Fallout 4 Dual Wield Pistol Mod

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I really hope to see this added in a dlc or in a future mod. Pistols, rifles, melee, unarmed, there's no reason why it's not a thing. Add some new animations and sort some balancing issues and voila. Besides it wouldn't be something new for a Bethesda game,To prevent it from being blatantly overpowered it should come with drawbacks. For example, dual wielding any 2 guns will drastically reduce their accuracy (especially with rifles), slower attack speed and innability to power attack whilst dual wielding unarmed/melee weapons, and dual wielding heavier weapons requiring certain perks and a strength/agility requirement otherwise they're rendered completely ineffective (like in dark souls).What are your thoughts and suggestions on the subject?
Originally posted by:Drastically reduces accuracy to barely hitting the broadside of a barn with a pistol. Reduces accuracy to the point where you actually have negative accuracy and a paradox destroys the world due to how ♥♥♥♥♥♥ your aim is while trying to fual wield two ♥♥♥♥ing rifles. Seriously, what is the fascination with dual weild? It's stupid and if you actually use guns, it'll look stupid to you as well.Thanks for the laugh. But do you know what else looks stupid?
Charging into a group of armed hostiles with a rolling pin or walking cane, yet it's a possibility. It's not really fair to exempt a gameplay feature just because it seems utterly ridiculous to you. I could fill a book with the number of things in games that seem nonsensical realistically, yet that doesn't stop them from being fun and in this case possible. Originally posted by:The issue of reloading is another thing to take into consideration.
What do you do when one gun runs out of ammo? Hold one of the guns under your arm while you reload the other? Holster it, then draw it again? It's just not a very sound concept (just as duel-wielding firearms in real life is largely impractical).It might not be practical, but then again, that could be one of the main drawbacks -much longer and more frequent reloading times. I don't see holstering your gun to reload as a major issue, although that can bypassed with a new animation. Sometimes you have to suspend your disbelief for the sake of gameplay, and in this case it would be worth it.
Originally posted by:Definitely not heavy weapons like the minigun or fatman; but as for combat/hunting rifles and shotguns (especially short ones), sure it might seem impractical, but I don't see why it can't be an option.The Sniper Rifle and Hunting Rifle are bolt action. Unless you have four arms, then there is really no effective way to rechamber another round once you've fired.
I could see dual wielding perhaps being a feature for pistols, or melee, but for bolt-action weapons? At what point do we suspend all disbelief entirely and enter the realm of fantasy?

Originally posted by:The Sniper Rifle and Hunting Rifle are bolt action. Unless you have four arms, then there is really no effective way to rechamber another round once you've fired. I could see dual wielding perhaps being a feature for pistols, or melee, but for bolt-action weapons?
At what point do we suspend all disbelief entirely and enter the realm of fantasy?Which was pretty much my thinking as well. But, now that you mention bolt-action weapons, it's possible to make a bolt-action pipe pistol, which would mean the entire system would need to be restricted further than simply being a pistol or rifle.And, to confuse things further, I could actually see the double-barrel shotgun being used as a dual-wield weapon, so yeah, probably just easier all round to not go with dual-wield guns.Melee weapons, sure. But not guns. Originally posted by:The Sniper Rifle and Hunting Rifle are bolt action. Unless you have four arms, then there is really no effective way to rechamber another round once you've fired. I could see dual wielding perhaps being a feature for pistols, or melee, but for bolt-action weapons? At what point do we suspend all disbelief entirely and enter the realm of fantasy?Which was pretty much my thinking as well.
But, now that you mention bolt-action weapons, it's possible to make a bolt-action pipe pistol, which would mean the entire system would need to be restricted further than simply being a pistol or rifle.And, to confuse things further, I could actually see the double-barrel shotgun being used as a dual-wield weapon, so yeah, probably just easier all round to not go with dual-wield guns.Melee weapons, sure. But not guns. Also, it seems all bolt-action weapons in this game are left-handed, which doesn't simplify things any. Originally posted by:The Sniper Rifle and Hunting Rifle are bolt action. Unless you have four arms, then there is really no effective way to rechamber another round once you've fired. I could see dual wielding perhaps being a feature for pistols, or melee, but for bolt-action weapons? At what point do we suspend all disbelief entirely and enter the realm of fantasy?Good point, but you can just add a semi automatic mod to it, problem solved.
Actually make that a requirement to dual wield the weapon and perhaps lock it behind certain perks (eg: gun nut). Originally posted by:The Sniper Rifle and Hunting Rifle are bolt action. Unless you have four arms, then there is really no effective way to rechamber another round once you've fired. I could see dual wielding perhaps being a feature for pistols, or melee, but for bolt-action weapons? At what point do we suspend all disbelief entirely and enter the realm of fantasy?Good point, but you can just add a semi automatic mod to it, problem solved. Actually make that a requirement to dual wield the weapon and perhaps lock it behind certain perks (eg: gun nut).No, you can't add a semi-automatic mod, presently at least. You can rechamber them but the bolt-action weapons are strictly bolt-action.
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Even if you eliminate all bolt-actions, I still have trepidations over the idea of wielding two combat rifles or two assault rifles at once. It would take ridiculous levels of strength to keep the weapons from flying out of your hands. To properly control the recoil would require Mr. Atlas levels of strength. I mean think about it: a combat rifle with a.308 receiver weighs about 24 pounds in game. Think of how developed your freaking muscles would have to be to use that effectively. You'd have to be like a Rambo on even more steriods than Sylvester Stallone.
Originally posted by:Even if you eliminate all bolt-actions, I still have trepidations over the idea of wielding two combat rifles or two assault rifles at once. It would take ridiculous levels of strength to keep the weapons from flying out of your hands. To properly control the recoil would require Mr. Atlas levels of strength.
I mean think about it: a combat rifle with a.308 receiver weighs about 24 pounds in game. Think of how developed your freaking muscles would have to be to use that effectively.
You'd have to be like a Rambo on even more steriods than Sylvester Stallone.The strength requirement could be addressed as it being a Power Armour thing, but then that still leaves you with the problem of reloading. Originally posted by:Even if you eliminate all bolt-actions, I still have trepidations over the idea of wielding two combat rifles or two assault rifles at once. It would take ridiculous levels of strength to keep the weapons from flying out of your hands. To properly control the recoil would require Mr. Atlas levels of strength. I mean think about it: a combat rifle with a.308 receiver weighs about 24 pounds in game. Think of how developed your freaking muscles would have to be to use that effectively.
You'd have to be like a Rambo on even more steriods than Sylvester Stallone.The strength requirement could be addressed as it being a Power Armour thing, but then that still leaves you with the problem of reloading. Another thing I find irksome:Where does the SS find all these clips he/she keeps reloading his/her weapons with?
.Dual Wield Melee for Fallout 4. Adds a melee weapon of your choice to the player’s left hand. It is used as an armor piece that replaces the wedding ring armor slot. To dual wield a weapon type, choose your melee weapon and then choose your left hand weapon under armor. Dual wielding.
We've been asking Bethesda for it since Fallout 3. It's also proving very hard to mod. Someone managed at some point but you couldn't switch between akimbo and normal, so it basically turned the entire game into dual wield. Still, I reckon the only way we'll get this (at least in Fallout 4) is from modders. Fixes / Guides. Fallout Network.Welcome to, Your one stop for Modding EVERYTHING Fallout.Got a mod to share?Want to talk about Modding?
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And if it does, you should probably expect it to either have weird hotkeys and minimal UI elements to support it, or to have dual wielded pistols be their own, seperate weapon instead of being able to equip two pistols. The GECK isn't really going to help much either, because the two biggest barriers to animation related mods are that Bethesda's using middleware to handle some of their animation related things that they can't legally release under the normal license, and the fact that there simply aren't as many animators compared to people with other skills useful to modding.