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Fallout 4 visible weapons
Fallout 4 visible weapons





fallout 4 visible weapons

  • Deteriorated and Ruined weapons will drop way more often now (which is how it used to be before I had those ammo issues awhile back).
  • You can still repair weapons to "Good Condition" to sell for full caps value, but obviously it costs you materials.
  • Deteriorated and Ruined weapons are worth 0 caps value.
  • fallout 4 visible weapons

  • Degraded (-10%) is now worth -75% caps value (down from -20% value).
  • Degraded (-5%) is now worth -50% caps value (down from -10% value).
  • Overall, weapons are currently too good quality (or worth too much) in a world that has such a low population and so many weapons, and this needs better balancing. 💡 Tip: Depending on the value of the weapon, repairing weapons can be a very good way to get Bottlecaps.
  • You can reverse-engineer low-condition weapons at the ZX-1 Experimentation Lab and craft normal one.
  • Existing weapons may have different condition names so that you know it's an older weapon, such as: "Refurbished Condition" and "Damaged".
  • There are different repair recipes for each style of weapon, including 3 types for melee.
  • Destroyed weapons can be only fired several times before breaking down completely.
  • Conditions are pre-set and weapons do not deteriorate with use.
  • Most weapons can now be repaired to "Good Condition" once again (from any level of damage).
  • Each degraded level reduces the effectiveness of ALL stats by that number: damage, speed, recoil, reload speed, and vats cost.
  • Weapon suffix tags are shortened to just the -X% numbers if you use the new optional naming addon.
  • Weapon suffix tags now show the -X% so you know exactly what the penalty is.
  • Weapon condition now has a new slot, which should no longer be subject to those weird FO4 workbench bugs.
  • Handmade Axe, Improvised Mace, Minigun, Skull Pike, Super Sledgeīroadsider, Killamajig, Improvised War Club Katana, Railway Rifle, Shishkebab, SledgehammerĬryolator, Gauss Rifle, Institute Thermic Lance, Light Machine Gun, Pipe Mace, Power Fist, Robot Mace, Scythe, Thermic Lance, Water PipeĪssaultron Polearm, Bladed Polearm, Gatling Laser, Machete Glaive, Missile Launcher
  • Degraded weapons will lower the Strength requirement, for example, a -20% Fat man can be used by a player with only 5 strength.
  • Exiting Power Armor will unequip the weapon if you lack the strength.
  • Being in Power Armor will bypass any strength requirement on weapons.
  • Temporary debuffs shouldn't effect your ability to equip weapons.
  • fallout 4 visible weapons

  • Temporarily buffed strength does NOT allow you to meet the requirements.
  • Automatic firing mode does not affect damageĮquipping most heavy and large melee weapons require a certain base Strength now.
  • Mods that have critical damage now say the actual value instead of vague wording.
  • Attacks out of range do 50% less damage.
  • Ranged weaponry has its critical damage significantly reduced.






  • Fallout 4 visible weapons