Fallout 4

Fallout 4

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eqalidan Jun 13, 2016 @ 9:06am
all i wanted was one weapons dlc... just one
time to break fallout 4 with weapon mods out the ass now.
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Showing 1-15 of 24 comments
Saii Jun 13, 2016 @ 9:09am 
I wanted a Ferrari Testarossa, but till date don't have one
eqalidan Jun 13, 2016 @ 10:03am 
Originally posted by  Saii :
I wanted a Ferrari Testarossa, but till date don't have one

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.
Seerk Jun 13, 2016 @ 10:06am 
Originally posted by eqalidan:
Originally posted by  Saii :
I wanted a Ferrari Testarossa, but till date don't have one

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.
You are having trouble counting or haven't found all the weapons the DLC offered. Regardless they added more than you claim.

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.
7FOUR Jun 13, 2016 @ 10:19am 
Originally posted by Seerk:
You are having trouble counting or haven't found all the weapons the DLC offered. Regardless they added more than you claim.
Not by far though. Far Harbor added five new weapon types, seven if you count the traps, and a bunch of legendary weapon variants with generic effects and no unique models... again. Automatron was similar, with four new added weapons, but only one added unique with, once more, a generic legendary effect and no unique model or texture.
Sentient_Toaster Jun 13, 2016 @ 10:23am 
"Atom's Judgment" has a unique model, and it's one of at least three unique weapons in the FH with unique effects (Striker and December's Child being the other obvious ones).
Paratweet Jun 13, 2016 @ 10:28am 
I'm in total agreeance with OP. The game needs more unique weapons. I liked hunting for rare stuff in NV or 3 but in 4 it's just a common gun with some stupid effect plastered on it. +5% to stagger back an enemy when meleeing...on a missile launcher. Wow thanks that's what I've always wanted! :mkguano:
Defektiv Jun 13, 2016 @ 10:31am 
I wanted a chick at the coffee shop this morning, jesus christ was she hot. But something that looks that hot that early in the morning also throws up some warning signs. Dear god was she ♥♥♥♥♥♥♥ hot though.
HoroSaga Jun 13, 2016 @ 10:32am 
Honestly, the devs at Bethesda seem to hate making "unique" weapons look unique. For the most part, "unique" weapons in the core campaigns for both FO3 and FO4 just look like normal weapons, albeit with slightly better stats or effects. In comparison, New Vegas actually went so far as to make every unique weapon actually look unique.

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.
Marksthecylon Jun 13, 2016 @ 10:38am 
Originally posted by eqalidan:

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.

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.
Sentient_Toaster Jun 13, 2016 @ 10:56am 
Aside from that, if they did, people would whine that there are plenty of modders who make weapon mods anyway and that Bethesda should have added new widgets and functions for creative people to use. WW-style stuff is closer to that and there's definitely a subgroup of players obsessed with building.

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.
AriDeer Jun 13, 2016 @ 10:59am 
Every dlc except workshop has added weapons so far.

1 gun = 6 new guns due to variants. (except teslas 3.)
Last edited by AriDeer; Jun 13, 2016 @ 10:59am
chris.boney Jun 13, 2016 @ 11:00am 
Amazing Items
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.
;))
eqalidan Jun 13, 2016 @ 6:33pm 
Originally posted by Sentient_Toaster:
Aside from that, if they did, people would whine that there are plenty of modders who make weapon mods anyway and that Bethesda should have added new widgets and functions for creative people to use. WW-style stuff is closer to that and there's definitely a subgroup of players obsessed with building.

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.

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.



Originally posted by Marksthecylon:
Originally posted by eqalidan:

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.

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.

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


Originally posted by hobojohnny:
I'm in total agreeance with OP. The game needs more unique weapons. I liked hunting for rare stuff in NV or 3 but in 4 it's just a common gun with some stupid effect plastered on it. +5% to stagger back an enemy when meleeing...on a missile launcher. Wow thanks that's what I've always wanted! :mkguano:

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.



Originally posted by chris.boney:
Amazing Items
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.
;))

got to look into this and weapon randomization on npcs,
mfree Jun 13, 2016 @ 6:34pm 
Originally posted by eqalidan:
time to break fallout 4 with weapon mods out the ♥♥♥ now.

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...
Sentient_Toaster Jun 13, 2016 @ 6:39pm 
Originally posted by eqalidan:
Originally posted by Sentient_Toaster:
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.

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.

Both of those mods make heavy use of leveled lists and put new weapons in the hands of enemies. Did you bother to look?
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Date Posted: Jun 13, 2016 @ 9:06am
Posts: 24