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Tenurialrope3

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Everything posted by Tenurialrope3

  1. Oh I do know that you can carry the flip-up sights mod with you and then swap to them via the WMK. (I've commonly used a portable workbench mod, so I'm already used to the idea of swapping omods on the road.) It's just that it's a bit silly to have to carry a loose omod for something that is already visibly attached to the gun. (I assume the sights and their omod aren't weightless, either. Having to carry the weight of the back-up sights (tiny I assume, still) twice then if one wants to swap to them in the field, not grand.) But hey, I did say I was petty. :-J
  2. Yes, it's quite some work for a small feature that only a few people (would) care for. Now, I may as well explain how my slightly tweaked version of the WM's Service Rifle handled sights (If I can fully remember, my graphics card is still screwed, so I still can't go in-game and check.) : It has one category for "normal" sights (optics mostly) that actually included the flipped up back-up sights as the baseline sights, which I tweaked to have no model/be invisible, so that baseline is then just a bare rail. So the mod choices there are then between (as I said) a just bare rail and optics. Then it has a separate category for the flip-ups, for selecting between no back-up sights or one of three versions of the back-up sights: The first is the back-up sights flipped up, this one has a normal resource cost. The second is the back-up sights flipped down, this one uses the omod of the flipped-up sights to "build", so one has to detach the flipped-up sights to "build" the flipped down sights. The third is the sights flipped up again, but this one's "build" requirement is the flipped down sight's omod, so they can be swapped in the field without having to carry any resources or loose omods (except momentarily when detaching the sight to swap between flipped up and down during the actual crafting, obviously). (I don't remember if this is the right order of the mod list. Doesn't matter technically anyway, I don't think.) From what I saw, this system does work, and, well, it is script-free and fairly simple. I think something similar could be applied to the AR-15 in this mod, with (as I said) one category selecting between the carry-handle sights and a bare sight rail, with the latter option opening up two extra categories, one for optics (in which one mod option would be to have no optics mounted) and one for the back-up iron sights, with those four (three for the actual sights) options that I listed. Some potential (in-game) problems I could see is that it's a bit clumsy to swap between the sights with this, (though it is done (obviously) at a crafting station (vanilla or mod), which is already a mite slow and can't be done in combat, so I don't think it's that big a problem. Of course, I'm not the ultimate judge of that.) and making it possible for the back-ups to be flipped up while using an optic, inducing clipping with some of them and just generally looking odd. Though, as for that issue, as I understand it you already have a combination that's a bit absurd (bayonets and suppressors), so what's one more? :-J The only other in-game issue with this system I can think up right now, is that the flipped up back-up irons and optics combination could show up in levelled lists, which wouldn't be great, but that would also apply to the bayonets and suppressors pairing, so I guess that's immaterial. I hope all this was at least interesting or helpful in some way. Now, as I said, this is a petty issue, and while I don't think I would be completely alone in caring about this, I can't justifiably claim that this is something important to implement. It would just be a nice minor feature. From all I can see, the mod will be excellent regardless. :smile: Edit: I guess maybe another problem might be setting which sight(s) is/are actually aimed through if both the flip-ups and optics are mounted, making sure the optics have priority. I don't remember that being an issue with the WM's SR, but I can't claim to know if that was a difficult thing to sort out during the making of that mod.
  3. I'm guessing having the AR-15 flip-up sights be cost-free to swap to from an optic (but not the carry-handle sights) would require scripting, in which case it's a bit sad, but quite understandable if it won't happen. (Though I'm probably one of the few people petty enough to care, really.) Edit: (Sorry if this sounds/sounded demanding or dismissive, I don't intend it to.) Maybe it could be done by having one "mod category" for selecting between the carry-handle sights and say a just bare sight rail, and selecting the bare rail would open two extra "mod categories" (is there some specific term for these?), one for the flip-up sights, selecting whether they're attached or not and then if they're flipped up or not, and then one category for optics. I know the "Wasteland Melody's Service Rifle" mod's sights work somewhat like this, and when I used it, I tweaked them to work a lot like this. So I suppose it's doable, though it's quite clumsy, so I don't know if it's worth it, it's certainly not a big deal.
  4. Personally, I would recommend having the C79 as an option for the SA80, I think its more bulky nature would fit better aesthetically with the railed handguard (and maybe the more tricked-out versions of the gun in general). I don't really think that the carry handle sights could be considered "back-up sights" since the carry handle (at least) can't stay attached to the gun when using any other sight. Even if you carried it with you, it seems it would be inconvenient to swap out to it if something went wrong with the attached optic. (This isn't written in support for the notion of adding the AR-15 flip-up sights to the SA80, as I said, I don't care much for the idea, I just thought it was worth saying.) Speaking of back-up sights: Will the AR-15's back-up sights have any ingame resource cost to "attach", since they seem to always be attached when you have any other sight except the carry-handle sights? I feel that it would be nice and sensical if they were free to swap to from any other sight (again, except the carry-handle ones), though I understand that that might be clumsy to implement. Edit: Actually, this idea would in many ways apply to a lot of guns in this mod, now that I think about it. I suppose the question would then be: For the guns with iron sights that stay attached when an optical sight is attached to them, would it be possible for the swapping to iron sights on those guns to be cost-free (i.e not needing any resources or omods)? As for the bayonet bit, sounds great. :smile: Another question: Where will the SA80 be in terms of balancing? I vaguely remember you way back saying that it would be slightly weaker than the AR-15? (I could certainly be remembering wrong, in which case, my apologies.)
  5. The SA80 looks simply fantastic, easily the best one for Fo4 that I know of. Questions: Are there more sights for the SA80 than what is shown in the pics? (I'm thinking of the C79 optic that was shown last year.) Also, would the Docter sight (Is that what it's called? Talking about the one for the Glock and grenade launchers.) and/or the AR-15 flip-up iron sights be useable on the SA80? (I don't care much for this "idea", but it just popped into my head so I thought I'd ask.) Are there plans for the SA80 to get 3rd person animations? You said earlier that you did plan to add the detached bayonets as melee weapons. What is the planned implementation "style"? Would it be by scripting or not? Anyway, great work and my well-wishes to the project. :smile:
  6. Yes, the L85 UGL animations would be quite a bit of work, more than what *I* misguessed when I wrote my previous comment. And if they don't have time, or don't want to do it, that's quite reasonable. A sad, but understandable situation then. Very well. Sidenote: which animations did Ha_ru do for this? I'd try to search myself, but I have no idea where to start. Edit: Sorry if I sounded dismissive or seeming like I'm taking anyone's work for granted, that wasn't my intended message, but I can see how it probably came out like that. My apologies.
  7. As it was me who started the recent bayonet discussion, I'll say I'm quite happy that the L85 bayonet is getting implemented. :smile: Follow-up question regarding the L123A2 / AG36 animations: I'm assuming you have asked around among the Fo4 mod animators? From what I've seen and read, this mod already uses animations from both Hitman and WarDaddy (is there some other animator(s) I'm missing in this?), so I would've thought that the L123A2 animations wouldn't be any issue? (Apologies if this comment sounds arrogant or aggressive, that was not my intent, sorry if it reads like that.)
  8. Greetings again antistar, I just read post #1327 fully (I just skimmed it earlier), so, nice to hear that you got permission. :smile: In regards to the bayonet weapon and weapon mod conversation, I personally would advocate for separate bayonet weapons even if it's an unscripted integation, I'm used to such from a lot of other mods. Would the M7 and (SA80) L3A1 bayonets, if they were available as separate weapons, have any weapon mods themselves? Because if they didn't, that would from what I'm hearing (reading), simplify any potential scripting. Though one would then either have to remove any weapon modding potential on the combat knife, or just accept that inconsistency, which I would be able to, but I don't know how common that sentiment is/would be. Ultimately, of course, I'm speaking out of ignorance here, and it's not my choice to make anyway. Now, I have some other questions regarding the SA80. (Sorry if I'm being too interrogative here or too early for any solid answers, as I said, I like bullpups, and the SA80 is the one such gun in this mod, so I'm quite interested in it.) Is the L123A2 / AG36 underbarrel for the SA80 still something that's going to happen? Will the SA80 be as customizable as the AR-15, excluding the buttstock? This is a pretty specific one, which fore-ends will have accessory rails? Regardless, great work on all this.
  9. While I can't check it myself right now (because my graphics card is borked), I'm pretty well sure it only works when attaching it the first time, then it becomes a loose misc/mod(s) section mod, not usable as a weapon (The bayonet in the garand mod, I'm also quite sure this holds true for all of asXas' mods and the akm mod I mentioned). However, as you said, I'd imagine this would be doable with scripting, I have no idea how difficult or worth it it would be though.
  10. Greetings antistar, I've been following this mod for some time now, it seems quite great. Since you said that you now have started (or continued) working on the SA80, I figure this is a decent time to ask this. Will the SA80 have its bayonet available as a weapon mod? I quite like bullpups and bayonets, so will it be possible to combine the two? I'm guessing the bayonet model and texture would have to be done from scratch, I don't think I have ever seen an SA80 bayonet resource anywhere, so I can't blame you if you don't think it's worth including. (In fact, I don't think i have ever seen an SA80 bayonet in any other game either actually, not that that fact matters.) (Though I haven't exactly searched extensively for one, there might be one somewhere.) Another question relating to bayonets, will they be available as separate melee weapons, like in the AKM mod or most of asXas' weapon mods? I'm guessing no, but I might as well ask. Either way, fantastic work on everything I've seen of this mod.
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