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a weapons dlc isnt something all that hard,
http://fallout.wikia.com/wiki/Gun_Runners'_Arsenal
all i honeslty ever wanted in this fallout was 1 dlc that focused on weapons, and with how big the weapons/armor customization was hyped, i kind of expected it.
sad to know they decided to go full settlements instead of just 1 weapon pack...
i mean what did the newest dlc add... 3 weapon types, and a bolwing ball launcher, and the one before this the atomotron one added what, 1 weapon?
its like they hate veriety.
I do think more different weapons would be nice and I hope the new DLC (most likely the Nuka World one) will add some more.
I give the devs of Far Harbor some props for at least trying, since they at least made the hand-placed unique items look unique.
The variety comes from the weapon mods. Imagine if they did put ohh... let's say six new weapons into the game. How many mods would they need to make for those weapons? All of those would need to be balanced for the game as well. I think thats why we are only getting drip fed new weapons with the DLCs.
Between "Modern Firearms" and, say, Mike Moore MCAM, you have a crapload of modern guns (and the odd less-modern one, notably a certain WW2 tank cannon) and melee weapons to run around with, anyway.
1 gun = 6 new guns due to variants. (except teslas 3.)
www.nexusmods.com/fallout4/mods/5851
although they might not be "new" looking. the mod certainly breathes new life into old guns.
ive had this mod for ages. im always posting the link on here.
;))
problem is a vast majority of weapon mods are not tied to npcs, you have to spawn them, though modern weapons, some mods may help this but i didnt look into guns till after far harbor was a dissapointment on that front.
balanced? no, this is a single player game, all you need to do is make sure its not cheat level powerful and there you go. now, how many upgrades would you need to model...
on the note of modeling, ever model something? Its fairly easy once you know the commands and have some modicum of art skill, the hard parts of animation or scripting are handled likely by someone specialized in them...
honestly, 1 gun type would need a base model and possibly 23 extra models, some of which are reuseable, and most of which can be made by shadowboxing with a bit of cleanup or primitives with little mods, not really hard work especially with a team whose job it is to art for a living.
then there are also things like scopes that are re purposed for everything sans a few weapon specific scopes.
mags can easily be resized or reused accross most guns with a different skin and minor rework
muzzle breaches are also re useable if you scale them
i don't even care much about uniques, i just want variety so when im being shot at its a bit hard to tell what they are shooing at me with. hell, i mae even like scaling levels on weapons, an invisible stat that modifies dmg by X amount, and goes up with level, then also have a very linear level rate so id constantly be swapping in and out armor and weapons... it may not be realistic, but it would give me reason to even look at corpses of enemies i kill anymore for more then just ammo.
got to look into this and weapon randomization on npcs,
I'm sure you can find a mod to do that, but I think there are much better ways to display your weapons mods without looking like a rejected Mapplethorpe portrait...
Both of those mods make heavy use of leveled lists and put new weapons in the hands of enemies. Did you bother to look?