Fallout 4

Fallout 4

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Celtic Frost Feb 11, 2017 @ 5:44pm
Colt 1911 Mod by 'Painter2099'
I tried out this mod. Really great work by the author, very impressed. This is something I would expect to see in the universe created for Fallout as the pistol was created in 1911 and was standard issue to the US Army during WW2 not to mention many other weapons created before the Nuclear Age.

But I felt I had to disable it when I started to use it. Too much power attributed to this weapon. I believe that any semi-auto weapon would have lower muzzle velocity and less accuracy than a revolver pistol of the same ammunition type. Compared to a pipe revolver, the colt 1911 has much more power, range and accuracy. So i felt I should remove it for game balance.
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JH Feb 11, 2017 @ 5:48pm 
Weapon stats are really easy to modify with FO4edit or the CK. It's a great way to start learning how to adjust the game to your liking.
Celtic Frost Feb 11, 2017 @ 5:57pm 
Originally posted by JH:
Weapon stats are really easy to modify with FO4edit or the CK. It's a great way to start learning how to adjust the game to your liking.

Thanks, I will check that out. What are your thoughts about semi-auto pistols vs. revolver?
ʙ⌁¹¹⁰¹ Feb 11, 2017 @ 6:10pm 
I used to install a lot of weapon mods, until i realized that i couldnt take a playthrough seriously if i had installed a weapon mod. It felt like i was cheating after a while. Besides that i started to ignore vanilla weapons completely because of those cool nexus weapons. I think the struggle for better weapons is an important part for me in the game, which keeps me wanna play it. F.e. beeing stuck with some pipe weapons for a while until i get my hand on the deliverer is kinda fun, and i dont wanna miss it.
I started to use another approach to not get tired of those vanilla weapons...retexture mods and sound. Theses mods leave the balance unchanged but give those vanilla weapons a fresh breeze. 😆
Last edited by ʙ⌁¹¹⁰¹; Feb 11, 2017 @ 6:15pm
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Date Posted: Feb 11, 2017 @ 5:44pm
Posts: 3