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Posts posted by Junnari
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It had Grenade machinegun that fired 25mm grenades (and Mercy, 40mm unique variant of that), but didn't exactly have an Autocannon that would be more focused on the ballistic damage rather than explosive damage.
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You know, you can also use E for that instead of Enter.
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http://i.imgur.com/pfvxnwn.png
I started (yet another) weapon mod, this time focusing on heavy gun that could be considered something between Minigun and missile launcher; 25mm Autocannon that fires high damage rounds at mediocre firing rate, effectively able to take down heavily armored targets without relying on explosive damage (unless using explosive rounds that I'm planning on including to the mod). The weapon concept is bit similar to the 10mm SMMG in FNV, but also combines elements from Browning M2, Lahti L-39, and the Imperial Guard Autocannon from WH40k universe. The gun will use the Fat Man animations with animated parts placed at corresponding positions, and although those animations have some limitations, I plan to add modified animations including better reloading animations once it becomes possible.
Some base stats (prone to changes):
- Damage: 90-110
- Firing rate: 20-35
- Range: 180-220
- Magazine: 15 and 25 round magazines
- Strong recoil, good accuracy
What I have ready so far:
- Basic .esp that allows using rough version to be used in the game (currently uses Fat Man model, and lacks mod support and other features).
- Low-poly model starting to be ready (UV-map & textures are just placeholders to represent different materials).
- Few ideas for mods.
Constructive criticism, suggestions, opinions and other comments are welcome.
More images:
Sight picture (possibly going to be changed):
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@DarthWayne
Based on quick comparison with http://gaming.thedigitalfix.com/protectedimage.php?image=EddHarwood/SniperGhostWarrior2_Jungle.jpg_03122012, that model seems to be ripped from Sniper: Ghost Warrior 2, like is the case with large portion of other models available at tf3dm that have been ripped from various games. It shares certain details especially with the scope and silencer with the one used in that game, and the author has also loaded several other weapons that appear in that game, so whilst I didn't load the model, I'm pretty sure that isn't legally usable in a mod.
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The mod slots available to a weapon are managed with keywords such as ap_gun_receiver [KYWD:00024004]. To create custom slots, you'd need to create similar keyword, assign it to the weapon (or as submod to mod that is used by the weapon such as receiver), and make a mod that has that keyword as mod type identifier. I haven't tested this in practice yet, but that should be the way how to do it.
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http://imgur.com/3RJFUDt This is what it should look like if you open a mod, if you can see only some hex values, I'd recommend trying reinstalling the FO4Edit.
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The effects of the weapon mods are listed in the properties section of the mod form and don't require manipulating any hex values of the WEAP form.
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- Add the mod slot keyword (ap_gun_receiver [KYWD:00024004] in this case) to the APPR keywords in the WEAP.
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The damage is mainly controlled by the value in the WEAP instead of the projectile, although it can be increased by adding explosion effect that has damage set to it into the projectile. But otherwise that's pretty much the easiest way to do it.
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I'd see the latter option easier to do, as most of this can be done by simply changing the ammunition and muzzle flash used by the gun. Changing animations is doable, but might be more complex to do.
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Or if you don't have 10 years to spend, you can figure the basic idea behind retexturing in 2 hours and making standalone things in 2 days, even less if you have enough interest and curiosity.
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Get FO4Edit, find the sound descriptors that control the radiation sounds, create override for them and remove the sound file references from them. Did a quick browse through the forms, the forms you are looking for might be these:
http://i.imgur.com/fpRyYiT.png?1
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0005C2A1 for first tier, 001102F1 for second tier and 001102F2 for the third tier. They might spawn incorrectly rotated but this can be fixed by grabbing and placing the object in workshop mode. The BaseID's for most of the constructible objects can be found with FO4Edit inside the Fallout4.esm under the Furniture group, or under the Constructible Objects group although you'll need to use the BaseID of the created object instead of the FormID of the form in the case of the latter group.
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It should be pretty easy to do with FO4Edit by simply increasing the MaxRange properties value on the weapon's mods, mainly barrels that seem to be most commonly used for adjusting the range. I'm not certain on what effect the MinRange has, specifically whether it reduces the damage on close ranges or vice versa, but you'd might need to adjust that as well.
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You'll just need to find the directory and file name for the vanilla material and add it to the BSLightningShaderProperty into the Name slot. This can be easily found by simply opening the original .nif of the armor part and copying the material string from there. The directory should be something like "Material\Armor\CombatArmor\CombatArmorMaterial.bgsm".
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Yeah, they seem to have no material path set to them, but aren't using null (string -1) either.
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Found a way to adjust the child origin position. There is a node named BSConnectPoint::Parents under the main NiNode, this contains the transformation for the offset used for the child parts. The Variable Name that is set into the BSConnectPoint::Children seems to be used to determine what Connect Point is used for what part, so it should be possible to add even more options besides those that already exist, but it'll be easier to manage if you can find similar structure from existing weapon.
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I haven't yet really tried making any custom armors, just weapons, but I've noticed that the game is really sensitive when it comes to data within the .nif, as having single empty NiNode or having two parts share same string can cause things to crash.
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Update on the progress:
After bit of delay after focusing more on the Bow and Arrow mod (and couple of other small projects, simply couldn't stick to working on a single thing at a time), I'm starting to have the mod mostly ready. Models are in the game and the gun is practically playable. Weapon mods are nearly completely set up with the components, requirements and misc items still requiring bit of work. Other than that, I still got some work ahead with finishing the textures, but I should be able to release the mod at least by Monday unless there comes some unexpected delay. Couple of sneak peeks:
http://i.imgur.com/lk5eHlc.png
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It would probably be easier to make a separate bolt-action laser rifle based on the hunting rifle by replacing the used ammo.
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You can setup the default mods in the OBTE/Combinations section. The vanilla OMOD references to the Alien Blaster can be found in Fallout4.esm -> Object Modifications with mod_AlienBlaster prefix that can be easily found with changing the sorting to EditorID.
25mm Shouldermounted Autocannon
in Discussion
Posted
Might be doable, just need to check the keywords and how to use them as weapon enchantment.