Shady_Sam Posted October 20, 2013 Share Posted October 20, 2013 I was thinking about this as I went to sleep last night. Why isn't there a mod similar to Armed to the Teeth for New Vegas? In other discussion it seems like people are mostly concerned about the inability to display weapon mods. After looking in the meshes for the base game, however, you can see that modded weapons have their own meshes. So with that being the case, shouldn't it be a simple matter of writing a script to detect what mods your currently equipped weapon has, and equipping a "dummy" mesh that is appropriately modded? I'm quite rubbish with scripting however, so things may seem overly simple from my perspective. Link to comment Share on other sites More sharing options...
Xilandro Posted October 20, 2013 Share Posted October 20, 2013 (edited) if 1 weapon have 3 mods ~ 8 meshes (unmodded, mod1mesh, mod2mesh, mod3mesh, mod1+mod2mesh, mod1+mod2+mod3mesh, mod1+mod3mesh, mod2+mod3mesh)10 weapons = 80 meshesFNV total weapons number 262262 ~ 2096 meshes Every single mesh must be converted into armour. One mesh conversion will take maybe 20-45 minutes. But let's say 25 minutes.25 minutes * 2096 / 60 / 12 (hours for modding per day) = 72 days.Even if you remove half of all weapons - it's still a lot of work.Even if you left only energy and regular pistols, Energy, Asu and semi Rifles - still lot of workAnd no weapons from mods. Only vanilla weapons.That's why there's no Armed to the Teeth mod. Now, when the game is not popular at all and nexus community is concentrated on Skyrim - that kind of mod will have maaaybe 50 endorsements in 3 or 4 months. So it's just not worth it. Feedback < Time & EffortUnfortunately. Edited October 20, 2013 by Xilandro Link to comment Share on other sites More sharing options...
Shady_Sam Posted October 20, 2013 Author Share Posted October 20, 2013 (edited) if 1 weapon have 3 mods ~ 8 meshes (unmodded, mod1mesh, mod2mesh, mod3mesh, mod1+mod2mesh, mod1+mod2+mod3mesh, mod1+mod3mesh, mod2+mod3mesh)10 weapons = 80 meshesFNV total weapons number 262262 ~ 2096 meshes Every single mesh must be converted into armour. One mesh conversion will take maybe 20-45 minutes. But let's say 25 minutes.25 minutes * 2096 / 60 / 12 (hours for modding per day) = 72 days.Even if you remove half of all weapons - it's still a lot of work.Even if you left only energy and regular pistols, Energy, Asu and semi Rifles - still lot of workAnd no weapons from mods. Only vanilla weapons.That's why there's no Armed to the Teeth mod. Now, when the game is not popular at all and nexus community is concentrated on Skyrim - that kind of mod will have maaaybe 50 endorsements in 3 or 4 months. So it's just not worth it. Feedback < Time & EffortUnfortunately.Yeah, I'm aware of the insane amount of work that would be required, but I'm mainly talking about for personal use, so I'd only have to convert like 4 or 5 weapons. And also, maybe posting a tutorial for people to do it themselves. And also, why would weapons added by mods not work? Edited October 20, 2013 by Shady_Sam Link to comment Share on other sites More sharing options...
Xilandro Posted October 20, 2013 Share Posted October 20, 2013 Well, for personal use some modders have their own "Armed to the teeth", at least i think so =)Why mod weapons will not work? Maybe because not every weapon modeller knows how to make armors? And Fallout AttT author don't want to spend his whole life to convert weapons from mods?)Just search for armor tutorials for Fallout. Link to comment Share on other sites More sharing options...
luthienanarion Posted October 20, 2013 Share Posted October 20, 2013 H.E.R.K. for Fallout 3 does this, but FNV has a lot more guns in it. Combine that with needing yet another mesh for every combination of weapon mods for each gun, and it's just not going to happen. Link to comment Share on other sites More sharing options...
Dandie Posted October 21, 2013 Share Posted October 21, 2013 Well, the problem with weapon mods (I mean, ingame mods), is that I'm not sure if there is a function to actually check if there is a weapon mod installed on a weapon. And, there was a mod like ATTT for FO3. Even without weapon mods, its script (though it has only one script) is just huge, so it is a hard task in terms of scipting as well. But from what I understand devinpatterson is working on something like this. Link to comment Share on other sites More sharing options...
luthienanarion Posted October 22, 2013 Share Posted October 22, 2013 NVSE has functions to check for weapon mods. Link to comment Share on other sites More sharing options...
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