I made some high level characters to try out the crafting tools and builds. However, I cannot seem to craft the mods without turning the required materials off. Also, when I try to add the mods to my power armor, they aren’t there. Am I missing something about how to add the mods to my gear? The guns seem to work fine, but all the armor is refusing to offer the opportunity to upgrade.
You’re definitely not doing anything wrong. I’ve got tickets filed for both issues, for the second one I believe there may actually already be a fix in the works for it that just hasn’t been released yet.
Thank you for the quick reply. I’ve noticed that some of the upgrades have appeared on the armors, but there are some that have not. For example, the X-01 PA suit can use material, system, and upgrade slots. The materials aren’t there, nor are the upgrade slots. But the systems have appeared. Also, every armor system talks about adding upgrades to power armor, but does not describe what each upgrade does. I had to look them up in the core rulebook. Even then, it lets you add the upgrade (system), but the change has no effect. For example, the Motion-Assisted T65 system upgrade is available, but it doesn’t set your strength to 13, instead of 11.
Also, a few gun mods are missing. I know because the slot is there, and the description below shows what you can use in that slot (if you hover over it, it gives you a pop-up window with the details), but when you go into the slot to choose, nothing is there.
Finally, there are several bugs, but one stands out. When I put on Power Armor, it removes its weight from my encumbrance. But when I take it off, it adds the full weight of the suit, as if my character is toting that thing around on my back. You should set things up to not add their weight unless you “Activate” them. I imaging all the ammo I am using being stored in the armored truck, or APC. I would not carry all that crap at the same time.
Finally, I’m a huge fan of the Dogmeat perk. I use it on my survivor as his first perk. But it does not offer any option to upgrade the little fella when I level up. It describes the dog as gaining bonuses dependent on my level gains, but there is no way to improve my furry friend. Also, there is no way to add the dog armor available to him to his “character.”
Thanks for writing this all out, we appreciate the feedback. I’ve got tickets broken out for all of this other than the issues you’re having with Dogmeat. Unfortunately the NPC sheets for Fallout don’t appear to be editable just yet. When they are though you’ll be able to do both of the things you’re trying to.
Which guns are you noticing this on? A lot of mods are gun specific so we’re trying to track down exactly what the issue here is.
Also, can I get a link to your character? That will help us narrow things down even better.
I just submitted a support request for Laser Gun not being able to add a Full Stock Mod related to this. Looks like it got tagged with Small Guns which is correct for that stock mod but didn’t get tagged for Energy Weapons which it would also be true for.
Though now that I’m looking at the library this may be an errata thing because Full Stock isn’t listed in Laser Gun’s entry
EDIT: Yeah, its an errata thing, I just reviewed all the rules again and it almost looks like when they went from a design spreadsheet to book they applied Full Stock as an available Mod inverse to what it should be for the laser weapons.
I have to admit I’m a little confused now. Are you saying that Full Stock should not be available for the Laser Gun because of the errata or that the errata added the Full Stock mod for the Laser Gun?
I actually submitted to Modiphius with an errata request on this after looking deeper.
In an already published errata they removed Standard Stock from all Small Guns and replaced it with Full Stock. This was just cosmetic though as Full Stock on Small Guns has the same rules as Standard Stock did.
When they made that change they didn’t touch the Standard and Full Stock for Energy Weapons.
However, both of those stocks are “Add two-handed to the weapon and…” Effects. One removes inaccurate, the other grants piercing. What’s odd about that is, revealed by the question: “Why would the only energy weapon able to take a full stock be the only one that is all ready two-handed”
It strikes me that the answer to that question is either a mistake in the design docs that made it into print or a mistake in going from design docs to print. In either case it needs clarification from the game designers.