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Weapon Mods Fallout 4

Weapon Mods Fallout 4

In this post, we’re going to take a look at some of the Best Weapon Mods for Fallout 4 available in 2019 on the Xbox One. Although this was made in 2019, all of the mods were made before then, as it’s so early into the year.All of the buttons below link back to Bethesda.net where you can download them on your Xbox One. The list below is also in no particular order. If you want to check out some more Fallout 4 content we’ve covered, make sure to check. Modern FirearmsModern Firearms adds a load of new weapons into Fallout 4, which will be added to level lists. Meaning that they can be found on NPC’s and enemies in the game world, whilst also be found in loot containers. The developer doesn’t give much information as to how many guns are included with the mod, or how much customization they offer.

Here's something I wish I knew earlier, and that should have been pointed out the first time when modding a weapon at a bench. It makes sense, but for a variety of reasons I'll get into below, it could have been handled a bit better.I only began thinking of all this after I got dozens of hours into the game and I realized that I had 'phantom' weight somehow, only to then check every single item and find that the 'phantom' weight was in fact 40 pounds of weapon mods.So, here are a few things I'm thinking, now:For one, like I already wrote, the game should at least give a warning that weapon mods take up weight when you first go to a bench. Along with that, warn me that any mods I remove end up in my inventory rather than the workshop inventory.Secondly, modding a totally standard weapon results in adding standard 'mods' into your personal inventory. Which is counter-intuitive. I mean, the standard settings for a weapon aren't really mods. They should simply be the basic state of the weapon, which is then over-written by the mod.

Modding a fully standard item results in having to grab off of it a couple pounds of standard mods. Which are totally useless unless you.want. to revert a modded weapon back to standard issue, which is not something that will happen often at all.Lastly, I think it could be more clear that the mods are added to your inventory. I just tested it out to prove I'm not crazy, and when you mod a weapon, there's never an indication you took anything off it and put it in your inventory.

Extended weapon mods. NOTICE FOR 1.7 I've decided to remove the pipe machine gun. I will be working on redoing the mod completely in the upcoming months meaning redoing all the meshes etc. I've still got my SPAS-72 mod on my backlog but I'll try to work stimultaniously on both mods. Video by The Triple S League.

All there is is the XP gain notification for crafting. This really is an issue when combined with the fact that standard 'mods' come off when modding items. While logically I should have assumed that removing non-standard mods would result in having that mod exist somewhere in my inventory or the workshop's, I never would have expected gaining standard 'mods' from modding. Originally posted by:I found this out early on.

After modding weapons to sell or use I'd go through my inventory, each tab, to store anything I really didn't need. Cut back on my weight. When I found the mod tab I made it a habit to put them all in storage when I was done crafting.

You can also find mods in the game, looks like tiny wooden shoeboxes.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. Originally posted by: 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.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. Originally posted by:Gameplay concessions are not always a bad thing. Unless you are the sort of person who wants to uninstall because caps have no weight.

Im guessing he is as Im still trying to understand the reason for this thread'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 Well, I can see some of his points by mentioing 'But in NEW VEGAS'.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.

Originally posted by Field Marshal Sad Keanu:Which are totally useless unless you.want. to revert a modded weapon back to standard issue, which is not something that will happen often at all.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'.

You basically have to buy the guns and hope for the best though, for being able to tell with a lot of mods.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. Originally posted by: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.

Fallout

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'. You basically have to buy the guns and hope for the best though, for being able to tell with a lot of mods.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.Um.you can inspect weapons and armor and see every mod on them before buying them.

Fallout 4 Weapon Mods Reddit

Originally posted by:Gameplay concessions are not always a bad thing. Unless you are the sort of person who wants to uninstall because caps have no weight. Im guessing he is as Im still trying to understand the reason for this thread'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 thisPretty rude thing to write. I mean, I've said up-and-down that I understand that logically weapon mods should have weight.

Remove Weapon Mods Fallout 4

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.'

Weapon Mods Fallout 4