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But I don't use mods, so not sure of the side effects/conflicts involved there, if any.
They need ammo, obviously. So the best choice is the best available ammo type (not used by yourself)
If you want a really nice weapon... this M4A1 is pretty damn fine. The optional crafted M40 under barrel grenade launcher actually launches your grenades and mollies. Lots of options for it when crafting.
https://www.nexusmods.com/fallout4/mods/79196
Yes. But will they need the stats? No. You just give them one weapon and one ammo type for the weapon.
Well, they are more effective with say a .45 cal. Combat rifle then they are with a .38 cal. Pipe pistol. Same as the player is.
NPCs like settlers only need 1 round of the ammo for their EQUIPPED weapon :)
doesn't apply to companions or for special weapons like rockets, Fatman, grenades etc
I would suggest giving them say, 10 rounds or so, because sometimes there has been glitches where they did use up some rounds
also note if you have a weapon converted from one calibre to fire another, give them BOTH types of rounds or it again can glitch
Say a Minigun in 5mm originally converted to .308, give them 20 rounds of each is my suggestion
Yeah, plain old 10mm with a scope and Advanced receiver is pretty good for them, cost/effect wise :)
Note that NPCs try and grab weapons from corpses, workbenches etc that have the highest DPS/expense
So i usually scrap modded weapons I find, and keep only umodded guns in settlments
and special weapons similar to yourself, i store in the Mechanist Lair, or special player housing mods, where settlers etc can't grab them ;)
and NEVER EVER store ammo in the workbench of ANY settlement
if an NPC can grab or has ammo for a weapon, they will grab it
found settlers carrying ten similar "hand made rifles" for example, lol
shotgun with Legendary bleed effect. Multiple bleeding from shotgun bullets rocks!
having said that, check out if SKK's Workshop Access Monitor[www.nexusmods.com] still works after the update. It likely will.
yes, settlers steal - but you can make them put stuff back!, you can also designate stash crate that is public use and they can upgrade as they see fit, and keep it. You can block them completely from touching stuff in the workbenches, get notifications someone took a legendary weapon, you can make them return excess ammo they loot off corpses, you can even enable a "wasteland justice" mode, if they steal and are seen, they are turned enemy - kicked out of settlers group and turned hostile, and your law-abiding settlers take care of them in short order. quite useful and immersive for a tiny 1.5k edit.
All his mods are useful and thoughtful. SKKMod's Fallout 4 mods on nexusmods[www.nexusmods.com]
I don't give settlers any explosive weapons because they WILL destroy settlement objects, and eventually aggro or kill NPCs and...despite "essential flags" etc possibly kill settlers and other vital NPCs because of glitches
Same reason i never use turrets with explosive effects
Likewise I wouldn't give them Bleed effects due to risk of it glitching and killing someone useful :(
For example, a wandering Merchant gets badly hurt, and gets Bleeding effect...they might glitch out and die from the Bleed
"Freezing" effects are bugged as it can make NPC glitch when they respawn so that's another one I'd warn folk off ever using in any way.
At least with a Kneecapper effect often NPCs recover after a while (sometimes they don't, sigh)
best stick to Plasma and other safer effects IMHO :)
Nonsense, after 1000 hours+, none of my settlers have ever killed their own people with a shotgun+bleedeffect.
A shotgun shoots 5 bullets (per shot) thats 5 Bleedings (doesnt matter what kind of armor)+normal Damage.
No other weapon kills faster!
(At the ranges enemies normally spawn from settlements - not that far away...)
For an un-modded game I found the following relative effectiveness of weapons:
3.01 - 100% Charging Barrel Gatling Laser
2.18 - 72% Gatling Laser
1.84 - 61% Gauss Rifle
1.21 - 40% Powerful Auto Handmade Rifle
1.00 - 33% Powerful Auto Assault Rifle
0.73 - 24% Plasma Sniper Rifle
0.73 - 24% High Power Minigun
0.71 - 24% Plasma Auto Rifle
0.64 - 21% Advanced Assault Rifle
0.57 - 19% .308 Combat Rifle
0.50 - 17% Minigun
0.48 - 16% Powerful Auto Combat Rifle
0.47 - 16% .44 Pistol
0.43 - 14% High Speed Minigun
0.37 - 12% Lever-Action Rifle
0.23 - 8% Laser Musket
0.17 - 6% Hunting Rifle
(Sights/Scopes do not affect settlers damage output, so no need to bother with them)