neunen Posted October 21, 2009 Share Posted October 21, 2009 im afraid i dont really have time to write anything up (at least not within the next month), but if you ask questions as they arise ill try to help. i believe the 1st person models are under world objects>static in the geck. do a filter for "1st" and they should show up Link to comment Share on other sites More sharing options...
EssGeeDee Posted October 21, 2009 Author Share Posted October 21, 2009 im afraid i dont really have time to write anything up (at least not within the next month), but if you ask questions as they arise ill try to help. i believe the 1st person models are under world objects>static in the geck. do a filter for "1st" and they should show up Alright, that works as well. So far, I have the model (Very crude, basically just a mangled Chinese Pistol), the weapon's ballistic properties (can, no WILL be changed, depending on feedback and consultation), and the firing sound so far. Now, as for weapon properties: You know that I, as modder, have the final say, but I want to know what you guys think. About the weapon, so far: Weight: 6 Pounds (Or 6 weights, w/e)Value: 10,000 Damage: 500Crit Dmg: 500Shots Per Clip: 1Reload Time: 1.3 secondsAmmo Value: 100 per 1 pieceHealth: 500Repairable: .44 Magnum (Or sawnoff shotgun, haven't decided yet)Spread: 0.2Min Spread: 0DPS: 195 It will have a very low chance of jamming, even in poor condition. After all, the weapon is so elegantly simple in design. So what should I change? Keeping in mind, that this is a trophy weapon, used for taking down pretty much anything in one shot. Bythe time you get this weapon, you're pretty much king of the Wasteland and don't take orders from anybody. Link to comment Share on other sites More sharing options...
ZeonicGlory Posted October 21, 2009 Share Posted October 21, 2009 Looks good so far. I'd definitely use it for a Kiritsugu character. Have you worked on VATs values yet? Link to comment Share on other sites More sharing options...
5ivexxxxx Posted October 21, 2009 Share Posted October 21, 2009 Looks pretty cool! I'd like to see the double rifle, though. I, personally, want to see somebody make a 2 bore elephant gun. Maybe a whole weapons pack of guns like that. Link to comment Share on other sites More sharing options...
EssGeeDee Posted October 22, 2009 Author Share Posted October 22, 2009 Looks good so far. I'd definitely use it for a Kiritsugu character. Have you worked on VATs values yet?Err, not quite yet. The only thing I've added for VATS is it costs 35 Action Points for one shot.... :PWhat would you recommend as VATS values? At this stage, everything's completely negotiable regarding VATS. Looks pretty cool! I'd like to see the double rifle, though. I, personally, want to see somebody make a 2 bore elephant gun. Maybe a whole weapons pack of guns like that. So you're saying you'd like to see a bunch of large-caliber, one or two-shot rifles and pistols, that do insane amounts of damage? CAN DO. :D However, I'll just... y'know.... finish this .600 first. ----Thanks for the input, guys! Now, instead of being called a Thompson Contender or Encore, I'll call mine the Thompson Defender .600, I'm pretty sure it should either be hiding in a vault or military bunker somewhere, but I'll probably slack off and add it to a vendor. Probably Flak n Shrapnel in Rivet City. And in weapon balancing news; it's ridiculously overpowered. :) I'm between games, so I had to cheat a lot, but I tested the .600 on those Muties who appear across the Potomac from the Farragut Metro Station... Even of Very Hard, they went down like a sack of potatoes. And some of those shots weren't even headshots! At a Small Guns skill of 100 (Maybe I should make it use Big Guns skill? For the lulz), the Pip-Boy shows its damage at '1195'. Four Digits. So awesome. It has its damage formula set to 'Always Explode' because it's more satisfying. I'm yet to try the .600 against creatures like a Behemoth, and I don't think I'd make it a one-shot kill for those mutants. After all, Behemoths only go around by themselves, what would be the fun in just waiting until it filled 90% of the screen, then killing it instantly? ;) All I can think of with this mod, this weapon, is that it's a shame that the player is so static, there's no leaping, rolling, dodging going on. Imagine jumping around a charging Super Mutant, neatly avoiding his (insert melee weapon here), rolling around behind him and blasting his head to pieces from behind.... *sigh* Link to comment Share on other sites More sharing options...
EssGeeDee Posted October 22, 2009 Author Share Posted October 22, 2009 Double pot, I know, but I got some screenshots of the WIP model! http://i307.photobucket.com/albums/nn291/FullMetalPatriot/ScreenShot10.jpg http://i307.photobucket.com/albums/nn291/FullMetalPatriot/ScreenShot9.jpg http://i307.photobucket.com/albums/nn291/FullMetalPatriot/ScreenShot8.jpg Yes, I know they still look Chinese-pistol-y, but further mesh editing and new textures will fix that right up. Link to comment Share on other sites More sharing options...
5ivexxxxx Posted October 22, 2009 Share Posted October 22, 2009 Looks quite good for your first model! Link to comment Share on other sites More sharing options...
EssGeeDee Posted October 22, 2009 Author Share Posted October 22, 2009 Thanks! But I have to say that I didn't start from scratch, I just stretched the Chinese Pistol a bit. A lot. Now, how do I change where the muzzle flash appears? Currently, it's appearing in the Chinese Pistol default place, which is pretty much halfway down the barrel. Also, I need to know how to add meshes to another to create a group. Right now I have two little cubes sitting on top of the barrel, I need to merge them with the body of the weapon. Link to comment Share on other sites More sharing options...
EssGeeDee Posted October 22, 2009 Author Share Posted October 22, 2009 Another double post, but I have a (sort of) working Reflex scope mounted now, works with Rogue Hallow's Ironsights mod. (Here) http://i307.photobucket.com/albums/nn291/FullMetalPatriot/ScreenShot13.jpg I just have to do a little adjusting to centre it:http://i307.photobucket.com/albums/nn291/FullMetalPatriot/ScreenShot12.jpg But up close there's some issues:http://i307.photobucket.com/albums/nn291/FullMetalPatriot/ScreenShot15.jpg Link to comment Share on other sites More sharing options...
5ivexxxxx Posted October 22, 2009 Share Posted October 22, 2009 You'd have to adjust the projectile node, I think. I'm not sure where the muzzle flash is created in NifSkope. Just try moving the projectile node to the end of the barrel. That might work. Link to comment Share on other sites More sharing options...
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