Fallout

Unofficial but Comprehensive Bug Roundup – Weapons

fallout 2 - Unofficial but Comprehensive Bug Roundup - Weapons

Rebuilding this Page and the other "Specific" pages, and will keep it maintained with updates for each Patch regarding new bugs and Fixed bugs.

Notes:

Due to the Character Limit on Reddit / BethNet I'm going to do by "Type" Bug Roundups and then link them to a main thread.

Due to the volume of issues that need to be reported (and my limited time) this page will be getting updates as I gain more information and time.


General:

Issue: Energy Weapons Damage equal to other weapons. (Ticket Submitted on 05-21-2019)

The first Rebalance was done, however non-Legacy Energy Weapons, especially Laser's are still significantly sub-standard, in large part due to the fact "Anti-Armor" Like effects (perks, Legendary, etc) have no impact on "Energy Resistance".

CUT_LaserMusket "Laser Musket"

LaserGun "Laser"

GatlingPlasma "Gatling Plasma"

GaussRifle "Gauss Rifle"

GammaGun "Gamma Gun"

GatlingLaser "Gatling Laser"

Flamer "Flamer"

AlienBlaster "Alien Blaster"

PlasmaGun "Plasma"

DLC01LightningGun "Tesla"

DLC01AssaultronHeadCharging "Salvaged Assaultron Head"

RadiumRifle "Radium"

Cryolator "Cryolator"

UltraciteLaserGun "Ultracite Laser"

Ultracite_GatlingLaser "Ultracite Gatling Laser"

Enclave_PlasmaGun "Enclave Plasma"

Fix:

Rebalance all Energy Weapons, by either adding the "ER" Reduction mechanic to the Game Engine or bump the base damage by a minimum of an additional 15% – 20%.


#Ammo:

Issue: Weight Reduction perks not calculating properly on object in a corpse / bag before it's brought into the inventory . (Ticket Submitted on 03-11-2019)

Affects all related Perks, Weight Reduction is not be calculated in the bag, resulting in lost items / equipment.

Example would be 1,000 Missiles, in inventory they weight 0.2 (200 Pounds) but when dropped into a bag they cannot then be picked back up because they weight 2,000 pounds.

The Older issue of being unable to pick up Stacks of Ammo Was fixed in Fallout 76: Wild Appalachia Patch 7.0 – March 13,

Fix:

Unknown

Issue: Broadsider's Ammo is effected by the wrong Ammo Perks (Ticket Submitted on 02-10-2019)

Broadsider "Broadsider"

AmmoCannonBall "Cannonball"

Broadsider is an Explosive heavy weapon, however the Cannon Balls are flagged as Ballistic

Fix:

Switch the AmmoTypeBallistic keyword for the AmmoTypeExplosive (or just add the second keyword as it is a niche weapon and this would make it more viable)


#Ballistic:

Issue: 10mm Submachine Gun only Scraps for Steel. (Ticket Submitted on 02-07-2019)

10mmSMG "10mm Submachine Gun"

Fully Upgraded SMR's only scrap for Steel.

Fix:

All of the Curve Tables inside the CoBJ's start with the CT_ which I assume stands for "Cut" which explains why nothing beyond steel is every gained from Scrapping.

Change to Functional Curve Tables.

Issue: Combat Rifle "short scope" will sometimes magnify the gun instead of zooming. (Ticket Submitted on 03-29-2019)

CombatRifle "Combat Rifle"

The scope, "short scope" on the combat sniper rifle will sometimes magnify the gun, showing a black scope, instead of scoping, when pressing left trigger.

See image for example. (Credit to StormyLlewellyn1)

http://imgur.com/08X4Hra

Fix:

Unknown

Issue: Crossbow Default Receiver missing a COBJ. (Ticket Submitted on 02-07-2019)

Crossbow "Crossbow"

mod_Crossbow_null "Standard Frame"

Crossbow's Standard Frame (Receiver) is Missing a COBJ, so it can't be converted back from "Prime" (Credit to Bromorin)

Fix:

Create a COBJ In line with the rest of the weapons

Issue: Crossbow "Bolts" Cannot be interacted with in the World (Picked up, etc). (Ticket Submitted on 02-15-2019)

crossbow "Crossbow"

AmmoCrossbowBolt "Crossbow Bolt"

ProjectileCrossbowBolt

Assuming the Collision is correct on the mesh, the only other thing I see is the Bolt is set up a bit differently than the Railway Spike which should not caused the fault.

However the ProjectileCrossbowBolt is missing a name, so it won't be able to be interacted with by the player.

Fix:

Add the Missing Name to the Projectile.

Issue: Hunting Rifle .50 Cal receiver does less DMG than the .308. (Ticket Submitted on 02-07-2019)

HuntingRifle "Hunting Rifle"

mod_HuntingRifle_Receiver_AmmoConv50 ".50 Receiver"

.50 Cal Receiver does less damage than the Hardened .308 Receiver. (Credit to Erik2112)

Fix:

Tweak the damage variables.

Issue: Harpoon Gun does appear to Benefit from "Lock and Load". (Ticket Submitted on 03-14-2019)

DLC03_HarpoonGun "Harpoon Gun"

LockAndLoad01 "Lock and Load"

The reload animation is faster but you just stand there and can’t fire until after a long pause.

(Credit to maxima2018)

Fix:

Unknown

Issue: Pipe Revolver missing from Legendary Tables. (Ticket Submitted on 02-07-2019)

PipeRevolver "Pipe Revolver"

BETA Issue, we are grateful we can get the Pipe Revolver from the Legendary vendor, but it should be on the standard legendary table as well, especially since the other 2 Pipes can be found as Legendaries…

Fix:

Add to the LL_Weapon_Ranged_All_Restricted leveled list

Issue: Syringer is missing Legendary AP_ Keywords. (Ticket Submitted on 02-10-2019)

PipeSyringer "Syringer"

BETA Age issue, It is missing the Legendary Attach Points, which for example for the Drill, results in it dropping without any Legendary effect since the BETA, frustrating the community this easy fix has yet to be made.

Fix:

Add the following Keywords.

ap_Legendary1

ap_Legendary2

ap_Legendary3

ap_Legendary4

ap_Legendary5

Issue: Syringer, when fired locks, out the ability to switch weapons or attack for 4 seconds. (Ticket Submitted on 02-12-2019)

PipeSyringer "Syringer"

Once you fire it, there is a 4 second delay before you can use any other weapon. This 4 second delay times exactly with how long the fire and reload animation takes on the Syringer.

Steps to reproduce are simple, fire Syringer and then hotswap to another weapon. You will be unable to attack until the four seconds are up. (Credit to anotherBoredAHole)

Fix:

Unknown


#Energy:

Issue: Cryolator uses wrong ammo model for reload, uses yellow fusion cells instead of blue cryo cells. (Ticket Submitted on 02-22-2019)

Cryolator "Cryolator"

Cryolator uses wrong ammo model for reload, uses yellow fusion cells instead of blue cryo cells (Credit to ZanthirEAS)

Fix:

Unknown

Unable to open related nif's and animations.

Issue: Crystallizing Barrel projectiles have a delayed impact/damage on targets. (Ticket Submitted on 02-22-2019)

Cryolator "Cryolator"

Cryolator Crystallizing Barrel projectiles have a delayed impact/damage on targets, similar to the problems Plasma weapons had on release (Credit to ZanthirEAS)

Fix:

Unknown

Issue: Enclave Plasma missing from Legendary Tables. (Ticket Submitted on 02-07-2019)

Enclave_PlasmaGun "Enclave Plasma"

Appears to be missing from the Legendary table and not present on any standard tables (even the rare drop like Treasure maps)

More than anything there is no way to protect it from accidental scraping.

Fix:

Add it to the same lists as the Ultracite Laser Pistol.

LL_Weapon_Ranged_All_Restricted

LL_Weapon_Ranged_All_Above20 (Though this appears to be a "Dead-End" leveled list, and is not used.

And Add to the following leveled list.

Add it to one of the Treasure map pools found under LL_TreasureMap_Reward , specifically LL_Weapon_Ranged_All_Restricted

Issue: Enclave Plasma "Hit" Bugs. (Ticket Submitted on 02-07-2019)

Enclave_PlasmaGun "Enclave Plasma"

Ongoing issue with Hip firing, especially at close targets, and no hits registering, as the projectile passes through the NPC.

Fix:

Unknown. Not enough decoded and time spent with the '76 weapons and related game files to understand it fully.

What I can see…. is 2 possible fixes.

Comparing the Fallout 4 PlasmaProjectileLarge to the Fallout 76 ProjectilePlasmaLarge the noticeable difference is the "Type" of Projectile. In Fallout 4 it is a "Missile" and in Fallout 76 it's a Beam.

As the effect isn't a Beam, and Beams and Missiles are handled differently, limited testing in Fallout 4 suggests switching it to a Beam "seems" to suffer from a similar Miss-Rate issue, but I invested only 30 minutes into testing.

Switching the Projectile type to "Missile" and either putting live or doing extensive in house testing to replicate my findings could be a good start.

The other result was leaving it as a Beam, but making sure the Perpetrates Geometry Flag is selected, seems to resolve the issue.

Issue: Enclave Plasma Uses the wrong Preview Model. (Ticket Submitted on 02-22-2019)

Enclave_PlasmaGun "Enclave Plasma"

Enclave Plasma weapons have the wrong preview model: when you 'inspect' them, they appear like normal Plasma/Laser weapons, but when equipped you can see they have different color schemes (Reported by ZanthirEAS)

Fix:

Add Material swap to the Weapon record on the Model MODS – Material Swap.

Read:  Some thoughts and notes from my four hours in the B.E.T.A

Enclave_plasmaReceiver

Issue: Gatling Plasma appears to have taken a durability hit. (Ticket Submitted on 05-21-2019)

GatlingPlasma "Gatling Plasma"

In Patch 9 we are seeing multiple Reports of a Durability hit on some weapons.The Gatling Plasma, with Perk cards equipped appears to have gone from roughly 8 full cores before breaking to 3 cores.

Issue seems worse for "Legacy" Explosive Variants.

Fix:

Tweak or Roll back the changes to the Durability, seeming linked to Explosive Weapons.Issue: Gatling Plasma Using the wrong ammo during reload.. (Ticket Submitted on 02-22-2019)

GatlingPlasma "Gatling Plasma"

Plasma Cores still incorrectly use the Fusion Core model, the model is visibly different when reloading the Gatling Plasma (Credit to ZanthirEAS)

Fix:

Unknown.

Issue: Gauss Rifle "Hit" Bug. (Ticket Submitted on 02-07-2019)

GaussRifle "Gauss Rifle"

The Gauss Rifle seem to suffer from "Hip Fire" / "Snap-Fire" accuracy issues, beyond what would normally be expected.

Firing at large targets, outside of "IronSights" or "Scoped" it seems to miss much more than one would expect, to say nothing of smaller Targets.

Fix:

Unknown.

Not enough decoded and time spent with the '76 weapons and related game files to understand it fully.

Issue: Gamma Gun Audio Loop. (Ticket Submitted on 02-07-2019)

GammaGun "Gamma Gun"

Both the "Static" and "Firing" sounds will occasionally get stuck in a loop.

Fix:

Possibly a Legacy issue from Fallout 4, honestly don't know

Issue: Gamma Gun Not effected by Weapon Perks. (Ticket Submitted on 02-10-2019)

GammaGun "Gamma Gun"

Not effected by any weapon / pistol perks. (Reported by Stumbles_Actual)

Fix:

Add the Following Keyword.

WeaponTypePistol

Issue: Plasma Gun "Hit" Bugs. (Ticket Submitted on 02-07-2019)

PlasmaGun "Plasma"

Enclave_PlasmaGun "Enclave Plasma"

Ongoing issue with Hip firing, especially at close targets, and no hits registering, as the projectile passes through the NPC. The Fact this is effecting all the Plasma weaponry I think it might be projectile related.

Fix:

Unknown. Not enough decoded and time spent with the '76 weapons and related game files to understand it fully.

What I can see…. is 2 possible fixes.

Comparing the Fallout 4 PlasmaProjectileLarge to the Fallout 76 ProjectilePlasmaLarge the noticeable difference is the "Type" of Projectile. In Fallout 4 it is a "Missile" and in Fallout 76 it's a Beam.

As the effect isn't a Beam, and Beams and Missiles are handled differently, limited testing in Fallout 4 suggests switching it to a Beam "seems" to suffer from a similar Miss-Rate issue, but I invested only 30 minutes into testing.

Switching the Projectile type to "Missile" and either putting live or doing extensive in house testing to replicate my findings could be a good start.

The other result was leaving it as a Beam, but making sure the Perpetrates Geometry Flag is selected, seems to resolve the issue.

Issue: Salvaged Assaultron Head is Loosing it Primary AP. (Ticket Submitted on 05-21-2019)

DLC01AssaultronHeadCharging "Salvaged Assaultron Head"

Known issue that appeared with the Legendary Vendor, Rewarded 1*+ Legendary Rewards are loosing their primary Legendary Mod.

Fix:

Unknown.

Issue: Ultracite Laser Uses the wrong Preview Model. (Ticket Submitted on 02-22-2019)

UltraciteLaserGun "Ultracite Laser"

Ultracite Laser/Enclave Plasma weapons have the wrong preview model: when you 'inspect' them, they appear like normal Plasma/Laser weapons, but when equipped you can see they have different color schemes (Reported by ZanthirEAS)

Fix:

Add Material swap to the Weapon record on the Model MODS – Material Swap.

CustomMaterialSwap0001812ADUPLICATE000


#Explosive Weapons:

Issue: Broadsider's Base DMG is comically low. (Ticket Submitted on 05-21-2019)

Broadsider "Broadsider"

Issue since Fallout 4, and true of many of the Niche Heavy weapons, but doubly so for the Broadsider.

Between the Exceptionally High weight of the Ammo, Weapon, the low durability, etc. It is at the present completely unusable outside of a "Gag" weapon.

Fix:

At the very least increase the base Damage and Durability by 75%, Test and modify from there.

Issue: Broadsider's Ammo is effected by the wrong Ammo Perks (Ticket Submitted on 02-10-2019)

Broadsider "Broadsider"

AmmoCannonBall "Cannonball"

Broadsider is an Explosive heavy weapon, however the Cannon Balls are flagged as Ballistic

Fix:

Switch the AmmoTypeBallistic keyword for the AmmoTypeExplosive (or just add the second keyword as it is a niche weapon and this would make it more viable)

Issue: Fatman's Base DMG is low enough to be nonviable . (Ticket Submitted on 05-21-2019)

Fatman "Fat Man"

Issue since Fallout 4, and true of many of the Niche Heavy weapons, and just like the Broadside it is an issue.

Between the Exceptionally High weight of the Ammo, Weapon, the low durability, etc. It is at the present completely unusable outside of a "Fun" weapon.

Fix:

At the very least increase the base Damage, Area of Effect and Durability by 50%, Test and modify from there.

Issue: Missie launcher's 's Base DMG is low enough to be nonviable (Ticket Submitted on 05-21-2019)

MissileLauncher "Missile Launcher"

Issue since Fallout 4, and true of many of the Niche Heavy weapons, and just like the Broadside it is an issue.

Between the Exceptionally High weight of the Ammo, Weapon, the low durability, etc. It is at the present completely unusable outside of a "Fun" weapon.

Fix:

At the very least increase the base Damage, Area of Effect and Durability by 50%, Test and modify from there.


#Grenades:

Issue: Fragmentation Grenade MIRV uses the wrong ICON. (Ticket Submitted on 02-07-2019)

DLC04_FragGrenadeMIRV "Fragmentation Grenade MIRV"

Quick use Icon shows as a weapon and not a grenade, caused by lacking any UI_Keyword. (Credit to jc_geier)

Fix:

Add the following keyword to the weapon record.

UI_WeaponTypeThrown "ThrownWeaponIcon"

Issue: Nuka Quantum Grenade uses the wrong ICON. (Ticket Submitted on 02-07-2019)

DLC04_NukaQuantumGrenade "Nuka Quantum Grenade"

Quick use Icon shows as a weapon and not a grenade, caused by lacking any UI_Keyword. (Credit to jc_geier)

Fix:

Add the following keyword(s) to the weapon record.

UI_WeaponTypeNukaGrenade "NukaGrenadeIcon"

WeaponTypeRanged

WeaponTypeNukaGrenade

Issue: Nuka Quantum Grenade does a fraction of the damage of the Nuka Grenade. (Ticket Submitted on 02-10-2019)

DLC04_NukaQuantumGrenade "Nuka Quantum Grenade"

uses the projectile

ProjectileDLC04_NukaQuantumGrenade "Nuka Quantum Grenade"

Which uses EExplosionFragGrenade instead of ExplosionNukaGrenade

Only has a "Gravity" of 0.5 (vs. 3.5)

Additionally ExplosionDLC04_NukaQuantumGrenade has the following settings which appear to be an error.

Outer Radius 50.00 (vs 400.00 for a NukaGrenade)

IS Radius 200.00 (vs 780 for a NukaGrendade)

Vertical Offset Multiplier 650.00 (vs 5000.00 for a Nuka Grenade)

1/8 the size of a standard Nuka Grenade explosion (50 units vs 400 units)

The Damage is actually much higher than a NukaGrenade, however the Area of Effect Radius is microscopic in comparison, which means unless the Target is holding the Grenade when it goes off, it won't effect the target.

Fix:

Align the DLC04_NukaQuantumGrenade with the NukaGrenade in both the Projectile and Explosion links, for Radius, Height, etc, to resolve this.


#Melee Weapons:

Issue: Bowie Knife does not show Blood FX. (Ticket Submitted on 02-10-2019)

BowieKnife "Bowie Knife"

Knife does not appear to show the "Blood FX" when attacking an Organic NPC. (Reported by RebelOfWar)

Unable to Open the weapon Nif, but in Fallout 4 when this occurred it was due to a missing or improperly configured Blood overlay mesh inside the Nif.

Fix:

Check and Fix the Bowie Knife Nif.

Issue: Bowie Knife Missing the ma_Knife Keyword. (Ticket Submitted on 02-10-2019)

BowieKnife "Bowie Knife"

Legendary Template includes the generic Knife upgrades, but it’s missing ma_Knife and non-legendary versions will spawn with upgrades, but they cannot be applied. It has a ma_BowieKnife but no linked OMODS.

Fix:

Add the missing ma_Knife

Issue: Chainsaw is missing from all Tables, Especially Legendary. (Ticket Submitted on 02-10-2019)

Chainsaw_76 "Chainsaw"

Only present on the LL_Weapon_Melee_Chainsaw_76 list, which feeds into LPI_Weapon_Melee_Chainsaw_76 .

It is on ZERO Leveled lists that allow for random world spawns for NPC usage or looting.

Fix:

Add it to the same lists as the Ultracite Laser Pistol.

LL_Weapon_Ranged_All_Restricted

LL_Weapon_Ranged_All_Above20 (Though this appears to be a "Dead-End" leveled list, and is not used.

And Add to the following leveled list.

Add it to one of the Treasure map pools found under LL_TreasureMap_Reward , specifically LL_Weapon_Ranged_All_Restricted

Issue: Chainsaw is missing Legendary AP_ Keywords. (Ticket Submitted on 02-10-2019)

Chainsaw_76 "Chainsaw"

Besides adding it to the Legendary drop table, it is missing the Legendary Attach Points, which for example for the Drill, results in it dropping without any Legendary effect since the BETA, outraging the community.

Read:  My Gun Shop Now Thrives with Pawn and Cap Loans!

Fix:

Add the following Keywords.

ap_Legendary1

ap_Legendary2

ap_Legendary3

ap_Legendary4

ap_Legendary5

Also Add the MODCOL to the Legendary Template.

modcol_Chainsaw_Bar

Issue: Chainsaw's "Dual Bar" does not appear to increase Damage. (Ticket Submitted on 02-10-2019)

Chainsaw_76 "Chainsaw"

mod_Chainsaw_Bar_Dual "Dual Bar"

Does not appear to effect damage, OMOD has the dmg type being changed as secondary.

Chainsaw "secondary" damage is 1.00 so increasing secondary damage means 0.5 added damage.

Fix:

Tweak Damage type to Primary and Test in game, it should now correctly add 50% more damage.

Issue: Chainsaw is level Locked. (Ticket Submitted on 02-10-2019)

Chainsaw_76 "Chainsaw"

Since the BETA it is locked at a fix level.

This results in a weapon that will not scale with the players, and is already not very viable becoming worthless.

Fix:

Unknown, not enough of the engine is decoded(that I am aware of) to determine a quick fix.

Issue: Commie Whacker Bladed Mod is improperly named (Ticket Submitted on 02-07-2019)

DLC04_miscmod_mod_melee_DLC04_CommieWhacker_BladesLarge "Bladed"

The MiscMod is name "Bladed" making it nearly impossible to figure out what it attaches to. (Credit to jchamlin)

Fix:

Change the name to "Bladed Commie Whacker"

Issue: Combat Knife has an "Invisible" Blade (Ticket Submitted on 05-21-2019)

Knife "Combat Knife"

ap_Weapon_Model_Replacement "Customization"

mod_melee_Knife_Model_Null "No Customization"

The Additional "No Customization" Option under the secondary Keyword is missing the Default base model, so if applied will make the Knife vanish

Image:

Credit to u/AHeroicLlama and the post "The Combat Knife "No Upgrade" mod is quite literal"

Fix:

Add the Model path of the Default Combat Knife "Null" upgrade, "WeaponsKnifeBlade.nif"

Issue: Cultist Dagger Missing the ma_Knife Keyword. (Ticket Submitted on 02-10-2019)

CultistDagger "Cultist Dagger"

Legendary Template includes the generic Knife upgrades, but it’s missing ma_Knife and non-legendary versions will spawn with upgrades, but they cannot be applied.

Fix:

Add the missing ma_Knife

Issue: Drill is missing Legendary AP_ Keywords. (Ticket Submitted on 02-10-2019)

Drill "Drill"

It is missing the Legendary Attach Points, which for example for the Drill, results in it dropping without any Legendary effect since the BETA, outraging the community.

This is a very easy fix, and would be an awesome addition.

Fix:

Add the following Keywords.

ap_Legendary1

ap_Legendary2

ap_Legendary3

ap_Legendary4

ap_Legendary5

Issue: Drill is level Locked. (Ticket Submitted on 02-10-2019)

Drill "Drill"

Since the BETA it is locked at a fix level.

This results in a weapon that will not scale with the players, and is already not very viable becoming worthless.

Fix:

Unknown, not enough of the engine is decoded(that I am aware of) to determine a quick fix.


#Thrown Weapons:


#Legendary:

Anti-armor

Issue: Energy Weapons do not Benefit from Anti-Armor Legendary Effect . (Ticket Submitted on 02-15-2019)

mod_Legendary_Weapon1_AntiArmor "Anti-armor"

ench_LegendaryWeapon_AntiArmor

Legendary_AntiArmorEffect "Add Anti-armor Perk"

LegendaryAntiArmorPerk "Ignore target armor"

When testing in Game the Anti-Armor Legendary Effect does not benefit Energy weapons unless they also have a physical damage portion.

Fix:

Following the Chain to the "LegendaryAntiArmorPerk" it is set up to "Mod Target Damage Resistance" and it's easy to assume that will be all Resistances, but it is infact JUST DR. There are a few "Unknown" properties in XEdit, so I can't be sure, but using FO4 as a source of information it does not appear there is a way to have this effect ER without some serious TLC.

Durability

Issue: Weapons do not appear to drop with the "Durability" Legendary Effect (Ticket Submitted on 02/15/2019)

mod_Legendary_Weapon3_Durability "Durability"

Personally tracking more than 5,000 Legendary weapon drops, all other combos appear to drop, however the "Durability" Legendary does not appear to with any frequency at all.

Fix:

Unknown

Vampire's

Issue: Weapons appear with an Extra space in the name (Ticket Submitted on 02/22/2019)

mod_Legendary_Weapon1_Vampire "Vampire's" dn_CommonGun

'Vampire's' affix has one extra space after it, ex: "Vampire's–Ripper" vs "Vampire's-Ripper" (Reported by ZanthirEAS)

Fix:

Edit the INNR to remove the space after Vampire's in the dn_CommonGun INNR


#Misc:

Coming Soon


#Quality of Life: (QoL)

Issue: Ultracite Gatling Laser Missing from Legendary Tables. (Ticket Submitted on 02-07-2019)

Ultracite_GatlingLaser "Ultracite Gatling Laser"

It is available now from the Legendary Vendor, but we would love additional chances to find it.

Fix:

Add it to the same lists as the Ultracite Laser Pistol.

LL_Weapon_Ranged_All_Restricted

LL_Weapon_Ranged_All_Above20 (Though this appears to be a "Dead-End" leveled list, and is not used.

And Add to the following leveled list.

Add it to one of the Treasure map pools found under LL_TreasureMap_Reward , specifically LL_Weapon_Ranged_All_Restricted

Issue: Ultracite Laser (non-Legendary) is exceedingly uncommon. (Ticket Submitted on 02-07-2019)

UltraciteLaserGun "Ultracite Laser"

Very limited on the leveled lists it can be found.

With the understanding this is supposed to be a very rare item, maybe adding them to the Treasure map pool?

Fix:

Add it to one of the Treasure map pools found under LL_TreasureMap_Reward , specifically LL_Weapon_Ranged_All_Restricted

Issue: Weapons do not Scrap for Springs or Screws (Ticket Submitted on 02-07-2019)

A break from Fallout 4, and resulting in what many think is unneeded extra work to "grind" Springs and Screws, no weapon regardless of INT or Perk, yields those two precious resources.

Fix:

Replace the "Cut" Curve tables with functional ones, or if just "broken" fix them..

CT_COBJ_Weapon_Screws

CT_COBJ_Weapon_Springs

Make the yield low, but atleast give us a chance based on INT, Agility, etc to net a return.

Issue: Rifles lack a "Perk" to reduce their weight (Ticket Submitted on 02-07-2019)

Every other weapon type has a related set of Perk cards to reduce the weight of said weapon type.

Considering how "Unbalanced" many of the Rifles weights are when upgraded (a 25 pound "handmade", aka AK-Class weapon, is insane, no offense to anyone, and unrealistic based on RL numbers.) this really should be a high priority.

Fix:

Clone one of the other Perk Cards, change the conditions, Add it to the available perk table.

Endurance might be a fun place for this one, but just a personal opinion, as carrying a Rifle is about Strength and Endurance, and STR already has a few Weapon Weight Reduction Perks.


Please add bugs and suggestions that have been missed.

Unofficial but Comprehensive Bug Roundup – Weapons

Unofficial but Comprehensive Bug Roundup | Patch 9.0 | 05/07/2019 Wild Appalachia – Pioneer Scouts

Unofficial but Comprehensive Bug Roundup | Patch 8.5 | 04/22/2019 (Wild Appalachia)

Unofficial but Comprehensive Bug Roundup | Patch 8.0 | 04/03/2019 (Wild Appalachia)

Unofficial but Comprehensive Bug Roundup | Patch 7.0 | 03/13/2019 (Wild Appalachia)

The Following will be Rebuild as new and maintained pages.

Unofficial but Comprehensive Bug Roundup – Armor & Underarmor – Feb 2019

Unofficial but Comprehensive Bug Roundup – NPC's – Feb 2019

Unofficial but Comprehensive Bug Roundup – Perks – Feb 2019

Unofficial but Comprehensive Bug Roundup – Power Armor – Feb 2019

Unofficial but Comprehensive Bug Roundup – Quests – Feb 2019

Unofficial but Comprehensive Bug Roundup – UI, Display and Graphics – Feb 2019

Unofficial but Comprehensive Bug Roundup – Weapons – Feb 2019

Source: Original link


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