

My hope is to encourages players to come up with strategies for when to use it.

The AP regen rate is slow enough that it likely won't have enough time to refill before a fight's over. I want players to be able to specialize in it if they want to, but not to use it as a combat substitute. It's deadlier, more accurate, and can be activated from further away. My general take on VATS is that it's pretty powerful, at least in this mod. I expected the rate to scale with END or AGI, but that doesn't seem to be the case? is there a setting that I'm missing that will come into play to mitigate it? just thought I'd ask-not criticizing.įirst of all, just wanted to say I'm really glad you're enjoying everything so far! may I ask why you designed it that way? because I found it to be not really playable (just personally). I do have one preliminary question as I run through GECK and NVEdit and test various settings-the AP regen rate is tremendously slow, and seems to be a flat percentage. so really well done on this and I seriously wish you the best patience and motivation as you continue (from a bit of a self-interested perspective, I concede).

change after change of pretty much exactly how I would want the game to be tweaked. ILive66Failed wrote: well first of all man, I'm someone who hardly ever uses overhauls because I'm too particular, but this one really seems to be a knockout. It would be interesting to see what you come up with. I'd say go for it! Your mod being incompatible with most big mods is no big news anyways. But I'll do my best to make it worthwhile! TheInternetSucks wrote: Sounds promising! Can't wait to see your take on weapon modifications! However, all this will make FNVGO even less compatible with WME. I'd also like to adjust weapon mod prices and accessibility. Instead of having to match the exact calibur, they'll be split up into general categories, like Pistol, Rifle, Rimfire, and Large Bore. I think that's what I'll be focus on for the next update! Suppressors in particular are going to be more universal and easier to use. Can I get a fix for this? punchbattle wrote: While I don't have an immediate fix for you, I have been meaning to get to work on weapon mods for a long time. This means a great deal to me due to how sneak has been greatly revamped / emphasized in this mod.

TheInternetSucks wrote: When the mod is ran with Weapon Mods Expanded, the 9mm pistol silencer doesn't work.
