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The Grunt Perk

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brfritos
Posts: 66
Joined: Tue Nov 01, 2016 2:16 am

The Grunt Perk

Post by brfritos » Sat Dec 22, 2018 1:52 am

Since the name of the section is suggestion and feedback, one question came to my mind when choosing between the Cowboy and Grunt perks.

Some weapons like Lincoln's Repeater, Scoped Magnum .44 and others knifes and revolvers from FO3 were included in the Cowboy perk.
There are plans to include some army weapons in the Grunt perk, like the normal Chinese Assault Rifle and the normal Assault Rifle among others?
I restarted my guns playthrough and usually I travel to the Mojave after picking the Inteligence bobblehead, discovering Arlington Library among other tasks, usually I travel at most at level 5 (learned my lesson this time and bringed 100 AP 5.56mm rounds instead my .32 rifle, those mutants never stood a chance).

I was lucky to bump into a travelling merchant with a magazine and rate of fire upgrade for the Hunting Rifle in the Mojave, so I'm back in DC with a beast in my hands (had to sell everything I had to being able to buy them though, including most of my ammo, stims and even my armor).
I chose the Grunt perk and I'm using a upgraded Service Rifle that is putting the Chinese and Assault Rifle to shame.
On the other hand I noted there are some upgrades that increase damage, like the one for the Chinese Pistol.

This means those weapons will relly on upgrades rather than perks for better performance?
Or there are plans to include them in the Grunt perk in the next patch?
I know, I know... the player are able to find tons of good weapons later in the game like the Infiltrator, but I'm very fond of the Chinese and Assault Rifle.

The Cowboy Repeater with JFP rounds still is a good weapon even later game. :)

Just curious, nothing more.

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RoyBatty
Gary
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Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Re: The Grunt Perk

Post by RoyBatty » Sat Dec 22, 2018 7:55 am

All the Fallout 3 weapons are in appropriate form lists, if Grunt isn't working on the assault rifles and combat shotguns and trench knife etc, then you have a mod overwriting the form list.

You can resolve conflicts using FNVEdit and manually merging appropriate things into a patch you create.
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brfritos
Posts: 66
Joined: Tue Nov 01, 2016 2:16 am

Re: The Grunt Perk

Post by brfritos » Sat Dec 22, 2018 5:04 pm

Oh crap, jsawyer mod was
RoyBatty wrote:
Sat Dec 22, 2018 7:55 am
All the Fallout 3 weapons are in appropriate form lists, if Grunt isn't working on the assault rifles and combat shotguns and trench knife etc, then you have a mod overwriting the form list.

You can resolve conflicts using FNVEdit and manually merging appropriate things into a patch you create.
Crap, jsawyer mod was overwriting the Grunt list!

Interesting it wasn't doing that with the Cowboy list.

Thanks for the help Roy.

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pintocat
Posts: 576
Joined: Sun Apr 07, 2013 12:50 am

Re: The Grunt Perk

Post by pintocat » Sun Dec 23, 2018 1:07 am

Which jsawyer? The original jsawyer? Or one by push the win button on nexus? Or Roy has a ttw one on the forum here.

brfritos
Posts: 66
Joined: Tue Nov 01, 2016 2:16 am

Re: The Grunt Perk

Post by brfritos » Thu Dec 27, 2018 12:04 am

pintocat wrote:
Sun Dec 23, 2018 1:07 am
Which jsawyer? The original jsawyer? Or one by push the win button on nexus? Or Roy has a ttw one on the forum here.
The original jsawyer mod, that one on the Nexus I never used before and probably never will.

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