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Either make it so you can mount the mods without skills but need the skills to field-strip and regain them (so they're consumables unless you spec into making them otherwise) or have an NPC that can dismantle old weapons and recover the mods for a price.
Nothing is worse than finding an amazing mod and being unable to use it because you know you ain't got the best gun type yet and might find it next fight, wasting the mod if you mounted it into the weapons you actually do have.
The whole armour is kinda in need of a rework. They should make mod reusable... some skills need more perks for sure...
yup. several rpgs I have played have the either/or mechanic for equipment mods:
1. recover the mod, trash what it was contained in.
2. clear the slot and destroy the mod, but save the thing the mod was contained in.
this allows you to reuse mods as you find better gear, with the cost of losing your old gear in the process. and vice versa.
or they could just go with removable mods. you KNOW somebody eventually is going to mod the game to work like that anyway :P
there are good evasion and mobility mods for legs that I have commonly found. what's wrong with those?
Wors of the leg mods are those that give you +2 armor, +0.6 to movement, AND -1 AP!!! The "lower" version of it gives +1 armor and +0.4 movement, and no AP penalty. Nobody wants to sacrifice 1 AP for 0.2 movemnt! It doesnt make sense even from attributes point of view, +0.2 movement is just 1 attribute point while 1 AP is 2 points. It should be something extreme like +1.0 movement +10 evasion and -2AP to make it a funny melee train slot.
At various points in the story they can restock but you can easily not have it happen.
For example if you partake in the gunfight inside the Bizarre alongside the Cartel takeover crew the merchants reset but if you kill them out in their base it wont.
It's when an area has to reset that things can change. ie when you get a new npc such as a weapons seller and they clean up and inhabit a room it gets new chests too. If you do the Cartel takeover that guy changes so it's a new pool of items again on him.
Stuff like that.
Weapon mods are similar. Maybe weapon mod perk to field strip and retrieve mods should retrieve all the mods, or they could destroy the weapon/armor - although I'm not sure how removing a scope or magazine would do that.
It's just frustrating to have mods stuck in items, because you end up wearing equipment from many levels back because you can't find more mods. A very strange game mechanic.
In its way this works too, even if it is quite frustrating since you end up baking the mods until the end of the game. I get it that they dont want you to use same flame weapon mod for the whole game, as thats not the point of it, at least not without giving some cost for it doing so.