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Shanzyboo

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Everything posted by Shanzyboo

  1. American idiot troll is going to troll, shoddy animations? Meh textures? Lot a bold talk coming from someone who doesn't even have the skills to make animations, models and textures themselves..or a mod for that matter.
  2. This is a good point Antistar, game balance and well, even assault rifles don't exactly have pinpoint accuracy, not from a fully automatic perspective. Thinking that like you suggested replicating the values of another weapon is very viable for FRAG-12 OMOD, like the handmade rifles values since they're both fully automatic and rifle based.
  3. I see so basically using your example adding an fAimModelMinConeDegrees and fAimModelMaxConeDegrees with a MUL+ADD value you could apply say -0.98 in MinConeDegrees and -0.93 in MaxConeDegrees to say creating an effect of firing a single projectile from a shotgun, like Slug rounds or exploding rounds as opposed to what I assume vanilla is is buckshot right, MaxConeDegrees being the maximum amount of allowed spread. Your math really broke it down on a percentile level, so if 0.5 is 50% than 1.0 is 100% and whether that is adding or reducing depends on applying a negative value. Knowing this helps a lot, not just for making different munitions types but understanding the math of the game mechanics in general. Thank you Antistar
  4. Oof! Sorry to hear that - but thanks. Thank you, all you can do is be there, be strong for them and remind them of their own strength and resolve. We had talked about your Frag 12 explosive rounds and I can't seem to remember, are you also doing the Atchisson Assault 12 shotgun for WARS or is that the USAS 12? Also unrelated to WARS but I was wondering if you could explain how to remove the spread on a shotgun via ammunition, since you're working on munitions for WARS? I intend on programming Frag 12 explosive rounds for Olegmontanas AA12 and spread on such rounds doesn't make much sense to me.
  5. Disregard this post which was originally an accidental double post lol
  6. Cancer certainly does its number on people and sometimes isn't resolved smoothly either, my big brother recently lost an eye because of cancer, hopefully things go well for your dad Antistar.
  7. Antistar that's right, your Weapon Mods Extended Modern Weapons package featured the modern 2005 Atchisson Assault 12 shotgun, didn't know there was Frag 12 rounds though, gonna have to play New Vegas to enjoy that! (: It definitely was a let down, especially for ammo crafting and swapping, in such a post nuclear apocalyptic world you'd think ammo crafting would be an immersive aspect of and for survival, given the scarcity of ammunition..along with inability to afford buying it. "Ammo swapping" in FO4 is ridiculous, having to go to a workbench to change receivers for armor piercing, I don't know why they didn't just have the hotkey system for swapping ammunition type like before. While FO4s hard mode or hardcore mode brought back basic primary needs and ammo weight, the one thing they didn't do was remove the ridiculous magical healing of crippled limbs in a very short period of time, I've been using Agony for that, which kinda means I don't know if the varying medications for infections, parasites and whatnot is vanilla hardcore mode stuff or if it's added by Agony lol.
  8. Yeah, I still don't know why BGS left a lot of features outside of FO4, I mean, no equipment condition? Thats really weird, some changes I understand, but others seem so weird, they almost seem like mishaps, like they were too busy designing other parts of the game and someone said "Btw, have we implemented equipment condition yet?" And everyone flipped because they forgot about it, the fact they added back this function in FO76 seems to indicate this. They added equipment condition back in for FO76, was not aware of this..so you may be on to something nexusguy, likely with what was implemented in FO4, their attention was on graphics, weapon modifications and settlement building especially. Another thing missing was ammunition crafting.
  9. Weapon condition and strength requirement to use certain weapons, aspects from the previous titles dearly missed. When you say frag 12, you mean as in frag 12 explosive shotgun shells right?!
  10. That would be precisely what a shirasaya is, a plain wooden scabbard and hilt traditionally made of nurizaya wood, so makes sense, was primarily meant for keeping out oxygen and protecting the blade when not in use for extended periods of time. The only way I can see that working out for FO4 is having the scabbard as an apparel object working in tangent with Classic Holstered Weapons (for pseudo functionality anyway.) Even in Gun Runners Arsenal and I think Mothership Zeta the scabbard was botched.
  11. It's too bad fallout 4 isn't exactly scabbard concept compatible, would love having a matching saya to go with it, oh well lol. (Having bright pink blood on the blade is totally reasonable, nothing a bit much about it ;) especially if the person drank a cubic crap load of pepto bismol lmao)
  12. Those look nice, it's basically Samurai blades with a shirasaya tsuka (saya not included XD.) By the way Antistar, that poor teddy bear, how could you lol
  13. I wonder if there's a way to unflag the patches model as a skinned object for the editing, using 3DS Max isn't tangible for me since I can't afford it. ryanmaidenfan simply put there won't be an ETA on WARS and PEACE release until AmmoTweaks V2 is released, this is something out of Antistars control.
  14. You would know more than I of Isathars plans of action Antistar, good to see it's available though, might check it out myself..although that's a cubic buttload of mod weapons I'd be trying to integrate..and I might not have that kind of know-how yet. Usually in NifSkope I would anticipate seeing objects changing in real-time while editing one of those three..or any combination of. I've been trying to fix up the patch for Private Military Company Extended's loadout for the men, as the patch currently tends to bury itself into the vest a bit (which is ruining the visual appeal of my unit patch) but the changes aren't being rendered in Nifskope for some reason. Reluctant to use Outfit Studio as from my understanding it has a tendency to drop weights..and strange things happen to magazines and pouches and whatnot when they lose their weighing. You mentioned swivel guns and the first thing that came to mind was seeing how far I could make someone fly off the deck of the USS Constitution LMAO.
  15. I'm kind of surprised Isathar released AmmoTweaks on Github and ModDB, wasn't the reason it was pulled from Nexus was for Isathar to replace it with Version 2 once it's finished? Off topic but in NifSkope when you change a meshes rotation or translation you're supposed to be able to visually see the change in NifSkope right?
  16. You can definitely tell how much work went into it, it's become one of my defacto top sidearms alongside Icestorms HK MK23, actually I currently have 5 additional bodies using it as well. Good to know on the HEDP rounds availability, thank you for the information Antistar, be interesting if someone makes the FN40GL as an addition to the SCAR-L and SCAR-H mods, with compatibility for your HEDP rounds. Can you actually apply armour penetration to explosives by base game standards?
  17. I can definitely see where you're coming from with proper size-scaling of mod weapons Tenurialrope, albeit I give more leeway for slightly over-scaled PDWs and submachine guns, over-scaled pistols though I take too much notice of (hence I still don't have an M1911A1 I'll use.) P.S Antistar your M1911's the best. You mentioned high explosive dual purpose for the SA80, will these particular 40mm grenades also be available to the AR15's M203 underbarrel grenade launcher? Hope your dad is recovering well after the surgery after the initial operation, don't imagine the repetition not taking its toll on his body, also hope you and the rest of your family are well.
  18. I think you did mention this before, though I can't seem to recall (hardly look into legendaries much personally,) but I loved the surprise of not knowing.
  19. This would be exactly what happened, I full on stumbled across it in an interesting story..on survival. My story begins with the objective of eliminating another one of the raider leaders at the Federal Rations Stockpile/Lonely Chapel, Red Tourette's (I wanted This Machine as well as potentially Shinys FN P90,) I decided to enter through the Lonely Chapel, naturally I took that bridge in order to get there, what happens this weird effect appears and this robotic form starts becoming visible (I actually thought it was a synth, until I targeted it in VATS and realized the word Synth wasn't present, not to mention the weird name, and of course the ballistic pistol it was wielding and not an institute one,) all I had was a Springfield M1903, Thompson M1921 and an M1911, needless to say I nearly died in that fight (in fact I would've if not for having 5 companions with me at the time,) I find out this machine has crimson red eye thingys and a longslide AMT Hardballer with a laser sight, reminiscent of the one in the first Terminator movie..named Future Shock, very accurate name to describe the situation from my perspective lol.
  20. I like the progress Nadies made with SREP, theirs still more to do with it since it's still in beta of course, like making the leaf sight usable, though your AR15 has a true A2/3/4 style receiver with the fencing, forward assist and gas block, SREP kinda misses out on this. Oh..and I hope you're happy Antistar, sending a terminator to kill me, taken completely by surprise XD.
  21. For the most part WARS is already done, least when it comes to art assets and what not, Antistars just waiting for the AmmoTweaks update to be released, Antistar intends on using the Ammotweaks update to be the framework for WARS, once it's out, integration, documentation and beta testing.
  22. Holy rabies!! Antistar did it again!! You self rule breaker you lol ;) I'm thoroughly enjoying this as my new sidearm, downloaded, installed, came across Trashcan Carla and was like "you have M1911 for moi," 200 caps very realistic. Happy holidays to you and yours and yes hopefully 2021 will be much better..for everyone.
  23. I think they use the same AI combat behaviour and dialogue behaviour, considering they talk like Raiders. I see, likely in such an instance an inexperienced mod author, everyone's going to start somewhere right, I still mainly tweak plugin files and NIFs, seldom ever touch textures those are like my bane. I could say the other likely scenario but I'll refrain from this. Curious where IdleSheep and the MF team got the resource for the M1911A1 then, it is a really nice model, I can peg out the differences in Isildurs resource M1911 and this M1911A1, be even better once they fix the triggers and the weapon scales. They might have in this 2.6.6.2 now, but there's a lot going on there than just those 1911s. From my own research apparently .45 Super is just modernized .45 ACP with higher PSI and muzzle velocity, .45 ACP used to be among the best rounds for military use until more modern rounds like 9mm and what not came about in which .45 ACP was only slightly better, so they made .45 Super, so damage, maybe range and faster travel speed.
  24. Makes sense, so then Raider lists are separate from Gunner lists, I've been curious about that since I think I remember reading something about Gunners being classed as a type of Raider in the games engine..or in the CK or something. Ohhh?! So far I'm only aware of two instances of Isildurs resource being utilized, the one is obvious, here for WARS and then in Modern Firearms latest release (which needs some work,) wonder if it was removed for some reason. Right now the Modern Firearms ones are too up scaled, both are too long..and a little too tall, and maybe too wide, their width is more accurate compared to their length and height though, the M1911 is missing its trigger..and in fact I think they slapped it onto the M1911A1, for the A1 the trigger is too far forward, but the rest of the M1911A1s models is accurate, wonder if Isildur was the one who made the resource for the A1 too. Off topic but I have a question for you, I'm going to make .45 Super rounds for IceStorms Heckler und Koch Mk 23 since it's the only pistol standardly capable of firing those rounds, I know Novas Mk 23 has them but I like the flashlight on IceStorms LAM more (despite Novas suppressor texture being better suited,) so my question is how much armour penetration should I give those rounds? What number would be immersive for such pistol rounds?
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