Cutting Weapon Mods From the Game....

Post » Tue May 10, 2011 2:46 pm

Whenever I get bored, I look at the wiki, but today, I wish I had not decided to.
Why? Here I am staring at all these cut weapon mods from weapons that NEED them!

Service Rifle Reflex Sight?
Service Rifle Bayonet?!

That is something that would've been wicked awesome to have in game.
Obviously, it would've been cool to see NCR soldiers charge against Legion Troopers with Bayonets strapped onto their rifles.

Why would you cut such great things from the game? Why Obsidian?
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Amber Hubbard
 
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Post » Tue May 10, 2011 7:03 pm

What would a bayonet even do in a game where there is no melee/rifle butt type attack?
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Manuel rivera
 
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Post » Tue May 10, 2011 1:08 pm

What would a bayonet even do in a game where there is no melee/rifle butt type attack?


They would put in some function in to accommodate ?

Would of made sense with the bayonets when u got a bunch of hokerrs hell bent on rushing you with sharp things.
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Cayal
 
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Post » Wed May 11, 2011 1:41 am

What would a bayonet even do in a game where there is no melee/rifle butt type attack?

The ammo-type switch hotkey, switch to bayonet, KILL. It'd work. I would prefer it for the assault carbine, as it only has one mod.
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sw1ss
 
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Post » Wed May 11, 2011 3:00 am

They would put in some function in to accommodate ?

Would of made sense with the bayonets when u got a bunch of hokerrs hell bent on rushing you with sharp things.


I don't think Gamebryo is capable of such a complex (for Gamebryo) action. This is an engine that's literally incapable of allowing players and NPCs to climb ladders (Donkey Kong technology is beyond the scope of Gamebryo.)
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OJY
 
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Post » Tue May 10, 2011 12:24 pm

They cut two Guns mods... Yeah I'm just so frustrated... It's not like Guns don't have tons of mods already while EW got nine and Explosives got four. :rolleyes:

Yeah Guns apparently got 37 weapon mods.
So ahem, screw those two mods, tweak them and add them to plasma rifle instead. <_< (Bayonet Plasma Rifle... Kickass!)
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jason worrell
 
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Post » Tue May 10, 2011 6:52 pm

service rifle would have been amazing if they had put in the scope. Without it is a sub-par weapon, with atrocious VATS stats........would have been very useful at lvl 6
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Stacey Mason
 
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Post » Wed May 11, 2011 1:02 am

Clearly Obsidian intended to have bayonets and grenade launcher attachment etc. However I think they run out of buttons on console or something.
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celebrity
 
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Post » Tue May 10, 2011 5:53 pm

They cut two Guns mods... Yeah I'm just so frustrated... It's not like Guns don't have tons of mods already while EW got nine and Explosives got four. :rolleyes:

Yeah Guns apparently got 37 weapon mods.
So ahem, screw those two mods, tweak them and add them to plasma rifle instead. <_< (Bayonet Plasma Rifle... Kickass!)


It Wasn't just two mods.
I didn't feel like putting a bunch of them listed on the website. :rolleyes:

I just stated to mods that could've been possible. <_<
Screw the plasma rifle, it doesn't need a reflex site.
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Nymph
 
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Post » Wed May 11, 2011 2:04 am

In game files there are misc items for Trail Carbine Laminate Stock and something else for it too. Those items don't do anything if you add them to your inventory, but they are apparently cut mods too.
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BRAD MONTGOMERY
 
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Post » Tue May 10, 2011 7:54 pm

Screw the plasma rifle, it doesn't need a reflex site.



Nope, It needs a laser sight. :biggrin:
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claire ley
 
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Post » Wed May 11, 2011 4:01 am

I don't think Gamebryo is capable of such a complex (for Gamebryo) action. This is an engine that's literally incapable of allowing players and NPCs to climb ladders (Donkey Kong technology is beyond the scope of Gamebryo.)


That's what they said about horse combat in Oblivion and then the modding community figured it out, and without access to the base code.

No, the only reason X feature isn't in the game is due to a lack of time.
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Zualett
 
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Post » Tue May 10, 2011 8:44 pm

That's what they said about horse combat in Oblivion and then the modding community figured it out, and without access to the base code.

No, the only reason X feature isn't in the game is due to a lack of time.


They probably did'nt want to have one weapon with two completely different weapon animations without it sharing the ranged ability (I don't have a GECK so I could'nt say variables or anything.)
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Robert
 
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Post » Wed May 11, 2011 2:42 am

It Wasn't just two mods.
I didn't feel like putting a bunch of them listed on the website. :rolleyes:

I just stated to mods that could've been possible. <_<
Screw the plasma rifle, it doesn't need a reflex site.

Hm?
http://fallout.wikia.com/wiki/Category:Fallout:_New_Vegas_cut_content_information
http://fallout.wikia.com/wiki/Service_rifle_reflex_sight
http://fallout.wikia.com/wiki/Trail_carbine_custom_stock
http://fallout.wikia.com/wiki/Trail_carbine_steel_forged_receiver
http://fallout.wikia.com/wiki/Service_rifle_bayonet
http://fallout.wikia.com/wiki/10mm_heavy_frame

Oh, sorry, five weapon mods.
Let me see, ah, Guns have 400% more weapon mods than Energy Weapons.
No really, no matter how stupid it is add all these weapon mods to the plasma rifle they should do so instead of giving them back to Guns which already have an over abundance of weapon mods.
And yes, these could have been possible.
But they weren't.
Since they're cut. :D ([censored] that's a smug smiley! :D)
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john page
 
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Post » Tue May 10, 2011 4:14 pm

Any mod to make the plasma rifle shoot faster would be fine with me.
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Catharine Krupinski
 
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Post » Tue May 10, 2011 5:59 pm

Hm?
http://fallout.wikia.com/wiki/Category:Fallout:_New_Vegas_cut_content_information
http://fallout.wikia.com/wiki/Service_rifle_reflex_sight
http://fallout.wikia.com/wiki/Trail_carbine_custom_stock
http://fallout.wikia.com/wiki/Trail_carbine_steel_forged_receiver
http://fallout.wikia.com/wiki/Service_rifle_bayonet
http://fallout.wikia.com/wiki/10mm_heavy_frame

Oh, sorry, five weapon mods.
Let me see, ah, Guns have 400% more weapon mods than Energy Weapons.
No really, no matter how stupid it is add all these weapon mods to the plasma rifle they should do so instead of giving them back to Guns which already have an over abundance of weapon mods.
And yes, these could have been possible.
But they weren't.
Since they're cut. :D ([censored] that's a smug smiley! :D)


Energy Weapons, in my opinion, don't need that many weapon mods.
Sure, go ahead and give the plasma rifle a scope to aim down, the gatling laser a mod that turns the lasers blue, and don't hold back on the Tesla Canon.
But, I guess we can all agree here the game lacks in weapon mods.

Eh, giving 50 Mods to each class of weapons would've been great, or more.
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phillip crookes
 
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Post » Tue May 10, 2011 6:54 pm

Energy Weapons, in my opinion, don't need that many weapon mods.
Sure, go ahead and give the plasma rifle a scope to aim down, the gatling laser a mod that turns the lasers blue, and don't hold back on the Tesla Canon.
But, I guess we can all agree here the game lacks in weapon mods.

Eh, giving 50 Mods to each class of weapons would've been great, or more.

Since Energy Weapons are so underpowered when compares to guns they'd really need more mods.
And yeah all classes should have gotten more weapon mods, including unarmed and melee. (well, excluding Guns... Since they already have 37...)
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Jade Muggeridge
 
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Post » Tue May 10, 2011 2:20 pm

A Minigun with another Minigun with Rocket Launcher
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Jeffrey Lawson
 
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Post » Wed May 11, 2011 12:34 am

A Minigun with another Minigun with Rocket Launcher

Greatest mod ever!
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Rob
 
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Post » Wed May 11, 2011 4:16 am

Since Energy Weapons are so underpowered when compares to guns they'd really need more mods.
And yeah all classes should have gotten more weapon mods, including unarmed and melee. (well, excluding Guns... Since they already have 37...)


My only problem with the lack of mods is that they don't really make you decide and actually think about what weapon mods you want to throw onto the gun.
You only have a set amount, 3 or less to each gun. Like, having 5~6 mods to EVERY weapon in the game, (well maybe not every weapon) would've been fantastic.

Should I either add an extended mag, scope and decreased weight to my gun? Or add a more powerful spring, things like that. (Not really creative at the moment.)

But, going with the energy weapons are underpowered. If they were to create a few mods for every energy weapon, ones that actually bypasss DT.
For example.... Plasma Rifle Fission Barrel- Adds -15 DT Bypass on all enemy targets?
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Javier Borjas
 
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Post » Tue May 10, 2011 12:23 pm

My only problem with the lack of mods is that they don't really make you decide and actually think about what weapon mods you want to throw onto the gun.
You only have a set amount, 3 or less to each gun. Like, having 5~6 mods to EVERY weapon in the game, (well maybe not every weapon) would've been fantastic.

Should I either add an extended mag, scope and decreased weight to my gun? Or add a more powerful spring, things like that. (Not really creative at the moment.)

Okay, got it.
Problem with having that many mods would be the incredible amount of weapon models they'd have to make.

And EW are suppose to be better with the patch, but since I play on xbox I'll need to come back next week and either thank Obsidian or complain that they still are something from the shower drain.
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Stryke Force
 
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Post » Tue May 10, 2011 10:16 pm

Okay, got it.
Problem with having that many mods would be the incredible amount of weapon models they'd have to make.

And EW are suppose to be better with the patch, but since I play on xbox I'll need to come back next week and either thank Obsidian or complain that they still are something from the shower drain.


Ah, the weapon models. Sometimes why I really wish I had a PC to play the game on, I could download them from nexus or design them myself.

I am on PS3, and I can tell you I don't understand how the weapons work yet!
On Energy Weapon Ammo, it's -2 DT for normal ammunition, -5 for overcharge, -10 for max charge.
Is it like, for, lets say, 5 energy cells, normal ammunition, all of it adds up? For a maximum of -10 DT? Or, am I not getting the concept?
Other than that, a gatling laser with Max Charge ammunition completely obliterated camp golf.
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Solène We
 
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Post » Wed May 11, 2011 4:12 am

Ah, the weapon models. Sometimes why I really wish I had a PC to play the game on, I could download them from nexus or design them myself.

I am on PS3, and I can tell you I don't understand how the weapons work yet!
On Energy Weapon Ammo, it's -2 DT for normal ammunition, -5 for overcharge, -10 for max charge.
Is it like, for, lets say, 5 energy cells, normal ammunition, all of it adds up? For a maximum of -10 DT? Or, am I not getting the concept?
Other than that, a gatling laser with Max Charge ammunition completely obliterated camp golf.

Hmm, I think each shot has it's own -DT.
So:
You shoot a hypothetical laser pisol that does 10 damage.
The enemy has an armor of 10 and 100 hp.
With normal ammo you do 2 damage per shot.
So shooting 10 shots means you will have taken 20 health from from him.
If you were to shoot 10 overcharge shots you would have taken 50 health from him.
So the -DT value does not stack after each other like it's eating away his armor.
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Liv Brown
 
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Post » Wed May 11, 2011 1:31 am

I think both can't work hence they were cut from the game. The 10mm pistol's laser designator can't even function like a real one, so what about these two.
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Stephanie I
 
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Post » Tue May 10, 2011 5:51 pm

Energy Weapons, in my opinion, don't need that many weapon mods.
Sure, go ahead and give the plasma rifle a scope to aim down, the gatling laser a mod that turns the lasers blue, and don't hold back on the Tesla Canon.
But, I guess we can all agree here the game lacks in weapon mods.

Eh, giving 50 Mods to each class of weapons would've been great, or more.

Yeah, until you realize that now it's even LESS likely for the one you want to spawn in a vendor's supply list.
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Rowena
 
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