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WhiskyTangoFox
WhiskyTangoFox

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Pre-release 4.2 Weapon Crafting and Condition

Alright, so the pre-release is FINALLY here. This was a crazy amount of work to get working. However, it's all built on top of xedit scripts, not manual edits, so maintaining weapons for the list going forward should actually be easier than it was before, because I can automate some of the patching.

Currently, this covers ranged weapons. I still need to look into armor and melee weapons, and see what, if any, changes I want to make there. For the pre-release, the diversified crafting has been rolled back- although some of those changes will probably be back in the full release.

4.2.0 - The Weapon Crafting and Condition Overhaul

The big thing this update, in addition to a bunch of shuffling and updating of the weapons, is a completely new system for weapon mods crafting. Pipe weapons are mostly unchanged, however pre-war weapon mods can no longer be crafted from scratch components. They instead have to be scavenged- however weapon mods now scrap to components, e.g. the misc mod "10mm Short Scope" now scraps to a "Short Scope" component- and you can take that component, and a couple of screws, and attach it to ANY weapon, not just another 10mm.

Coming along with this new system is a new degredation mechanic for any weapon with a Receiver. Receivers will now degrade over time- every time they're fired the weapon has a small chance (controlled by a global variable) for the receiver to degrade down a level, unless the player has either Gun Nut or Science. This only affects the player, not NPCs or Companions (in order to make the scripts for the mod as light as possible).

The effect of these new systems, should be that the player needs to engage more in weapon looting and scavenging, to upgrade and maintain their arsenal. This also means that players who choose to not take the crafting perks can still upgrade Unique weapons by finding compatible parts.

As part of this, I've also basically re-done every LFO weapon patch included in the pack, there are a few balance changes, but mostly it's just cleanup.

- Added

* Riot Shotgun Unofficial Update

* Vanillafied McMillan CS5

* Vanillafied Cross Break Action Laser

* Vanillafied Cross Cryolance

* Cryolance uses Cryo Cells

* Railway Spike Driver (And lunar patch)

* The Heavy Weapons Pack - A Unique Weapons Concept (And lunar patch)

* PBW-LAER (And lunar patch, and Unique Replacer Patch)

* Institute Heavy Laser (And lunar patch)

* Institute EM Sniper Rifle (And lunar patch)

* Dak's Shoulder Mounted Machine Gun (And lunar patch)

* Institute Assassin Sword (And lunar patch)

* Sim Settlements 2 Previsibines Expansion Pack

* Varmint Rifle - The Return (And Lunar Patch, and Unique Replacer Patch)

* 10mm SMG (and Lunar Patch, and Unique Replacer Patch)

- Updated

* Lunar Weapons Patches

* Unique Replacers - Virgil's LAER (swapped for the PBW version)

* True Perks

* Fallout Priority

* Survival Configuration Menu

* Lunar Fallout Overhaul

* A Storywealth Diamond City

* The Fens Sheriffs Dept

- Removed

* PJAR

* Zap Gun

* Institute Carbine

* Makeshift Nail Gun (replaced by Railway Spike Driver)

* Wasteland Flamer Standalone (replaced by Heavy Weapons Pack version)

* LAER (replaced by PBW Laer)

* Instutute EM Rifle (Replace by Institute EM Sniper Rifle)

* Magnum Revolver Rifle (and Patches) (Replaced by Dak's Shoulder Mounted Macine Gun)

* Plasma Saber (Replaced with the Institute Assassin Sword)

* Hunting Shotgun (Replaced with Varmint Rifle)

* Bullpup Bozar (replaced with the 10mm SMG)


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