I Love Customizing My Weapons, BUT....

Post » Sun Feb 07, 2016 1:29 pm

There's one thing that drives me absolutely crazy about weapon customizing. Here's an example:



I have a Combat Shotgun to which I added a full stock. I killed an enemy who had another Combat Shotgun that had a short stock, but a better receiver. I'm unable to simply pull the stock off my shotgun and add it to the other, to produce the best of both worlds.



Want a better example? I can't pull the Reflex Sight off a captured Laser Rifle and add it to my Righteous Authority, because I don't have Science perk yet. A reflex sight is just a sight that's held on to the top of a weapon via a rail attachment. There's no science involved in it, just some screws. And when I remove the mods, I have them in my workbench- but I can't attach them to a different weapon. It's as if there once was an intention to allow them to be re-used, but then someone changed their mind....?



My suggestion? Let us re-use modifications removed from weapons, on other weapons of the same type. Maybe it will cost some extra materials to do this, but that's preferable to the frustration of staring at one laser rifle with a full stock that can't be pulled off and slapped on to the rifle with the pistol grip... even though it all looks modular, like it SHOULD be possible.



Thanks for reading.

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flora
 
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Post » Sun Feb 07, 2016 2:34 am

Actually, you should be able to attach mods you pull off of other weapons. Replace the Reflex Sight on that Laser Rifle with a standard sight, and you should be able to attach it to Righteous Authority no problem. I've done it all the time.



The tricky part is that you have to replace mods with standard attachments or something else in order to get the mod in your inventory. There's no way to break down a weapon into just its mods.

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Soku Nyorah
 
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Post » Sat Feb 06, 2016 11:16 pm

hahahahahahahahha i did the exact same thing the first few days of playing Fallout .... moded every new weapon



ok so it goes like this :



- when u create a mod ( example : automatic receiver ) u will get a " standard receiver "


- when u find a new weapon ( of the same type : laser <> laser ; plasma <> plasma ) attach the " standard receiver on the old weapons and u receive an " Automatic Receiver " mod


- attach the "automatic receiver" on the new weapon


- if u can't find the Mod check the workbench inventory

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CArlos BArrera
 
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Post » Sat Feb 06, 2016 9:41 pm

Take Off the better reciever from thethe found gun by switching it with something worse (always keep your mods) then add it to your gun.
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Lexy Corpsey
 
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Post » Sun Feb 07, 2016 6:26 am

I'm playing an unpatched version and I can do that. Replace the better receiver with the standard one and the better one will get added to your inventory. You may then add the better receiver to the different gun (of the same type) with no skill.


Edit: Stupid slow internet.
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Taylah Haines
 
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Post » Sun Feb 07, 2016 1:05 pm



Well, I'm new to this game, and pretty much learning as I go. It's less than intuitive to add a standard part in order to get the modified part that you want. But I surely will try it.



I was looking for something more straightforward, like a way to disassemble instead of just scrapping a weapon.



Thanks for the tips.

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Lady Shocka
 
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Post » Sun Feb 07, 2016 1:26 pm

yeah basically making the cheapest materials costing attachment on an item will put the 'old' attachment in the mod slot. you can then go to the new item you wanted that mod for and it will be lit up and free. wasn't the easiest to notice at first.

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Kathryn Medows
 
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Post » Sun Feb 07, 2016 11:41 am

If you're on PC, there's a "http://www.nexusmods.com/fallout4/mods/2073/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmoddescription%2F%3Fid%3D2073%26preview%3D&pUp=1" mod that lets you apply baseline weapon mods (e.g. "standard receiver," "short barrel," etc.) with no component costs. It's not quite like breaking down a weapon into its components, but it's close enough for my money...

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Gwen
 
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Post » Sat Feb 06, 2016 9:37 pm

What I dont like about the Weapons System is that "downgrade" or remove attachments to weapons, has a cost (materials) if you havent stored that mod already in you inventory.


And if you scrap a weapon, you will scrap for few materials, and not for the mounted mods too.


Changes:


1. A Standard Receiver, the base for the weapon, on which mounting all the mods.


Ex: 10mm pistol = Standard Receiver (no mods for it) + Barrel Mod + Grip Mod + Magazine Mod + Trigger Mod + Muzzle Mod + Sights Mod


2. First Scrap Option: Dismantle Weapon (all the Mods will be put in inventory)


3. Second Scrap Option: Scrap For Materials (for the whole weapon or single components)

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Valerie Marie
 
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Post » Sun Feb 07, 2016 12:27 pm

I throw all the mods in the workbench, so they are there to use and I don't have to carry them around...

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Beast Attire
 
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Post » Sun Feb 07, 2016 12:24 am

What would be handy is an option to "disassemble", destroying the weapon and giving you all the mods from it.

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Makenna Nomad
 
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Post » Sun Feb 07, 2016 5:27 am

You don't need to add a different mod to remove the mods that are already on it. You just go all the way back to the base mod, or check the 'no mod' option, and you'll get any removed mods in your inventory.

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Miss Hayley
 
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Post » Sun Feb 07, 2016 4:05 am

remove mod? Thats only for the muzzle section if im remembering it right?
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liz barnes
 
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Post » Sun Feb 07, 2016 5:23 am


I forget, but it's not in all of the sections. But for the other sections, the 'no mod' option is basically whatever the base version of the 'mod' is (typically the first one in the list). Unless I'm just completely remembering this wrong.

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rheanna bruining
 
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