is the case of the varmint rifle's unique variant, the Ratslayer, which has all of the mods the varmint rifle can be equipped with.īy themselves, the weapon mods are weightless and serve no function but, once attached to their specified weapon, will change the characteristics, look and/or function to create a distinct variant.

    fallout new vegas mod manager exepltion in script

    However, some unique variants have both mods and better base stats. While unique guns usually have better base stats, Obsidian Entertainment introduced this inherent drawback of unique weapons to balance out unique and normal weapons and make the choice less of an obvious decision and more of a preference. Unique weapons cannot be equipped with weapon mods, with the exception of the weathered 10mm pistol, the Mercenary's grenade rifle and the holorifle. While in Fallout 3 this was limited to the creation of custom weapons, Fallout: New Vegas takes this a step further by allowing the creation of weapon variants based on basic weapons by adding weapon mods. One of the features added to Fallout: New Vegas is the ability to custom modify certain base weapons. “ Weapon mods can increase ammunition capacity and damage, reduce spread and weight, or add special equipment like scopes.









    Fallout new vegas mod manager exepltion in script