Jump to content

antistar

Premium Member
  • Posts

    1083
  • Joined

  • Last visited

Nexus Mods Profile

About antistar

Profile Fields

  • Country
    Australia

Recent Profile Visitors

192596 profile views

antistar's Achievements

Mentor

Mentor (12/14)

  • Dedicated Rare
  • First Post
  • Collaborator Rare
  • Posting Machine Rare
  • Conversation Starter

Recent Badges

0

Reputation

  1. STALKER Anomaly GAMMA is a good choice. ;) I am getting there on the WARS-SS2 patch. The addition of the "Induction" weapons in SS2 Chapter 3 added massively to the workload required for the patch. (Also I've got a lot going on in the physical world at the moment.)
  2. If it can reduce script lag, it could be something that WARS would benefit from, yes. The snappier the response on anything triggered via hotkey, the better. (Ammo swapping, Fire Mode cycling, etc.) I've just installed it. I'll see if I notice much of a difference when I play the game for a bit tonight.
  3. The WARS and PEACE patches for SS2 edit any new NPCs, weapons, armour, food, drink, etc added by SS2 to give them the same treatment vanilla items got in WARS and PEACE. With Energy weapons in WARS, I made laser weapons heavier and a bit less powerful than ballistic weapons - but in turn they have no recoil. Plasma weapons are relatively powerful - doing the same overall damage as 7.62x39mm - but still have a relatively slow-moving projectile. Enemies in WARS often have less ER than they do DR, so Energy weapons might have a bit of an edge there - though on the other hand their ammo sub-types generally lack special effects like armour-piercing or extra damage against unarmoured targets. I don't know, there's probably a whole bunch of things, but those are off the top of my head.
  4. Thanks again, everyone. :) And the more weapon mods with compatibility patches, the better; that sounds great.
  5. Thanks everyone. :) Also, @stellarview: People have been asking after compatibility with Munitions, so it does seem like that patch you were working on will be appreciated, if you're able to get that out there.
  6. Oh cripes WARS and PEACE are finally out! - WARS - Weapon Addition and Replacement Suite - PEACE - Project Extend And Change Everything - War and Peace - WARS-PEACE Compatibility Patch - The War Room - WARS Compatibility Patches - Peace In Our Time - PEACE Compatibility Patches Just want to say thanks to everyone who helped in the closed beta. (The closed beta is over now. Version 1.0 of everything I just released on the Nexus is the same as the latest beta versions, so you don't have to update if you don't want to. If I do release updates, remember to uninstall any beta hotfixes before updating.) Anyway, this calls for a celebration! More appropriate music though would be something like this, because - like when I finally released Clockwork after years of gruelling work - right now I feel like the embodiment of an awesome guitar solo.
  7. Oh cripes WARS and PEACE are finally out! - WARS - Weapon Addition and Replacement Suite - PEACE - Project Extend And Change Everything - War and Peace - WARS-PEACE Compatibility Patch - The War Room - WARS Compatibility Patches - Peace In Our Time - PEACE Compatibility Patches Also, here's that Ammo Factory video I was talking about earlier: - Ammo Factory Just want to say thanks to everyone who contributed to WARS over the years, and thanks to everyone who helped in the closed beta. (The closed beta is over now. Version 1.0 of everything I just released on the Nexus is the same as the latest beta versions, so you don't have to update if you don't want to. If I do release updates, remember to uninstall any beta hotfixes before updating.) Anyway, this calls for a celebration! More appropriate music though would be something like this, because - like when I finally released Clockwork after years of gruelling work - right now I feel like the embodiment of an awesome guitar solo.
  8. Yeah, I seem destined to release my ambitious passion projects at the exact same time as massive, ambitious passion projects made by big teams of very talented people. :laugh: (Clockwork released just a few days before Enderal.) So I'm going to have to hold back the Sim Settlements 2 patches for WARS and PEACE until I can update them to account for SS2 Chapter 3 (assuming it'll be practical for me to account for it), but I'm in the middle of uploading all the WARS and PEACE stuff now, so the release will probably be today or tomorrow.
  9. I've got a few busy days coming up, and even once I've got all the description text formatted and ready to go (just the two patch collection pages to go now), actually uploading all the files and images, plus plugging in all the text and links and etc etc is going to be a marathon effort. Not something I want to try to squeeze in on a day when I'm flat out with other things. So at the moment, the release is looking more likely to be towards the end of the coming week. I haven't tried playing the game with that mod, but I had a quick look at it in FO4Edit earlier and it does edit some of the same records as WARS and PEACE. (More the latter.) It should work fine if you load REAL.AI after WARS and PEACE though, and that aspect of the game would probably benefit from the more focussed approach it has. Assuming there isn't something in some other part of WARS/PEACE that disagrees with REAL.AI, that is - balance-wise, or whatever else. Seems unlikely, but I haven't tested it, so who knows?
  10. Well the AmmoTweaks HUD widget does show the current ammo sub-type (and COND and Fire/Attack Mode) - and when you hit the Swap Ammo button, you get a menu of sub-types to choose from, which pauses the game, obviously. (Unless there's only one sub-type available to switch to, or you've disabled the menu - in which case it will just swap to the next available sub-type automatically.) In playing with this setup, I've found it to work pretty well. With the addition of the ammo sub-type menu, I find it works better than in New Vegas or STALKER, actually. (Barring playing those games with mods that add in a menu like that, of course.) Without the menu, you have to cycle through the available sub-types linearly until you get to the one you want... which isn't great in the middle of combat, unsurprisingly. I would like to know that aswell, i'm almost reinstalling F4 just for this This is always hard to judge, and things always take longer than you think they will, but you know what? The release could be as soon as in the next few days sometime. It felt like the screenshots took ages to do, but they're done now. I'm not really one for taking screenshots. Some people make a real art out of it, but that's not me - not really. Organising outfits, weapons, location, lighting, composition, etc, etc. It takes ages, especially with the volume of shots I needed. Also I'm using screenshots to present distinct mod features (with explanatory text on them), and how do you take a screenshot to represent something like the "These Things Take Time" feature in PEACE? :laugh: Anyway. I think I've zeroed in on how to format the description on each Nexus page, and am in the middle of filling those out. The challenge I'm dealing with now is that I'll be publishing multiple mods at the same time, and they're all going to be linking to each other, and include images in the descriptions that I'll also be uploading at the same time, so... I'm working out the order of operations there. Each of these will have their own Nexus page: - WARS - PEACE - War and Peace (the WARS-PEACE patch) - The War Room (WARS support patches by me) - Peace In Our Time (PEACE support patches by me)
  11. Good - glad it was something simple. I do think having .223 as a sub-type of 5.56x45mm would make more sense; that's how it's set up in New Vegas, and like you said, it would match .308 and 7.62x51mm in WARS. I did my best to base most ammo sub-types on real-world variants (including what they're made of), and for "surplus" sub-types that was typically if they'd been used as a service cartridge at some point. (I.e. so that they'd have been stockpiled in large quantities, and then available as surplus.) Sometimes it was for other reasons, though. E.g. for .45-70 Govt, the "surplus" sub-type is kind of supposed to be the old black powder rounds - just without black powder actually existing as a crafting component in WARS. Anyway, doing sub-types for that many ammo types is a lot of work - but obviously should be very useful to people wanting to make WARS support patches for weapons that use those ammo types, so I'm glad you're doing it. :)
  12. Sounds like that should be pretty handy. So have you added sub-types like JHP/AP/etc for (some of?) the new calibres in Munitions? I haven't used it so I don't know exactly what's in it. Anyway, do you have the AmmoSubType OMODs adding the dn_at_HasAmmoConversion keyword from AmmoTweaks? That's required for it to show in the HUD widget - something that would repeatedly trip me up since I'd keep forgetting about that. (If you happened to copy an AmmoSubType OMOD record from the main WARS plugin specifically - rather than the WARS-AmmoTweaks integration plugin - then you wouldn't have copied that keyword across.) Not long until release now. I'm still bashing away at the screenshots/formatting for the Nexus pages. The screenshots for WARS are just about done. Then there's the shots for PEACE - which are actually mostly done too, looking at it - followed by the shots for the patch pages, which I don't need to do anywhere near as much for.
  13. Alright, barring any significant bugs cropping up, this should be the last round of updates for the testers before the public release: PEACE Beta 1.0.5 hotfix Again, this is a cumulative patch, so use it in addition to the full version of PEACE you downloaded, and be sure to uninstall it when moving to the full public release of PEACE, in the future. PEACE - Better Manufacturing Extended Patch Beta 1.0.4 WARS Beta 1.0.6 hotfix A cumulative patch, same as for PEACE. Note that this one includes an updated "Main" ba2 file (containing all the assets except for textures) rather than loose files, so it's important to uninstall any previous WARS hotfix files when installing this one. WARS - Better Manufacturing Extended Patch Beta 1.0.2 WARS-PEACE - War and Peace Patch Beta 1.0.4 I'm still banging away at the screenshots and Nexus mod page formatting stuff. Oof, it's tedious. With mods like WARS and PEACE though, it's a challenge to effectively communicate what they do, because they do a lot. The extended feature list is there for people who want to know everything (and I encourage that; it's why I wrote it all down - on top of helping me keep track of it all) - though I'll separate it into an article linked to from the Description, because it's a huge wall of text. So on top of that, to try to give people a more digestible summary, I'm putting together a series of screenshots for each that include text on them to briefly describe sets of features. Hopefully that will trick at least some Ask-Firsters into reading something about a mod for once before blindly jamming it into their game. :wink: Anyway, taking the screenshots and then formatting them is what's taking up my time at the moment. Recently I also finally recorded a video showing off my ammo factory layout in action, to give people an example of how it can be done. (It'd be great to see other layouts that people come up with.) I'll release the video to coincide with the release of WARS and PEACE.
  14. So far, I don't know, basically. The other day I had a skim through the functions added by Lighthouse - there's a ton of them there - but nothing jumped out at me as something like "Yes! This will make [x feature] so much easier in [y script in WARS/PEACE]!" There could easily be something very useful to WARS/PEACE in there that I didn't see - or more likely haven't considered - but again there are so many functions to sift through there.
  15. For my part - and like I mentioned earlier in the beta - I don't like having Dogmeat follow me because it feels bad when he gets hurt, so I didn't notice these issues beyond very early on in the playthrough. This is why it's good to have people help me with testing the mods. ;) Bayonets are discrete weapons that are also used as the sole "component" when attaching them to firearms; they're not crafted from junk components. The "universal mod system" also means that generally you can take something that (say) attaches to a picatinny rail off one type of weapon and attach it to a different type of weapon. Beyond that though, no; it's like in vanilla with crafting weapon mods from components. I do actually feel similarly to you about that - and early on I considered doing something like what you describe - but ultimately decided against it. I think that the "crafting from components that you get from scavenging junk items" mechanic is one of the more successful ideas BGS had when making FO4, and didn't want to move the game away from that. Even if sometimes it does feel like you're building guns out of tin cans, bottles and toys. ;)
×
×
  • Create New...