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I found mods at the castle after one of the quests for the minutemen, and just assumed they were weightless like in NV.
I think that's another thing... in NV, I'm pretty sure weapon mods were 0.00 pounds for weight, and might have even been assigned to Misc. rather than have their own category. If that's the case, then there *really* needs to be a warning when first using a modding station.
Like I said already, I get the actual logic to weapon mods having weight, but there are some things that still don't make sense, and the first person to respond pointed out that virtually all mods are 0.5 pounds (though some Power Armor mods do weigh more when just floating in your inventory). Further, the game never tells you you took off mods and put them in your inventory... and as I already wrote to a great length, this is really a problem given that you pull off 'standard mods' when modding the basic weapons.
At least when it comes to mods, unless you want to swap out parts on a weapons bench found in the middle of a raider hide out, you have zero reason to carry any around with you instead of keeping them in your favorite settlement workbench.
Gameplay concessions are not always a bad thing. Unless you are the sort of person who wants to uninstall because caps have no weight.
Yeah, skimming my misc inventory for the stray things I picked up that have weight shaved off a good 10 pounds when I finally got around to it.
I know Rad X and Rad away has weight (only 0.1, but it adds up) but I can't bring myself to not carry my whole supply of each.
'Be mindful of inventory weight' been doing that since I had an inventory, go through it, see what you need what you dont and what bogs you down. 6yr olds know this
Even with playing on Very Hard, I've found myself carrying a ridiculous amount of weight in chems... I had 18 pounds of mentats from looting chem stashes with the 'grab all' button every time. I never used them because I had a high starting Intelligence for the XP benefits and quick access to one or two perks. Bear in mind, 18 pounds is like 180 units or so of mentats. Which is a lot, especially given that I never use console commands or game modifications, so every one of them I had found legitimately!
Same with Rad-X and Radaway... once I got 20+ Fusion Cores and enough junk to repair my power armor, I started wearing power armor everywhere and very rarely got much radiation damage. I currently have about 80 of each, and actually removed 50 units of each and stored them to gain back 10 pounds.
Animal/creature meat though is the worst offender. With the one Wasteland Survival perk, you gain 2x meat from kills. And I almost always pick it up since cooking it gives easy XP. Yet even from just wandering for 20 minutes, I can sometimes have a huge amount of it (molerats, mirelurks, and radroaches are numerous in a good number of locations). Really, I've had to dump animal meat (both raw as well as cooked) almost every time I come back home.
It does if you do a charisma run.
Use charisma to get best shops. Use shops to buy weapons that have mods that you can't build. Mod those down to basic mods, and use the upgraded mods on your weapons.
That way you can skip putting "perk" points into the mod "perks".
However, there are a **** load more weapon mods in this game than NV. So they likely added the token standard 0.5 weight to keep you from carrying 18 million pipe gun mods in your inventory.
No way to tell if a laser sniper is a normal barrel, or improved barrel before you buy it and bring it to a workbench, for example.
Whenever you go to mod, it has access to those mods.
Um............................you can inspect weapons and armor and see every mod on them before buying them.
Pretty rude thing to write... I mean, I've said up-and-down that I understand that logically weapon mods should have weight. Never asked them to be weightless.
The issue isn't their weight, which I thought I'd made clear. The issue is rather that several things don't make a ton of sense (like pulling standard mods off of a weapon... something that didn't happen in FO:NV). Further, the game tells you every single time that you added X item to your inventory after you craft something... except for mods.
If anything, I'd have thought modding standard weapons would just add a bit of junk (screws, gears) when adding a mod. But no, you get a 'standard' mod, which, again, isn't entirely silly save that NV didn't work this way.
Like I'm saying, the issue isn't as simple as
'WEiGht B4D, me NO OOOOO LIKE!!11111!1'
and is more an issue of
'Weapon mods have some inconsistencies with weight, and more could have been said about how crafting them works given that NV did things differently.'