THIS Is Why Your Mods Are Disappearing | The Division 2

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Today we're going to be addressing recent concerns over Mods disappearing in The Division 2, and in doing so cover the new inventory system that was implemented that is the culprit of this perception. Let me know your thoughts!

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Outro music: Running Out by Patrick Patrikios

#TheDivision #TheDivision2 #TheDivision3
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Side note, this makes buying mods from vendors to crush into Printer Filament for Expertise a whole hell of a lot simpler. I was buying a mod from the vendor and when I bought dupes of the same mod the first one I bought remained in my inventory but the rest of the ones I bought were automagically crushed into printer filament saving me the hassle of marking them all as junk and deconstructing

phantomvir
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Also, what I've heard/read was the mods aren't value specific, but exclusive to the "name" of the mod. So, if you have a mod in your inventory and you pick up one with a different name that you don't have, has a lower value but also fills the same slot, it won't automatically deconstruct.

Knycehouse
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Here is my issue with this new system - I have 4 characters and my "main" character has most maxed skill mods. However, when playing the game on my main and encountering almost max skill mods, i typically would put them into stash to update my other characters whose mods may still be lower until they get max rolls. Now with the current system you do not get the chance to do this... big brother has decreed it. If you can't manage skill mod inventory (which is a small part of all other mods, weapon and armor, etc..inventory) then you are going to run into inventory issues with everything else anyway. After all the years of division 1 & 2 not having this "feature"and us all still breathing, I think their time would have definitely have been better spent working on something else (like testing their updates prior to each ever more frequent broken release).

mightydawg
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Thank you for pointing this out. Skill mods were a huge pain for me to collect, I'm far from high meta endgame levels, but skill mods constantly stack up and my desire or ability to go through all of them has been at an all time low.

The way you describe this, it almost sounds like a portable auto updating library. As long as we can hold all the different mod types, we don't have to spend time checking each one. As long as we pick up all the mods, they'll automatically update to the highest roll.

That's exceptional, I really love that.

RedShadowOfSaturn
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2 things of note, they have to have the exact same name for it to auto crush. And If you have say a 6.9 mod favorited and pick up a 7.0 it will not crush the 6.9 because it's saved as favorite. You'll now have a 6.9 and a 7.0

Kjklump
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Bro thank god, this was honestly one of my most anticipated feature with Project Resolve

anthemptedits
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it would be nice to have a togglable auto deconstructor and auto pickup for gear in general

troopsydoopsy
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They need to do this as an option so weaker stuff gets auto deconstructed other than gear mods

MrDraycanakatheotherbrit
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Ohh I did notice that blank screen when I crafted a mod the other day and thought my game just bugged. That explains it

InevitableMayo
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I've voiced my opinion on this a couple of times but now that you brought it

I am now at a point (and have been for a few weeks) where my printer filament is 9999 so when my mods are auto crushed I get NOTHING, they just fall on the floor.

IMO this was not needed, in the 5 years I've played this game I have NEVER ran out of Mod space
So now I can no longer
1. Sell them.
2. Save them to crush later when I have printer filament space again and with the introduction of new gear to make proficient I will.
3. Give them to my friends or other players I play with.
4. Give them to my other 3 Toons.

Instead they just drop on the floor and I get nothing, this was not asked for and not needed.

Libertarian
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i think this is kinda good i always hated the no space pop up when farming printer filament so this is kinda good

Nasus-Ohkami
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i did not understand what was going on thank you for that information! woo

markstaten
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If they are doing it this why they need to work like weapon attachments. Once unlocked you have for everything. It’s an ok idea but implemented poorly. I would like this for all modes. I farm and get myself a max roll crit damage and I can then put that in anything like how I can put weapon attachments on anything. Looks like there doing that. If you remember weapon modes in div1 you had to farm for every weapon you wanted to use it on. Now you unlock it and have it. I would like that for all modes across weapons, gear and skills.

Bsaltau
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Next update: Custom attachments. C'mon man!

Currently, we can select an attachment for each weapon mod slot with a specific stat locked into it.

Examples:
- Large Suppressor: Accuracy +10%
- Omega Suppressor: Stability +20% Optimal Range -10%
- Flash Hider: Critical Hit Damage +5%
Etc...

It would be so cool/much better if we could select a specific stat mod for the muzzle, scope, grip, etc... and then the visual mod for the slot. (suppressors would also add the sound change)

Examples:
- Critical Hit Chance +5%, then choose your appearance mod.
- Critical Hit Damage +5%, then choose your appearance mod.
- Accuracy +10%, then choose your appearance mod.
- Stability +20% Optimal Range -10%, then choose your appearance mod.

This would allow all players to edit the look/sound of their weapons to their liking. I feel like this would be a massive hit for The Division community.

Scott-wwyp
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I wish they also did this for gear mods

CosmoKramer
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Thank god. It was such a waste of time to have to compare and manage these. Zero value to holding inferior or dupe skill mods. It’s a shame it wasn’t baked in at the start, so it feels like an obtained upgrade and less like a mod loss to people.

chrisrugen
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Pretty sure having the one in inventory ‘favourited’ overrides the system.

andygreener
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Does it not replace it if the mod is the same type, different value, but different name? I notice yesterday I had a new shield health at 4.3 and the shield health on my shield was 3.9 (same slot, but different name) I had to go into each shield and change the mod for each load out. Am I missing something?

tonyabsthetic
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Great vid, thanks! Was wondering how this worked.

NRM_XposeD
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There really needs to be an option for this, especially for maxed out mods that you already have and want to share with a friend.
I favourite all my mods so I don't delete them accidentally, but now I have to collect them as a favourite just so it doesn't get deleted... then I can share them!
But it's making the process so much more time consuming I'd prefer to have the option to disable this bollocks or at least just for maxed out mods!

sWizLe
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