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TacticalOchoa

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Everything posted by TacticalOchoa

  1. Yeah, of course, this is the Creation engine so while it has been a while since I played FNV, I wouldn't be surprised if the round-by-round reloads had issues there as well. Figures that the alternate reload system would have issues as well. You know a game engine is REALLY old and outdated when it can't even properly handle round-by-round reloads and tactical reloads.
  2. It baffles me that Fallout 4 can't even handle a proper round-by-round reload system without experiencing issues. Hell, Fallout New Vegas had a decent round-by-round reload system. I don't recall if there were issues with it though but still. I don't know if someone mentioned this already and part of me doubts that this is possible in Fallout 4 without experiencing issues as well but I wonder if a round-in-the-chamber system can be done here. Like when you reload an M4A1 with a non-empty magazine therefore instead of having 30 rounds after the reload is complete, you have 31 rounds because there's still a round in the chamber. Of course though, the issues with trying to do a system like that is not only having to script it properly but also needing to have two different reload animations for pretty much almost every single weapon let alone trying to do all of that in Fallout 4 with the shitty and outdated Creation engine.
  3. Oh, like this mod? https://www.nexusmods.com/fallout4/mods/35912/?tab=files I guess a 5% XP increase per kill per rank would work just fine for now. It's either find an alternative to the vanilla adrenaline mechanic or just turn the mechanic off, which Survival Options actually provides an option for. It would be amazing if there was an open world RPG game inspired by Escape from Tarkov's gameplay and mechanics. Hell, if I were to make a Fallout game, I would definitely use Escape from Tarkov and STALKER as inspiration for gameplay and immersion...as well as plenty of other games like Fallout 1, 2, and New Vegas, DayZ, etc. One of the major things that I would do would be to overhaul SPECIAL. Instead of just generally leveling up and putting points into certain skills and perks, I was thinking of having it where you level up your skills and SPECIAL through performing various activities, like weight lifting increases arm strength and melee damage and treating injuries and reading first aid books increases the medical skills. Some activities could also cause de-leveling of some skills as well, like taking and becoming addicted to drugs can lower some of your skills and you have to work to build those skills back up. At least that's part of how I would design a Fallout game. STALKER is still pretty fun to go back to. Anomaly is right now my most favorite STALKER standalone mod. Although, just recently someone made a new addon mod to Dead Air that adds individual magazines that you have to load ammo into in order to be able to reload your weapons. It's pretty awesome and it fits well considering how Dead Air handles weapon reloading compared to other STALKER mods.
  4. This sounds really neat to have. I also like how using certain consumables would also cause items to be added to the junk menu. Reminds me of a very funny video about health potions. I'll post a link if anyone is interested. https://www.youtube.com/watch?v=VjXOwUnJzA0 I very much agree with you on adrenaline. The way that it works makes no sense. Adrenaline is supposed to be triggered in response to stressful situations that triggers fight-or-flight responses. Not by killing NPCs while avoiding sleep. Adrenaline shouldn't also just outright increase your overall damage. It's supposed to increase your physical performance. If anything, adrenaline in Fallout 4 should be triggered through certain actions like taking damage and, well, just being in combat in general...and maybe being in a near death state as well. Just overall being in a state where your life is in danger. The effects of adrenaline should be slower AP drain when using sprint or having increased max AP (which ever is easier), faster AP restoration, and maybe increased melee damage, damage resistance, and movement speed. Maybe increased VATS accuracy as well but I'm not sure about that one. http://mentalfloss.com/article/25480/what-does-adrenaline-do I don't think anyone mentioned this yet but I wonder if it's possible to bring back Fallout New Vegas' damage threshold mechanic for armor...or at least just implement some mechanic to make armor work like actual armor; especially with power armor. Power armor is supposed to make you a walking tank yet in Fallout 4, you can down people in power armor with pistols. Power armor should be able to shrug off at least most small arms fire. It should take high-caliber and/or armor-piercing loaded rifles and anti-tank weaponry to punch through power armor, well, armor. At least that's how I think most power armor should be; especially military grade power armor. Escape from Tarkov has a pretty good system with armor as well where armor can stop bullets and thus negate a lot of damage but your character still experiences blunt damage from the kinetic energy of the round itself. https://fallout.gamepedia.com/Damage_threshold https://escapefromtarkov.gamepedia.com/Ballistics
  5. Yeah, sorry. This just baffles me so much. I'll go ahead and remove it now if you don't want it here.
  6. Granted though, it's not the first time a Fallout game featured a correct round-by-round reloading behavior. Fallout New Vegas had that with many of the weapons in it. Then again, Fallout New Vegas wasn't made by Bethesda Game Studios. Instead it was made by a team of developers that actually knew what the f*#@ they were doing.
  7. I believe WARS is also supposed to overhaul the perks in Fallout 4, right? If so, what mindset are you going for to balance and overhaul the very perks in the game? I don't remember if you actually went into details about that or not. Edit: Never mind. I just noticed that you edited one of your first few posts a while back to go into details about the perks. Sorry.
  8. Back in December 2010, a free-to-play browser game called Contract Wars was released and I recall that it had dual render scopes for when you're using mid and long range scopes. A freakin browser game. Made on Unity as well. In fact, the developers of Escape from Tarkov were former Contract Wars developers and Escape from Tarkov and Contract Wars both take place within the same universe.
  9. Ok. Good. I'm glad that you managed to figure that out.
  10. I don't know if you already figured this out yet but are you still trying to figure out how to remove the recoil recovery system that the weapons have in the game? If so, maybe you could try contacting zanadaniel to maybe help you out on that. zanadaniel is the creator of Immersive Fallout, a mod that overhauls player and NPC movement to a more realistic level. One of the features of the mod is that it removes the recoil recovery mechanic on weapons so again, if you haven't figured that aspect of your mod out, looking into this mod and contacting the mod creator might help you out here. Immersive Fallout: https://www.nexusmods.com/fallout4/mods/30151
  11. Ohhhhh. That's why the L85 has 2 different reload animations. I like that. That makes a lot of sense now.
  12. I'm really liking all the new animations that Hitman has been showcasing for WARS. Looks pretty neat. Not really much of a fan of the Mini-14 using the Combat Rifle's sounds but unless you do plan to change those sounds, it's something that I can get used to. Didn't you say that you're going to implement a durability system for the weapons in the mod? This mod introducing the L85 intrigues me; especially since after I watched the L85 video on Forgotten Weapons. It makes me wonder on how you plan to have it perform in the mod.
  13. Oh, the War Never Changes mod. It's an ok mod but I do agree on the bullet velocity aspect of it. It just felt as if the rounds were traveling too slowly and were colliding with objects in ways that didn't make sense. On my Xbox One, I use a mod called Realistic Bullets - Velocity and Gravity. It felt as if the rounds traveled faster than they did in War Never Changes. So far, it's the only other mod that I could find on Bethesda.net that applies bullet velocity. It's not perfect but I find it serviceable enough until I find a better mod. And no, I don't think War Never Changes had received any improvements. It's pretty much remained the same for a while and I don't think it's being supported anymore. I could be wrong though.
  14. Read through some of it and so far it's pretty interesting. Thanks for sharing that. I'm going to try and read through more of it later on today.
  15. That's the biggest thing that sucks about implementing this feature. Yes, it is very complicating. Different types of magazines, ammo, etc to take into account of and yes, many functionalities would have to be added as well. It could just be me and I could be wrong here since that I don't really know a lot about the Creation engine. Despite how vast the modding community in Fallout 4 is, there's just something about it that feels...I think the right word here is "limited" or something of the likes. Or maybe it's not the engine and it's really just how the developers designed and made Fallout 4 as. It feels like the game really needs a serious upgrade to me. A more capable and flexible game engine...and better developers. Again, I could be wrong and it could just be me here. As for the mod that I linked here, so far, that's the only mod I could find at the moment that references what I'm talking about here. I too don't know much about this mod. I'm currently playing the game on the Xbox One and the mod isn't available on Bethesda.net as far as I know.
  16. Well, I was thinking more of games like Escape from Tarkov and Unturned and how they set up their reloading system. Receiver is probably a little too complex and complicating.
  17. Something just came to mind for me and I don't think anyone else has thought about it. I believe you're implementing a durability system to the weapons in this mod much like how it was in previous Fallout games among other things that you're doing to make the mod more realistic and whatnot. What are your thoughts on setting up a reloading system where for magazine and clip fed firearms, it's based on having individually loaded magazines and clips instead of just deducting a certain amount of ammo out of your reserves to reach full capacity in the gun? The mod linked below being a good representation of what I'm referring to. https://www.nexusmods.com/fallout4/mods/10459
  18. You mentioned that you might not be able to apply armor-piercing to laser weapons and hollow-point to plasma weapons. If that really does end up being the case yet you still want to try to implement something to make the laser and plasma weapons more interesting to use, maybe you could try instead to have the laser weapons cause fire damage and the plasma weapons cause radiation damage or deal electric damage and/or have a likelihood to stun enemies (like the stun baton) or something. I believe it was the Charles' Overhaul gameplay mod that had something like this with the energy weapons. I was also previously thinking of suggesting that for the ballistic weapons, depending on the caliber of the rounds used would depend on the level of penetration against armor each ammo type would have while energy and plasma weapons don't have any armor penetration but do have significantly higher damage but I'm not entirely sure about that direction for the weapons. After all, you're already factoring in the damage of each weapon depending on the type of rounds that they fire. I think my suggestion in the previous paragraph would work better.
  19. PEACE? I believe you mentioned that before but I didn't catch what that exactly is. Looking at the link, it sounds interesting. So WARS overhauls the combat while PEACE overhauls, well, everything else. Knowing how extensive the weapons in WARS is supposed to be, it got me really curious as to how armor would fare against these weapons.
  20. My apologies if you already explained this before. I'm not sure if you already explained this before and if you did, where in this thread it's located in. Do you have plans on how armor will work differently in WARS compared to vanilla Fallout 4? If so, how do you plan on having armor function in WARS?
  21. Someone earlier asked about the HK416. Maybe what you could try instead is players could find legendary weapons more of in the form of more advanced variants of the weapons that you're going to feature in the mod. For example, the HK416 would be a legendary weapon. It would basically just be a re-skin of the AR15 but feature higher stats in certain categories such as greater durability and accuracy to reflect how the HK416 is a more advanced variant of the AR15. I believe you're going to implement the AK74M and AKM into WARS so the legendary counterpart could be an AK-12 with higher stats since that the AK-12 is the most advanced and modern variant of the AK platform rifles. The FN FAL's legendary counterpart could be the DSA SA58 OSW. The USAS-12's legendary counterpart could be something like an AA-12. The MP5's legendary counterpart could be a Sig-Sauer MPX. Beretta M9's legendary counterpart could be a Beretta M9A3 or Px4 Storm. Etc etc etc. Granted, this would mean that you would need to make new textures and models for these legendary guns. You would likely also have to make adjustments to the animations to reflect the legendary guns too. Probably even have to make brand new animations as well. That's the biggest problem that I have with this suggestion. You would have to put in a lot more work into implementing this. It would probably just be better overall to remove legendary effects altogether.
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