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Nexus Mods Profile

  1. Thanks man, I'm gonna need it. But currently what I need the most are modders whom are willing to contribute with building various world spaces- (Junktown,Vault-15, Vault-13 etc.) You can join the team on my discord
  2. Fallout 1, A Post Nuclear Role-playing Game is a much beloved classic praised by all Fallout fans which appreciate the older games. The ideas behind this mod were conceived by a desire of the project lead to create a rethought version of Fallout 1 that still keeps true to all of the Fallout 1 RPG mechanics and borrows all the good things from the later games (Think Fallout 2/NV), but is made on Fallout 4's Engine. Now what exactly in the hell does this mod do? Fallout 1 Remastered aims to remake the Fallout 1 worldspace into the fallout 4 engine using the Creation kit and custom made assets to create an immersive enough world that can hold the candle up to the original, while offering a great roleplaying and FPS experience The mod will bring back the RPG elements of the Classic games that are lacking in Fallout 4 [insert Bethesda rant], such as unique character playthroughs, (Big Guns, Unarmed, Speech) a bigger emphasis on S.P.E.C.I.A.L, (in this case levelling up will be more akin to the older fallout games), strength and skill requirement for various weapons and more ways to complete a quest than just running in guns blazing or sneaking around stuff.How will you do it?Fully recreating the Fallout 1 worldspace inside Fallout 4 using the Creation kit, Blender, Substance painter and other great software to make a mode that any type of player can enjoy.What about the massive map size of the older games?The way that the map size problem will be countered, is by implementing a grid map travel system like in the older Fallout games where you each little quadrant is it’s own custom worldspace, and all of the major areas like The Hub, L.A Boneyard and Necropolis will be roughly the size of a Bethesda DLC.Check out our discord to see the development of the mod right here See the Google doc and Trello to have an in depth view of all the new additions. Now on to the gameplay mechanics that will be present in the mod: Karma system S.P.E.C.I.A.L checks for speech Integrated Soundtracks from fallout 1&2 tactics and some NV Perk system will be a blend of Fallout NV and Fallout 2 Perk related speech checks Power Armour does not need fusion cores. More dialogue options A Silent protagonist Superior story arcs No 1 dimensional NPCs Unique companion perks Companion quests Smoother third person view No more legendary effects (guns are not magic wands)More attacks with melee weapons in VATS Overahuled Hardcore mode Stimpaks aren't just generic health pick-me-ups and have long-term effects depending on what types of Stimpacks are being usedGambling Character traits from the old fallout games allowing for unique character playthroughs and better roleplaying. Traits can be positive but also have a detrimental side Overhauled crafting system which brings crafting closer to reality Weapons and Armor health conditions, (it's impossible for a 100+year old handgun that's been rusting in pit of radioactive goo to properly cycle rounds as if it were brand new) Better weapon sounds Faction RepWORLDSPACE: As earlier stated, we will be using a classic grid map system as a method of fast travel in the over world to tackle the gigantic size of the map, but every major location (The hub, Necropolis, The L.A Boneyard etc) will have a proper worldspace like the ones the 3D fallout games. Each major World space will be typical Bethesda DLC size. General Worldspace: More of the scorched earth dust bowl feel from the old Fallout games. More civilian, industrial, and military vehicle included. Every tile in the gridmap will be unique. This means that one will not be seeing desert, rocks, and dead forests whenever they enter the gridmap. More nuclear craters. More Signs of human savagery (mass graves, crucifixions and hangmen). Downed aircraft. Brotherhood patrols. Mutant patrols. Caravan Traders. Water Merchant Patrols. Music - Soundtrack Integrated Soundtracks from fallout 1&2 tactics and some NV. Proprietary Radios stations per world location. More music genres besides rockabilly and swing. Locations More levels in vault 13 for I M M E R S I O N More mining & building equipment and storage crates scattered in the vault 13 caves. Shady sands will have a wider range of sandcrete architecture (i.e, churches, meeting halls, etc.) Vault 15 will be much larger then the original, with more of a Bethesda dungeon feel to it. Junktown will have ruins outside the of the walls (Junktown was built out of city ruins). The Hub will be upscaled in size and quests and will act as a general "Hub" for the player. Necropolis and the L.A Boneyard will have a fallout 3 feel to it. Alot more city buildings in The Hub, Necropolis and The L.A Boneyard The Lost Hills Bunker's surface area will have guard towers, longer ranges of electric fences, an abandoned helicopter landing pad and a machine-gun nest. The Mariposa military base's exterior will have more defences erected and facilities that you would see at a military base, (barracks, ammo dumps, etc)ITEMS Weapons All of the original weapons from the Fallout 1 will make a return along with some new additions inspired from the more recent games. Different ammo types (FMJ, JHP, AP, etc.) Ammo swapping mechanics Realistic and immersive firearms Better weapon sounds Google docs link for Firearms and Ammo:https://docs.google.com/document/d/1RsHvSMQ7LI_lTkmPZWdPlB62emIa9SfqPimjn1x-0dY/edit?usp=sharing https://docs.google.com/document/d/1gmxEAgbs4LwEBV7eOxS6QpHRs_f_5geEEIf2L2BhI9M/edit#heading=h.8nmmi56qcuofArmors and clothing Armours will be interchangeable like in Fallout 4Reintroduction of more armors and clothing from previous fallout instalments (Tesla Armor, Classic Combat Armor, Classic Metal Armor, etc.) Link: https://docs.google.com/document/d/1IVgjtWH6LwNkcMm3vyjRFip0O1DwAHyjleA9uPtBzbI/edit?usp=sharing Consumables Return of more consumable items from previous fallout games Additions and changes to the gameplay, (non drugs) Drugs are serious and can f*ck you s#*! up real hard if you mess around with them to much.https://docs.google.com/document/d/1oawcv4uwOX- wwhhbBlvYICUGYvguLOoWXoWGMhUo2Co/edit?usp=sharing More Memes
  3. OH s#*! your gonna add the AMT Hardballer through weapon mods for the m1911? You just made my day man. Might I recommend the 12.7mm pistol made by our new resident Hi Fi modder DeadPool2099 who's model seems like a prime candidate for big bore semiauto handguns be added to the level list like the .223 pistol?
  4. Quick question antistar, how many weapons do you think you can "hypothetically" implement? I mean, you seem to have quite the tall order. Besides that, I think you can port millenia's Beretta 92FS and the M1911 from the fallout NV nexus
  5. Huh, I remember a thread on AR15.com where they were comparing ballistic differences/similarities between .22wmr and FN 5.7x28 and basically without dabbling to much in ballistics and whatnot, the verdict was that the 5.7 = 22wmr meme is not true and the 5.7x28mm is still 30% better. Where am I getting at? Although the 5mm cartridge which I assume is 40grain 5.7x28mm FMJ projectile, It makes sense when you use it for the minigun Lite version, but starts to become obnoxious when people in power armor like the BoS and the Enclave who use armor that mitigates enough recoil in a cartridge to make a hand-held M2hb feel like a full auto coversion for the ruger 10/22 are using a "castrated" minigun that has trouble penetrating some dumb raider's ghetto plate carrier from more than 150 yards, so Having 2 types of miniguns actually makes sense.
  6. Honestly I think that the devs were on to something when they created the "fictional 5mm round," Why? because as earlier discussed in older pages, the sheer recoil would make the minigun it infeasible in the real world, and knowing this, the devs cobbled up a low recoil cartridge that shares similarities to the FN 5.7 that could be realistically implemented in miniguns, without killing the poor guy using the damn thing, BUT there is still hope for miniguns that aren't peashooters, the XM556 is a perfect example of this and In my opinion the minigun should be divided into two classes: Power armor usage and non power armor usage. -There could be two types of miniguns: .30 caliber 7.62x51mm miniguns which could be used only in power armor to strengthen the minigun-powerarmor bond, and using it outside of power armor would knock you around like an angry mule. - And the lighter .22 caliber 5.56x45 which could be a more versatile "minigun carbine" that players can use when not in power armor. Last suggestions: for load orders, -Give weapons in the 5.45x39, 7.62x39 & 7.62x54mmR families to the super mutants because they don't have the fine motor skills and quite frankly a high enough IQ to effectively take care of firearms with more parts such as the ar15 family and sa80 family which should be in the raider and "other humans" levelled list. -Give the more technologically advanced heavy weapons & Battle rifles the to the BoS because they seem to have the industry required make more parts and to uphold the technical condition of the weapons that they use.
  7. The M60 would be an ashtetically pleasing and lorefreindly weapon, but if you want to implement weapons that would realistically exist in the harsh world of fallout, than the M60 is far from the best choice. I'm good friends with a war veteran who served in Vietnam as a marine corps machine gunner, who used said weapon in his tour there and he In his opinion said "the M60 was not only known as the pig because of lore that you probably know, but also because it was one hungry porker, hungry for parts and a pain in the ass to clean." The m60's need for regular maintenance and issues from a shoddy gas systems makes it "troublesome"-OK scratch that, IMPOSSIBLE to maintain in such a chaotic place as the wasteland, further proof is that the m60 has gone through 6 variants in the past 40 years of service. I could see the brotherhood using this GPMG based on the fact that the have access to advanced production methods, but I highly doubt that some drugged up raider or a Supermutant with the IQ of a goldfish could properly take care of such a finicky weapon, in clear need of care that only a loving collector with a lot of money can provide. So If your aiming for realism and recognizability, than consider trustier weapons such as the FN MAG/m240 bravo, the mg3/mg4 and pkm/rpd.
  8. The "flame-throwers" in fallout 4 always looked ghetto rigged and unfeildable even though the game implies that the military used them during the resource wars, and besides "muh realism" issues it's pretty underpowered for a flame-thrower, and requires perks to be half decent, and since whoever was writing the stats for the weapon thought that flame-throwers are useless at more than 10 feet, even though it is effective up to 40m. Simply put, It quite ruins the weapon. Reworking the stats will fix the issue, and changing the model will fix the hurt inner operators in all of us.
  9. Hey antistar, I have some more ideas for some weapons you could implement in W.A.R.S Bolt action rifles were always in my opinion, "under-represented" in the fallout universe, especially for the fact that boltguns are a great pepper’s choice. Mainly because of the usually steadfast reliability, and the rather lesser learning curb than semi auto rifles, easier to feildstrip and repair and more emphasis on conservation of ammunition due to increased ammunition carry weight. All in all, I am surprised that only the Remington 700 (a decent rifle with a bad trigger), the varmint rifle (a much loved yet fictional rifle) and the Winchester model 70 were the only bolt actions long guns seen in the series. I imagine that in the event of a nuclear apocalypse the following candidates would be common sight. Mosin nagant (any variant). The Mosin is cheap, common and probably should be replacing the "bolt action" pipe gun as a low level weapon due to the sheer amount of how many of them there are, Implementing them however will require you to add 7.62x54mmR.Lee Enfield no.4 mkII. The Enfield could be a mid game weapon. I was wondering to suggest the Springfield 1903 instead because you said you wanted to add the .30-06 sprg, but that would defeat the purpose of the Remington 700 altogether. The Enfield is chambered .303 Brit however so you would have to be making another caliber.The Remington 700 should be able to have 5.56x45mm, .308 win and .30-06 as possible caliber conversions.GPMGs I pulled my head out of my ass after learning the lack bones for the belt animations, and that it is however possible to add cover opening animations. So Here's what I've got for you this time. The mg3 (in 7.62x51mm). Yes yes I know I’ve' said it before, But I remembered the drum mags that the Bundeswehr uses on there GPMGs and in the tiny space between the feed drum and the feed tray where the belt could be more "stiff"and nobody would see it, or care about it.The HK 21e. Remove the belt feed option and add an HK g3 mag fed lower, and bob's your uncle.Lewis gun. To make better use of the .303 Brit round that I suggested earlier for the lee Enfield, there could be the lewis gun, (no not the lewis, m249, fg42 abomination bethsoft calls an "assault rifle"). The lewis isn't a belt fed "LMG" so there would not be a problem with the lack of bones needed to animate belts.Colt automatic rifle. I still think this would be a great add-on for the ar15. The ak47 has the rpk, the L85a2 has the L86lsw so the ar15 *could* have the CAR-15.The Fg42. it loads from the side like the "assault rifle" meaning that it can use the "assault rifle" 's animations. and could just convert it's caliber to 7.62x51mm And my last wish on the Santa Claus list: The svt-40. axas already made a awesome mod for this one so it should be a finch. The Mosin is pretty lonely in it's own caliber group, so why not add a mid to late game weapon that shares the same caliber.
  10. The Lewis gun/FN MINIMI abomination is the closest thing to a gpmg that the game has, it's being replaced by the ar15. This being said, the game will be lacking in any "traditional" GPMGs. You were saying in earlier posts that you would add a cetme/g3 to the weapons list, and that there would be caliber conversion to 9x19mm luger and 5.56x45mm available to the weapons platform. Along side the mp5, hk33 and g3, you could add the hk21e light machine to the firearms list, you can get the model "at least for the belt feeder" Here. It would be neat to have an rpk set-up available for the ak47. As a side note, The ar15 you could use the m16a2 automatic rifle for an upper receiver option For separate heavy weapons you could use the m60 (because it's lore friendly), the m249 and the mg3.
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