Version 9.0 has been uploaded! It can be found at the Downloads page of this mod. It's still a WIP, so expect some issues.

Add media Report RSS Fallout 3 Reborn V7 Weapon Slots (Prototype) Video
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Nametaken
Nametaken - - 24 comments

nice realism

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Slayer_2 Author
Slayer_2 - - 2,141 comments

Thanks

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Spellbound
Spellbound - - 266 comments

Umm... no, bad idea.

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Slayer_2 Author
Slayer_2 - - 2,141 comments

Oh well, it's going in.

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jonasdc94
jonasdc94 - - 72 comments

I love this idea. But dont make the ammo limit to low.

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Slayer_2 Author
Slayer_2 - - 2,141 comments

It won't be. You'll be able to carry 1000 or so 5.56mm rounds.

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AntiClaas
AntiClaas - - 2 comments

The weapon limit is a bad idea. I'm indifferent towards the ammo limit though.

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Slayer_2 Author
Slayer_2 - - 2,141 comments

Well, it's already been put together, and I'm keeping it. It actually makes the game better, IMO, as it helps stop you from getting over-encumbered carrying around 10 weapons you rarely use, and a few weapons you use most of the time. It will be able to be toggled on/off at the player's home terminal.

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SuperDurnius
SuperDurnius - - 44 comments

Agree.. No weapon limit... Yes to ammo limit

Does the weapon limit will increase with new armors?

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Slayer_2 Author
Slayer_2 - - 2,141 comments

See comment above.

No, it's not a weight problem with carrying the guns, it's a encumbrance problem. You try carrying 10 weapons around, where are you going to put them? The ammo, however, will hopefully be strength-based (more strength = more carrying capacity. At 5 strength, you can carry 300 10mm rounds, at 10, you can carry 360. If you have 0 strength (why the hell would you do that, but anyhow) you can carry only 240. Not a major difference, no. But it's just to add some perks to the strength stat.

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sbseed
sbseed - - 499 comments

sounds like a really good idea, i only use 1-2 weapons through out the game anyways, unless im out of ammo for one or the other.

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Slayer_2 Author
Slayer_2 - - 2,141 comments

Thanks sbseed. I think it's safe to say you're my biggest, and only fan :P

I find it really helps stop you from getting over-encumbered, which is probably the most annoying thing that can happen to you in Fallout 3.

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Riddick89
Riddick89 - - 1 comments

I just thought of something. What if you want to take an enemy's weapon,or maybe a few weapons,to repair your own weapon or sell? I don't like the idea of having to drop a weapon to repair another. Seems pointless in a game like Fallout 3. How will I repair my sidearm if I can only carry one? It's good that you put in the option to toggle this part of your mod on/off. No offence,just my thoughts. I think your mod is awesome.

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Slayer_2 Author
Slayer_2 - - 2,141 comments

You're in luck, the game takes a few seconds to process the script, and time is paused when the pip-boy is up. So you can pick up an item, pull out your pip-boy and repair it. And it the weapons slots are kind of intended to stop people carrying around 20 weapons, 15 of them to sell.

I agree, the on/off toggle was an amazing idea: it saved me from a lot of whining :P

I'm kind of tempted to make the player play an hour of the mod before they can toggle it off. I have a feeling that most people are going to load the mod and run for their house to disable the mod. Kind of annoying how people won't even play it and give it a chance before judging it.

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minotor1279
minotor1279 - - 219 comments

awww sweet that is great
it makes f3 slightly less overpowered
you wont be able to pick up all the ammo on your way
and.....
3 main weapons slots please :)
oh and do not use the pick up a minigun and drop it...
that SUCKS

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Slayer_2 Author
Slayer_2 - - 2,141 comments

It is fun, and don't worry, the temporary heavy weapons idea is gone.

I'm considering adding in a customizer for the weapon slots, so you can choose how many you get, but three is a lot.

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rx61
rx61 - - 108 comments

wiht weapon slows i can slash and shoot slash forthose gouls

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Slayer_2 Author
Slayer_2 - - 2,141 comments

Yep.

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Description

NOTE: The Weapon Slot and Ammo Limit will be able to be toggled on/off via the player's home terminal. Keep this in mind BEFORE commenting.

Well, here is a quick (and slightly humorous) video. To clarify a few things about how the system works:

You get two main weapons, such as an Assault Rifle, Combat Shotgun or Sniper Rifle.

One sidearm such as the Sawn-off Shotgun, 10mm Pistol or Plasma Pistol.

10 explosives, such as grenades or mines.

One (small) melee weapon, such as a knife or rolling pin. large melee weapons will take up a main weapon slot.

I'm also working on a system somewhat like Halo 3, where you can pick up mini-guns, flamers, and gatling lasers, but can only carry them if they're equipped. So if you switch weapons, you drop it. However, it does not take up a weapon-slot.

There is also an ammo max system being put into place that will give you a certain amount of boxes or clips you're allowed to carry. However, if you go over your max, you drop a whole clip/box. It's up to you to make sure that you carry as much ammo as possible.

I may also add in a bandoleer and grenade pouch that will increase your max ammo capacities.