I was dissapointed in the quality and the implementation of

Post » Sun Mar 06, 2011 10:59 pm

I liked the system they provided, but I would have liked to see more options, and those options to have positive and negative points to them. For example, the silencers should lower the damage from the weapon, as they slow down the projectile. So your choice would be to be sneaky or more damage focused. I also found the availability of the mods to be annoying. I didnt find a scope to the hunting rifle till after I had a modded sniper rifle and the gobi sniper rifle.

It would be nice if we crafted the mods. Maybe have advanced crafting machinery for them?
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Alexandra Ryan
 
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Post » Sun Mar 06, 2011 4:14 pm

I was also extremely dissapointed with the crafting system.

The inability to craft *any* weapons worth a damn, and the complete lack of crafting weapon mods is inexcusable, and just lazy.

Future DLC must have craftable weapons, at least two in each catagory, and in addition to expanding the current weapon modification system, there needs to be at least one mod craftable for each weapon.

I seriously do not carw if the weapon has a visible model change or not. While modification models are nice, it would be much more preferable to have a complete modification system sans visible model alteration, than the extremely limited weapon modifications available currently.
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Miranda Taylor
 
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Post » Sun Mar 06, 2011 12:27 pm

They could of done much better
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El Goose
 
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Post » Sun Mar 06, 2011 5:21 pm

I like it. It'll take some time but you'll find all the mods. For guns at least the moded weapons makes the uniques obsolete. "This Machine" being the lone exception.
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Karen anwyn Green
 
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Post » Sun Mar 06, 2011 11:41 am

I have no complaints. I loved FO3 and had no mods. Now I buy the next Fallout game and get something I did not have before, weapons mods! I'm not about to complain that there are "only a few" when it didn't give me heartburn when there weren't ANY in FO3.


Agreement! I only got about five hundred hours of entertainment out of F3 *Sarcasm detector starts squealing* which amounts to what? Entertainment at 20 cents per hour Australian. And still love F3. Now we have FNV with mods? Awesome! (in heartfelt Brooklyn accent). They have variety, they bring additional value to the weapon both in caps and ability, and some work the damage margin to boot! Okay, so some weapons are more equal than others - just like certain animals in the book Animal Farm. Familiarity breed contempt, and FNV is going to hold the 'New Shoe' feeling for many, many hours to come. I'm still seeing new mods, and coupled with the reloading bench? The Interaction Index with ranged weapons in General is quite simply spectacular!

Thanks go out to all you Wasteland Warriors that have posted on the combinations and permutations of weapon mods and custom loads. Beanbag rounds vs. Lanius, huh? Who would have thunk it! Thanks also go out to those who have bravely explored the upgraded codezone outside of the F3 comfort zone. I actually pause a moment before the corpses in my game. In honour of their righteousness in fighting to hold life sacred. Then I loot the fools. Caution never killed no-one.
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JR Cash
 
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Post » Sun Mar 06, 2011 5:49 pm

The mod system rox my sox. Its like in RL, not every gun has 50 million customization options. Sometimes a gun is just a gun and no aftermarket modifications are made. Some of the guns could've had extended mags or something similar but four mods for every gun is not realistic. While some guns are very easily modded, some are not thats just how it works.
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Jennie Skeletons
 
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Post » Sun Mar 06, 2011 4:31 pm

I don't like that unique guns cannot be modded. But other than that, I'm generally happy with modding.

I wish all guns had a silencer mod, but only a select few guns can equip it. I'm guessing it's due to realism, just like how you cannot snipe with all guns, so I'm ok with that.
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Bedford White
 
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Post » Sun Mar 06, 2011 1:28 pm

When I found out every single weapon had its own specific mods (specific in that the scope of one weapon doesn't fit on the other): wow that makes it hard to find the right mods. Hmm, that's okay.
When I found out every mod changes how a weapon looks: Wow that's a lot of work. Why did they do it this way?
When I found out there were only two or so mods for the weapons I was using and only one that interested me: ..... -_-
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Manuela Ribeiro Pereira
 
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Post » Sun Mar 06, 2011 10:46 pm

I'm not disappointed, I like it. But I'm drooling over it like an idiot, so I didn't participate in the poll.

As for unique weapons being unmoddable, I'm okay with that, since a lot of those weapons are powerful and have the mods built into the design in some way.
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jadie kell
 
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Post » Sun Mar 06, 2011 4:48 pm

The majority of weapon mods were released for low end guns and barely anything for other guns, explosives, and energy weapons. So no i wish they made things a little more balanced.
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John Moore
 
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Post » Sun Mar 06, 2011 9:38 am

The mod system is good as it is. Of course there could be more mods, more weapons to mod, more, more,more...... (well you get the idea). What would really be cool is if you could custom build firearms from parts. You start with the receaver, then the barrel, then stock, etc.
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My blood
 
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Post » Sun Mar 06, 2011 11:39 pm

Out of curiosity, other than mods on uniques, what extra mods would people have wanted to see?
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Hussnein Amin
 
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Post » Sun Mar 06, 2011 10:56 pm

With the exception of the Weathered 10mm glitch, it worked just fine for me. No need to have every weapon become the same thing. Not everything needs to be a silenced weapon with a scope. Adds just enough customization to make those starter weapons worthwhile. There's plenty of Uniques if you just have to have it all. I found the mods made certain weapons more desirable to use than other more powerful weapons. Nice touch IMO.
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Johanna Van Drunick
 
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Post » Sun Mar 06, 2011 1:11 pm

If you take a look in geck you would see something call integrated weapon...obviously they have planned to have something like a grenade launcher attach to your service rifle :D

But yes, I would like to see a full scale weapon modification system......so instead of Multiplas being another weapon, it is acutally a heavily modified plasma rifle.
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Aman Bhattal
 
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Post » Sun Mar 06, 2011 8:29 am

There is this concept in games, of a need and/or role to be filled (by something). That something can be an object with interesting details, but foremost must serve the need.

In a fantasy RTS like Myth, the need that is light artillery, is fulfilled by the warlock, in the tech/military RTS Ground Control, this need is fulfilled by the artillery cannon. Both are slow, both are relatively vulnerable in close quarters, and both pack a hard punch at a distance (and damage many opponents at once).... They are essentially the same thing but with different details.

In New Vegas there are needs and/or roles to be filled ~and various invented weapons (and weapon mods) designed to fill some of them... It is very likely the case that the uniques fill a role of their own and should not have mods at all; same thing with certain mods being available for only certain guns (even if the mod could plausibly work on other guns as well)... They are setup with an internal logic of what 'need' they fill, and of what 'toes they don't step on' (meaning the other weapons). This is likely the case with everything in the game (armor, drugs, skills, NPC's, Perks. etc...)

I am fine with the system as is (for the most part); I understand why DT and PA behave like they do ~even though I may disagree (and change that behavior ~accepting the imbalance that it creates).
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Brittany Abner
 
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Post » Sun Mar 06, 2011 2:34 pm

I think I can agree with what the topic starter is saying. I like that Obsidian added weapon mods to game, doing so was already a step in the right direction, but I think it could have been done better, too many weapons don't have any mods available at all, or have only one available. Also, there really should have been both advantages and disadvantages to using weapon mods, or that you sometimes have to make a tradeoff between one modification and another, right now, weapon mods are basically "Install this to make your weapon better." I suppose one might argue that scopes might not be something you'd want to put on every weapon that can use them because they would make it harder to aim at close range, so you'd only use them on weapons you intend to use at long range, and the laser rifle beam splitter kind of seems like a bad idea if you want to use the weapon at long range, or against armored targets, considering that it's already pretty worthless with any target that has anything stronger than light armor even when you don't divide its damage into two beams, in fact, I'm not sure why you'd want to do that at all considering that there's already two energy weapons that fire more than one beam/projectile at a time. Other than that, though, there really doesn't seem to be much reason to NOT modify your weapons. I think it would have been better if rather than just making your weapons better, weapon mods were more of a means to specialize your weapons, that way, there would be a bit more strategic choice involved in using mods.

Also, I wish that you could sometimes find NPCs using modified weapons, because the way it is now, it looks like the Courier is the only person in the entire wasteland who ever uses weapon mods, which is kind of silly.

I'm a little torn on whether unique weapons should have been moddable or not. It's true that it does give them a bit of a disadvantage, but that may have been the point, as the way it is now, using a unique weapon means making a slight tradeoff between the advantages of the unique weapon, or the weapon mods, and in any case, the superior stands of unique weapons often seem to be more than enough to make up for this sacrifice anyway. Not to mention that some of them already seem to have the functionality of some mods available to their generic counterparts.

It's very similar to the WMK mod for Fallout 3.

Go ask the guy who developed that how much work is involved in making all the different models and seeking some balance to the weapons.


Yes, it is pretty similar, which is acually part of the problem, I'd say. Because since the developers themselves, who are professionals, did it themselves, I'd think they could have done better.

The mod system rox my sox. Its like in RL, not every gun has 50 million customization options. Sometimes a gun is just a gun and no aftermarket modifications are made. Some of the guns could've had extended mags or something similar but four mods for every gun is not realistic. While some guns are very easily modded, some are not thats just how it works.


It may be true that not every gun is equally modifiable in real life, but in real life, you're also not going to find too many laser rifles or hand held Gauss rifles lying around. For that matter, you also won't see too many super mutants or scorpions as big as horses, nor are there syringes full of chemicals that can immediately heal any wounds you recieve, even crippled limbs! For that matter, no matter how much you eat, if your half dead, you're not going to get up and running within a few seconds either, well... you get the point, I suppose. The game already makes a lot of sacrifices in terms of realism, and this is how it should be. It's a game, it's supposed to be entertaining, not realistic, and I, for one, find being allowed to modify my weapons is a more entertaining mechanic when I actually have a decent amount of options available. And it's not like anyone said you should be able to modify every weapon to the point that it's no longer recognizable as what it was before. I just wish the mechanic were given a more satisfying implementation.

I have no complaints. I loved FO3 and had no mods. Now I buy the next Fallout game and get something I did not have before, weapons mods! I'm not about to complain that there are "only a few" when it didn't give me heartburn when there weren't ANY in FO3.


I liked Fallout 3 too, and the fact that it didn't have weapon mods did not diminish that. But if you're going to add a new mechanic into a sequel that wasn't in the last game in the series, I think you should put some effort into doing it well, and I feel that they didn't really put as much effort as they could have in weapon mods. And it's not like I don't like the fact that they're in the game, it's just that I feel that Obsidian could have done better in this regard, especially after hearing them talk about weapon mods before release.
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kennedy
 
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Post » Sun Mar 06, 2011 12:09 pm

Yes, it is pretty similar, which is acually part of the problem, I'd say. Because since the developers themselves, who are professionals, did it themselves, I'd think they could have done better.
The integration into the world, certainly, but the mechanics would be hard to change. Three mods requires eight different models. Uniques would require another eight.

I can conceive of a better way to handle it, but it would require a substantial change to the NIF file format, I'd imagine.

Would be worth it in the long run, I think, but probably not practical in the short term.
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cassy
 
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Post » Sun Mar 06, 2011 11:37 pm

it's kind of evident that most people who say they werent satified (visually) dont know whats involved with weapon models.

it's not like a puzzle, you can just "add a part to the weapon" like you see it in game, every mod you do means you need a new 3d model.

2 mods means you need 3, 3d models; (the original which i am not counting, 1 model with mod #1, 1 model with mod #2, and 1 model with both mods.)

3 mods, means you need 6 models, 4 means 10, see where i am going?

if they did something like expanding the clip size without makeing a new model that could work to reduce the overall ammount of stuff they had too do, but still it would take too long to make a bunch of mods for every weapon.

dont forget that there was other things in the game that need 3d models (like almost everything), they only have so much time they can spend on 1 part of the game you know.
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Lily
 
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Post » Sun Mar 06, 2011 1:04 pm

3 mods, means you need 6 models,
Seven

4 means 10,
Thirteen.
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gemma king
 
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Post » Sun Mar 06, 2011 7:32 pm

i will take your word for it my math svcks lol :yuck:
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BaNK.RoLL
 
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Post » Sun Mar 06, 2011 11:45 pm

Personally I was extremely disappointed with the way they added mods considering they chose the absolute worst way to do them with every new combination being a new model as this severely limits possible combinations.

The integration into the world, certainly, but the mechanics would be hard to change. Three mods requires eight different models. Uniques would require another eight.

I can conceive of a better way to handle it, but it would require a substantial change to the NIF file format, I'd imagine.

Would be worth it in the long run, I think, but probably not practical in the short term.


The method I would have chose immediately would have been based on the games inbuilt ability to use Attchments -> weapons would have been built with predefined Nodes -> ScopeNode - SilencerNode - ClipNode - whateverNode -> and from there each mod would have used the very basic Prn Attachments to attach to each individual weapon based simply on if those nodes existed on that weapon a very simple Flag on the weapon entry is all that required to set for the game to determine whats mods would fit onto each weapon and a flag for IsEnergyWeapon to seperate ballistic weapons from energy weapons.

I find is absolutely unbelievable that no one at Obsid considered a system as flexable as this would have been -> but considering practically none of the people working there seem to have worked on any previous Beth games at the object level having them miss this very obvious to anyone with a damn clue system makes sense as they had no idea now much easier it would have been especially as it relates to asset creation I mean 8 assets per 3 mods vs 4 assets -> seems logical to me.

Flexable -> multiple mods per Node.
Scopes (Magnifications, NV, Cracked Lenses)
Silencers (lengths representing effectiveness at silencing vs rounds)
I could go on about how much easier to implement and far more flexable vs the obtuse system they chose a Node base system would have been but its far far to late now.

Seven

Thirteen.


Actually its 8

1) Base
2) Mod 1
3) Mod 2
4) Mod 3
5) Mod 1-2
6) Mod 1-3
7) Mod 2-3
8) Mod 1-2-3

and only explodes from there
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Vickey Martinez
 
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Post » Sun Mar 06, 2011 2:48 pm

downloaded :modable unique weapons mod ''insert awesome happy face here'''
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lydia nekongo
 
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Post » Sun Mar 06, 2011 11:23 pm

None of the energy pistols has a mod.. none. The ONE pistol you would expect a scope on and no the laser pistol has NO MODS. Not even the ammo clip mod from fallout 2.. BAH!

Its like they ran out of room after doing guns... a hell of alot of the game makes it look like they ran out of room after doing guns...
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Dagan Wilkin
 
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Post » Sun Mar 06, 2011 9:54 pm

The only real problem I had with the system is that it is to easy to use your modified weapon to repair a non-modified weapon.
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Chris Guerin
 
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Post » Mon Mar 07, 2011 12:26 am

I like treasure, so it would've been nice to at least have more mods, that were available only by finding them, or quest reward, perhaps (not in stores).
On the other hand it's not like I ever needed any of the (vanilla game) mods in order to easily kill almost everything, so I don't care about them in terms of maxing out dmg potential etc.
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Esther Fernandez
 
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