You don't really need gun nut...

Post » Sun Nov 29, 2015 11:04 pm

And all the other "mod-making" perks. You can just remove mods from weapons you find and put them on the weapons you use.

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...
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Catherine N
 
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Post » Mon Nov 30, 2015 2:43 am

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

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Jordan Moreno
 
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Post » Mon Nov 30, 2015 1:19 am

I thought you had to craft at least the default version of whatever piece you wanted to salvage.
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teeny
 
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Post » Sun Nov 29, 2015 3:42 pm

Default version often free...
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kevin ball
 
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Post » Mon Nov 30, 2015 3:19 am

You don't really ′need′ ANY perk. They are all optional.

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Elizabeth Davis
 
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Post » Mon Nov 30, 2015 3:11 am

I'd rather craft the weapon. it blasts me through experience quickly and taking the crafting perks suits my build,.

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mollypop
 
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Post » Sun Nov 29, 2015 8:10 pm


I love tht you get XP from crafting.
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Rachie Stout
 
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Post » Sun Nov 29, 2015 10:32 pm

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...

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Mr.Broom30
 
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Post » Sun Nov 29, 2015 4:07 pm

Isn't that what the Scrapper perk does ?

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Soph
 
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Post » Sun Nov 29, 2015 11:41 pm

I think scrapper just increases what crafting materials you salvage. It doesn't salvage the mods
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lillian luna
 
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Post » Mon Nov 30, 2015 4:15 am

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.

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OTTO
 
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Post » Sun Nov 29, 2015 9:59 pm

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.

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Rachie Stout
 
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Post » Sun Nov 29, 2015 1:51 pm

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.

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Yung Prince
 
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Post » Mon Nov 30, 2015 1:07 am

Prefer Science! because I can modify nicely energy weapons and Power Armor with that and Armorer.

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Damned_Queen
 
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Post » Mon Nov 30, 2015 12:46 am

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?

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Angelina Mayo
 
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Post » Sun Nov 29, 2015 3:16 pm

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.

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remi lasisi
 
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Post » Sun Nov 29, 2015 4:31 pm

I think you are correct. It is annoying that when you say scrap a pistol with custom upgrades you don't end up with those custom upgrades. To mitigate this, if you're constantly modifying the same type of pistol eventually you have a good store of all kinds of basic upgrades. It's annoying though. But building your own weapons is SO much fun.
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chloe hampson
 
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Post » Sun Nov 29, 2015 2:53 pm

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.

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Kelli Wolfe
 
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Post » Sun Nov 29, 2015 7:45 pm

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.

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Riky Carrasco
 
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Post » Sun Nov 29, 2015 11:34 pm

Cool, did not know that.

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luis dejesus
 
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Post » Sun Nov 29, 2015 5:31 pm

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.

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Angela Woods
 
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Post » Sun Nov 29, 2015 6:46 pm

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?

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Nick Jase Mason
 
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Post » Sun Nov 29, 2015 5:46 pm

I took a night vision scope off a sniper and wanted to add it to another sniper but the game acts like I need to create a new one. Bugged or am I doing it wrong?
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u gone see
 
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Post » Mon Nov 30, 2015 3:47 am

Settlements are mostly for a MM win or if you realy like shelling the crap out of a location with arty.

Considering that I tinker with my guns in real life, I actualy consider needing to replace the mod I want to remove to be a minor inconvenience at most.
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Prohibited
 
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Post » Sun Nov 29, 2015 6:47 pm

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...

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john page
 
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