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CanyonRunner69

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  1. I don't know if it's related to your problem but a big issue in the game is that there's no way for scripts to tell the difference between two of same guns in your inventory since they're all still same form IDs. This creates issue with stuff like ammo type implementation since it essentially means to reliably swap ammo types in say, a AK47, you're allowed to only have one copy of said weapon in your inventory. The time you have 2 or more, the script will often hang since it doesnt actually know which weapon to point at. I could be making an idiot out of myself since I know you're a scripter, but that's my experience with it across multiple mods trying to do the same. Isn't that one of the reasons ammotweaks v2 never made it out? Cheers, sounds great regarding all the updates! I would hold off on SS2 however, it's an amazing mod with tons of innovations but brutally put, there's no way papyrus can handle it. Even the official readme says you're supposed to stay in a settlement for at least 5 minutes, if you pass by it when travelling - otherwise all the new scripts have a chance to hang (assuming you have lots of SS2 content in said settlement). I've never been able to complete a long savegame while using SS2, on a clean game, cause once you build enough stuff the saves just die overtime due to script bloat.
  2. Holy crap thats amazing. I thought that carcass round was meant to be mustard gas at first. So much love and detail went into those projectile models and anims, I can see. Great work! Now I know what weapon I'll be picking to take down Swan in WARS, lol.
  3. It's a ton of work to animate the belts and it requires certain frameworks to look properly which is probably why it doesn't get done too much. 90% of fallout 4 weapon mods are assets ported from other games, too, so whether something gets made or not depends if theres a decent source to borrow from
  4. I understand your hard situation, I'm not sure how it is over where you live (Australia, was it?) but here medical care is just crazy ever since covid hit, and pretty much anything non-covid related gets treated like a redheaded stepchild (or Fallout: BoS) in comparison to other games, no matter if it's cancer or a broken leg. I hope everything turns out well in the end for your father, never lose hope and try to restrain yourself from any bad thoughts about the medical staff, I know how it is when they answer like that... my grandma had covid and I dropped off some stuff for her since visitations were disallowed, it took them 3 days to bring it upstairs to her... only because I knew someone in the hospital, too. The lack of empathy during those hard times (for us all) is hard to describe I think. I'm well aware of your choices for the weapon attachments and I have to say your 'taste' when it comes to that is def. the biggest reason why I long for the mod, it will simply feel 'right' when compared to the plethora of modern weaponry that's floating around. Had no clue you have a Starlight scope in too, that's amazing, makes me wonder how much of the screen it's gonna take up in first person haha. Yeah we have full permissions to use MGS 5 assets, and that probably extends to MGO which has a TON of that type of stuff by now, so that's def. something to consider - the quality isn't super duper HD either, I believe the poly count is right about the same as Fo4 assets (just not as bad.. aesthetically) so that's definitely something to look into - I always wanted to have i.e some harnesses over vanilla combat armor to make it look more believable, perhaps with some asset 'borrowing' and retexturing that'd be easily possible. I realize the ammo tweaks thing puts you in a bad spot, but I'm glad to hear you're considering using the existing tweak, to be fair it might sound rude but knowing nexus community, once the mod 'picks off' some scripter will probably lend you a hand in case ammo tweaks v2 won't be available still, possibly creating a new framework for the whole mod. Not sure i understand the ammo types for robots - so say a sentry bot shooting at me will fire HP rounds since they'll deal highest dps by game logic, then once he runs dry he'll switch to armor piercing, etc? in that case, it's kinda neat, and it could penalize players for trying to cheese bots and make them waste all ammo, since AP would probably punch harder after the ammo switch. And those cannon balls upgrades sound great - it's really cool to see you care about vanilla content that much to make it more logical. Did you plan doing anything regarding the vanilla artillery? there's a very cool Howitzer replacer on nexus, but there's no anims for it - I reckon making custom anims for it would take eternity, but at least one idle anim where NPCs stand closer to the breech would be good enough aesthetically, probably.
  5. How's it going? Did you watch Ian's latest video, interview with GIGN creator? Made me really think - nowadays it'd seem insane someone would train a counter unit solely on revolvers, there's just something really cool about old school weapon doctrines. While a rifle will obviously be always better as general whole, all the pros of using a revolver (comparing the accuracy to a 'blowgun' of some kind) make for a cool 'believable' balancing opportunity in RPG games lol. Did you ever consider adding some kind of vintage/cold war era tactical equipment to PEACE down the road? Especially since you changed clothing to behave like LBE and whatnot. I'd be a sucker for some Alice webgear lol
  6. After all if you're going for an approach where ammo is easy to get, but carrying it is a problem - akin to classic Fallouts - that will work fine I guess. Regarding the AI settings, one thing you may want to do is make weapon classes for NPCs like gunners then set i.e sniper AI to not use cover at all - they have a nasty habit of emptying a bolt-action in full-auto while blindfiring from cover, haha. One thing I did back when I tried reaching a similar goal on my modded game, was the division of .308 and 7.62x51mm NATO between sniper rifles and typical battle rifles. I know it doesn't make much sense but I had it made so that you couldn't chamber 7.62x51mm into sniper rifles for balance, that way if I killed someone who had a FAL and 160 rounds it wasn't an instant meta of having large supply of rounds for a sniper rifle. I guess if you wanted to keep stuff balanced but go for realism, you could just debuff accuracy heavily instead when 7.62x51mm is used - the sniper rifles are too pinpoint accurate as it is anyway.
  7. I think during testing you'll quickly back out of the NPCs use ammo idea. It just doesn't work with Fo4's combat IMO, especially since there's lots of urban warfare with roofs etc if you'd storm a place like corvega all the raiders will run out of ammo before you get to go upstairs. Unless you plan on buffing their accuracy highly so its like Stalker MISERY balance or something, but even then they have a tendency to waste ammo. I guess if you give them like full loadout ammo loot it could work to a degree.. say 210 rounds for assault rifles.. but then you can grab a 5.56 rifle with a scope of some kind and proceed to drop enemies like flies with little effort early-game. Are you planning on tweaking the AI values? Personally I have them set so they engage you from quite realistic distances.. often scenarios where I get shot at without being able to pinpoint direction of enemy fire. The drawback to that is that some quests in the game can become kinda funny - i.e the railroad quest where you overlook corvega territory from the bridge, that'd just be a gunfight instead. Doesn't break the game in any way but it'd feel odd to play like that for people who never played vanilla before I guess. Great idea about the magazines. I always hated the idea of alt-tabbing for a guide so I never bothered collecting most of them.
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