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passinglurker

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  1. considering its the author that just told you it's still WIP I think reports of the projects demise are exaggerated
  2. You could just wait for the fo4 new vegas team to get to the silenced smg which is a rotary pan magazine weapon. Or since pan mags are typically pretty high ammo capacity someone could get away with tagging the Neverending legendary effect onto whatever they make until they could court an animator. Only other thing to note would be that the pan mag style is really only called for with rimmed ammo (.303 british, 7.62x54R, and .22lr being the historical real world examples) so unless you are adding new ammo's to the game or disregarding attention to detail for the rule of cool(totally justified btw) the vanilla options you have to work with are .38, .44, shotgun shell, and .45-70.
  3. On the topic of commando why not just make it "non-sidearm ballistic with a short barrel"? for example this would make the sawn off double barrel shotgun a commando weapon. A lot of weapons that straddle the line like the pipeguns are still a bit to big to be considered pistols anyway.
  4. Real life has squad tactics and doesn't have deathclaws. In a world like fallout you never know when you alone need to get a lot of grenades down range in quick succession ;) P.S. is it possible to get something like the holographic throwing arc effect on a primary weapon?
  5. There are things that power armor can do that maxing strength can not though such as negating fall damage so the precedent for further improving handling when in power armor could be there.
  6. Read at least the previous page first you'll find your answer(spoilers the answer is technically no). Also again there are other balance and replacer overhauls (W replacers, unbogus, equilibrium, etc) if you can't wait for the complete package and want a comprimise.
  7. If you want to make such compromises then there are already plenty of balance overhaul and vanilla weapon replacer mods to choose from already. There is little point in a mod like WARS vs one of those if it isn't complete.
  8. I think it's a bit more complicated than that. A standalone mod should behave like vanilla for consistency sake. If you want realism download one of the overhaul mods and patch your standalone weapon mod to be balanced with it.
  9. I think someone tried something like this before but gave up and dumped the assets as a modders resource... ah here it is https://www.nexusmods.com/fallout4/mods/22253
  10. Thats fair but if you don't mind me making one counterpoint I'd say that the reising is distinct from the thompson. With much lighter weight (delayed blowback vs. essentially straight blowback), more accurate in single fire(closed bolt vs. open bolt), and less suitability for sustained super mutant melting fire (20 round mags, vs 50+ round drums, and rifle grip vs pistol grip) it's niches would either be "the lesser smg you find more commonly/before the thompson that supplies you with the ammo to feed the thompson" or "the rifleman's .45acp weapon". (I'd also add that since it uses combat rifle animations that it'd be an option for super mutants but I don't recall if the thompson doesn't also have animations for super mutants)
  11. What about the riesing smg/police carbine (aka the vintage sub machine gun mod)? There was no custom animations made for it but it lines up with the vanilla combat rifle touch points almost perfectly(as in everything but the charging handle, and the folding stock modification).
  12. does that have to do with how when a weapon is picked up off the ground (be it player or npc) it gives a full mag worth of ammo?
  13. It would make sense to at least give the named and boss npc's you're supposed to fight the manual treatment or a default unlimited companion style gun so they don't anti climatically run out (railroad/brotherhood leadership, raider bosses, Kellogg, that plot courser, etc)
  14. Sorry I wasn't sure what to call it, but the word I was looking for before was "Animation marker" like what this mod messes with https://www.nexusmods.com/fallout4/mods/10012/ The idea is to have settler interaction with a marker (in the form of something they regularly use like a bed or a chair) trigger the inventory shuffle that supplies them with thier ammo. This is just a laymans spitball.
  15. I imagine under what I proposed that If they drop in two ammos then it'd be split between everyone as evenly as possible a dumb but predictable system, but it doesn't sound like that actually saves any trouble on the implementation side of things. hmm... well I think the simplest way to handle this is just give settlers their unlimited ammo but only for the most common/cheapest ammo types that way players that don't want the hassle can just settle for certain weak weapons, and only have to go through the tedious chase down and set up once. another thought what about an interaction point like how settlers are constantly hammering rosa's house at sanctuary or a guard post? where when they interact with it it rearranges their inventory how the player wants you'd have to wait for them all to idley walk up to the interaction point and use it but that would get around some of the complicated scripting issues wouldn't it? As for automatrons. Do they need seperate energy cells for energy weapons or is that supplied internally?
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