

The Sniper Rifle was always my favorite gun in Fallout 3 and New Vegas – the Gobi Campaign Scout Rifle was a gun I’d make a b-line for on new character runs once I got the required lockpicking skill to open the chest, and the Reservist Rifle was something that always found its way into my inventory in Fallout 3. One thing I didn’t like is that it meant that a few classic guns got merged or omitted as they became variants of other base guns, like the plasma and laser pistols, or more apt to this article, the classic sniper rifle. I think it’s fun and added a lot to the game. I like Fallout 4’s weapon modding system. I’ve wracked up well into the 4-digit range of hours for both Fallout titles and Bethesda RPGs. I was first exposed to the franchise when I bought Fallout 3 not long after launch and it was the game of my summer – my whole summer. I pre-ordered the version with the pip-boy because I knew going in that dollar-per-hour, I was still going to get my money’s worth and then some. I just want to start by saying that I like Fallout 4. Prelude – Picking a Project, Choosing a Timeline After going the distance and actually making a mod from concept to release, I’ll be happy to refute both those claims, at least on some level.įair warning, this is a wordy piece, but it does have nice pictures! I ran a gamut of emotions in my personal quest to make one mod work in Bethesda’s Fallout 4 – a game they marketed as a current gen, modder friendly RPG. This statement was a punctuation for the two month long project to realize a seemingly simple goal: adding a single conventional firearm into Fallout 4.

That was me talking to a fellow modder (who was teaching me yet another undocumented feature of gamebyro) when I was once again complaining about Fallout 4’s mod pipeline – I had been doing that a lot about it since I started using it. I’ve downloaded 9 tools to make one mod! I don’t think I’ve ever had to download so many tools to make one thing work before.
