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antistar

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Posts posted by antistar

  1. Hey, wasn't sure if here or the WAR Room/Peace in Our Time Pages was the best place to ask, but I was wondering about a few things:

     

    1. What's the intended scope/features of the WARS/PEACE patches for SS2?

    2. What's your general philosophy when it comes to energy weapons and their place in WARS? I haven't had a chance to boot up the game lately, and energy weapons seem to come up very little, so I figured it might be helpful to ask for patching in the future, given many of the weapon mods in my list are energy-based.

    The WARS and PEACE patches for SS2 edit any new NPCs, weapons, armour, food, drink, etc added by SS2 to give them the same treatment vanilla items got in WARS and PEACE.

     

     

    With Energy weapons in WARS, I made laser weapons heavier and a bit less powerful than ballistic weapons - but in turn they have no recoil. Plasma weapons are relatively powerful - doing the same overall damage as 7.62x39mm - but still have a relatively slow-moving projectile.

     

    Enemies in WARS often have less ER than they do DR, so Energy weapons might have a bit of an edge there - though on the other hand their ammo sub-types generally lack special effects like armour-piercing or extra damage against unarmoured targets.

     

    I don't know, there's probably a whole bunch of things, but those are off the top of my head.

  2. Oh cripes WARS and PEACE are finally out!

    - WARS - Weapon Addition and Replacement Suite
    - PEACE - Project Extend And Change Everything
    - War and Peace - WARS-PEACE Compatibility Patch
    - The War Room - WARS Compatibility Patches
    - Peace In Our Time - PEACE Compatibility Patches


    Just want to say thanks to everyone who helped in the closed beta.

     

    (The closed beta is over now. Version 1.0 of everything I just released on the Nexus is the same as the latest beta versions, so you don't have to update if you don't want to. If I do release updates, remember to uninstall any beta hotfixes before updating.)

     

     

    Anyway, this calls for a celebration!

     

    More appropriate music though would be something like this, because - like when I finally released Clockwork after years of gruelling work - right now I feel like the embodiment of an awesome guitar solo.

  3. Oh cripes WARS and PEACE are finally out!

    - WARS - Weapon Addition and Replacement Suite
    - PEACE - Project Extend And Change Everything
    - War and Peace - WARS-PEACE Compatibility Patch
    - The War Room - WARS Compatibility Patches
    - Peace In Our Time - PEACE Compatibility Patches


    Also, here's that Ammo Factory video I was talking about earlier:

    - Ammo Factory

    Just want to say thanks to everyone who contributed to WARS over the years, and thanks to everyone who helped in the closed beta.

     

    (The closed beta is over now. Version 1.0 of everything I just released on the Nexus is the same as the latest beta versions, so you don't have to update if you don't want to. If I do release updates, remember to uninstall any beta hotfixes before updating.)

     

     

    Anyway, this calls for a celebration!

     

    More appropriate music though would be something like this, because - like when I finally released Clockwork after years of gruelling work - right now I feel like the embodiment of an awesome guitar solo.

  4. Yeah, I seem destined to release my ambitious passion projects at the exact same time as massive, ambitious passion projects made by big teams of very talented people. :laugh:

     

    (Clockwork released just a few days before Enderal.)

     

    So I'm going to have to hold back the Sim Settlements 2 patches for WARS and PEACE until I can update them to account for SS2 Chapter 3 (assuming it'll be practical for me to account for it), but I'm in the middle of uploading all the WARS and PEACE stuff now, so the release will probably be today or tomorrow.

  5. I've got a few busy days coming up, and even once I've got all the description text formatted and ready to go (just the two patch collection pages to go now), actually uploading all the files and images, plus plugging in all the text and links and etc etc is going to be a marathon effort. Not something I want to try to squeeze in on a day when I'm flat out with other things.

    So at the moment, the release is looking more likely to be towards the end of the coming week.


    Antistar, i also just saw that REAL.AI mod and i wonder, considering the changes you made to NPCs, would this mod be a great complement to WARS or will be there some incompatibility?


    I haven't tried playing the game with that mod, but I had a quick look at it in FO4Edit earlier and it does edit some of the same records as WARS and PEACE. (More the latter.) It should work fine if you load REAL.AI after WARS and PEACE though, and that aspect of the game would probably benefit from the more focussed approach it has.

     

    Assuming there isn't something in some other part of WARS/PEACE that disagrees with REAL.AI, that is - balance-wise, or whatever else. Seems unlikely, but I haven't tested it, so who knows?

  6. Hopefully this would not make much of a cognition burden on ammo variants... especially in a game without intuitive graphical hints (like stalker or tarkov) to help make out which item to choose quickly.

    Well the AmmoTweaks HUD widget does show the current ammo sub-type (and COND and Fire/Attack Mode) - and when you hit the Swap Ammo button, you get a menu of sub-types to choose from, which pauses the game, obviously. (Unless there's only one sub-type available to switch to, or you've disabled the menu - in which case it will just swap to the next available sub-type automatically.)

     

    In playing with this setup, I've found it to work pretty well. With the addition of the ammo sub-type menu, I find it works better than in New Vegas or STALKER, actually. (Barring playing those games with mods that add in a menu like that, of course.) Without the menu, you have to cycle through the available sub-types linearly until you get to the one you want... which isn't great in the middle of combat, unsurprisingly.

     

     

     

    Hey glad to see progress! Antistar I've saw you recently mentioned you started preparing the Nexus page, are we close to a release?

    I would like to know that aswell, i'm almost reinstalling F4 just for this

     

    This is always hard to judge, and things always take longer than you think they will, but you know what? The release could be as soon as in the next few days sometime.

     

    It felt like the screenshots took ages to do, but they're done now. I'm not really one for taking screenshots. Some people make a real art out of it, but that's not me - not really. Organising outfits, weapons, location, lighting, composition, etc, etc. It takes ages, especially with the volume of shots I needed.

     

    Also I'm using screenshots to present distinct mod features (with explanatory text on them), and how do you take a screenshot to represent something like the "These Things Take Time" feature in PEACE? :laugh:

     

    Anyway. I think I've zeroed in on how to format the description on each Nexus page, and am in the middle of filling those out. The challenge I'm dealing with now is that I'll be publishing multiple mods at the same time, and they're all going to be linking to each other, and include images in the descriptions that I'll also be uploading at the same time, so... I'm working out the order of operations there.

     

    Each of these will have their own Nexus page:

     

    - WARS

    - PEACE

    - War and Peace (the WARS-PEACE patch)

    - The War Room (WARS support patches by me)

    - Peace In Our Time (PEACE support patches by me)

  7. Yeah, so far I've added in sub-types for all the non-shotgun ballistic calibres. I have .223 as a separate ammo type but I've been considering merging it with 5.56, like how WARS does .308/7.62. Is there any reasoning for determining if an ammo type got a surplus sub-type in WARS?

     

    Yup, I was missing that keyword on my AmmoSubType OMODs. When I initially made the OMODs I was only using the base WARS plugin as reference. :tongue:

    Good - glad it was something simple.

     

     

    I do think having .223 as a sub-type of 5.56x45mm would make more sense; that's how it's set up in New Vegas, and like you said, it would match .308 and 7.62x51mm in WARS.

     

    I did my best to base most ammo sub-types on real-world variants (including what they're made of), and for "surplus" sub-types that was typically if they'd been used as a service cartridge at some point. (I.e. so that they'd have been stockpiled in large quantities, and then available as surplus.)

     

    Sometimes it was for other reasons, though. E.g. for .45-70 Govt, the "surplus" sub-type is kind of supposed to be the old black powder rounds - just without black powder actually existing as a crafting component in WARS.

     

     

    Anyway, doing sub-types for that many ammo types is a lot of work - but obviously should be very useful to people wanting to make WARS support patches for weapons that use those ammo types, so I'm glad you're doing it. :)

  8. I've been working on integrating Munitions into WARS's ammo system. So far I've gotten the new ammo sub-types to work fully with ammo swapping and swapping between regular/suppressed OMODs, but I've run into a problem. I can't get the new ammo sub-types to show up on the AmmoTweaks widget. Copying an existing WARS record, I've got an Enchantment on the ammo sub-type OMOD pointing to a Magic Effect with the AmmoTypeScript script on it and I'm pretty sure I got all the script properties right. Is there something I'm missing?

    Sounds like that should be pretty handy. So have you added sub-types like JHP/AP/etc for (some of?) the new calibres in Munitions? I haven't used it so I don't know exactly what's in it.

     

    Anyway, do you have the AmmoSubType OMODs adding the dn_at_HasAmmoConversion keyword from AmmoTweaks? That's required for it to show in the HUD widget - something that would repeatedly trip me up since I'd keep forgetting about that.

     

    (If you happened to copy an AmmoSubType OMOD record from the main WARS plugin specifically - rather than the WARS-AmmoTweaks integration plugin - then you wouldn't have copied that keyword across.)

     

     

    wow...2 years since i last came...where do i pick up again

    Not long until release now. I'm still bashing away at the screenshots/formatting for the Nexus pages. The screenshots for WARS are just about done. Then there's the shots for PEACE - which are actually mostly done too, looking at it - followed by the shots for the patch pages, which I don't need to do anywhere near as much for.

  9. Alright, barring any significant bugs cropping up, this should be the last round of updates for the testers before the public release:


    PEACE Beta 1.0.5 hotfix

    Beta 1.0.5 (17-07-23)
    - Reverted any edits to which Races can and can't open doors. (To avoid issues with animal followers and certain quests.)


    Again, this is a cumulative patch, so use it in addition to the full version of PEACE you downloaded, and be sure to uninstall it when moving to the full public release of PEACE, in the future.


    PEACE - Better Manufacturing Extended Patch Beta 1.0.4

    Beta 1.0.4 (17-07-23)
    - Armor Forge is now in the correct Workshop menu category from Better Manufacturing again.
    - Terminals for the Aid and Chem Builders now use their new names.



    WARS Beta 1.0.6 hotfix

    Beta 1.0.6 (17-07-23)
    - Reverted Lorenzo Cabot's DR and ER values to vanilla, and increased his HP.
    - Dogmeat can open doors again. (To avoid problems with certain quests and with him getting stuck when following you.)
    - Moved Splitters from WARS' "Logistics" Workshop category to vanilla Manufacturing->Misc category, to be with Sorters, etc.


    A cumulative patch, same as for PEACE. Note that this one includes an updated "Main" ba2 file (containing all the assets except for textures) rather than loose files, so it's important to uninstall any previous WARS hotfix files when installing this one.


    WARS - Better Manufacturing Extended Patch Beta 1.0.2

    Beta 1.0.2 (17-07-23)
    - Terminals for the Aid and Chem Builders now use their new names.



    WARS-PEACE - War and Peace Patch Beta 1.0.4

    Beta 1.0.4 (17-07-23)
    - Resolved conflicts from PEACE b1.0.5.



    I'm still banging away at the screenshots and Nexus mod page formatting stuff. Oof, it's tedious. With mods like WARS and PEACE though, it's a challenge to effectively communicate what they do, because they do a lot.

     

    The extended feature list is there for people who want to know everything (and I encourage that; it's why I wrote it all down - on top of helping me keep track of it all) - though I'll separate it into an article linked to from the Description, because it's a huge wall of text.

     

    So on top of that, to try to give people a more digestible summary, I'm putting together a series of screenshots for each that include text on them to briefly describe sets of features. Hopefully that will trick at least some Ask-Firsters into reading something about a mod for once before blindly jamming it into their game. :wink:

     

    Anyway, taking the screenshots and then formatting them is what's taking up my time at the moment.

     

    Recently I also finally recorded a video showing off my ammo factory layout in action, to give people an example of how it can be done. (It'd be great to see other layouts that people come up with.) I'll release the video to coincide with the release of WARS and PEACE.

  10. So far, I don't know, basically.

     

    The other day I had a skim through the functions added by Lighthouse - there's a ton of them there - but nothing jumped out at me as something like "Yes! This will make [x feature] so much easier in [y script in WARS/PEACE]!"

     

    There could easily be something very useful to WARS/PEACE in there that I didn't see - or more likely haven't considered - but again there are so many functions to sift through there.

  11. The Concord museum was also where I first noticed that Dogmeat wasn't following me into new locations. I've just been using the console to teleport him to me every time and I got used to doing that and forgot that it was a problem. :teehee:

     

    I saw the "Can't Open Doors" flag in his race record while working on a patch for another mod and went, "I wonder if this is what's causing Dogmeat to get stuck?"

    For my part - and like I mentioned earlier in the beta - I don't like having Dogmeat follow me because it feels bad when he gets hurt, so I didn't notice these issues beyond very early on in the playthrough.

     

    This is why it's good to have people help me with testing the mods. ;)

     

     

    Hey hey, just a quick question. Are the attachements for the weapons still "craftable" or are they to be found in the world (like in weapon crates or on npc guns)? I think it is a little unrealistic to craft an acoc scope out of a tin can and a bit of glas :D

    Bayonets are discrete weapons that are also used as the sole "component" when attaching them to firearms; they're not crafted from junk components. The "universal mod system" also means that generally you can take something that (say) attaches to a picatinny rail off one type of weapon and attach it to a different type of weapon.

     

    Beyond that though, no; it's like in vanilla with crafting weapon mods from components.

     

    I do actually feel similarly to you about that - and early on I considered doing something like what you describe - but ultimately decided against it. I think that the "crafting from components that you get from scavenging junk items" mechanic is one of the more successful ideas BGS had when making FO4, and didn't want to move the game away from that.

     

    Even if sometimes it does feel like you're building guns out of tin cans, bottles and toys. ;)

  12. I haven't encountered anything else with the new patches, so far I've only found future shock

    Future Shock... Basically the reason I spent all that time adding an M1911. :wink:

     

    Beyond the obvious - and I've probably mentioned this before in the thread - it's also a reference to Terminator: Future Shock, which (because I'm getting old) was my first exposure to mouse-look controls. It definitely took some getting used to, but before that it was unspeakably awkward stuff like pressing Page Up and Page Down to look up and down, so... it was revolutionary at the time.

     

     

    Speaking of underbarrel grenade launchers I've been wanting to add an SA80 with its L123A2 launcher to my loadout and use it with buckshot rounds to have an underbarrel shotgun kinda like in the Starship Troopers movie.

    It's a shame the workload it would involve has been prohibitive, because I'd have loved to have a Masterkey in WARS.

     

     

    I've found that Dogmeat doesn't follow you when you transition to a new area, through a load screen/black screen, and if you dismiss him in a town or interior cell he won't return home and just stay in the area. Removing the "Can't Open Doors" flag from Dogmeat's race record fixes it, I guess it prevents him from passing through load screen "doors".

     

    Similarly the "Can't Open Doors" flag on the cat race record causes the quest "Here Kitty, Kitty" in Vault 81 to become stuck, as Ashes the cat is unable to leave the vault.

     

    Oh, that must be why Dogmeat got stuck in the museum in Concord, for me. I didn't make the connection and realise that the "Can't Open Doors" flag would also apply to load doors. (Or load "doors" since they're not always literally doors.)

     

    I think I also saw some weirdness with Ashes the cat, but I can't remember for sure since it was early on in my playthrough, and I got more distracted by an issue caused by Bethesda doing slightly less than the bare minimum work required for a functional PC version of the game.

     

    In that quest, you need to activate Ashes to tell them to go home, but for whatever reason, this is one of the cases where activate is hard-coded to "e" on the keyboard - and I don't use standard WASD key-binds. (See above re: me being old. I came up with my own "A-Shift-Z-X" control scheme before WASD became standard.)

     

    I use Spacebar for activate. (Largely because that's what Wolfenstein 3D and Doom used.) Took me a while to work out what was going wrong with that quest; why I couldn't send Ashes home. It was because key-rebinding in Fallout 4 has been broken since release, and never patched.

     

    Fix your game, Todd.

     

     

    Anyway, thanks for pointing that out. I'll revert that flag for dogs and cats. (This is a PEACE thing, not a WARS thing, for anyone wondering.)

     

    And I mean... I know from personal experience that (some?) cats are smart enough to observe humans opening doors, and then try to do the same themselves. It's just that usually they're not big or strong enough to actually do it. (They make up for it by also being smart enough to realise that reaching for a door handle is a good way to indicate to nearby humans that they want to go through the door.)

     

    Same for dogs, I'm sure. Hell, I've seen a video of a snake slithering up and operating a door handle to open a door and let itself through.

     

     

    Edit: Oh, looking at it, I also changed the flag in WARS if I was editing that Race record for other reasons, so it'll be reverted in WARS too.

  13. Hey I'm just wondering how it's going so far? I mean it sounds like you're really close to a release but I just want to make sure it's not another year away,?

    I'm currently working on the screenshots for all the Nexus pages (because there's going to be a bunch for WARS, PEACE, the War and Peace patch, support patch pages for each, etc).

     

    I've worked out the formatting for the screenshots (since a lot of them will include some text to describe features), plus header and title images. I'm in the middle of putting together a list of the screenshots I'll need, and then I'll need to go take a bunch if I don't already have suitable ones I've taken earlier.

     

    Since the number of issues that I and the testers are finding seems to have dropped off a cliff, that should be all that's left to do; putting together the Nexus pages themselves.

     

     

    I haven't come across any new problems so far.

     

    As for uniques, other than Future Shock the only other one I've managed to come across is the Jeep Gun.

    Ah, the Jeep Gun; one of my favourites. That's been a mainstay in my loadout (except for when I was using an AR-15 with an M203 launcher) - just like when I play the game that inspired it.

     

    I've mostly been using it with (40x46mm) pulse grenades, as an anti-robot gun.

  14. I'm going to be positive and assume that all the testers being quiet means that everything is working perfectly and no-one is running into any problems. ;)

     

    I do have a question for the testers though - mainly out of curiosity - which named unique weapons have you been finding, if any? So far I've chosen not to document that they're even in there* - let alone where they are - so yeah... I'm wondering if people have been finding them.

     

     

    *Except for the M1911 uniques, I guess, since that's documented in the stand-alone release.

  15. Alright, time for the next round of updates for the beta testers (plus the new WARS - Tactical Reload patch):


    PEACE Beta 1.0.4 hotfix

    Beta 1.0.4 (23-06-23)
    - Armour produced in factory machines now comes "Pocketed" or "Deep Pocketed" by default.
    - Added a loadscreen. (About water filters and purification tablets.)
    - Rifle Racks and M12 Weapon Rack Frames can now be placed on tables or other raised surfaces, same as the pistol racks can be.
    - Restored Carry Weight effects to companion NPC records (with a small bonus, rather than the vanilla penalty), to see if that resolves the issue of the game sometimes thinking the NPC can't carry any more when they should be able to.
    - Tripled range on headlamps.
    - Edited Laser Musket OMODs to have correct weight values and to make them correctly account for their weight when equipped.


    Again, this is a cumulative patch, so use it in addition to the full version of PEACE you downloaded, and be sure to uninstall it when moving to the full public release of PEACE, in the future.


    PEACE - Better Manufacturing Extended Patch Beta 1.0.3

    Beta 1.0.3 (23-06-23)
    - Armour produced in the "Armor Forge - Full Suit" factory machine now comes "Pocketed" or "Deep Pocketed" by default.
    - Resolved conflicts from PEACE b1.0.4.



    PEACE - Well-Dressed Beta 1.0.4

    Beta 1.0.4 (23-06-23)
    - Red Shift audio alerts when entering power armour and entering combat can now be toggled on and off via Red Shift helmet OMODs.



    WARS Beta 1.0.5 hotfix

    Beta 1.0.5 (23-06-23)
    - Added third-person animations for the AR-15.
    - Added a loadscreen. (About HEDP and HEAT rounds.)
    - Ammo Recovery Post now only appears in the build menu if the Physical Mags system is enabled.
    - Added a distance check to the turret inventory access activation prompt.
    - Increased aim speed for Gauss Rifle, Barrett M107 and Makeshift Anti-Materiel Rifle.
    - Swapped Porter Gage's companion weapon for a standard weapon. (How did I miss that one?)
    - Deacon's "Cloak & Dagger" companion perk no longer increases sneak attack damage, but instead makes it harder to be detected while sneaking.
    - Shortened .50 BMG HEIAP stat description even more, since it was still getting cut off.
    - Added note to MCM menu about how the AmmoTweaks options to disable HUD elements appear to do nothing.


    A cumulative patch, same as for PEACE. Note that this one includes an updated "Main" ba2 file (containing all the assets except for textures) rather than loose files, so it's important to uninstall any previous WARS hotfix files when installing this one.


    WARS-PEACE - War and Peace Patch Beta 1.0.3

    Beta 1.0.3 (23-06-23)
    - Resolved conflicts from PEACE b1.0.4.



    WARS-PEACE - Better Manufacturing Extended Patch Beta 1.0.3

    Beta 1.0.3 (23-06-23)
    - Resolved conflicts from changes introduced in PEACE b1.0.4 and PEACE-BME b1.0.3.



    WARS - Tactical Reload

     

    The new one - you'll find it in with the other patches for WARS. As always, be sure to read the readme included in the 7z file - especially the installation instructions.

  16. Okay, that's good. In the next round of updates, that should hopefully not be able to happen anymore.

     

     

    Speaking of which; The WARS - Tactical Reload patch is finished, and I'm in the process of giving the AR-15 some third-person animations, so that it doesn't have to use the vanilla SMG third-person animations. (It's still going to use those when in power armour, though; I'm not planning to do PA third-person animations. The rig is different, and seems to require doing them from scratch - unless I'm missing some trick for converting animations made for the standard human rig. I did try a few things.)

     

    Anyway, there are a lot of different reload animations for the AR-15, so I'm doing relatively basic conversions of Hitman47101's first-person animations. Still, better than nothing. Working on it has been a bit hairy on the technical front - and you can see me talking about it in the comments here if you're curious - but I think I've got that worked out now.

     

    Once those animations are done, I'll upload the updates.

  17. Oh yeah - I just noticed the other day that Preston's Actor record isn't in the WARS-PEACE patch, resolving conflicts - as it should be. I fixed that when I noticed it, and again it will be in the next round of updates.

     

    That shouldn't be an issue here with PEACE loading after WARS, like you said - but maybe something re: his stats has been baked into your save. I just jumped in and checked him out in a new game, and (due to recent changes I've made, or otherwise) his CW was as it should be. You can do the same if you want, to see if you get the same result. From the main menu, bring up the console and use:

     

    coc qasmoke (Then, once loaded in:)

    prid 0001A4D7

    moveto player (may not be needed)

    getav carryweight

     

    Or, if you've got Better Console, you can use its menu to find both his base and current CW using its menu, under "actorValues".

     

     

    In any case, probably a good idea to use modav carryweight on him for now, in your game.

  18. When un-equipping/re-equipping an item with LBE on him, did you exit his inventory after re-equipping and then re-enter it, before trying to give him anything else? That's always fixed it for me.

     

    Not sure what causes this... Maybe a weird order of operations thing with these CW bonuses being on equipped clothing?

     

    We'll see if the change I made restoring CW effects (with a small bonus rather than the vanilla penalty, which previously PEACE simply removed) does anything to prevent this. It's in the pending update to PEACE - but I'm right in the middle of working on some other changes in PEACE, so it's not a good time to push an update.

     

    In the meantime, if that continues to be an issue with Preston, try using modav to set his CW to be something like 60 with no LBE equipped.

  19. That's handled by CW bonuses on the weapon OMODs - so that the overall CW bonus can vary based on what's attached to the weapon.

     

    It looks like I forgot to do this for the Laser Musket in PEACE (only in PEACE - the bonuses are there in WARS and the WARS-PEACE patch), so if you're only using PEACE, that would explain it.

     

    Thanks for pointing it out; I'll fix that now, and it will be in the next update.

  20. I figured out the ammo tweak mcm, it was a detail i missed from the install guide. As well it was a compatibility issue for the SMG but the life of me can't figure out what caused it and it was a light weight only UIs and essentials.

    That's good. Was there anything in particular about the installation instructions that was confusing? It'd be good to sort out that sort of thing ahead of the full release, obviously.

     

     

    Hi Antistar, If your still looking for people to try out the mod and look for bugs I'd like to help.

    Sorry, like I said a couple of pages back, closed beta applications are closed now.

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