-
Posts
22 -
Joined
-
Last visited
Everything posted by WolfmanMODS
-
I will actually be making a video showing how we did all that, and posting the relevant resources needed to make it happen. As indeed more realistic guns with no magic effects is one of the most common points of agreement among those of us who are contemplating reworking FO4 into a game worthy of the franchise title.
-
Okay as it seem to be a popular idea, and also given that morality is relative to cultural standards of various factions, we have decided to use faction specific Karma/Standing system which will have specific factions either helping you or hunting you depending on how you stand with them after you become non neutral to them. I will update the ramble to reflect that when I get a chance.
-
@isalex Thanks, and you are the first I've added to my "list" of potential volunteers which we just might actually help me get this this 3/4 baked idea off the ground. Of which, as noted, we plan to make the Gunners much more intelligent and neither me nor Eskarn are very familiar with proper small squad tactics. If nothing else we will end up needing several more NPC character voices that know a specific thing or two. Do keep in mind that it might be a year or so before I can really even begin get started on such an ambitious mod as I'm currently making and help implementing Fallout 4 Redefined, which will be the core overhaul that a good Fallout 4 would be built off of. The relevant links for which are the following two videos. -Full 2+ Hour Live Stream of Full Gameplay Overhaul Demo However, as the consensus on what a "Good" Fallout 4 should be, seems to becoming more and more defined, with not only yourself but others, such as Mavrickhunter2's Project Phoenix: Fallout 4 Reborn forum post echoing the same core ideas. There is the possibility that enough of us might come to share enough of the same vision that I can add to my posting to reflect it all, and then someone else can coordinate the effort while I stick to my strengths of programming and writing as just a part of the development team; which would get the effort going a lot faster.
-
Might need to compare notes and see if we can help eachother, but I totally hear you on making Fallout 4 into the title that us fans had hopped it would be: Anyhow my rant of the issues with Vanilla Fallout 4 can be found in the forums here, and some videos of work that has already been done are as follows: -Short Recap of Realistic Weapons and Ammo -Full 2+ Hour Live Stream of Full Gameplay Overhaul Demo
- 24 replies
-
- fallout 4
- fallout 4 overhaul
- (and 7 more)
-
A Mod Initiative to Remake Fallout 4’s Main Storylines In Fallout 4 Bethesda did a decent job of making a post Apocalypse themed open world fantasy adventure game with some minor RPG elements built in. A leveled game that offers players the option to become perfectly SPECIAL regardless of starting stats, the game also allows weapons to be leveled up and equipped with various ammo powers for maximum effect. Furthermore, Fallout 4 fittingly offers 4 unique ways to become a major power player in the Commonwealth, via fully voice acted dialog wheel interactions with various NPC characters, without ever really having to ponder any serious morality or philosophical questions along the way. While this would arguably have been a good game if it was the first in the series, and sold as a fantasy adventure title. Sadly however, this is not what the Fallout franchise is supposed to be, and thus Fallout 4 fails to be a game worthy of its prefix! Thus I am looking to remake the main story of Fallout 4 to be a narrative both worthy of the Fallout universe and also allow the game to embrace the sandification of the game's setting than that made FNV such a good game. If your impressions of FO4 were similar, and you agree that the main story needs to be fixed, then I encourage you to both checkout my following synopsis of the issues with FO4, and my fixes for it. Then comment your thoughts about it, or better yet volunteer to help rework FO4, any way you can, into a game that is a worthy successor to not just FO3, but FO1 too! If however, you thought FO4 was an unrivaled masterpiece of a game then I highly recommend you read no further. Synopsis of Fallout 4’s Shortfalls: The biggest problem with Fallout 4, is that the game is quite simply is not very immersive for fans of the franchise due to numerous issues. The first and most glaring of which is that FO4 fails to be a proper science fiction title, unlike its predecessors, but rather it is a fantasy title. Which is to say that it’s more akin to Skyrim, complete with magically charged weapons and enchanted creatures who drop them, then it is Fallout 3 or FNV! Which given how much more depth there would be to the commonwealth if it was a Mad Science world environment, rather than a fantasy one, it is quite frankly a real shame Bethesda blurred the line between the two genres. Further ruining immersion is that Fallout 4 lacks any kind of real introspection/discussion on various moral issues and leaves unanswered many critical questions about the Commonwealth, the Institute, and Synths, to name a few, that a serious RPG would endeavor to explore in detail. Though each of these issues ruins the immersion of the game in its own way, all of them compound in the main storyline and utterly break its cohesion/plausibility, no matter which way you play it! Don’t get me wrong Bethesda did a fantastic job with the unique and colorful artwork for the set dressing in FO4 that unlike F03 & NFV makes verticality of the environment, especially downtown Boston, an interesting and engaging aspect of gameplay. Additionally, the Commonwealth itself, plus the DLC locations, are arguably the best leveled sandbox environment Bethesda has cranked out to date. Bethesda also did a good job of creating weapons that fit the Fallout universe’s 50’s styling and offered an unprecedented amount of customization on most of these weapons too boot. However, while the art style and “gun play” of the weapons was great, with the notable exception of the obviously hurried “combat rifle”. The weapons were what ruined the immersion of the game for me, within one hour of exiting vault 111! For as you might have guessed, the laundry list of “Legendary” effects I started to discover after leaving the vault, in addition to the botched laser musket and minigun, made it very apparent that the relevant personnel at Bethesda/Zenimax clearly had no freaking grasp of modern scientific, or even mad scientific principles. And of course, compounding weapons that broke all known laws of physics. Was the aforementioned looting system for acquiring them, in which mutant flies, barely able to hover more than a few feet off the ground by themselves, would often drop 10 pound alchemical sniper rifles in perfect working order! Some of which were longer than the fly itself!! Now while I can’t blame the “deciding forces” at Bethesda/Zenimax for being much more familiar with enchanted swords, then 44 magnum revolvers. I can however find fault with them for not consulting with requisite experts on the subject or taking advantage of the numerous fans who own real guns and would gladly have contributed input for free. Or even quite simply looking at previous titles in the series such as FNV which had much more realistic ranged weapons. Symptomatic of the game as a whole, ranged weapons are just an example of how off the mark Bethesda was with making Fallout 4 be true to its mad science and morally engaging roots. For instance you can never ask the Railroad if they want the institute to keep making synths for them to try and free, or if they would prefer to slow if not outright shut down the production of artificial humans. Nor you can ask Father if he thinks replacing people with synths, that can’t reproduce, is really such a good idea! However for all its faults, I should note that FO4 is still a pretty decent game, that I enjoyed playing for several dozen hours before the game lost its appeal for me to play any further in Vanilla mode. In fact I dare say that Colin Moriarty, rather fittingly, put it best in his interview with Pete Hines “Fallout 4 I loved obviously -- but it didn’t resonate with me the way Fallout 3 did”. Furthermore, Bethesda has released official modding tools for FO4 which is commendable as many games disappoint and many more fail at franchise promises. Thus, that Bethesda created such a useful set of assets and the tools with which to reshape them as modders see fit. Is something I very much intend to take advantage of rather than eternally having to deal with what I can only conclude is a horribly flawed game, that is quite simply not nearly as good nor immersive, as it could have been. In fact I have been diligently reworking the entire ranged weapons system, to not only match, but exceed the realism of FNV. Though making weapons, and other aspects of gameplay, realistic is just the start for what I think needs to be accomplished in order to make Fallout 4 a truly good game; and the following are my current ideas for not just fixing the other immersion breaking aspects of the vanilla game, but making a far more engaging game. Fixing Factions: In this planned revision of FO4 one of the primary goals of the mod will be to make both the Institute and the commonwealth conform to what was described about them in FO3. To this end the Institute will not be some meddling shadow organization, rather it will be a full-fledged governing body with several technologically advanced above ground city centers under its control, that are located towards the southern end of the map. Akin to the level of cleanliness and complexity found in the underground world of the current Institute, these cities will be a marveling beacon of civilization in such an utter radioactive wasteland. A seeming Utopia of existence to its citizens, including a working Nuka Cola bottling plant, one need only dig a little to find that these cities hide an ugly secret. Building and maintaining them are numerous enslaved gen 3 Synths, living in decrepit conditions and forced to do a variety of very dangerous, if not highly demeaning, tasks. Enslaved Synths typically have a short life expectancy at the end of which they are recycled for parts. The visible day-to-day governing body of these high tech cites is called the New Commonwealth Democracy (NCD), and it is the supreme military power of the Commonwealth, having crushed those who oppose it without mercury using their armies of Gen 1 & 2 synths, which are often supplemented by Gunner mercenaries. Though despite its military prowess the NCD answers directly to the Central Institute Board, who operates out of a fortified remote bunker, and has the power to literally shut down any cities who refuse to follow its directives, or pay taxes. In a similar fashion, the NCD has influence in Diamond City and Bunker Hill, which it considers to be its’ annexed territories. Providing only token security, and largely leaving the citizens of these cities alone, it’s an open secret that the NCD’s only real interest in annexing the two settlements was to help pad its coffers, which it does with a Nuka Tariff and Noodle Tax in Bunker Hill and Diamond City respectively. Also several NCD citizens, and even leaders, are often known to visit some of the shadier establishments in both cities periodically. As for the common people of the Commonwealth itself, Located throughout the North, are various Minuteman settlements, many of which are deserted, having been attacked and destroyed by NCD forces. The few rare survivors of these attacks, have noted that the “cannon fodder” gen 1 synth used to attack the settlements used stun weapons and took everyone they could catch as prisoner, none of whom have ever been seen again! Direct descendants of the common folk living in the Commonwealth before the bombs fell, these Minuteman settlements are Marcella’s people and subsequently are a Christian society who believe that gen 3 synths do not have souls much the same as dogs do not have one. However, while they don’t give high value to Synth life, they do feel it is wrong to enslave synths, just as it is wrong to keep dogs in cages their whole lives and make them fight each other; albeit the vast majority of Minutemen are unwilling to take on the NCD forces in order to act on that belief. A subsequent offshoot branch of the Minuteman, is the Railroad who philosophically differ from their kin and believe that gen 3 synths do indeed have souls, arguing that a person formed in a vat is no different than one formed in a womb. Taking this dedication to heart, the Railroad works to subversively free Synths from the southern NCD settlements. With agents on the inside pretending to be Synth workers and even a few NCD residents sympathetic with their cause, one thing the Railroad has come to realize is that while the location of the factories for the Gen 1 & 2 synths are known, no one has any idea where Gen 3 synths are produced. Only that every so often a guarded supply truck shows up with new ones and carts off the “broken” ones for recycling. Several agents have tailed these trucks to the Central Institute Board’s bunker only to find that when they finally sneak past the automated defenses there are no signs of the truck or its guards except for tire tracks and footprints. In fact there is no sign of anyone, even the Central Institute Board! Rewritten to be more akin to Talon Company then raiders, the Gunners will start non-hostile to the player, so long as they are not hired by one NPC or another to gun down the Sole Survivor for any myriad of reasons; of which there will be an option to outbid those who want you dead and have the gunners kill them instead! Also, if possessing sufficient caps, the player can hire the Gunners to aid in completing various quests, but beware, just as you can outbid so too can NPC’s and there will be many in the Waste who are richer then you! Also able to join and then become the leader of the Gunners, one had better make sure to keep the grunts busy and receiving a steady stream of caps, otherwise violent mutiny will likely ensue. In similar fashion Triggermen are not de facto raiders, and will correspondingly allow safe passage around their much expanded territory just so long as they are paid “Protection Money” every so often. Just the same as the gunners, one can join and eventually become the group’s leader, but they had better not become kingpin and then spend 20 hours in the wastes without occasionally checking back in to issue orders, lest their crew get restless and find a new leader who’s more interested in doing the job. The Children of Atom will be more or less the same as they are in the game currently, though there will be an expanded quest lines when joining them to find the Abbey of the Road, and turn it into a radioactive waste dump for the GLORY OF ATOM! Likewise, there will be a reciprocal quest line, should the player find and join the Abbey of the Road, to use a modified GECK and make the Crater of Atom a rad free grassy Oasis with palm trees. As it's entirely too convenient that Nuka raiders wait until you show up at Nuka World to start raiding settlements one final rewrite to the main Commonwealth factions will be to make raiders in general more organized and have Nuka raiders randomly conducting raids on their own, to devastating effect. Additionally, raider random encounters throughout the Commonwealth will sometimes be from one of the main Nuka World clans in addition to the regular variety of raider. Still a mid-game arrival, aside from Danse, Haylen, Rhys & Brandis, the Brotherhood of Steel, will come charging in not lead by Elder Maxson but rather by Elder Sarah Lyons, whom after the death of her father was able to bridge the gap with the Outcasts, and the West Coast Brotherhood, by promising the building of the Prydwen with funding for the project provided from the sale of Aqua Pura. Maintaining her father’s idealism that the Brotherhood should use the technology it collects to protect citizens, Lyons is of the controversial opinion that the Institute needs to be destroyed in order to liberate the Commonwealth, even if that destroys all the advanced technology they have created. A legendary warrior among the rank and file of the Brotherhood, Knight Maxson is second in command on the Prydwen, and differs on what should be done about the Institute. Having grown to become more ideologically in line with his West Coast parents, then his tutor Owyn Lyons. Maxson and many of the former Outcasts strongly believe that their first priority needs to be to acquisition of the technology the Institute has created, even if that means the people of the Commonwealth go on suffering. A side note of the revised Brotherhood is that Madison Li’s role will be much the same as it is now, however her reason for leaving the Brotherhood will be Sarah Lyons’ decision to start selling the water she and James envisioned would be given out for free to everyone, which to her made the Brotherhood Of Steel no better than the Enclave. Fixing the Main Storyline: A PC only mod, as about 70% of the problems with FO4 seem to have been caused because of consoleatory mass appeal reasons. The revised version will have absolutely no voice acting for the protagonist and the dialog wheel will be summarily executed by digital firing squad. Arguably, the biggest problem, and thus the biggest fix, with FO4 story wise was the pacing, determined to find their son, the main protagonist finds themselves spending quite a bit of time doing exactly not that! Thus the game will start, so to speak, with the player awaking from their cryo pod the 2nd time and be immediately greeted by a 10 year old Shawn, who tells the player that the world has changed drastically. Then giving the player a New Commonwealth Democracy citizenship card before teleporting out, as the player slowly faints, Shawn will tell the player the card is compensation for their spouse being killed and not to come find him for “The world is now a very dangerous place, and I am somewhere safe”. Thus releasing the player from an urgency in finding their child, when they awake, this change will allow for a much more Shandified approach to the rest of the game. Perhaps the most profound implication of which is that there potentially will be no set main quest storyline per say. Rather upon exiting the vault the ONLY lead-you-by-the-nose quest marker, per say, will be the location of the NCD capital city. The player can simply choose to go directly to the city, present their citizenship card, and be given a modest room along with a simple job befitting their SPECIAL skills. If they do nothing else, they player will stay in the city doing various fetch quests, until at some point they are drafted to defend the NCD from a brotherhood attack which will have a 50/50 chance to succeed and destroy both the NCD and the Institute if the player decides to do nothing more than be a simple foot soldier for the NCD, or deserts their NCD enlistment. However, should the player go off the beaten path on their way to the NCD capital, proceeded in a different direction entirely, or even ask a taboo question in the NCD, the game's main storyline will change accordingly. For instance joining up with Danse and preventing his death at ArcJet, while he tries to contact the Brotherhood, will allow the player to easily join the Brotherhood, and eventually play a key role in choosing who is in charge of the Prydwen and its forces. Failure to do so will result in the player finding a dead Danse at Arcjet later in the game, and require the player to haul that dead body all the up to Boston airport in order to join the Brotherhood as part of the usual deadly hazing the Brotherhood gives wannabe recruits. Furthermore, joining the Brotherhood with Danse dead will keep the player out of the leadership loop and result in a 50/50 chance Maxson challenges Lyons for Prydwen leadership, the outcome of which will drastically change how the Brotherhood operates in the Commonwealth. In similar fashion, saving Preston and the others in Concord will open a big door to join the Minutemen, as a captain, and likewise saving an about to be exposed Railroad agent in the NCD capital city will not only give the player an invite to join the railroad, but also the password to their secret hideout too. Should you fail to help either group in a timely manner, there will still be other opportunities to join them, but they will be harder to find and acquire. For instance failing to save the railroad agent, in time, will require the player to run the along the Liberty Trail to get the randomized password, and Joining the minutemen without saving Preston, who will die after so long without help, will start the player out as a lowly private, who has to prove themselves, rather than a captain. And in true fallout New Vegas fashion, you can even make good with some of the raider organizations which will allow you to travel to Nuka World without having to run the gauntlet to get in, just to name a few possibilities for how the game will change and conform itself in order to create a unique narrative based both on how the player starts the game, and then chooses to play, and even not play, the game. Another key aspect of which, will be to rework the settlement system, so that it can be completely ignored, if so desired, but provide various perks if utilized. Notably, all but the lowest levels of difficulty will disable normal fast travel, and require travel outposts to be constructed at settlement locations in order to fast travel between settlements. Settlement assets will also be optimized to allow them to be saved and then reloaded on subsequent playthroughs as desired, with no settlement budget cap. Furthermore, expanding upon a decent Nuka World settlement concept, when acquiring a settlement location the player will have the option to make it an outpost for any of the factions they might be allied with. Faction specific settlers will then, start to come to that settlement and automatically start building faction specific structures. Once the settlement has matured, the faction whom it belongs to will have more power and influence, which will affect how the game plays out. Alternatively, the player can use the default settlement mode to attract generic settlers and put them to work making various assets. One last storyline rework worth noting is that NPC interactions will also be fundamentally different, as part of a more dynamic approach to said storyline. Take Kellogg for example; with the Shawn charade no longer part of the main storyline, Kellogg will instead be explained as having since retired from working for the Institute. As his job was replaced, per say, with gen 3 Synth Coursers, by the time the player exits the vault. The player can of course track down Kellogg and simply kill him to get revenge. However, they will also be able to try and convince him to be an ally and even a companion if they have the skills to sufficiently impress/persuade him. And though players will of course get Kellogg’s unique weapon if they kill him, sparing his life will be the only way the player has to realize a lot more than 10 years have passed since the 1st time they were unfrozen, thus opening up new storyline quest options. Furthermore, with the exception of a few Yes Man type Synths, every named NPC will be both killable and start game enabled, which means that certain things, such as finding the randomized location of a utility key, and then its matching door in a randomized sewer system, will allow the player to sneak into the institute, via the abandoned section, and potentially kill everyone, including father, if they brought enough firepower. Thus preempting the game and allowing for a radical power shift regardless of any other quests already in progress. This ability to preempt the game will also apply to sabotaging the Prydwen’s anti-gravity generator, casing a toxic gas leak in the Railroad underground headquarters, and nuking the last remaining Minuteman armory. Fixing the Lack of Depth: A major component of Fallout 4’s lack of immersion is that there really is no intellectual nor situational depth to anything. Notably having had a hate/love relationship with the Shoot 'Em In the Head, Tenpenny Tower, Andale, The Family, and other such Quest lines in Fallout 3. In Fallout 4 I expected to find more of those lose-lose and dealing with expert liars type situations, that weren’t afraid to take advantage of your naivety, and dare I say “offend” every sensibility you might have twice over! Sure many of these situations were frustrating, if you wanted to be an idealist, and/or left one gawking at the outcomes, but they served to add an essential layer of depth to the game that drove home the point you were really living in a post apocalypse world where everything is screwed up royally, and then some. Fallout 4 on the other hand, seems to have had a definite risk-aversion brush painted over all the possible NPC interactions, and reeks of being politically correctified through and through. Perhaps the biggest failure of which is that you can never really explore what the concept of humanity means and if Synths count as being part of said humanity. Which I must admit is what I was most looking forward to when Bethesda announced they were finally going to let us into the famed Institute, which was such a big part of the Fallout universe that escaped Synths, and Synth hunters, end up in Rivet City. Suffice to say I was really let down HARD, when I couldn’t even ask Institute scientists exactly why and how the various synth generations came to be, nor even how they defined mankind :sad: Therefore a primary objective of a reworked Fallout 4 will be to remove much of the politically correct character interactions and situations, especially if said political correctness is interfering with the game being correct. For instance, given the rather high mortality rate among settlers living in a world with Yao guai, Deathclaws, and other such dangers. The rights of women to pursue their own ambitions vs. the need for them to have and care for large numbers of children, in order to prevent our species downfall, would be a prevalent theme present in a reworked FO4. Furthermore, with the exception of a few in the Red Light districts of the Commonwealth, characters will either be firmly heterosexual, homosexual, etc… and stay that way regardless of what gender choice the player chooses. Likewise several characters will also be firmly religious, and think more or less of you depending on if you share their religion and/or believe in a different religion. Next, making its triumphant return will be ghoul bigotry, including a few ghouls who want to live in one of the fancy NCD settlements. Though mostly using the tone set in FO3, a few cues will be taken from Witcher 3 to really set up the same species/intraspecies racial conflict. Now that’s not to say every character you run across is going to be a foul mouth bigoted sexist; annoyingly nice characters, like Moira Brown, will still be findable throughout the world, as well as quite a few good meaning and tolerant folks who won’t bother you if you don’t bother them. As for the Synth question itself, each of the 4 major factions, along with a few other groups will each have a different view on what exactly they think artificial humans, so realistic they bleed, mean for the world and themselves. Taking cues from Blade Runner, Snatcher, I Robot, and of course Terminator, the various views about Synths will conflict with each other, and the view the player adopts about them will be pivotal to how the game plays out. In order to make the Commonwealth itself have more depth, various themes from Boston’s history will be incorporated into various factions, notably those from the Revolutionary and Civil war. A major aspect of which will be to add more Button Gwinnett, type characters and quests, even going so far as to have things like a whole continental congress assembled at Old North Church, stuck in a 200 year old voting stalemate because the Franklin Bot is missing. Though not a definitive list, as of yet, other themes to incorporate would be: With the Institute directed NCD now being an above ground military power in the south, its conflict with the Minutemen in the North will rhyme with the Civil war. Notably, started because of Southern aggression at Fort Independence (not mirelurks), the conflict will primarily be about issues other than Synth slavery, but have opportunity for the player to pull a Gettysburg, and bring the railroad into the conflict more openly by promising Synth emancipation. As the Synth underground railroad is already themed after the pre-Civil War slave Underground Railroad. The nuances of Slavery and the slave trade will be expounded upon, including Synths who enslave other Synths (notably Coursers), and even a Synth clever enough to remove its control chip and then inserts it into its master, thus making the master a slave instead. Likewise the Minutemen will be expanded upon to include the family tensions that went into believing in a cause so much one was willing to put everything on the line and possibly die for it, at a minutes notice. Gunners would mirror revolutionary Hessians, and the player, if working for the Minutemen, can convince them to defect from their NCD contract and join them instead. The raiders at Nuka World would take on a facsimile to Barbary Pirates, and the player could subsequently form alliances with various Commonwealth factions in order to more effectively play the Open Season quest. Having been around for 200 years various Ghoul settlements will emulate Native American tribes ravaged by time. The player can either scheme to swindle them out of their much larger than average stashes of caps, or make friends with them and learn various secrets about the Commonwealth and surrounding lands, only they know. Based on colonial reactions to the Intolerable acts, the residence of Diamond City and Bunker Hill will be quite upset about the taxes/tariffs on their favorite things. Thus with the right motivational speech these citizens will channel their ancestor’s sense of independence and dump Nuka Cola into the Harbor. Which if the player manages to supply the event with a sufficient amount of Nuka Cola Quantum, will lead to a very interesting surprise! Making it happen: Completely reworking the main storyline of a game as large as Fallout 4 is a very daunting task to say the least, however it is by no means impossible, and will actually be a smaller order of business than other conversion mods for Bethesda games, including other Fallout total conversion mods. In fact special thanks to Zaric Zhakaron for showing off the work me and Eskarn have been doing to make Fallout 4 gameplay much more immersive! Furthermore, by constructing my reworked narrative to rhyme with the vanilla game, and use themes for which there are already available assets that can be utilized, including other mods, the process for creating this reworked narrative will be significantly streamlined. Not to mention that by eliminating the voiced protagonist, the amount of voice acting needed to rework the game is significantly reduced. At any rate it’s something I will be attempting to accomplish, so if my proposal here to make Fallout 4 truly Good is something you agree with, and you want to help make it happen, however you can, please put a “#LetsMakeFallout4Good” in your comments, along with any other feedback you might have. Update: You can play the Demo HERE!
-
Me and a friend tried it, everything when to shi$%&^!, we gave up.
-
In case you still needed an answer Event OnInit() RegisterForAnimationEvent(Game.GetPlayer() "weaponFire") RegisterForAnimationEvent(Game.GetPlayer(), "reloadComplete") EndEvent Event OnAnimationEvent(ObjectReference akSource, string asEventName) If (akSource == Game.GetPlayer() && asEventName == "weaponFire") Debug.Notification("FIRE!") ElseIf (akSource == Game.GetPlayer() && asEventName == "reloadComplete") Debug.Notification("Reloaded.") EndIf EndEvent
-
So the biggest single let-down of F04 was when I was fighting my way to rescue the runaway Synth at Greenetech Genetics and noting the deadly efficiency with which something called a "Courser" was plowing through numerous heavily armed and armored Gunners. Having recently helped Danse fight loads of regular Synths, I was expecting something truly spectacular from a single Synth unit that could do so much damage, such as perhaps a 10ft tall Synth version of walking sentry bot with a built in mini-gun! But NO!, Courser Z2-47 was just a regular "Human" NPC model, and was just wielding a single standard Institute Pistol too boot, and I was significantly underwhelmed :sad: I would subsequently like to fix the underwhelming factor of synths Coursers by re-designating all existing Courser as Infiltration Courser units and then create a second class of Assault Coursers that will be Gen2 synths in extra heavy Synth Armor, and for the kicker, they will have 4 arms thus allowing the Assault Coursers to carry two weapons at once! So where I need help is figuring out how to make an NPC model based on the Gen2 Synth one that either has 4 arms and can dual wield as I would ideally like, or has something like a built in sentry-gun, that shoots independently if not readily possible. Also of note is that this will be an asset for a larger overhaul mod, so if this sounds like a "fun" challenge for someone, by all means make this as a mod yourself and send me the link so I can include and give full credit.
-
LE SKSE function to assign a form to Favorites?
WolfmanMODS replied to Hoamaii's topic in Skyrim's Creation Kit and Modders
Dang your right, and get this is would seem Bethesda took out the ability to get the hotkey assignments when the added the ability to set hotkey assignments! :ohmy: -
LE SKSE function to assign a form to Favorites?
WolfmanMODS replied to Hoamaii's topic in Skyrim's Creation Kit and Modders
Here is your Function! PlayerRef.MarkItemAsFavorite(objToFav, intIndex) And it seems you may have helped me with a reciprocal problem I was having -
That imitatively would work, but as you say would be clunky. This was a secondary task for a bigger mod I'm working on so it either needs to operate smoothly, or I will just leave it out.
-
Turns out the is not a direct way to do this, as ".AttachModToInventoryItem" only works if you have one of that weapon type in your inventory. So my best jump-through-hoops answer, so far, for anyone looking this up is as follows and it turns out you have to use two reference containers, one for the weapon to be modded, and one for all the other similar weapons. Note I still have to jump through a few more hoops as this method erases the Favorite references, most of the time, and I cant restore said favorite reffs with the "MarkItemAsFavorite" command given that there appears to be no way to figure out what the Favor references were in the first place without a script extender. Weapon Property Type10mmPistol Auto ObjectMod Property Mod10mmSup Auto ObjectReference Property TransferObjectsRef1 Auto Const ObjectReference Property TransferObjectsRef2 Auto Const Event OnEnterSneaking() Actor PlayerRef = Game.GetPlayer() Weapon weaponCurrent = PlayerRef.GetEquippedWeapon() If (weaponCurrent == Type10mmPistol as Form) PlayerRef.RemoveItem(weaponCurrent, 1, True, TransferObjectsRef1) PlayerRef.RemoveItem(Type10mmPistol as Form, PlayerRef.GetItemCount(Type10mmPistol as Form), True, TransferObjectsRef2) TransferObjectsRef1.Additem(Mod10mmSup, 1, True) TransferObjectsRef1.AttachModToInventoryItem(weaponCurrent, Mod10mmSup) TransferObjectsRef1.RemoveItem(weaponCurrent, 1, True, PlayerRef) PlayerRef.EquipItem(weaponCurrent) ; PlayerRef.MarkItemAsFavorite(weaponCurrent, 4) ;Still trying to find way to get orginal Fav# TransferObjectsRef2.RemoveItem(Type10mmPistol as Form, TransferObjectsRef2.GetItemCount(Type10mmPistol as Form), True, PlayerRef) Debug.Notification("Added Suppressor") EndIf EndEvent
-
Offering weapon mod realism consulting
WolfmanMODS replied to Cybersoldier8's topic in Fallout 4's Discussion
Alright I think we more or less have all the issues identified, now for the best case solutions, for which I should mention the first MOD I plan to make to address these is just going to be a Mad-Science based re balance MOD that wont import any new modeling assets. Also worth noting is that I'm trying to create a plausible F04 weapons experience, and not ARMA, as my main motivation for this MOD is that I can't play the game anymore now that "The Shiny" is worn off, and the game insulting my real world intelligence every time I pull the trigger just ruins the immersion. So to that end this my current plan: 1. Every weapon type will only shoot one caliber of ammo, multiple weapon types might shoot the same caliber, but you wont be able to make a .380 hunting rifle be able to shoot a 50BMG for which I should note that I will add "Elephant Gun" to the legendary drops list that shoots 50BMG. Subsequently 90% of weapon damage will be based on the ammo it uses and long barrels, except on revolvers, will add 10% damage 2. Speaking of ammo, magazine fed guns will require the player to craft and keep loaded magazines of ammo for them to use, loading while in combat will not be allowed so this gameplay mechanism will finally give a much more meaningful role to revolvers and non-magazine shotguns, which will still use loose ammo. 3. Also with regards to realistic weapon balancing, as to offset their shear firepower advantage, all semi & fully automatic weapons, will now have a chance to jam based on the quality of the gun. Unlike previous Fallout titles the condition of the gun wont degrade over the course of the game, as that was a big fun-kill, so once a particular gun is fully upgraded to the highest quality, it will become 99.99% jam free, unless junk-rounds are used, and stay that way. Also the chance to Jam will become less the higher the players luck is, I know that's not science, but it sure is Fallout! 4. Speaking of like-Fallout I agree that fabrication of weapons/accessories is way to over simplified, but its a definite step up from previous games and likely to be a kill-joy if made too much more complex, so for now it stays as is, albeit you still wont be able to fabricate new weapons, aside from pipe weapons, as that would throw off the game economy. 5. With regards to pipe weapons, the "bolt action" receiver will finally be useful as it will be the only mag fed receiver that does not jam. Also semi & automatic pipe weapons will upgrade, not by having a significantly less chance to jam but by being able to use 9mm ammo and not explode in the players face from over-pressure. You are correct about moon-clips so pipe revolves will balance by being much slower to reload on the base level, and can then be upgraded to use moon-clips. 6. Speaking of alternate ammo, Incendiary, Cryo, Gamma, & a few other round types will be able to be crafted from standard rounds, but will require various Deus-ex-machina plot devices such as Cryo cells & Gamma rounds to make. Junk rounds will be able to be crafted too, but not turned into alternate ammo types, I know that's not entirely realistic but its Fallout-consistent and should create a for a good game balancing mechanic. 7. Laser/plasma weapons wont have nearly as many quirks to deal with, but they will do only about half as much damage as projectile weapons. Given that more realistic balancing will likely double the damage of projectile weapons, this means that they will like still have the same base damage as they do now. 8. On the subject of energy weapons, the laser musket will use MF "electrical primers", as its an alternator not a generator after all, the hand crank will then allow 3-4 times more total damage per MF cell than the laser rifle, also the legendary Laser Musket will have a fusion breeder and not require any MF cells. 9. Speaking of laser weapons, laser weapons will still have recoil as they are Laser-Bolters not true laser rifles, which means they can recoil, but the recoil has to be symmetrical. 10. Also on the subject of weapon overhauls, the "Combat Rifle" will use 556 instead of 45ACP, and have select fire, also as the CR is obviously a hurried spin-off of the combat shotgun it just might be an exception to the rule that I wont be using any new modeling assets, as something like this, would be much more apt. 11. The "Assault Rifle" will become the "LMG" possibly an "MMG" and shoot .308, damage will be the same per shot as the hunting rifle but balanced by the rarity of .308 & jamming of course 12. The Gatling Laser will not longer spin up, or at the very least, have a firing delay, also the regular Gatling gun will be smaller scaled as to reflect it shoots 5mm not 50cal as to be true Minigun, with a full size 50cal actual Gatling gun being a legendary-behemoth drop item. 13. On the subject of legendary-drops almost all the current Legendary effects will be scrapped, as they are either magic and/or alchemy in nature and replaced scientific ones such as such as "Doesn't Jam" & "Perfect Accuracy". Eventually, I will add new unique weapon models to the game that will be come the unique-weapons, and some of the legendary drop weapons, but that's a ways in the future. 14. Lastly, if I can figure out how to code it, certain mods will be able to be hot-swapped such as suppressors and sights. Note: How power armor functions, and how how many weapons the player can carry at once, will not be in the purview of this mod, but keep them in mind as I have future overall-game-balancing MOD planned that will address them. -
Trying to create a mod that attaches a suppressor for the current weapon whenever the player enters sneak, if they have the needed mod in inventory. Here is my test script for the 10mm pistol, but while the debug notification fires, the mod, which I have in inventory, does not attach. What am I doing not right? Weapon Property Type10mmPistol Auto ObjectMod Property Mod10mmSup Auto Const Event OnEnterSneaking() Actor PlayerRef = Game.GetPlayer() Weapon weaponCurrent = PlayerRef.GetEquippedWeapon() If (weaponCurrent == Type10mmPistol as Form) PlayerRef.AttachModToInventoryItem(weaponCurrent, Mod10mmSup) Debug.Notification("Added Suppressor") EndIf EndEvent Also does anyone know how to retrieve a list of mods equipped on a weapon? Need to add logic that wont attach the suppress if it already has another muzzle equipped.
-
Offering weapon mod realism consulting
WolfmanMODS replied to Cybersoldier8's topic in Fallout 4's Discussion
Okay so to start running down a list of things wrong about ranged weapons in F04... 1. The "Combat Rifle" is actually a submachine gun as it uses pistol cartridges 2. The "Assault Rifle", while the correct ammo type, is waayyy to heavy/bulky to be called such as its modeled after a water-cooled machine gun 3. The Laser Musket was botched to "balance gameplay" as its clearly a crank-to-power laser rifles with no slot for MF cells 4. Though not a new fallacy to Fallout games, gun damage is 90%+ dictated by the bullet fired and not the gun that fires it 5. In no know universe does putting a bayonet on a gun reduce its effective range 6. "Freezing" bullet weapons are magic, not science, because they don't consume the Deus-ex-machina plot device Cryo cell 7. "Irradiating" bullet weapons are also magic because they don't consume the Deus-ex-machina plot device Gamma round 8. "Explosive" & "Incendiary" bullet weapons are Alchemy, not science, because they turn lead into high explosives 9. Though also not a new Fallout fallacy, weapon magazines do not magically appear out of thin air an reload themselves 10. Only a supreme idiot would design a Gatling Laser that would spin and need a moment to "spin up" 11. Changing a weapon receiver from Semi to Auto should not make a measurable difference in damage done 12. Similarly you cant increase gun damage by building a "more advanced" receiver XIII. And for the love Newton, Galileo, Einstein, & Tesla, ¡¡¡YOU CAN'T CREATE A NEVER ENDING MAGAZINE!!!!!!!!!!! Still haven't heard back from Isosceles on this paticualr logical travesty but I doubt his side of issue would be any different :cool: So that's is my list so far, have anything to add to it? -
See this thread https://forums.nexusmods.com/index.php?/topic/4586285-papyrus-f4-detecting-when-the-player-fires-a-weapon/?hl=%2Bjam&do=findComment&comment=40864335 Use this script to count shots after every reload, once you setup a script to get the magazine size of the weapon. RegisterForAnimationEvent(Game.GetPlayer(), "weaponFire") Event OnAnimationEvent(ObjectReference akSource, string asEventName) If (akSource == Game.GetPlayer() && asEventName == "weaponFire") Debug.Notification("The player fired his weapon.") EndIf EndEvent Then on the reload event reset the shot counter of which the animation event or that is supposed to be "reloadComplete" but I could never make a script trigger :cool: off that event and have not yet used the noted method to find the reload specific animations. Also make sure to use the "currentweapon.GetAmmo()" method to verify that there are enough rounds to fully load the mag, and adjust logic accordingly. If you want to make a more detailed description of what you are trying accomplish, assuming its not classified, lemme know and I might be better able to point you in the right direction.
-
Offering weapon mod realism consulting
WolfmanMODS replied to Cybersoldier8's topic in Fallout 4's Discussion
Ahh a fellow fan of .300 blackout! Its the preferred hog round for AR patterns here in the Houston area. Unlike many at Bethesda, it would seem, I too have actually shot real shooty things :cool: and am working on a mod to fix all the so many things they completely screwed up with regards to how ranged weapons work, even accounting for the mad-science level of technology in the Fallout Verse, some of which I have started posting on Twitter under the #Fallout4modsmatter. Now what I could use your help with is cataloging the multitude of things Bethesda, for reason I can only guess, got wrong with regards to weapons; and then to of course figure out how best to redress them. If your still offering to help that is? -
[Papyrus F4] Detecting when the player fires a weapon.
WolfmanMODS replied to customtemplar's topic in Fallout 4's Discussion
Same here, registrator2000! :cool: Out of curiosity what tool did you use to extract the .hkx files with? Also worth noting is that an ultimate end here is to create a weapon "jam" effect with a failure chance tied to the grade of the receiver on a weapon, if you have any suggestions for how to accomplish such a feat of modding, by all means feel free to cut in. -
[Papyrus F4] Detecting when the player fires a weapon.
WolfmanMODS replied to customtemplar's topic in Fallout 4's Discussion
Thanks this helps quite a bit for something I'm working on too! Now would you by chance happen to know what the name for the reload animation is, or where to find a list of all animations is, so I can look for it myself? I tried "weaponReload" & "Reloadweapon" but neither seemed to worked. Cheers, Mechtechnal -
What mods are you currently working on?
WolfmanMODS replied to Junnari's topic in Fallout 4's Discussion
I'm planning on making a weapons overhaul mod that gets rid of all the magical weapons effects, because quite frankly I can't stand to play the game anymore, now that the "shiny" phase is over. As I keep wondering where the heck is the Vault that the wizards, who enchant legendary weapons, is located in the wasteland. I mean how else do you explain all these weapons with abilities that can utterly defy the laws of physics, and of course have the alchemy needed to turn lead into high explosives! Because after all, Fallout is supposed to be in a Mad-Scientific game setting of a world, not a magical/enchanted one such as Skyrim, so for Bethesda to have so many "magical" weapons effects, likely to dumb the game down for console players, utterly kills the fun of the game for a science geek like myself. -
Though I suspect I will need the creation kit for this, I want to make a mod that will on player "death", teleport the player back to Vault 111, into an auto-doc (will add auto-doc of course), and restore about 10-15% of health. My goal is to create a more realistic "death" mechanic, that in lore bugs the player out every time they "die" to an emergency medical recitation facility. This both to make the game more realistic given that typical violent play-through gives the lone survivor a 500+:1 kill ratio, in a future landscape they did not grow up in, that's significantly more lethal than anything they could have ever imagined. Also by combining this idea with some kind of optional fast travel disabler, a teleport death mechanic could make for some very interesting hardcore game balancing.
-
Yeah I totally agree with you on "definitely wasn't made with the hardcore audience in mind", or put another way it was optimized for distribution on consoles. I agree with a lot of what you are saying and for what its worth I have a different beef with the game in that it's magical! As in wizards and spell casting magical!! Now I have nothing wrong with magical games, Skyrim was great, but Skyrim took place in a magical universe setting, whereas Fallout is supposed to be a scientific, albeit mad scientific, universe setting. So for weapons mods/legendaries to magically make normal bullets incendiary, armor piercing, or explosive, to name one of so, so, many, "magical effects" makes me half expecting to find a mage in the vault I come across who enchants weapons all day long! Which kinda really does kill the fun of the game for a science and gun geek like myself. Speaking of guns, clearly, whoever setup half the gun settings at Bethesda has never handled/used real weapons before, and didn't bother doing any real research on the matter, as you have already pointed out in quite a few of your points. Heck I still laugh/cry ever time I see a "reduces range" stat on bayonets! And all the "assault rifle" kerfuffles you so aptly mention too! So since I'm over the initial "shiny" feeling of FO4, Ive actually reached the point that I can't play it anymore because the magical console dumbing down of the game, just insults my real world knowledge too much, so I'm also planning on trying to compile an overhaul mod for the game. Though I'm sticking just to the weapons for now, since I'm new at game modding, though eventually I hope to be able to make a full game realism overhaul. Of which if you have any idea of how to make the player teleport back to vault 111 with 10-15% health restored, when they are "killed". Lemme know as I have an idea for to make a life realism mod given that as the "lone survivor" you have like a 500+:1 if not 1000+:1 kill ratio by the time you finish the game. Which is of course super-hyper-mega unrealistic, unless of course you allow the pip-boy to become the protagonist's magic weapon* with a certain survival functionality built in. So rant side, my suggestions are that you make sure to clean out any "magical" weapons and armor effects if you want the best Fallout hardcore MOD, and make power cores last significantly longer than vanilla, given that they are nuclear energy after all (a real fusion core could jet pack you coast-to-coast 10x over) , this should not unbalance the game since you already plan to make fusion cores much more rare. Anyhow a lot of what you are suggestion sounds good, and I will be looking forward to your mods (highly recommend you do this piecewise and then combine later), and I invite you to do the same with mine. Cheers, Mechtechnal *Archetype not wizardry