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FluidFire

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  1. As far as adding the effects to an item in the game, assuming you call your effects "NightVisionISFX" and "NightVisionFadeOutISFX", create a new script based off the cateye script: scn NightVisionEffect begin NightVisionEffectStart ApplyImageSpaceModifier NightVisionISFX player.setav NightVision 1 end begin ScriptEffectFinish RemoveImageSpaceModifier NightVisionISFX ApplyImageSpaceModifier NightVisionFadeOutISFX player.setav NightVision 0 end Then create a base effect called "NightVisionBaseEffect" under Game Effects > Base Effects. Again, model this off of cateye's base effect. Cateye is an ingestible so there's an item for it under Game Effects > Ingestible. But we're not doing an ingestible I assume... so you want to add an item (ala Night Vision Goggles) So create a new Armor item called "NightVisionGoggles" and link your script in. If you want to also give a stat effect (PER +1) or whatever do an object effect and link that to the armor item you created.
  2. Go to Special Effects > Image Space Modifier in Geck. Pull up Cateye, rename the form, save it as a new form. Tweak as you want. You can change it from blue tint to green tint and mess with brightness. HUGE amount of options there to play with. As far as adding an item to the game, lemme know when you get the effect you want and I can probably help you out, adding it to vendors and such.
  3. Also would like Yugoslavian M76 8mm sniper rifle, I own serial #2 imported in to the country by Century International. I can supply detailed highres pics of the rifle, optics, magazine, etc.
  4. Trying to plan this weekend's modding schedule. I would like to get some new firearms models for my Reload mod. Do any modellers want to contribute working models in exchange massive amounts of gratitude? (Or if you live close enough to Central Illinois, I can offer a hell of a trip to the shooting range...!) I will do all of the work getting your weapon properly and fully integrated fully in to the game, with NPC's, vendors, ammunition types, etc. Specifically, these are all weapons I ether own, or have shot, in real life that would love to see in the game. I've linked to videos of me shooting some of them. I can provide high-resolution photos from any angle if you require pictures for texturing. Handguns: Glock (2nd gen) S&W M&P Springfield Armory 1911 (black GI model, stainless) Ruger P95DC H&K USP Tactical (with suppressor mod kit) ^^ would also like a 25 round mod kit, I can supply high res pics Rifles: AK47 (video ) ^^ with 75 / 100 round drum kits, I can supply pictures of both from any angle) ^^ with underfolding or sidefolding kit, I can supply pictures of either - I own a half dozen AK47's of different types AK74 (can supply photos of any side, basically an AK with a bakelite mag) ^^ I can supply pictures of the original russian optics, which I own, as well as reticle configuration for the scope. Barrett M95 (video , , and )H&K G3 (video and )FNH P90 (video )FNH F2000 (video )FNH FNAR (have light barrel version, can supply lots of pictures) FNH SCAR 17S/16S (I do NOT own this weapon, and can't supply pics or video, but I'd love to add it to the game!) Machineguns: PK (video )M249 SAW (video )
  5. Reload. This modification to Fallout New Vegas is designed to complement the existing game and greatly expand on the centerfire rifle and pistol reloading process. Over 50 new reloading recipes and ammunition types are included, five new calibers of ammunition, and 14 variants of weapons are included. NPC's have been tweaked to stock reloading supplies. The reloading mechanics in game have been altered and refined to provide a more "realistic" experience at the reloading bench. I have been creating ammunition in the real world for nearly 20 years, as a federally licensed ammunition manufacturer. I have taken great effort to ensure that the abstracted reloading process in this mod is as comprehensive as an electronic game will allow. Disclaimer: This being said, the gunpowder system is still abstracted (there are dozens and dozens of different types of powder in the real world, each with different burn characteristics). As such, the reloading "data" contained in this mod is incomplete in that YOU don't know what actual real world powder I based the powder weights off of. So don't go putting bullets together in real life, kiddies... without FIRST obtaining a copy of a reloading manual such as "Sierra's Fifth Edition of Rifle and Handgun Reloading Data." I hope this mod might help spur the new generation of wastelanders to the realization that yes, you too, can take pleasure fabricating your own ammunition in your own home. Also, I elected NOT to allow meltdown or conversion of brass. (I know people will be saddened by this..) In the real world, brass casings are perhaps the most difficult things to fabricate and are EXCEPTIONALLY tight toleranced. Starting with a little brass "plug", a series of heavy machines extrude, punch, and work that little slug to form the brass casing. Putting a brass manufacturing process in to the game is beyond the scope of this mod - you really need heavy equipment. This being said, "Wildcat" rounds are possible in a future expansion, as most of those are created by fireforming and/or trimming stock factory brass to new dimensions. Copper jackets, on the other hand, can be made at home with a swaging die, and filled with spooled lead wire, on a hydraulic press. So I don't feel bad about allowing FMJ or JHP rounds to be created, although even that's a stretch... people make copper jackets out of pennies in their garages. Anyway that's enough of a lesson for now... Keep your powder dry. :) -FluidFire Summary: To make use of new calibers I elected to 'rechamber' stock weapons. I have zero modelling capability - but I welcome derivative works off of this mod so long as credit is given. Please contact me for new calibers you may need for your weapons and I will include them. In this mod you will find 338 Lapua Magnum sniper rifles, full auto 7.62 NATO weapons, and 45 caliber submachineguns. The models used are stock - just as Glocks and AR-15's can come in many different calibers in the real world, so do the weapons in the Mojave wasteland. Additionally high-powered rifles like the 50 BMG antimateriel rifle have been properly scaled up based on real-world kenetic energy figures. I put this as a warning because NPC's *can and will* use these weapons in firefights, which will be decidedly more lethal (to you and them both) as by and large the new weapons, particularly rifles, are more powerful. This may (perhaps) unbalance the game against critters you may encounter. To this, I say, "they should learn to carry a gun." Cazadors and deathclaws will still rip you to shreds. But, now you have a fighting chance. Effort has been taken to attempt to retain a balance with costs, weights, and so on. Certain reloading components and weapons are restricted to a higher character level and may not appear in the game until past level 10. Also, weapon, bullet, and case weights are all now somewhat more realistic, meaning you can't just tote around a ton of material for free and must be even more selective about what you carry with you. WARNING: This New Vegas mod is designed to be a complement to hardcore mode and handles reloading in a more realistic fashion than the stock game. There is a learning curve, but not a severe one. Reloading components are much more common at vendors with this mod, allowing you to actually make ammunition that you want to make. Repair Skill Changes: Repair skill has been standardized in recipes. The same skill and techniques are used for rifle, handgun assembly and disassembly. Dissassemble (breakdown) ammunition (ANY): Repair 25 Create pistol ammunition: Repair 25 Create rifle ammunition: Repair 35 Create 50BMG ammunition: Repair 45 Create "Match" ammunition: Repair 50 "Smelt" bullets: Repair 20 "Cast" Lead bullets: Repair 25 "Cast" Jacketed bullets: Repair 35 "Cast" AP bullets: Repair 45 "Cast" Match bullets: Repair 50 "Cast" incendiary bullets: Explosives 50 Creating Ammunition: Reloading recipes require "Reloading Dies" before they will show up. Reloading dies can be bought from most merchants, and as with most ammunition and weaponry, there are five "tiers". IMPORTANT: YOU CAN NOT CREATE AMMUNITION WITHOUT RELOADING DIES. Most reloading dies are cheap. Some, such as 50BMG and 40mm, are more expensive. Reloading dies are considered to contain three purposes - dies allow loading ammunition, casts allow creating bullets for that caliber from lead and/or scrap metal, and collet pullers allow dissasembly of loaded ammunition of that caliber. Two reloading dies are multipurpose, just as they are in the real world. 357 Magnum reloading dies may be used to create 357 AND 38 special ammunition. 10mm reloading dies may be used to create 40 S&W ammunition. Reloading recipes require four components to create: Powder, primers, bullets, and shell casings. The frequency and quantity of reloading components has been increased at vendors (previously it was exceptionally rare to see ANY reloading components). Gunpowder jars are now sold in 1 pound lots. Each pound contains 7000 grains (grain is a unit of measure which is 1/7000th of a pound). All ammunition recipes have been reworked to use REAL WORLD powder capacities. There was a marked increase in the powder quantities in reloading recipes, but since powder is sold in lots 35 times the size they were previously, this shouldn't present a big issue. Yes, you can load over 1,000 9mm rounds out of 1 pound of powder in the game, just as you could in real life. Primers are sold in packs of 100 (just as they are in the real world). The cost has scaled with the quantity, in the interest of keeping some balance. Bullets are sold in packs of 100 at vendors. There are several types of bullets for each caliber. Bullets replace the generic "lead" requirement for reloading. You can smelt down bullets with a Smelter (new item), and create NEW bullets with the appropriate reloading die set. Unloaded bullets have weight in the game! They weigh precisely what they do in the real world! So a 180 grain .308 projectile will weigh .0257 pounds in Fallout. NOTE: When you buy powder, primers, or bullets from a vendor, you must drop them on the ground and pick them up to break them open! Breaking Ammunition Down: "Breakdown" recipes require one of two items to show up - the appropriate set of reloading dies (for the collet puller contained in them) or a "Universal Bullet Puller". This is an equippable item that weighs .25 lbs. In the real world, universal bullet pullers resemble a hammer. You unscrew one end, insert a loaded cartridge in to a collet on one end, screw the cap back on, and smack the hammer HARD on a concrete surface. After a few good whacks, inertia pulls the bullet from the casing without damaging any components. The bullet and powder can be poured from the inside of the hammer and re-used, and the shell casing is undamaged. The reason you need to equip the universal bullet puller is there are a LOT of breakdown recipes in this mod, so if you aren't breaking down ammunition it will reduce clutter on the reloading bench. This is also the reason for "reloading dies" - it reduces the clutter while crafting, and adds a little touch of realism all at once! All ammo breakdown recipes have been modified so that you have to actually HAVE the ammunition type in question for it to show up. So your reloading sessions won't be cluttered up with "Breakdown xxx". You'll only SEE them if you have the ammo that it breaks down, AND have the reloading dies, OR you have the universal bullet puller. PS: The Universal Bullet puller shows up on the weapon tab. You CAN hit things with it but it won't do much damage! Melting Scrap Metal: Scrap metal, such as wheel weights, can be melted down at a campfire using the Smelting Pot. Each pound of scrap metal will yield 200 lead. Melting Bullets: To melt bullets, you need a campfire, a smelting pot, and... bullets! You can melt down any of the new bullets to lead, then, with the proper reloading dies, reform them in to new bullets of a different caliber. Creating Bullets: Reloading dies in this mod are assumed to come with the bullet forming dies required for casting. Swaging copper jackets and forming tungsten penetrators is implied in the formula, which is why casting jacketed bullets and armor piercing projectiles is more difficult. Match bullets require special skills for measuring the concentricity of the formed projectile, and require even higher skill. With lead, and the appropriate set of reloading dies, you can create all of the new bullet types. You can pull bullets from loaded ammo with a reloading die set or Universal bullet puller, then smelt bullets down with the Smelter (all of which are found at vendors). You still need to complete the appropriate quests, have the appropriate perk, and/or find recipes to unlock the special recipes contained in the stock game. Please note that the act of casting bullets requires a heat source - and can be done at your nearest campfire. (You cannot cast bullets at the reloading bench, having open sources of flame near gunpowder and primers is bad for your health...) NoTE: I plan on adding a "copper" component in the future. For now, all you need is lead. Lead is set to use 10 grain increments. Thus 1 lead = 10 grains, so to cast a 115 grain 9mm FMJ projectile you need 12 lead. (I round up since you always need to do a little trimming on the cast bullets.) Some bullets are shared between different calibers. Here's a breakdown of what dies you need to cast bullets of each diameter: Dia Used In Dies .224 5.56 NATO Reloading Dies, 5.56 NATO .308 7.62 NATO Reloading Dies, 7.62NATO 30-06 or Reloading Dies, 30-06 300 Win Mag > 200Gr requires 300 Win Mag dies. .355 9mm Reloading Dies, 9mm .357 357Mag, 38 Spl Reloading Dies, 357 Magnum .400 40 S&W, 10mm Reloading Dies, 10mm .429 44 Magnum Reloading Dies, 44 Magnum .451 45 ACP Reloading Dies, 45ACP .458 45-70 Govt Reloading Dies, 45-70 .510 50BMG Reloading Dies, 50 BMG Basic formulas: Scrap Metal + Smelter = Lead (Requires campfire) Bullets + Smelter = Lead (Requires campfire) Smelter + Reloading Dies = Bullets (Requires Campfire) Bullet Puller + Loaded Ammo = Bullets, Powder, Primers, Casing Reloading Dies + Loaded Ammo = Bullets, Powder, Primers, Casing Reloading Dies + Case, Powder, Primer, Bullets = Loaded Ammo Tips on controlling the # of Recipes that you have to scroll through: 1. Only carry the reloading dies for the ammo you use often. 2. Leave the dies you don't use somewhere safe. 3. Equip the Universal Bullet Puller to show breakdown recipes on demand. New Items: Smelting Pot (detailed above) Universal Bullet Puller (detailed above) Primer, Magnum Rifle Box, Primers, Magnum Rifle Powder, Small Rifle Powder, Large Rifle Powder, Magnum Rifle Powder, 50 BMG + 1 lb. jars for each powder type (7000, cost 50-100) Caliber Renaming: 5.56mm -> 5.56 NATO 308 -> 7.62 NATO 50MG -> 50 BMG New Calibers: A reloading mod wouldn't be all that good without a few new calibers to play with. These calibers were added and alternate chamberings were made for them on the stock Fallout guns. * 40 S&W * 45 ACP * 30-06 * 300 Win Mag * 338 Lapua In terms of relative cartridge power, centerfire cartridges line up like this (stock calibers weren't modified except for new loads): >>Weakest 5mm 9mm 40 S&W 45 ACP 10mm 38 Special 357 Magnum 44 Magnum 5.56 NATO 45-70 7.62 NATO *300 Win Mag *338 Lapua 50 BMG >>Strongest New Guns: These were cloned from existing Fallout weapons and "rechambered". Costs were adjusted based on gut feeling. Rate of fire is slower on more powerful cartridges. Name Caliber Remarks Capacity Sniper Rifle (7.62NATO) 7.62 NATO [renamed] 10 Sniper rifle (30-06) 30-06 [scoped] 10 Sniper Rifle (300 Mag) 300 Win Mag [scoped] 5 Sniper Rifle (338 Mag) 338 Lapua Mag[scoped] 5 Hunting Rifle (7.62NATO)7.62 NATO [renamed] 5 Hunting Rifle (30-06) 30-06 5 Hunting Rifle (300 Win) 300 Win Mag 3 Revolver (357) 357 Magnum [renamed] 6 Handgun (9mm) 9mm [renamed] 17 Handgun (40 S&W) 40S&W 15 Handgun (45 ACP) 45ACP 12 Handgun (10mm) 10mm 12 Submachinegun (9mm) 9mm [renamed] 30 Submachinegun (40S&W) 40 S&W 30 Submachinegun (10mm) 10mm [renamed] 30 Submachinegun (45 ACP) 45 ACP 25 Light Machinegun 5.56 NATO [renamed] 100 Heavy Machinegun 7.62 NATO 100 Service Rifle (5.56 NATO) 5.56 NATO [renamed] 30 Service Rifle (7.62 NATO) 7.62 NATO 20 Marskman Rifle (5.56 NATO) 5.56 NATO [renamed] 30 Marskman Rifle (7.62 NATO) 7.62 NATO 20 Assault Carbine (5mm) 5mm [renamed] 30 Assault Carbine (5.56 NATO) 5.56 NATO 30 Assault Carbine (7.62 NATO) 7.62 NATO 20 NPC's: NPC's can use the above weapons, and will shoot the living hell out of you with them. Be prepared, firefights will be harder. Shotguns: Haven't got around to tweaking them yet. (Don't use them much myself) Frag Grenades, Missiles, etc: I released an experimental 40mm mod on 10/29/2010 on NewVegasNexus. I imagine at some point I'll get around to incorporating some of the ideas in to this mod. Annoying Realism Fixes: In addition to adding new "chamberings" of common wasteland weapon models, changes were made to ammunition capacity on weapons to correct them to real world specs. The following weapons were renamed to identify them more clearly against the new versions added to this mod: Marksman Carbine -> Marksman Rifle (5.56 NATO) * Magazine capacity increased to 30 Service Rifle -> Assault Rifle (5.56 NATO) * Attack anim changed to increase ROF to match marksman rifle * Skill requirement raised to 50 (for sight wobble) Anti Materiel Rifle * Damage scaled up to make "room" for 30-06, 300 Win, 338 Lapua * Factual Note: 50 BMG has about 12,000 ft/lb of force, while 308 has about 2800. So if you scale the sniper rifle up the 50 should be at 265 damage. Which is where it's at now. NPC Mods: Weapons start appearing on NPC's *no earlier* than these levels. Logic on NPC templates dictates when certain NPC's get what weapon package, but this is an enforced MINIMUM on the weapon packages themselves - these weapons WILL NOT spawn on NPC's until the PC levels indicated below. Handgun (40S&W) level 1 Handgun (45 ACP) level 1 Submachinegun (40S&W) level 3 Submachinegun (45ACP) level 3 Assault Rifles (5.56 NATO) level 3 Hunting Rifle (30-06) level 4 Assault Rifles (7.62 NATO) level 5 Marksman Rifles (7.62 NATO) level 5 Sniper rifle (30-06) level 6 Service Rifles (7.62 NATO) level 5 Hunting Rifle (300 Win) level 7 Sniper Rifle (300 Mag) level 8 Sniper Rifle (338 Mag) level 10 Heavy Machinegun (7.62 NATO) level 15 Sniper Rifle Damage: 308: 62 (stock) 30-06: 80 300 Win: 110 338 Lapua: 160 50 BMG: 265 (scaled from Sniper Rifle using actual kinetic energy figs) Pistol / Submachinegun damage: The damage values for 40 S&W and 45 ACP pistols and submachine guns are between 9mm and 10mm. It goes 9mm -> 40 S&W -> 45 ACP -> 10MM. Vendors: All vendors that deal in projectile weapons now stock some amount of reloading supplies, and they receive resupplies about every 3 days of game time. Some vendors will carry more supplies than other. All vendors that carry reloading component supplies will also carry reloading dies, bullet puller, and smelting pot. However, the more rare supplies are only available at select vendors! GAME NOTES: *** THE NEW LARGER CALIBER ASSAULT RIFLES HIT **HARD** and are usable by all NPC's which have that weapon kit. Be prepared for tougher firefights! *** Bethesda scaled damage down as weapons get more powerful. All rifles are now scaled proprotionally to actual kinetic energy values. This means that the 50BMG rifle is absolutely, positively lethal. Both for you, and for NPC's shooting *AT* you! You've been warned. Ammo Types Added: 9mm (FMJ) 9mm (JHP) 9mm (Lead, 115gr) 9mm (Lead, 130gr) 40S&W (FMJ) 40S&W (JFP) 40S&W (Lead, 165gr) 40S&W (Lead, 180gr) 10mm (FMJ) 10mm (JFP) 10mm (Lead, 165 gr) 10mm (Lead, 180 gr) 45 ACP (FMJ) 45 ACP (JHP) 45 ACP (Lead, 185gr) 45 ACP (Lead, 230gr) 357 Mag (FMJ) 357 Mag (JHP) 357 mag (SP, 125gr) 357 Mag (SWC, 158gr) 38 Special (SP, 125gr) 38 Special (SWC, 158gr) 44 Mag (JFN) 44 Mag (HP) 44 Mag (Lead, 220 gr) 44 Mag (Lead, 240 gr) 5.56 NATO (FMJ) 5.56 NATO (JHP) 5.56 NATO (AP) 5.56 NATO (Match) 7.62 NATO (FMJ) 7.62 NATO (JHP) 7.62 NATO (AP) 7.62 NATO (Match) 30-06 (FMJ) 30-06 (JHP) 30-06 (AP) 30-06 (Match) 300 Win Mag (FMJ) 300 Win Mag (AP) 300 Win Mag (JHP) 300 Win Mag (Match) 338 Lapua Mag (HPBT, 250gr) 338 Lapua Mag (HPBT, 300gr) 45-70 Govt (FN, 300gr) 45-70 Govt (HP, 300gr) 50BMG (FMJ, 700gr) 50BMG (AP, 708gr) 50BMG (API, 649gr) 50BMG (AMAX, 750gr) Projectiles Added: Bullet .355 FMJ 115gr Bullet .355 JHP 115gr Bullet .355 Lead 115gr Bullet .355 Lead 130gr Bullet .400 FMJ 165gr Bullet .400 JFP 165gr Bullet .400 Lead 165gr Bullet .400 Lead 180gr Bullet .451 FMJ 185gr Bullet .451 JHP 185gr Bullet .451 Lead 185gr Bullet .451 Lead 230gr Bullet .357 FMJ 125gr Bullet .357 JHP 125gr Bullet .357 SP 125gr Bullet .357 SWC 158gr Bullet .429 JFN 240gr Bullet .429 HP 210gr Bullet .429 Lead 220gr Bullet .429 Lead 240gr Bullet .224 FMJ 55gr Bullet .224 JHP 62gr Bullet .224 SS109 62gr Bullet .224 HPBT 77gr Bullet .308 FMJ 168gr Bullet .308 JHP 168gr Bullet .308 AP 168gr Bullet .308 HPBT 180gr Bullet .308 HPBT 220gr Bullet .338 HPBT 250gr Bullet .338 HPBT 300gr Bullet .458 FN 300gr Bullet .458 FN 300gr Bullet .510 FMJ 700gr Bullet .510 AP 708gr Bullet .510 API 649gr Bullet .510 AMAX 750gr Bulk Bullet Packs (available at select vendors): NOTE: all QTY100 except 50BMG, which is QTY10 Box, Bullet .355 FMJ 115gr Box, Bullet .355 JHP 115gr Box, Bullet .355 Lead 115gr Box, Bullet .355 Lead 130gr Box, Bullet .400 FMJ 165gr Box, Bullet .400 JFP 165gr Box, Bullet .400 Lead 165gr Box, Bullet .400 Lead 180gr Box, Bullet .451 FMJ 185gr Box, Bullet .451 JHP 185gr Box, Bullet .451 Lead 185gr Box, Bullet .451 Lead 230gr Box, Bullet .357 FMJ 125gr Box, Bullet .357 JHP 125gr Box, Bullet .357 SP 125gr Box, Bullet .357 SWC 158gr Box, Bullet .429 JFN 240gr Box, Bullet .429 HP 210gr Box, Bullet .429 Lead 220gr Box, Bullet .429 Lead 240gr Box, Bullet .224 FMJ 55gr Box, Bullet .224 JHP 62gr Box, Bullet .224 SS109 62gr Box, Bullet .224 HPBT 77gr Box, Bullet .308 FMJ 168gr Box, Bullet .308 JHP 168gr Box, Bullet .308 AP 168gr Box, Bullet .308 HPBT 180gr Box, Bullet .308 HPBT 220gr Box, Bullet .338 HPBT 250gr Box, Bullet .338 HPBT 300gr Box, Bullet .458 FN 300gr Box, Bullet .458 FN 300gr Box, Bullet .510 FMJ 700gr Box, Bullet .510 AP 708gr Box, Bullet .510 API 649gr Box, Bullet .510 AMAX 750gr Credits: Sierra Rifle and Handgun Reloading Data Edition 5 for real-world reloading recipes.
  6. I've got a couple of small "test" ESP's that I want to merge in to a bigger mod I'm working on. I say "small", but there's dozens of items in them that would take the better part of a day to recreate in the main mod. Is there any way I can do this with GECK? Or do I need a separate utility to bring in the items and resolve any duplicate FormID references? Or is it just impossible?
  7. Hmm. Guess I'll have to be content blowing them to pieces. :)
  8. Beanbag rounds work on NON hostile creatures. Go shoot some Brahmin. "Insta-cowtipping" You could do a "Stun" effect for X seconds on the ammo effect. Follow the Pulse weapons down through the layers of projectile, effects, and explosions. You'll discover a table where it does extra damage to robots & power armor. There's also a Stun effect there. You can use that on bean bag rounds to stun an opponent. Doesn't knock them out, but it keeps them from DOING anything for a few seconds. That's what I'm going to do to my 40mm mod this weekend when I go in and add plasma and other nice stuff. Dunno why they don't work on normal bad guys. I chalked it up to just another bug. Remember if you modify an explosive weapon, with say, shotshell canister, you have to do some extensive changes to the DEFAULT weapon and projectile effects. You can't just add new ammo and go. What happens is you'll equip a shot shell, go back to an explosive round, and find out they just don't blow up anymore. Each time you equip a new ammo type it modifies the BASE weapon with the effects of that ammo. If the weapon itself (say, 40mm launcher) has an "Explosive" effect on the gun and the default ammo does NOT, what happens is it'll lose that effect.
  9. I haven't figured out how to do world editing yet. Can anyone throw together a quick Lucky38 mod to add a reloading bench in to a room somewhere??? I hate having to go to gunrunners and back to reload my stuff. :)
  10. Sorry been busy with work this week. I'll be doing some more modding this weekend. Plan on wrapping up the 40mm mod with some plasma, then adding in some grenade recipes, new missile types, and some mine recipes. I had an odd idea just now - how about a "RadAway" capsule for anti-ghoul work? According to the game rules, radiation heals them, so the reverse would harm them, correct?? :)
  11. Lol just got it. Composition 4NT10CH... to make holy hand grenades. Nice.
  12. For beanbag testing go to console, "player.additem 01000AE6 10" will add 10 for testing. They didn't seem to work too well on a PO'd enemy, but I was tipping cows easy enough. I was playtesting on a level 26 character though so they may not be appropriate for dropping a giant rad scorpion or deathclaw...
  13. A few bugs: One - there doesn't seem to be a pipboy icon for the buckshot rounds. Two - there's no real world model of the buckshot and slug rounds when they're fired, so it looks like I'm firing invisible bullets. Three - they only seems to work with the grenade launcher, or rather it only seems to do damage when used with the launcher. I haven't tested the beanbag rounds yet, I can't seem to find any teddy bears. The crafting itself works great, I broken down some 40mm shells and and some pulse grenades and crafted everything but the beanbag rounds. The pulse rounds work great by the way. See attached file for a quick update. I gotta work so there's no time for me to test it, but I slowed the ammo down 55%. It may need more than that still, let me know how it works. If it's still not visible I can test and tweak it more tonight when I get home (about 9PM CST). Also fixed the other 40mm grenade launcher, it's damage model is now the same as the one I tested with so it should work. Bethesda had one of them doing no direct impact damage, and the other one doing about as much as a 308 impact .. doesn't make sense. They both do some damage now on a direct impact - this is on TOP of the secondary effects (explosion, fire, pulse, etc). The beanbag round is scaled down to do 5% of this as direct damage, the slug reduces DT by a few points, while the shotshell can't get through armor hardly at all, but will tear up a soft enemy with a damage multiplier. Let me know if you think any of the damage models need tweaked further.
  14. +Kudos Incase you missed it from last page. Yup, I missed it. I'll add grenade and land-mine fabrication late tonight (won't be off work until 9PM CST, long day today).
  15. Instructions ... unrar to Data directory, check box in Fallout Launcher Data Files... enjoy. 40mm reloading supplies will show up at vendors within 3 game days. Recipes are active immediately. Chances of finding 40mm loot start immediately, from bad guys or containers who'd normally have 40mm. There's a 25% chance of finding "new" 40mm ammo, anytime 40mm ammo is dished out. Expended 40mm Ammunition will be "recycled" to inventory about 40% of the time in the form of 40mm casings. Note, because the casings are bigger and heavier than normal shellcasings, they DO carry weight, just something to keep in mind. (0.05 lb ea). Composition A5 and IM-11 (HE and INC respectively) can be obtained from tearing down mines, grenades, or rockets, or visiting a tier 5 vendor (Gunrunners, etc) after 3-4 days have passed. EMP Core can be manufactured from Fission batteries and Scrap Electronics, or tore down from Pulse Grenades or Pulse Mines. As an added bonus, reloading supplies have been increased at vendors. There will still be only be 5-15 reloading items at any one shop. Having played through the game once, it was frustrating how you could never find enough powder or primers to reload your casings... even now, you won't likely be able to, but the chances are better you can make *something*.... If you think anything should be tweaked, or find a bug somewhere, let me know. I tested the various ammo, recipes, and some (but not much) combat. I'll add more EMP manufacturing tomorrow. For now the mod is called "40mm kit". If it expands, I'll rename accordingly.
  16. OMFG laughing my ass off here. The 40mm Beanbag rounds work as good cattle tranquilizers. Just laid up a herd of Brahmin with the thing. :) OK 40mm is sure going to be fun now... :) Expect a release tomorrow evening.
  17. Each of you guys that contributed are getting credit in the release notes when it's done, btw. I'll put the reclaim rate at 40. Casings tend to get lost due to ground clutter - the smaller the casing the lower the chance of retaining it. 40 will be the upper end (right up there with 12 gauge) Just wrapped up the last of the first round of work on the mod. I'm testing for a bit tonight and tomorrow after work, will probably release version 1 tomorrow night. I'd like to collect some more requests - I noticed there's a lack of EMP Missiles in the game, for instance... the 25mm launcher probably needs some attention to crafting recipes... Any other ideas on crafting explosives & EMP besides that?? Ammo Added: 40mm Pulse (EMP) 40mm Slug 40mm Beanbag 40mm Buckshot Items added: Case, 40mm Composition A5 (HE) Composition IM-11 (incendiary) EMP Core Recipes Added: (Breakdown recipes yield primer, powder, scrap metal, etc as appropriate) Breakdown 40mm Grenade (yields 10x Comp A5) Breakdown 40mm Incendiary (yields 10x Comp IM-11) Breakdown 40mm Pulse (yields 1x EMP Core) Breakdown 40mm Slug (yields lead) Breakdown 40mm Beanbag (nothing) Breakdown 40mm Buckshot (lead) Breakdown Frag Mine (yields 30x Comp A5) Breakdown Frag Grenade (yields 10x Comp A5) Breakdown Missile (yields 15x Comp A5) Breakdown Missile HE (yields 20x Comp A5) Breakdown Pulse Grenade (yields 1x EMP Core) Breakdown Pulse Mine (yields 3x EMP Core, Sensor Module) EMP Core (in: 1x fission battery, 3x Electronics, 1x spare parts) (yields 3 EMP cores) 40mm Beanbag (1x teddy bear: 3x beanbag rounds) 40mm Buckshot (lead) 40mm Grenade (10x Comp A5) 40mm Incendiary (10x Comp IM-11) 40mm Pulse (1x EMP Core) 40mm Slug (lead)
  18. Yeah that didn't work out too well for French Cavalry in World War 1, either.
  19. Adding a 75% chance that you'll recycle 40mm shells (they'll appear as Case, 40mm in your inventory). Figure those bad boys are pretty big, and a lot easier to see in the weeds than a 9mm... (Most weapons are 25-40%, BTW)
  20. I know... I'll throw fewer pellets in and "assume" they're double-aught buckshot. :)
  21. Ahh that would make sense. I didn't take that perk so I haven't seen it. :) Just doing some homework on 40mm. The 40mm shot shell rounds the army uses... they're a little uninspiring. They shoot the same quantity of #4 shot as a 12 gauge (27 pellets), but at about 450fps less. that means in real life they'll do less kinetic energy damage to a person than a normal 12 gauge round. (http://en.wikipedia.org/wiki/M576_40mm_grenade) Guess that short / wide barrel doesn't help build up chamber pressures to kick the pellets out as well as a shotgun.
  22. Hell I may just make a mod that adds in the Holy Hand Grenade when I'm done with this one. :) This will fit in well with my reloading mod I'm working on. I'll release them separate as this one is more mainstream, while the full mod is going to be pretty hardcore. I've got the 40mm pulse grenades done - they're a scaled down version of the regular Pulse grenade as far as damage goes. Effective against robots and power armor (160 and 80 damage respectively). Also reduced KO on power armor and robots from 8 seconds (pulse grenade) to 6 seconds (40mm version). I'm adding some stuff to the requests above: * The ability to "Breakdown Frag Mine" to get Composition A5 for making 40mm HE rounds. * The ability to "Breakdown Frag Grenade" to get Composition A5 for making 40mm HE rounds. * The ability to "Breakdown Pulse Mine" to get "EMP Core" for making 40mm EMP rounds. * The ability to "Breakdown Pulse Grenade" to get "EMP Core" for making 40mm EMP rounds. * The ability to "Breakdown Dynomite" to get Composition A5 for making 40mm HE rounds (the Nitro isn't stable enough, but the blasting cap on it sure as heck is!) (Dynomite will be a 3:1 ratio) * The ability to buy 40mm shells, Composition A5, and EMP Core from a few vendors (Gunrunners, NCR armory, ...??) * Adding 40mm spent casings to NPC's who use 40mm grenade launchers Frag grenades, in real life, use "Magnum" large rifle primers (but not 50BMG arsenal primers), but in a pinch normal Large Rifle primers will drive them just fine. So you'll need one of those. 40mm Pulse Grenade Recipe: 1x 40mm Shell 1x Large Rifle Primer 6x Large Rifle Powder 1x EMP Core 40mm Frag Grenade Recipe: 1x 40mm Shell 1x Large Rifle Primer 6x Rifle Powder 1x Composition A5 40mm Slug Recipe: 1x 40mm Shell 1x Large Rifle Primer 6x Rifle Powder 60x Lead 40mm Beanbag Recipe: 1x 40mm Shell 1x Large Rifle Primer 2x Rifle Powder 1x Teddy Bear (HAH!.. these actually ARE sold by vendors and found as loot..) 40mm Buckshot 1x 40mm Shell 1x Large Rifle Primer 6x Rifle Powder 60x Lead Breakdown yields the reverse components. Land mines, normal grenades may be used to salvage components.
  23. OK I was just tweaking a new explosion model for the 40mm pulse. Anyone else notice that there's a GrenadeFragHoly explosion model?????? Someone there actually added a model for a "Holy Hand Grenade"... I assume, "of Antioch." :)
  24. If I have time I'll do grenades as well. Adding "Composition A5" to the misc items, you'll get it from breaking down explosive items and from Gunrunners. Also working on a 40mm shell reclaim script to "save your brass".
  25. Since no one has laid claim yet, I'll be making this mod tonight.
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