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Wylight

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Everything posted by Wylight

  1. At long last, I've probably been waiting for this for almost as long as I've been waiting for Starfield lol
  2. I'm 100% sure that AmmoTweaks update is never coming, I called it years ago and still stand by it. I'm glad to know this will release without it.
  3. I am quite frankly beginning to think that ammotweaks update is not coming, at least not in a relevant timeframe before everyone else has already moved on to the next Bethesda game over the horizon. I've seen one too many mods get abandoned and never be finished.
  4. I think the survival mode's conception was indeed during the game jam as far as I remember. A couple of developers had pitched the idea during development I believe but it was never fully developed until the game jam after release.
  5. I think outside of restricted open carry areas, one advantage of pocket pistols is their lightweight and compact characteristics which make them great for stealth characters. However, making them viable in that sense would necessitate the addition of some extra mechanics as well. Your occupied carry weight should influence your agility, movement and ability to sneak. As a sneaky character, you'd want to carry as little as possible but even then, there'd probably be a fairly negligible difference in weight between a compact pocket pistol and a regular full sized one, at least in what the game is concerned. Still, Bethesda themselves have often done plenty of not-so-practical things that only serve as novelty and role-playing. As for the Colt, yes, the animation would definitely be long and tedious to make. Speaking of models, I've seen someone ask $60 for a high quality model of one, how can you sell a singular 3D model like that for the price of an entire game?
  6. But it was featured in NV as well, I don't see the problem with it. I was thinking, pocket pistols are another area that's sorely lacking in Fallout 4, hell I'd even like to see someone make a Kolibri mod. You could make the argument that you don't really need compact pocket handguns because there is no practical use for them in Fallout 4 but I think the variety and role-playing aspect of it is enjoyable meanwhile most weapon mod authors are too focused on making generic tacticool guns and neglect other more original ideas no one has ever done.
  7. What about a Colt Single Action Army or Python? There's very little love for revolvers and as far as the Single Action, no one has made a good one for Fallout 4.
  8. I think it could see another use beyond that. I use the MP40 mod for example, which has a see-through long range scope and laser sights attachments. The weapon can thus be used for both long range combat as well as close quarters even without the crosshair since you have the laser sight. When looking down the long scope however, the laser pointer's dot sort of gets in the way a little bit and I wished I could turn it off.
  9. What about toggleable laser pointers? It's a bit weird to see weapons on display with the lasers turned on. Sure, you could always detach the laser before putting it on display but I don't think that should be a good solution.
  10. Yes I've seen it, the posters look especially fine. Thanks man, seriously, you made some of the best mods for Fallout 3 and NV so here's hoping WARS sees the light soon.
  11. I'm suggesting a restriction solely for power armor weapon usage, a player character not using power armor would of course be able to wield any and all weapons, perhaps with a strength requirement for heavy ones. In most promotional shots and artwork, we see power armor soldiers mainly wielding heavy weapons which were designed specifically for those armors, anything else just looks a little ridiculous and out of place in my opinion, especially small arms such as pistols and smgs. This restriction would also help balance out Power Armor and make it less of an obvious choice since it's like "Hey you get all these advantages but you have to do maintenance, provide fusion cores AND you will only be able to use select weapons designed specifically for use with this armor". Fun is entirely subjective of course and you will never be able to design a game or a rather complex mod that accommodates each person's playing styles and notion of fun.
  12. I don't blame them for that really because a lot of these "realistic" or "immersive" touches are seen as obstacles and annoyances that get in the way of fun so they become quite niche. This is the reason why no big AAA publisher wants to make a good hardcore post-apocalyptic survival game that goes all in on realism and immersion. Let's see, for example, finding broken weapons laying around quite frequently. If you ask me, at least some of the weapons you find that have been sitting around for 200+ years should probably be broken "junk" items you can only scrap for some meager salvage components and should be heavily rusted and corroded. That's what makes sense the most but then again imagine the average player's frustration when they come across a weapon that is essentially useless. Maybe some of them could be repaired and restored with the right resources, depending on how long they've been sitting around seeing as how not all weapons are pre-war considering factions like the Gun Runners are manufacturing factory new weapons continuously.
  13. I agree with you that the 10mm falls into the same category as the assault rifle, maybe not to the same degree but still I liked the previous concept of the 10mm pistol, less oversized and bulky and a little more practical. I also agree with you on the power armor requiring heavy weapons, I mean if I recall correctly in Fallout 3 didn't brotherhood of steel members wearing power armor typically wield miniguns, gatling lasers, flamers and other heavy weapons, along with Gauss rifles. Yes because that's what the heavy weapons in Fallout were designed and intended for: power armor usage. Bethesda being Bethesda however, thought it'd be too "controversial" or "niche" to restrict power armor weapon usage to just heavy weaponry. That plus the fact that as I said before, the selection of heavy weapons would have to be increased. I'm sure that if they went that route, mods allowing you to use any and all weapons in power armor would be fairly popular considering many favor convenience over realistic or immersive features. Jim Sterling is one such person for example, who doesn't like things like weapon degradation or horses crashing into trees and falling in RDR2 instead of just dodging around them automatically or stopping like they do in most games.
  14. I would argue the 10mm pistol falls into the same category as the assault rifle - an extremely oversized, bulky and impractical design once you put on all the attachments which was clearly designed for Power Armor. I would argue that PA should only be able to use heavy weapons such as the minigun, gatling laser, junkjet etc as those are the ones that make most sense to be wielded in PA. It's ridiculous to be able to use something like the Deliverer considering the fingers wouldn't even fit through the trigger guard as with most other weapons actually. Of course, the selection of heavy weapons would then have to be increased and diversified.
  15. Sorry if this has been debated before but I feel like it's a pertinent question to ask, have you considered WARS' fate in case the AmmoTweaks update is never released? There have been one too many mods that were on the verge of being released or updated only for their authors to have dropped them and gone silent for whatever reason (not judging of course), so what would happen with this mod in the event Isathar never releases the update?
  16. If asset availability is an issue, perhaps you could ask for permission to use assets from other weapon mods? Modern Firearms would be a great asset pool but some of their assets are taken from Ubisoft games with permission so it might be a bit complicated in that sense. They do have a flip-to-the-side magnifier and underbarrel shotgun though, but they don't have animations again.
  17. Someone mentioned Modern Firearms, I've taken a closer look at it and it features a few interesting scripted functions besides underbarrel weapons and selective fire. It has deployable bipods that significantly slow down your movement but provide a bonus to accuracy, it also features reflex sights with functional magnifiers and quick suppressor swapping. I was wondering, is there any chance we could see those functions in WARS as well? The sight magnifier I find especially important since as I said before, the lack of adjustable scope zoom in the vanilla game is frustrating. I know the script prompts the weapon re-equip but a magnifier that has to be manually moved would seem less awkward. It's a shame Modern Firearms has mediocre textures and no custom sounds or animations, it has great potential for a weapon platform....
  18. I don't know, I've seen it happening with unscripted weapons attempting to play the animation of the previously equipped one for a split second and breaking the mesh. Most likely it's an asset loading issue.
  19. I don't have much of a problem with the re-equipping animation so long as it can be done fast enough but the weapon mesh breaks for a split second there. From what I've been able to observe on my own end, this happens only when you're rapidly switching between modded weapons whose assets are too complex and high quality for the engine to render that quickly. I believe this prompts the engine to temporarily rig the weapon you've just switched to, to the animations of the one you've previously had and thus causing the mesh to chaotically freak out because it s trying to load an animation it wasn't designed for. In other words, the engine can't load every asset and animation of a high quality weapon quick enough. From what I have seen, if there is no mesh distortion then the weapon will just simply take longer to draw which is also a problem when trying to switch between omods in a high-pressure situation. I don't believe it can be fixed however unless the weapon assets are optimized in polygon count and texture resolution to fit the vanilla standards which is a compromise that's not worth taking.
  20. Didn't Hitman47101 achieve a seamless smooth transition between an M4 carbine and its underbarrel shotgun in Fallout NV? I don't think the mod was ever released but if such a transition was possible in NV then perhaps it would be possible in Fallout 4 too? Even without it, I think a hybrid sight would still be worth it considering we have yet to have a scope zooming capability that actually works without being a cheap gimmick. As for the leaf sights, yeah I know this engine doesn't support a realistically functional one but it'd be a nice addition if you ever consider adding the M320 launcher as well. Anyways, here's the video I was talking about: https://www.youtube.com/watch?v=7YHhMftZ8pQ
  21. I've been wondering, would it be possible to implement functional hybrid sights such as the Leupold Mark 4 HAMR or leaf sights for the underbarrel grenade launchers? I'd imagine that the game treats the underbarrel attachments like two different weapons that the script is switching between so when the grenade launcher is switched to, the aiming is done through the leaf sights? Speaking of underbarrel attachments, have you considered underbarrel shotguns?
  22. Speaking of weapon mod patches, I think the recently released HK416 rifle would complement this mod incredibly well, maybe even being integrated within it. It's by far the most insanely customizable and robust ballistic weapon I have personally seen released for Fallout 4, it pretty much has everything you'd want and then some including an underbarrel grenade launcher (non-functional) similar to the one in your own SA80 rifle so I assume the animations would fit well given some tweaking.
  23. I can understand the frustrations that some people have with this mod having never even had a "WIP" release like other mods do because the unfortunate fact of the matter is that once this releases, every single weapon mod on the Nexus will need a compatibility patch to function properly and consistently with WARS. I don't know how many of their respective developers will bother to come back and make a compatibility patch so many players will see it as either WARS or every other weapon mod out there which is a considerable trade-off. Point being, the more this takes to release, the more weapon mods will have come out which will require a patch. That being said, I have only recently discovered this mod and I'm sorry if this has been answered before but why exactly do you require to shift from Loads of Ammo to AmmoTweaks? And do we even have certainty that the mod's update will come this year or eventually at all?
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