PC Weapon Attachments

andrewcu

New member
I started messing with weapon attachments finally yesterday and realized that there is no actual way to figure what is compatible with what weapon. I have several attachments that will not attach to anything i have so i have no idea what they go to. Is there a guide to these? I tried looking on the wiki but i was not successful in finding a dedicated page to it

 
In most cases it should be obvious, like not being able to use a silencer with a blunderbuss or revolver or a large scope with a pistol that is smaller than the scope.

 
When you open the modify interface for a tool, weapon, vehicle, or armor the mods in your inventory that can be used with that item will indicate it by having their little gear icon glow green. So just have your mods equipped and then open the interface and you will know.

 
In most cases it should be obvious, like not being able to use a silencer with a blunderbuss or revolver or a large scope with a pistol that is smaller than the scope.
it's not obvious at all; plenty of incompatible items SHOULD work together, but don't. OP is correct: the user interface/UX for this particular feature is bare bones at best and requires trial and error.

 
When you open the modify interface for a tool, weapon, vehicle, or armor the mods in your inventory that can be used with that item will indicate it by having their little gear icon glow green. So just have your mods equipped and then open the interface and you will know.
I do see this, and this is the problem. A few of the attachments i have do not glow green for anything. I dont remember which ones off the top of my head. I will get the names and report back tomorrow. Maybe im just missing something.

 
It's also not clear what mods can't be added together. For instance, I can't have rad remover and weighted head in my sledgehammer at the same time. I don't know if one of these mods are taking up more than 1 slot, or if they simply can't be used together. They both flash green, but they aren't both usable. I don't know why, and the game doesn't tell me why.

 
I do see this, and this is the problem. A few of the attachments i have do not glow green for anything. I dont remember which ones off the top of my head. I will get the names and report back tomorrow. Maybe im just missing something.
Not all extensions are for weapons. Some are for armor or tools.

 
Not all extensions are for weapons. Some are for armor or tools.
I know one of them off hand is a pocket extender essentially. What is this supposed to go on? I tried everything i could think of besides clothing, is this where it belongs?

 
The pocket extender goes on pieces of armor. It reduces encumbrance if I'm not mistaken. Regular clothing don't take mods-- only armor.

 
Is there any chance that these things can be consistently called Attachments in the in-game text, so we're not using the word Mod for two different things?

 
Is there any chance that these things can be consistently called Attachments in the in-game text, so we're not using the word Mod for two different things?
I'm partial to "Customizations", but otherwise a big +1 to this idea.

-Morloc

 
If you look at it you can see the retractable stock.
You've not taken any classes in user experience design, have you? There are certain little things TFP could do to make the game experience smoother, easier to understand, and less "figuring things out." Your responses seem to suggest that TFP are firmly in the camp of "figure our game out through trial and error and squinting at icons" vs "let's make the interface so smooth and easy to use, so obvious, that it's not a distraction to the game itself."

I work with one of the best UX designers on the planet imho, so I tend to fall into the second camp. But it never ceases to amaze me how TFP could, easily, just do little tweaks and noodles, but don't want to ... because it's not "math enough" or something. Like a cleaner, easier, UX isn't man-enough or is a sign of weakness.

 
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