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Fallout 3 How To Equip Weapons



I've managed to partly solve my first problem with Fallout 3 mutants not using weapons by downloading both the animations from here and the animations from the Fallout 3 Nexus and mixing them together added with the Merged Patch, the animations are located below, on topic with Fawkes however this doesn't fix him, and he still doesn't use any weapons, and only uses his fists, Fawkes still won't use his Gatling laser, I've gone into the console and used ShowInventory and apparently it's marked as CANNOT EQUIP.




Fallout 3 How To Equip Weapons



This fixes an incompatibility between Tale of Two Wastelands 3.3 and Project Nevada where super mutants in the Capital Wasteland don't equip weapons and only fight with fists. This mod will make super mutants use weapons normally in TTW 3.3.


FWE adds a number of new weapons, armor, and other useful equipment, increasing the diversity and range of options available to players. All new and existing items have been rebalanced for a consistent feel and to ensure that everything has a worthwhile use. New weapons and armor have only been added that were present in prior Fallout games to maintain the "canon" of the series.


FWE integrates a heavily tweaked version of Classic Fallout Weapons [Credits: War1982], which adds dozens of new weapons to the game, in addition to a few other new weapons, all occuring in prior fallout games. New items appear in loot containers, on NPC's, and in vendor lists. New ammunition types (CALIBR supported) are added to the game.


Various items of medical equipment now provides a bonus to your medicine skill when combined at a workbench into a medical kit. Combining a Bonesaw, Scalpal, Forcepts, Tweezers, and a Toolkit at the workbench creates a "Medical Kit" misc item that provides +10 to your medical skill when in your inventory.


Full rebalance of item values, in particular weapons and food/chem items. Weapons are typically worth 2-4 times LESS caps than previously, reflecting the relative abundance of weapons across the capitol waste. Many over priced food items are reduced in value (in particular pre-war foods) and the value of many drugs were reduced as well. This contributes to an improved economy and makes accumulating mountains of caps more challenging.


Changed the role of scrap metal for use in repairing weapons and armor. Scrap metal is no longer used in the repair lists. Instead, you must use the workbench to CRAFT "repair parts" out of scrap metal. You will gain this ability once your repair skill reaches level 50, at which point TWO scrap metals will yield TWO repair parts. At repair skill 75, two scrap metals will yield three repair parts, and at skill 100 four repair parts. The weight of scrap metal has been increased from 1.0 to 1.5. Repair parts weigh 0.5, so converting scrap metal into repair parts is a weight effecient solution.


Tweaked the repair gamesettings. You can now repair weapon armor condition the same level as your repair skill. For example, in the original fallout, 50 repair skill let you repair things to 70% condition, and in prior FWE versions only to 30% condition. Now with 50 repair skill you can repair to 50% condition.


The base cost for repair has been reduced, from 2x down to 1.25x base weapon cost. In conjunction with the broad price reductions for weapons and armor, it should be more feasible to use vendors to repair.


I have already understood that by default, Companions have a generi-weapon with infinite Companion Ammo and that if you ask them to use a looted or crafted one you have to provide the ammo but what about melee weapons or armour?


If you drop your stuff on the ground you can tell companions to pick it up allowing them to carry unlimited items. That is the reason I have not tested any of what you are asking there! lol I usually just stick them in some power armour and get them patrolling the settlements. I don't have them equipping other guns, as I can't be bothered replenishing their ammo. My experience has been that they won't equip stuff on their own, but I could be wrong. I'll have to do some tests.


As for equipping them, it kinda depend on what you need. I tend to be the boom boom kind of person, so I don't give them any melee weapon, or I'm just going to shoot them. However, I've found out that giving them grenade is pretty efficient as they're very accurate, and ennemy seldom think about dodging it. Of course, this means that you should avoid close combat as well.


Scavvers get metal armour miners helmets for seeing in to all the crevasses to find the cool stuff. The scavenging benches, work shops and their homes are placed back from but near settlement entrances and natural spawn points so they can respond quickly to incursions. I equip them with sub-machine guns the Nick Valentine quest line gives you lot of SMGs.


Temporary followers are NPCs that can accompany the player character during quests, or they might even offer their support only for a limited time or within a certain area. Unlike permanent companions, temporary companions do not use the companion wheel, do not heal automatically, and with the exception of Deputy Beagle, do not have an option to exchange equipment.


In regards to weapons, each companion has their own Strength limitations, they will suffer accuracy penalties just like the Courier if trying to use a weapon that has a higher strength requirement than they possess. Furthermore, depending on a companion's preferred weapon type, damage can be increased even further by buying improved ammunition, or crafting it with Hand Loader or Vigilant Recycler. Giving an energy weapons-user certain optimized ammunition types added with Gun Runners' Arsenal can influence their overall carry weight in Hardcore mode due to the ammunition's reduced weight. Finally, weapons given to companions do not lose durability unless hit directly by enemies, therefore high-damage and high-degradation ammunition types are usually preferable unless said ammunition grants the enemy x2-3 damage threshold multiplier.


All permanent companions' default weapons have unlimited ammunition. If equipping followers with a better weapon, (DPS is checked) add ammunition and check its count from time to time - they seem to hold on to the new weapon when out of ammunition or switch to melee instead. Companions can use unique weapons with already built-in upgrades, such as the Ratslayer. Most companions use a weapon that's named after them. They share the same main characteristics as the standard version of the weapon and only differ in name, such as:


Permanent humanoid companions can wear and/or carry all types of clothing that is not associated with any faction. They can also wear all types of armor and power armor that is not related to a faction, even without having the Power Armor Training perk. They only change gear if they are given gear that has a better Damage Threshold than their own outfits. This may not always hold true, however; giving multiple copies of the same outfit to a companion may result in them equipping an inferior copy, despite the difference in DT.


The Equipment section should have separate tabs such as weapons, ammo, and clothes, which you can scroll between using R2 or RT. You can then use the left analog stick to scroll through all of the different clothes, weapons, and armor you can equip in Fallout 76.


Aside from your clothes, weapons, and armor, you can also change how your character looks in Fallout 76. This means that you can essentially change how your character looks at any point in the game. Forget spending hours at the first character creation screen only to end up regretting how they look afterwards.


There are 2 swords on your back, the silver sword for the monsters and the steel sword for whatever else. I only seem to be able to equip one of the swords by pressing the right arrow on the D pad. How to I equip the other sword?


Geralt has a lot of tricks and weapons to choose from in Witcher 3, but perhaps the most overlooked is the crossbow. We'll show you how to equip it, the best enemies to use it against, and how to make a build based around it.


Now that you have it, you can equip it by going into your weapons inventory and dragging it into the crossbow slot. Don't worry that it's not very powerful, there are others to find throughout the game that are a lot better, as well as specialized ammunition to load into them. Once you have other crossbows, you can move them into that slot the same as the first one.


Once equipped in your inventory, crossbows can be selected from the Quick Access Menu (either Tab on a PC, or LB/L1 on a controller). Select the crossbow, and it should fire whenever you press the middle mouse button/RB/R1, targeting whatever Geralt is locked on to. You can even select specialized ammunition from the Quick Access Menu if you have any.


Using a weapon with a level requirement higher than the equipper's Character Level results in increased stamina use for Skill use, Running, Climbing, together with reduced stamina regeneration. Additionally weapon Core Skills will start to use stamina.


Weapon Skins are a feature added in the Gun Skins Update on March, 8 2020, that allows players to customize their weapons cosmetically. According to Badimo in a tweet, this feature is a "bragging-rights" type of purchase, purely for cosmetic purposes, and does not serve any practical usage. Each skin costs a different amount, as the cheapest weapon skin costs 20,000, while the most expensive skin costs 100,000. Weapon skins can also be obtained as a reward during active Seasons. There are currently nineteen skins. 2ff7e9595c


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