Here are some bits of info from Josh Sawyer's posts on different forums. Answering a question about the icon next to the picture of the weapon in the inventory.<blockquote>Yes, it's the (soft) skill requirement for the weapon. Early weapons have no numeric skill requirement even though they are (obviously) tied to a specific skill. More powerful weapons have higher skill requirements. If you don't meet the requirements, the weapon will either be less accurate or your attacks will be slower. The top-tier weapons in the game have a 100 skill requirement (e.g. the AMR, Gatling Laser).
So if you neglect Energy Weapons for half the game and pick up a Gauss Rifle, you will have some pretty swervy aim. As with STR requirements, you can still use the weapon if you don't meet the requirement, but you're really ineffective with it. </blockquote>More.<blockquote>I went to sleep in a small community and forgot that I was being hunted by Caesar's Legion. I woke up to the sounds of crazy gunfire because there were elite NCR troopers stationed there and the Legion assassins had just rolled in after me. A battle royale ensued. Unfortunately, the regular townsfolk in the area were NCR citizens so they tried to "help" the NCR troopers against the Legion. Guess how that went down. At the end of the fight almost everyone in the town had been killed by someone, somewhere. The only survivors were a little kid, some Brahmin, and an unaffiliated merchant caravan that abstained from the fight. Good times.</blockquote>And more.<blockquote>There also appears to be a notch in the condition bar, possibly indicating the point to which you can repair an item without an NPC (or repair kit?).
The notch indicates the point where weapons/armor switch from "Repair" (improving their capabilities) to "Maintain" (providing a buffer before they start to perform worse).
I.e. once you hit "the notch", increasing the CND of the weapon is not making it do more damage or making the armor absorb more damage. It's just providing a CND buffer so you don't have to continually repair items for them to be at maximum capability.</blockquote>On crafting.<blockquote>No, "Wacky Science Lab" is a fictitious example. You could make a new recipe type called "Kiebler's Flippin' Sweet Science Station Supreme!!!" and then associate a bunch of recipes with it. When you launch a crafting interface that specifies "Kiebler's Flippin' Sweet Science Station Supreme!!!" it will only display recipes that are associated with that type. Any scripting interface can launch the crafting interface, so you could associate that type with a new activator, a line of dialogue, or a trigger of some sort.
Each individual recipe can have one skill requirement (e.g. Explosives 20), from one to six different item requirements of different quantities (no substitutions), and one or more item outputs of different quantities. You can also have display conditionals that must be met before the recipe appears at all (for example a special perk or a note added to the player).
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So if you neglect Energy Weapons for half the game and pick up a Gauss Rifle, you will have some pretty swervy aim. As with STR requirements, you can still use the weapon if you don't meet the requirement, but you're really ineffective with it. </blockquote>More.<blockquote>I went to sleep in a small community and forgot that I was being hunted by Caesar's Legion. I woke up to the sounds of crazy gunfire because there were elite NCR troopers stationed there and the Legion assassins had just rolled in after me. A battle royale ensued. Unfortunately, the regular townsfolk in the area were NCR citizens so they tried to "help" the NCR troopers against the Legion. Guess how that went down. At the end of the fight almost everyone in the town had been killed by someone, somewhere. The only survivors were a little kid, some Brahmin, and an unaffiliated merchant caravan that abstained from the fight. Good times.</blockquote>And more.<blockquote>There also appears to be a notch in the condition bar, possibly indicating the point to which you can repair an item without an NPC (or repair kit?).
The notch indicates the point where weapons/armor switch from "Repair" (improving their capabilities) to "Maintain" (providing a buffer before they start to perform worse).
I.e. once you hit "the notch", increasing the CND of the weapon is not making it do more damage or making the armor absorb more damage. It's just providing a CND buffer so you don't have to continually repair items for them to be at maximum capability.</blockquote>On crafting.<blockquote>No, "Wacky Science Lab" is a fictitious example. You could make a new recipe type called "Kiebler's Flippin' Sweet Science Station Supreme!!!" and then associate a bunch of recipes with it. When you launch a crafting interface that specifies "Kiebler's Flippin' Sweet Science Station Supreme!!!" it will only display recipes that are associated with that type. Any scripting interface can launch the crafting interface, so you could associate that type with a new activator, a line of dialogue, or a trigger of some sort.
Each individual recipe can have one skill requirement (e.g. Explosives 20), from one to six different item requirements of different quantities (no substitutions), and one or more item outputs of different quantities. You can also have display conditionals that must be met before the recipe appears at all (for example a special perk or a note added to the player).
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