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{WIP} - Oblivion Rifle Mod (Closed Beta)


11meister

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If I may make a suggestion, make a folder in your dropbox with just the oblivion rifle mod in it and give us the link to the folder (Right click the folder on the dropbox website > share link > get link) so whenever you update the mod, just delete and add, or overwrite the rar. This way, you won't have to change the link you give us every time. (And if you have 50 beta applicants, I know how tedious that can be)

Edited by ArekkusuStorm
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If I may make a suggestion, make a folder in your dropbox with just the oblivion rifle mod in it and give us the link to the folder (Right click the folder on the dropbox website > share link > get link) so whenever you update the mod, just delete and add, or overwrite the rar. This way, you won't have to change the link you give us every time. (And if you have 50 beta applicants, I know how tedious that can be)

 

Not a bad idea Arekkus. I might just do that.

 

I had been sticking with single file uploads and links, because each of you gets a unique URL that way, and it prevents people from posting the files elsewhere or giving them to their friends etc. But I'm sure you're a trustworthy bunch, so the folder might be a more elegant solution.

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Field Test

First the looks of the gun, i like it, fits the gameworld ( my opinion )
Love the little details on it. The animated scope looks great and the sounds are cool. Also love the muzzle flash.
The flashlight, doesn't work but it is still work in progress.
In first and third person it looks good but when i aim the gun in third it is hold to high, buttstock above the shoulder. Don't know if this could be fixed.

I use Weapon Animation Replacers by joefoxx082.

For the ammo, i noticed a lot of different kinds of ammo, so i went on a reloading bench spree, breaking down ammo and creating the new ammo.
Checked the stats on my pipboy.
So i tested a few different kinds of ammo:

Laser conversion not tested yet, i know the laser effect is still work in progress

I use FMJ as comparison because i mostly use this as my standard ammo


AP - no armor penetration

Cannister - Should be like a shotgun but looks like the FMJ, will it work with the shotgun perks?

Explosive - No explosive effects, maybe a lil knockdown on the enemy would be nice.

High Explosive - Same as above but this one penetrates armor like AP ammo, more damage maybe for example SCARY DEATHCLAWS?

FMJ - Works like it suposed to

M193 - This one should be in between FMJ and HP

Match - maybe a lil more accurate, sports ammo. Works normal i think

Surplus - Works normal

HP - Works normal

JR - i think this works normal

TPM - This one i like, the effects and sounds. Maybe add some healt degredation because of the fission fuel?


Dont know if the effects are work in progress though.

Still testing with my fiend friends, they volunteerd... they are high as hell so they wont notice the pain.. i think :whistling:

Edited by USAHELLFIGHTER
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Dont know if the effects are work in progress though.

 

Still testing with my fiend friends, they volunteerd... they are high as hell so they wont notice the pain.. i think :whistling:

 

 

Thanks for the report Fighter :geek:

 

I suspect the missing effects on some of those rounds, and the lack of explosive knockdown / impact data for the explosive ones - is as a result of stripping CASE out of the masterlist. All of those munitions relied on the CASE assets - but thanks for reminding me to go back in and make new effects for them - they might have slipped by my notice otherwise.

 

As for the gun shouldering high in third person - I'm yet to see that myself, but I'll have a poke around and see if I can't turn anything up. I'm using joefoxx's replacers too - but it should be neither here nor there as the mod has its own set of animations that should be overwriting the defaults or any replacers (as long as you're loading it after them of course.)

 

 

 

 

Please be sure to fill out a sectional bystander insurance claim when your done Fighter. We may have enough overhead to pay for your dental, but that stuff dosn't grow on trees! We can't be paying for your friends cranial reconstruction as well.

 

11

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Field Test 2: ammo

 

The fiends needed a little break from the tests in Vault 3 and i needed something from the gunrunners at the 188 and for some reason i saved and shot alexander ( don't ask... didn't like the guy ) with the TPM ammo, which i love already haha, BUT i noticed something when using VATS.

 

When using TPM ammo in VATS the gun was turned into the wrath of THOR. The rifle was enveloped in a blue lightning when firing TPM ammo.

In EVE it does look awesome though but i have a feeling it is not supposed to be like that.

 

I will PM you a link to show you the pictures.

 

Oh and don't worry about paying my friends their cranial reconstruction, ... i have duct tape :blink: :D

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It turns into the wrath of Thor - in Vats - firing depleted fissile fuel - at nearly 700 rounds per minute?

 

 

Well yeah...that was sort of intended :tongue:

 

I did see your pictures detailing how the projectile trails appear through the weapon though, and I'll see what can be done about it. Unfortunatley I'm not going to be at my computer much today, so It'll likely be tomorrow before I can take a look - but I'm sure you'll be too busy duct-taping skulls today anyhow.

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Continued Field Test: ammo

 

When i was testing i noticed that when firing the cannister ammo, the default muzzle flash apears instead of the pretty blue one. Link below

 

http://s1367.photobucket.com/user/CerberusNation/library/ORifle/ORifle3?sort=3&page=1&postlogin=true#

 

NEED MORE DUCT TAPE!!!

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Continued Field Test: ammo

 

When i was testing i noticed that when firing the cannister ammo, the default muzzle flash apears instead of the pretty blue one. Link below

 

http://s1367.photobucket.com/user/CerberusNation/library/ORifle/ORifle3?sort=3&page=1&postlogin=true#

 

NEED MORE DUCT TAPE!!!

 

 

Thats completely intentional. Because its firing shotgun pellets, it has to use regular propellant - instead of the magnetic coils it uses to propel other rounds. That distinctive blue flash is the lubricant burning off from the friction of the round being accelerated to mach 1.5. The cannister rounds are significantly slower, but offer the advantage of a cone of fire.

 

I'm working on seperate muzzleflashes and particle effects for each ammo. They'll be in the next update most likely.

 

I wonder where all my other beta testers are...I hope they didn't get lost on the way to the front desk. I keep telling Micheal is first priority his to be a secretary, not a tour guide. :unsure:

Edited by 11meister
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Continued Field Test: ammo

 

When i was testing i noticed that when firing the cannister ammo, the default muzzle flash apears instead of the pretty blue one. Link below

 

http://s1367.photobucket.com/user/CerberusNation/library/ORifle/ORifle3?sort=3&page=1&postlogin=true#

 

NEED MORE DUCT TAPE!!!

 

 

Thats completely intentional. Because its firing shotgun pellets, it has to use regular propellant - instead of the magnetic coils it uses to propel other rounds. That distinctive blue flash is the lubricant burning off from the friction of the round being accelerated to mach 1.5. The cannister rounds are significantly slower, but offer the advantage of a cone of fire.

 

I'm working on seperate muzzleflashes and particle effects for each ammo. They'll be in the next update most likely.

 

I wonder where all my other beta testers are...I hope they didn't get lost on the way to the front desk. I keep telling Micheal is first priority is to be a secretary, not a tour guide. :unsure:

 

 

Ah yes that makes sense, that is actualy pretty awesome.

Yes i was wondering the same thing haha

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