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Aurum10000

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Posts posted by Aurum10000

  1. 12 hours ago, madmongo said:

    A real world gauss rifle (yes, they exist, see the video above) uses energy to fire a metal projectile. It requires the same skills as a gunpowder-based weapon to aim and shoot it, and requires the same skills as a theoretical energy weapon like a laser to load the "batteries" and operate the electrical parts.

    FNV's weapons system can't really handle that. It doesn't know what to do with weapons that require more than one thing for "ammo", so it can't handle a weapon that has a projectile but also requires a battery source. So the game just fudges it and makes the gauss rifle use microfusion cells.

    Anyone who can handle a laser rifle should be able to figure out the electronic aspects of a gauss rifle. Someone who only has experience with gunpowder-based weapons wouldn't know how to operate the electronics of a gauss rifle or a laser rifle. So I can see why the devs made the gauss rifle require the energy weapon skill. Note that in the real world version in the video, they have to be "trained" on how to operate the electronics in order to use the weapon. It doesn't take much training in real life, but using the weapon isn't intuitively obvious to anyone who hasn't ever fired it.

    Personally I think it would be better if the ammo was just steel slugs and the rifle required fission batteries or some special battery pack (maybe you could craft the battery pack out of fission cells), but the game engine can't handle that. FNV doesn't even have fusion cores or anything else along those lines.

    Good points, heard the crappy engine is why we can't have SEC in certain melee weapons either.

  2. 11 hours ago, sullyvanj93 said:

    MFCs don't exist... Of course this gentleman is holding a different type of ammo than the fictional Fallout setting. If someone was recreating "power armor", they wouldn't be holding a fusion core, as they don't exist in this universe... They would try to recreate it as best they could with current-day materials.

    Even in your example provided, there is no powder/primer/casing/projectile aspect to these rounds. It isn't a "rifle", or a "firearm", it's technically a cannon of sorts. An electrical cannon. It's using electronics or "energy" to project the slugs. While this is still different than firing plasma or laser beams... most folks would still probably lean to Energy Weapons over Guns for this weapon.

    The main point being that it doesn't fit it with the lore that many of us connect to. If it does fit with yours, that's fine, but you'll find many modders won't agree with you and thus, won't want to create this mod. Modding is very time consuming and takes a lot of skill and effort. If this is something you feel strongly about, I think you may have more luck figuring out how to create the very mod you're seeking, rather than debate someone into agreeing with how you see the lore and convincing them to build it for you.

    But if it isn't firing laser, plasma or any traditional metal projectile then what is it firing exactly? Perhaps the MFC would make sense as a battery. But the best I can piece together as to what leaves the barrel is a ball of electricity making it a lightning rifle of sorts. Which isn't exactly the definition of gauss.

  3. 10 hours ago, laclongquan said:

    We are discussing this gauss rifle in Fallout 3 and Fallout New Vegas, which come from East Coast, and possibly Sierra Madre or central states. 

    The link above is about Gauss Rifles in West Coast, California, either Enclave, or San Francisco. If by way of Hub merchants (Gun Runners), possibly Los Angeles. Overall different region, possibly different design too. Which is why F2 Gauss weapons are small guns, but F3/FNV gauss rifle is energy

    Even so if you skip to 3:46. Its not MFC he's holding.

     

  4. 14 minutes ago, fraquar said:

    Misaligned carry handle sight can probably be fixed with something like In-Game Sight Alignment Tool.

    I've never used it, but it should give the values you need to change in the .ESP to fix it.

     

    Wish I knew how to mod aside from fixin some conflicts with F4Edit.

  5. 1 hour ago, fraquar said:

    Not sure why the author did what they did.

    Switched to the Handmade Rifle animations which are left ejecting - but the ejection port on the Combat Rifle is still on the right.

    It's a mess if you use Hitman's Right Handed AK animations - because then you are charging the weapon out of thin air - as there is no charging handle on the right of the Combat Rifle model.

    My thoughts exactly. perhaps a bug like the misaligned carry handle sight. Which is a shame since this mod fixes many other problems with the vanilla CR.

  6. Doesn't make sense he can hold loot despite not starting off with packs visible on his body. A mod that fixes this by having him start off with a rough looking improvised pack would fix this. Or could go the opposite direction by disabling his ability to carry. Perhaps a message popping up when trying to access his inventory saying "This animal/npc cannot carry anything.". Which was how Fallout 2 handled it.

  7. I used Bethini to make NPCs use ammo. Is there a mod that allows me to enter the inventory of a turret built by me to give it more ammo? If not could be a good mod idea for any modders interested.

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