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protatato

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  1. I know you're possibly intending to replace the Pipe Gun autoloader with a customizable STEN Gun, but I just thought, what about the Pipe Bolt-Action and Revolvers? I'm thinking for the Bolt-Action that could be replaced by the Mosin-Nagant and the Colt Police/Model Ten/Detective's Special/Etc could replace the Revolver. I just mention that since you already have them in the tentative wish-list. For the Revolver there's the early mod and resource called the Ducal Revolver, it seems a little ornate but with a little work could probably work for the police revolver aesthetic.
  2. For the Minigun, I thought, why not replace it with an M60 or similar, since you mentioned that on the Possible Weapons page? It's not the same, but it would fulfill a similar gameplay niche.
  3. I got FNV on my laptop last night and while it makes my laptop run very hot, and while I run it at low settings, it works alright. Having played the game on Xbox 360 so many times the disc cracked down the middle while I was playing (prompting me to replace it with the ultimate edition ASAP), I decided to jump straight into modding. I put a bunch of Millenia's mods in via NMM but some of them (Steyr Scour, AKS/AKM/M14 are the ones I can think of) didn't show in Doc's house, and there was instead a big transparent red square with a white "X". This makes me want to get the WotNM mod, the weapon mod menu, and Xcaliber with the correct patch. I also tried to get NVSE to work with the Roleplayer's Alternate Start mod but when I selected "Race" nothing came up, and I couldn't leave the shack. I also tried to get the Readius Pip-Boy but it said NVSE was not installed. I have a picture linked to how it's sitting in my game folder right now. For reference, I don't have any mod tools/organizers except for the NMM.
  4. I'm not sure why, but it seems like when I drop guns to display them, modded guns tend to have the barrel, stock, and occasionally magazine clip through things. What do you think causes this, and is there a way to solve it with WARS?
  5. What plans are there for this mod on console? I know the ammunition framework you're wanting still isn't available yet, nor are the sound replacers you've mentioned a few times.
  6. It'd probably be balanced by both high recoil and rarity of finding the round, and expenses in making it. Also, for a bolt-action one, the PGM Hecate II from New Vegas was nice enough.
  7. After the replacers are done, is that when the first version of the mod launches?
  8. What revolver model are you planning to use for the Police Positive or similar?
  9. Speaking of weight, how will you balance the weight of ammunition? It's not too noticeable except for explosives, so I tried a mod that made it heavier. Unfortunately, ammunition felt too heavy. How do you plan to compromise on this?
  10. I just thought, are you planning to do something with the missile launcher? Honestly, while its fictional and bulky, I could see it existing. Perhaps the only difference could be four exhausts for the 4-barrel option?
  11. It seems like the Glock and AR-15 are about done, what about the rest of the weapons, including non-replacers?
  12. I went to my local gun store and I found out a few things. The Thompson (even with a plastic stock) is very heavy, has a bolt on the top of the gun, and flip-up rear sights. The one I picked up had a Cutts compensator, was made in 1927, and was semiautomatic only. In addition to weight, it took a while to reload the box magazine due to the magazine and the well having grooves that needed to line up before the magazine could be put in. I picked up a Glock and Beretta as well, and it seems like the Beretta was easier to release the slide catch on, but it may just be me. Perhaps for balancing, the Beretta could have a slightly shorter reload? Also, apparently people are supposed to grip the back of the slide as they push down on the catch to reduce friction between the catch and the slide.
  13. Not sure how it factors into what you're doing, but as it turns out, multi-round reloading and burst-fire can work on console. The M1014 and FAMAS have been ported, and both are well done. There's also a lever-action rifle reloading fix but I'm unsure how it works, as I don't have Far Harbor. Still, this may be good to keep in mind moving forward.
  14. I'm most curious about what the .38 Revolver is going to be. What attachments might it have? Outside of things like double/single action, external/internal hammer, grips, and barrel lengths, what all customization is there for a revolver, anyway? My two cents is that a Model 10 would make sense, it had a variety of barrel lengths and people would customize their grips. Plus, they're reliable, common, and copied across the world.
  15. Since you still have the new weapons to put in after the replacers are done, here's a few models I found. For the pump-action shotguns, what do you think of these models? The first one is from 2011, but it looks okay to me. For 1911s, this one looks kind of like a WW2 one, and this one is more modern. This Beretta 92 looks decent to me. Plus, there's already a Beretta 92 mod, CloudStrife's M9 model, and the one from Modern Sidearms. Not to mention the large amount of 1911 mods out there. There's 6 (counting the Colt Delta Elite 10mm Replacer) on the Xbox One alone. I don't know if any of these are what you'd need or how much more work would have to be done to make them work for you more, but I figured I'd link them.
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