Yeah, this is my solution. I keep all the mods in my Workbench at Sanctuary, so when I need to re-mod a weapon I have the “standard” mods available.
The problem is that I had to learn this lesson the hard way. Even now, every so often I still run into a weapon I can’t “strip” of its goodies, so I have to fabricate the cheapest standard parts all over rather than just do a 1:1 swap.
I’m level 45 and just started roaming around with companions. I didn’t realize just how much I was depending on the Lone Wanderer perks. My fully upgraded guns do very little damage, and I get killed fast with fully upgraded ballistic weave armor. The game is actually starting to get difficult again, hooray!
After finishing off any companion quests I’m planning on starting a hardcore melee run (main quest only). I’ll probably die to a fat man or suicider but it should be good fun while it lasts. After that though, I’ll probably be done with this game until some overhaul mods come out.
God damn it, I’ve been hauling like 30 pounds worth of mods around for no reason?!
Piper will be happy she doesn’t have to lug around the missile launcher anymore.
Also, I’ve lost Nick. I think the last time I spoke with him was at Good neighbor. He’s not in sanctuary, were I usually send everyone I’m not rolling with. Where could he be?
Yeah, check his office. Companions supposedly default back to their original location if they somehow don’t get directed by you to a settlement. According to the Wiki, also check Piper’s office.
If all else fails, you can use the console player.moveto command. Think it’s player.moveto 00002f25 for Nick.
Grenades and mines were feeling very anemic, worth putting a couple of perk points into the explosives skill. This opened up a whole world of overkill fun leading baddies into narrow alley mine traps, and turning fights into Michael Bay extravaganzas.
Currently trying to turn my home plate house into a a chuck-e-cheese ball pit with hoarding billiard balls.
There’s a beta 1.3 patch out on PC, along with some bug squashing, performance improvements and quest fixes, they’ve added some neat stuff to the engine.
First is Nvidia’s HBAO+. Holy cow, really makes a big difference. They’ve also added Nvidia Physx effects. They look to be about on par with what we saw in Borderlands 2. Lots of cool debris that reacts to explosions.
The lighting looks nice. The debris effect… eh. That sort of thing only seems to drive home that you’re not affecting the environment when you generate piles of rocks without actually changing the surface of the road (as made glaringly obvious when the grenade spreads the “asphalt” chunks)
Well, yes, but it’s better than the the literal nothing that happens without it, IMHO.
I’d rather have a decal on the wall appear were my rocket struck a wall, and see chunks of debris flying around, than a little puff of smoke like I threw a pebble at it, instead of an explosive.
Matter of opinion, then. There’s already a “Decal” effect in FO4 that – to me – provides better immersion than comical piles of rocks. That said, the examples I’ve seen have always been someone chewing away the road with a minigun and perhaps a more “real life” example is more subtle.
Curie and I decided to clear out a super mutant building. We got surrounded by a pack of them from all sides and I took off running for cover. The last thing I saw was Curie facing several mutants running at her, filing their faces with her fiery chain gun spray. Then several mega-booms filled the area, from I presume a suicide mutant going off, along with a few nearby cars.
I heard several “kachings” of experience, then Curie slowly walked out of the flames with the barrels of her chain gun glowing red hot. Like a boss.
I finished as the Minutemen…everyone on Board the BoS blimp seems to know what happened to the Institute but Elder Maxson…errr…are they afraid to tell him???
also is there anything of interest in the Institute Crater?
I did the same thing but haven’t been back to the Prydwyn. BoS on the ground seem friendly enough. I do need to check out the crater area, good idea. Maybe some big nasty deaghclaws or something have moved in.
I have a question about placing items using the rug glitch (I’m on xBone). I watched some videos and it seemed easy enough: place a rug then drop a (in my case) section of junk fence on it and use the rug to allow it to clip into other items and make tight fencelines. Unfortunately I can’t get the rug to move the fence section unless I put it under the back of the fence where the beams that would theoretically hold it up touch the ground. Placing fence sections from the rear is difficult and requires a bunch of running around to see if it’s in the right place, then going back to the rear and adjusting, etc.
Seems like I’m probably missing something simple to allow me to do the adjusting from the front. I tried placing multiple rugs on top of each other to get a longer reach and that didn’t seem to work, plus it’s that much more of a headache. Any ideas?
In other news I have Curie dressed all in Legendary leather armor (and nothing else) and outfitted with a super-modded laser rifle so naturally she picks up a sledgehammer off a dead super-mutant. She’s definitely my favorite companion so far.
Huh. When I travel with Curie she’s pretty useless in combat. I’m using her now just to get the medic perk, but for the most part my favorite has been Deacon. I also enjoy having Strong around just for his commentary (“If was not junk, would not have been left by other humans!”)
I’ve reached something of an impasse.
I have progressed in the Institute questline to Mass Fusion, and I want to take control of the Institute so I can make them stop being jerks to synths. But I have a feeling that if I do stick with the Institute I’m stuck doing whatever my arsehole kid’s got planned. Otherwise I definitely won’t be siding with the Institute because, you know, FEV. Also, I really want to watch Liberty Prime squash everything again.
I modded up an explosive 10mm to near the same damage, silenced of course. Free-shooting outside of VATS, it makes short work of most anything, especially hardened enemies like robots and mirelurks.
My deadliest weapon by far is a wounding semi-auto shotgun. The wounding effect isn’t range dependent, so even enemies at longer range only need to be tickled, and the wounding effect sucks them down rapidly (even robots bleed apparently, go figure). Even hassles like legendary glowing ones melt away in a half-dozen shots.
I didn’t say she was useful in combat. I just thought it was funny I gave her a high end weapon and she saw fit to pick up a mundane sledgehammer off a dead mutant.
Hmmm…I’ll have to check that. I thought I’d read that companions’ ammo never ran out as long as you gave them some to start with. Thanks for the input.
Companions have infinite ammo for their DEFAULT weapon. Curie is unarmed.
Non-companion settlers have infinite ammo as long as you give them at least one. IIRC they don’t have infinite missiles or mini nukes, but it’s a stupid idea to give them that from the start.
Apparently ( according to internet chatter ) Curie retains her robot AI in synth form. So if someone closes with her, she’ll default to melee including fists if she doesn’t have an appropriate weapon. Apparently she doesn’t realize she no longer has a buzzsaw for a hand ;).
Curie is a hoot and one of my favorites. I never worry about companion combat efficiency anyway - it’s all about the character. Preston by contrast is as boring as dirt.