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Nihilisaurus

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  1. You mean like having 29 "round insert" annotations basically simultaneously and then the 30th annotation at the end? That's an interesting idea that I didn't think of, but the thing is that BCR requires three annotations for each round, and from what I've found, it needs to cycle through them in order: 1) UnCullBone.BoneName 2) reloadComplete 3) CullBone.BoneName I don't think the annotations need to be dead-on a frame, so maybe you could cycle through those three annotations 29 times with a nanosecond in between each annotation... but I don't know if BCR/FO4 could handle that, and it would definitely be an incredible pain to set up. Just imagine trying to do that for something like the C-Mag on the AR-15, with a hundred rounds. You know what though, I will ask shavkacagarikia if BCR can be expanded to handle empty vs not-empty magazine reloads. It seems like it should be able to work much as it already does in that it just needs to interrupt the reload animation at a particular point - only with different logic governing when it does that. Ahhh, I see. Yeah, that does sound like a lot of pain and I share your concerns about whether the engine will deal with it well. Still, if it's an easier addition to BCR's code then I don't think you'll be the only one thankful for the addition.
  2. Unless you can bang out a detailed, high quality, fully textured gun model in an hour or so, ~$60 once for a model like that would be pretty unreasonable. I expect artists looking to put things up for sale on asset marketplaces would be weighing up how much they'd be paid by the hour against the hope that multiple people/companies would buy a copy of an asset at a particular price. ... But I'm no expert on this sort of thing, and this is all getting off-topic anyway. I figured it was a commission job, where if you want something super fancy made bespoke... 6 hours at $10/hr (or 4 at $15/hr) seems reasonable depending on source material availability. But still, you're right on it being offtopic. Neat! single-round reloading was something mysteriously missing from FO4's ckit given the laser musket can do it. Annoying how they tied those two mechanics together. I know it's probably too much work, but couldn't you fake preemptive/dry reloads with BCR by having the tags for round 1-29 on the frame after the mag insertion and the tag for round 30 at the end of the charging animation, or do they need to be on different frames?
  3. If you consider it in terms of making a commercial game and how much it costs to employ an artist, combined with the number of hours of work it takes to create high quality assets for that kind of weapon, a price like that starts to make more sense. And how many people are paying you that fee for the work - it might be reasonable to charge $60 once for a single good model, but it doesn't compare with a $60 game as tens/hundreds of thousands or millions of customers are buying that. YES NO ...you're pretty good.
  4. Sure, as long as the holster/unholster animation has at least 6 full rotations and a minimum of one throw. (meow) Which reminds me - Antistar, can we take the stock off the M16 to get a bare buffer tube and make a ridiculous drum-fed 5.56mm machine pistol with which to fake defecting to the Soviet Union? And if so can we also take the front sight off the gas block for double authenticity and quadruple impracticality?
  5. The engine has been compiled, so the actual exe is in assembly. F4SE's source is in C (C++ specifically IIRC), but knowing how to contribute to it requires some knowledge of how compiled exes work and how to interact with them by hooking threads and other rather technical details. If you've got the background to look into it, go for it. But if you don't I would caution you not to get your hopes up.
  6. The 'bolt' action flag is nothing more than a 1 or 0 to tell the exe what to do with the weapon. None of that behaviour is accessible unless you're willing to use a decompiler to figure out the functions of the engine's code and then figure out how to write and inject new code to do this extra behaviour and handle it all. It is... not simple. It's how F4SE, but it requires a level of programming skill that I (no offence, just going off of how you presented things here) do not have.
  7. IIRC no, because it would have been a pain to animate due to the way things work in FO4. ...whichi s a good thing, because shotgun speedloaders are impractical and silly.
  8. An M2 would be lovely, it's a great gameplay demonstration of lore fluff about power armour being able to haul around crew-served weapons as well as a nice looking (and very american) weapon. It's a shame WastelandMelody didn't ever get around to version 2 of their M2 which would have been held like your M2 was in F:NV. Not quite as extreme as that. It would be nice if it accurately and visibly represented the number of rounds left, but I was always more concerned about the reload animation. I thought that it might not be possible to have the belt animate in a way that didn't look weird and rigid. Fortunately War Daddy came along and showed that I was wrong there with that M60 mod. I think what's most likely to happen is that I'll add support for that mod via a patch. (Along with whichever other weapon mods I want to support that way.) The M60 is quite a nice gun, and is at the upper bounds of what can be carried and fired from the shoulder (it requires some upper body strength and a bit of practice, but it is eminently doable). It's also nicely animated and fills a good niche in the weapon roster. Hopefully you find some way to get some help doing an M2 in the same way (bonus points if in this dream world whoever does the animation gets the barrel reciprocating like it should in a long-recoil firearm), but it's definitely understandable if it doesn't happen given how much has gone into WARS already.
  9. The Bofors is recoil-operated! If you cut the barrel off it'll stop cycling as the reciprocating mass of the barrel is what drives the action. Not only that, you can't lighten the receiver as it has to be able to withstand the forces inherent in throwing the barrel back and forth. If it was possible to cut several hundred pounds off the Bofors it'd have been done during WWII when with a hundred individual guns ( for say 25 quad mounts on a battleship) it'd have equated to several tons of saved topweight that could have been used to add even more guns. The Bofors receiver would fit in a floor-length duster ...with no person in it. All that aside, the Bofors is a high-velocity gun and the recoil is sufficient to warrant a four-wheel carriage which had to be held in place by deployable stabilising arms before firing, so I'm not sure even a guy in power armour is going to be able to handle the recoil, especially with a much lighter gun not helping by absorbing some of it. I get your enthusiasm for variety in heavy weapons, but handheld high-velocity recoil-operated automatic 40mm anti-aircraft guns *might* not be the way to go. A .30-06 (or perhaps even .50 BMG) machinegun would probably make a decent weapon for power armour, and if you're keen on automatic 40mm-diameter HE rounds then an automatic grenade launcher might be a good idea? Or a multi-tube missile launcher than the XM202 'Flash'?
  10. Yes, updated for 1.10.138 as of early July. Done automatically at runtime, you can specify an equation in a config file for converting the values from FO4's default resistances to a threshold. They also provide ways to manually add DT to items ingame like you can DR, and there's the option to have just DT or DT plus the existing resistance system. Yes.
  11. ...you just responded to the person developing it, who's posted new assets in the last few weeks as well as consistent updates, status reports and in-game video over the last 3 years as well as having delivered similar long-term projects in the past. You might actually be an idiot. Or you're trying to leverage your disbelief to get some sort of preview version, which is - in my opinion - even dumber.
  12. I considered putting that very link in the post, there truly is an XKCD for everything. Bless you, Randall Munroe you esoteric weirdo.
  13. Depends very heavily on what type of radiation you're talking about. Gamma radiation is very penetrating, but for radiation lingering long after a nuclear blast you're looking at radioactive dust, for that stuff the main protection is not getting it in or on your body and a thin airtight suit with a good gasmask will go a long way to doing that. Most radiation actually has quite a limited range in air or through denser material like anything solid. Sources that are more penetrating are generally shorter lived, or rarer. A hazmat suit is going to do nothing if you swim to the bottom of a reactor pool, stand in the open near a nuclear detonation or rub yourself on a particle accelerator, but otherwise? It's not really that hard to offer some level of radiation safety, an airtight steel suit with an NBC filter on the air intake sounds like it'd be slightly more protective than real life hazmat suits.
  14. The Lewis was officially withdrawn 20 years earlier than that, in 1946.
  15. No Cowboy in FO4. Also, pistols would still be under gunslinger, as they're pistols.
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