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iirc you can use mods if you have them stored in the workbench.
And there should be enough .38 pipe weapons to be found.
Only disadvantage, it also means spending resources on replacing that mod from the weapon, so I'm not sure if it's worth it.
Thorin
You can. Any mods stored in that workbench can be applied to appropriate weapons (Or any, in regards to Legendary effects if you have a mod to move those around), but only a bolt action pipe rifle will have the .308 mod on it that would work on a bolt action pipe rifle...
you can't, for example, use a .308 mod for a regular pipe rifle...
I was thinking to mod a .38 pipe revolver's receiver, so the caliber would become available for the rifle.
But since the revolver most likely uses a cilinder as receiver - not ingame so can't check - and the rifle is using the bolt action system, it's two different systems which aren't compatible.
Thorin
Is there actually a 38 receiver mod for pipe bolt action? I know there is for a combat rifle.
In general OP is correct that the levelling for the receivers does not make sense, neither in Gun Nut nor in leveled lists. 38 mods for all weapons should be about the most common receiver mod.
Yes.
But am I the only one who finds it slightly weird that you adjust the calibre by changing the receiver without needing any adjustments to the barrel?
If you have a scope you should be able to move it between a 38 pipe rifle, a 308 bolt action pipe rifle, a 308 hunting rifle, or a 45 pipe revolver rifle.
You should probably be able to put it on a laser musket for that matter.
The levelling of weapon mods and their relative progression and frequency is just terribly designed. The net effect is that Gun Nut is not worth the investment. It’s better just to strip mods from looted or bought weapons. Even then you get some stupid situations where you can’t swap out a mod because even the basic requirements for the most basic mod (iron sights say) is too high. Stupid and badly thought out.
As I know very well from my glitch weapons, you can get guns with floating bits or weird overlaps by sticking a part onto a weapon that isn't designed for it. Sometimes they fit nicely, sometimes not.
Scopes are definitely one of the parts that doesn't vary too much in its effect on the properties of the weapon (the statistics are basically copy-pasted for most of them), but you'd need to separate the visual 3D traits from the core mod part and then assemble them as part of the modification process by having the part select its appearance based on the weapon receiving it. It feels a little awkward since you'd effectively need either a recipe for which combinations produce which scope appearance, or the weapon/mod to "own" subordinate parts that it uses selectively.
But then, you've currently got a whole bunch of different parts anyway, and having the final input/output of attaching/detaching being a single mod part would really only mean the details moved into the attachment process. You'd just be referring to that for the modifications to the weapon, and the mod part would end up being more like a consumable component used for it.
There are three different types of pipe gun (normal one, bolt-action, and revolver). This is specifically about the bolt-action version, which defaults to .308 rounds. You need Gun Nut 2 to craft the .38 round receiver. Or find one and switch it over. You can not use mods from the other types of pipe gun. It must be from a bolt-action pipe gun.