It doesn't cost any materiala and it lets u spend points on other perks - win-win.
They should have made it so this can't be done unless you have the perk you need to craft that mod...
Yea but you have to find the weapon with the correct mod for the correct gun first, that takes time and effort, a lot more than making your own
You don't really ′need′ ANY perk. They are all optional.
I'd rather craft the weapon. it blasts me through experience quickly and taking the crafting perks suits my build,.
I'd really like them to change it so you can break a weapon down into it's parts... Seems silly having to craft a standard sight just to get a scope off a weapon... just let me completely break it down...
It's true. You don't need it, but it does make the game much easier depending on your build. I have 3/4 Armorer, Science!, and Gun Nut. The weapons and armor I can make are amazing which is good because I have low END, AGI, and STR. I can turn that 10/10 DR/ER Vault suit into a 90/90 shield for me. Plus, you get XP for crafting new mods. The whole thing feels really well balanced.
You don't need it, but it allows you to get molds when and where you want them. Depending on luck is a gamble, especially with how many mods there are.
You probably don't need most perks, but it's fun to build quirky guns whenever you want. I'm 30ish hrs in and haven't played the main quest yet, but if it's like FO3 I could probably power through it in a few hours having done little or nothing with Beth's player character. For me, if I don't play around with all the bells and whistles of FO3 or FO4 the game is over very quickly. Really, taking perks is about just having fun with what the game offers.
Prefer Science! because I can modify nicely energy weapons and Power Armor with that and Armorer.
So the way I gather crafting works, each mod is tied to a weapon type, i.e. pipe weapons, 10mm etc. Some please correct me if this is wrong, but I've removed e.g. a Comfort Grip from a pipe pistol that I wasn't able to put on a 10mm pistol. Even removing the Comfort Grip also required me to make a Standard Grip for the pistol before I could remove the existing grip. That's just dumb. What If I just wanted to tear that pistol apart and use the parts? I don't need to end up with a functional weapon, but the crafting system requires me to. Very annoying.
Nowhere in the crafting menu do I see which mods I have available for that specific modification I'm trying to make. Like, if I want to change the grip on my 10mm, and I have a 10mm pistol Comfort Grip in my inventory, it still shows me the material cost to make the mod when it should just tell me I have one so I don't have to worry about economizing my materials. Am I missing something here, or is that major oversight in the crafting system?
I just realized something... scrapper is a waste of a perk point... I don't break down weapons often enough that the components I would get would be "worth it" to me... I kind of forgot about it actually.. I think I'll use the console to "free up" that perk and put it somewhere else... most components can be found or bought and don't need to break down weapons to get them. I took it because all the little guides on google said it would be necessary or very helpful.. in the grand scheme of things it's really not.... perk points being somewhat scarce with so many things to choose from.
yea they dont show you, the only way you can know is if you hover over the mod and the create mod button turns to apply if you already have one.
I regret scrapper too but i'm still holding out hope that later it will give me rare materials.
It's worth it imo. I like how it lights up items and containers that have materials I selected as "looking for". Makes it very easy to spot and get what I actually need a lot easier. That and I also break down a lot of weapons. I get a lot more rare materials than before.
I am the opposite, I originally only took Gun Nut but it wasn't enough. Even with a high luck, good equipment is very hard to find, legendary drops are mostly crappy melee weapons. That is why for my second build I am taking Armorer because those individual pieces are really hard to find. I'd easily give up charsima perks because they are mostly for RP and im not doing much settlement thing.
when you're adding a mod you've already created, can it be in stored in the workbench or does it have to be on your person?
Were they different gun types? like a pipe versus a pipe bolt action? the mods don't cross gun types, but a pipe pistol can become a pipe rifle...