FluidFire Posted October 24, 2010 Share Posted October 24, 2010 Weapon inaccuracies were REALLY annoying me (AR-15 with 24 rounds???), and I've been modding weapons. I have one question - how in the bloody heck can I toggle some ammunition to be "tracer"?? It seems I can only modify the ammo effect on the weapon itself, not the ammunition. I've added several 50 BMG rounds (API, APIT, Mk211, etc) and I'd like the tracer versions of the 50 BMG rounds to actually, well, TRACE. Other than that, doing the mods I wanted were quite easy. Added recipes for the new ammo flavors, etc. And, I've been importing various 20th Century Weapons (LOVE that mod, and didn't want to wait for the author to do a full port). Hence, I can't release this mod without stripping stuff out. But it's nice to have my Glocks, Barretts, and other weapons back. :) Anyway back to the original question, do I have to make a script for when ammo is equipped to modify the tracer effect on the weapon itself? If so can someone provide a quick tutorial? Thanks! Link to comment Share on other sites More sharing options...
FluidFire Posted October 24, 2010 Author Share Posted October 24, 2010 Any special requests please reply to this thread. My goal with this mod is to correct real-world inconsistencies with reloading, ammunition, and weapons. As a gun enthusiast (and licensed ammunition manufacturer) I REALLY like the idea of in-game cartridge reloading, but the math that Bethesda used is so far from being accurate its driving me nuts. Plus there's glaring weapon inconsistencies ... Anyway any ideas or special requests just throw them in here. I'm trying to avoid adding new ammo types until I see what happens with a CALIBR port, don't want to re-invent the wheel. This mod is in the very early stages, still learning how to do things. :) Examples: ** AR-15 platform weapons changed to 30 rounds** Some weapon add-ons changed, i.e. Assault Rifle extended mag changed to "Beta-C Magazine" with 100 round capacity** Reloading changed - added reloading components to more vendors and fixed stuff like primers coming in qty 100 boxes, and ammo to powder quantity ratio (per pound, per caliber) Weapon Mod Changelog Ammunition Renamed .50 MG to .50 BMGRenamed .50 MG, Incindiary to .50 BMG, IncindiaryRenamed .50 MG, AP to .50 BMG, APAdded .50 BMG, API (with blended characteristics of the above) 10% less damage 15% damage threshhold bypass Incindiary effectAdded .50 BMG, API to vendors and other associated tablesAdded .50 BMG, AP to Reloading Table list (skill 80) Weapons Renamed stock 50 cal weapon to "50 BMG Bolt Action" Changed magazine capacity to 5 rounds Added longer rumble duration on sound *** This will be pulled prior to a release, don't have permission on the modelAdded Barrett M82 to weapons (model from 20th Century Weapons) 10 Round Capacity Semi-Automatic fire Faster VATs time Increased rumble duration on sound Added Barrett M95 to weapons (used M82 model) 10 Round capacity Bolt action fire Same reload and VATS time as stock 50 BMG rifle Renamed Assault Carbine to M4 Carbine Fixed stock magazine Capacity (30 rounds) Changed Extended Mags to "Beta C Mag", 100 rounds. Renamed Marskman Carbine to AR-15 Match Rifle Fixed magazine capacity (30 rounds) Renamed "Service Rifle" to M16A2 Assault Rifle Enabled Burst Shot Fixed magazine capacity (30 rounds) (Lack of a 308 semi-auto leaves me wanting...)Added "FN Herstal FN-AR" to weapons **** Working on a model for this 20 round capacity semi auto 7.62 Caliber Added to conditional NPC and loot tables Added to Sniper Rifle repair table Misc Primers Changed pistol and rifle primers to be qty 100 Increased cost x4 Powder Adjusted powder per pound, to correct ratio (i.e. a 9mm takes 5 to 7 grains of powder, typically. Grain is a unit of measure for 1/7000 per pound. This means 1 lb of powder will reload between 1,000 and 1,200 rounds of 9mm...) TO-DO: Add "reloading die" requirement (you can't make the ammo without the dies in real life, why should you in the game... !!) Link to comment Share on other sites More sharing options...
FluidFire Posted October 24, 2010 Author Share Posted October 24, 2010 Finished tweaking powder scripting and recipes Powder All new powder canister types added to VendorReloadingSuppliesTier1-5 and LootJarPistolPowder75 VendorReloadingSuppliesTier1-5 changed to toggle "Calculate for each item in count" (Pistol powder is done by grain, e.g. 6 grains for 9mm) Changed Jar, Pistol Powder to "Jar, Pistol Powder 1/10 lb" Weight .6 (.5 for jar, .1 for powder) Changed script to add 700 pistol powder Increased cost to 10 Added Jar, Pistol Powder 1/4 lb Weight .75 (.5 for jar, .25 for powder) Added script to add 1750 pistol powder Cost 25 Added Jar, Pistol Powder 1/2 lb Weight 1.0 (.5 for jar, .5 for powder) Added script to add 3500 pistol powder Cost 50 Added Jar, Pistol Powder 1 lb Weight 1.5 (.5 for jar, 1.0 for powder) Added script to add 7000 pistol powder Cost 100 (Rifle powder is scaled from "per grain" to "5 grains" due to quantity limits, e.g. 1 lb = 1400) 223: 4 (20 grains) 308: 9 (45 grains) 50BMG: 50 (250 grains) Changed Jar, Rifle Powder to "Jar, Rifle Powder 1/10 lb" Weight .6 (.5 for jar, .1 for powder) Changed script to add 140 rifle powder Increased cost to 10 Added Jar, Rifle Powder 1/4 lb Weight .75 (.5 for jar, .25 for powder) Added script to add 350 rifle powder Cost 25 Added Jar, Rifle Powder 1/2 lb Weight 1.0 (.5 for jar, .5 for powder) Added script to add 700 Rifle powder Cost 50 Added Jar, Rifle Powder 1 lb Weight 1.5 (.5 for jar, 1.0 for powder) Added script to add 1400 Rifle powder Cost 100 Link to comment Share on other sites More sharing options...
FluidFire Posted October 24, 2010 Author Share Posted October 24, 2010 Vendors: Added tier 5 reloading supplies to Nellis AFB Added tier 1,2,3 reloading supplies to Johnson Nash Added tier 2 reloading supplies to red rock armory Added Tier 1 reloading supplies to Angelo's Pawn Added 10x Tier 1 reloading supplies to Gun Runners HQ (This is to guarantee an additional amount of entry level items) Added 5x Tier 1 reloading supplies to Cliff Briscoe's shop Added 1x tier 1 reloading supplies to ClutterMilitaryValueNV (metal boxes, etc, provides a small chance of reloading supplies to randomly appear in wasteland containers such as military footlockers and metal boxes around military areas.) Added 1x Tier 1 reloading supplies to LootAmmoNVArmory (adds 0.5% chance of finding reloading supplies in most ammo boxes.) Link to comment Share on other sites More sharing options...
FluidFire Posted October 24, 2010 Author Share Posted October 24, 2010 Dies: Added "Reload Dies, 50 BMG" value 50, weight .5 Added "Reload Dies, 308" value 50, weight .5 Added "Reload Dies, 5.56mm" value 50, weight .5 Added "Reload Dies, 5mm" value 50, weight .5 Added "Reload Dies, 9mm" value 50, weight .5 Added "Reload Dies, 45-70 Govt" value 50, weight .5 Added "Reload Dies, 44 Magnum" value 50, weight .5 Added "Reload Dies, 357 Magnum" value 50, weight .5 Added "Reload Dies, 12.7mm" value 50, weight .5 Added "Reload Dies, 10mm" value 50, weight .5 Added "Reload Dies, 12 Gauge" value 50, weight .5 Added "Reload Dies, 20 Gauge" value 50, weight .5 Added requirement - to reload a caliber of ammo at a workbench, player must have reloading dies of that caliber in their posession. Added reloading dies to appropriate VendorReloadingTier tables Tier 1: 9mm, 5.56mm, 357 mag, 20 gauge Tier 2: As above plus 10mm Tier 3: As above plus 12ga, 308, 44 mag Tier 4: All Standard Reloading Dies Tier 5: All Match reloading dies (TODO) Link to comment Share on other sites More sharing options...
FluidFire Posted October 24, 2010 Author Share Posted October 24, 2010 Breakdown: Added "Universal Bullet Puller" item, value 50, weight .25Required for any "Breakdown..." ammo recipeAdded this item to VendorReloadTier1 Link to comment Share on other sites More sharing options...
FluidFire Posted October 25, 2010 Author Share Posted October 25, 2010 So far everything above is working great in testing. Although, camping for 3 days on Hardcore mode to wait for vendors to spawn new buckets of goodies was sort of painful. :) It's strange seeing the reload bench empty of recipes. I've found three sets of reloading dies so far at vendors, so that part is working great. The slightly higher quantities and chance of gunpowder and primers showing up at vendors is also helpful, now I've finally got something to reload some of the thousand or so casings I have. An FYI in case you didn't know, on hardcore mode (dunno about normal) the ammunition *components* have weights. It shows as zero in the PIPBoy but in Geck the items have a weight of like .0014, etc. So lead weighs 1/700th of a pound, etc. They scaled the reloading stuff off of grains, which shows they did some homework at least. :) Anyway it makes sense, I found about 30 lbs of "stuff" on my character that showed as zero weight in Pipboy. Been driving me nuts! Link to comment Share on other sites More sharing options...
cerebus23 Posted October 25, 2010 Share Posted October 25, 2010 lot of work your putting in sounds promising. posted this in the request mod forum but how about junking the pistol powder, rifle etc and just making it one catch all "gunpowder", since in all reality there would be little or no difference between the powder you put in a pistol round or the powder you put in a rifle round, you would just use more of it. maybe more unique blends for explosives and whatnot or a mix of gunpowders and another ingredients to make explosive grenades and whatnot. that way you could break down ammos you do not use for materials for other rounds, breaking down large ammos would net you more gunpowder to make a ton of smaller rounds or break down a ton of smalls round to get enough gunpowder to create a few larger rounds. etc. Link to comment Share on other sites More sharing options...
FluidFire Posted October 25, 2010 Author Share Posted October 25, 2010 I can put out a quick mod this week that'll do what you want separate from this one, and add in reloading supplies at more vendors. You want a dynamite recipe added in too? This particular mod above, though, is going to be highly detail oriented. In real life you can't use rifle powders in pistols, or vice versa. Pistols and shotguns share the same powders, generally, but rifle powder burns at a much slower rate. If you put pistol powder in a rifle shell, it'll blow up the weapon. Even amongst rifle rounds, you can't mix some powders. For instance, the powder I use in 223 shells can't be used in a 300 Win Mag, or vice versa. In reality, you couldn't use "rifle powder" in a 50BMG round either. It takes special slow burning powder, like H50, which is even slower than rifle. This mod is getting designed to be more hardcore than the stock game - certainly won't make things easier. It's likely I may get more detailed than most people will want to get. I've been making ammunition for about 15 years now, from 9mm up to 50BMG. Not having realistic components and weapon features in the game is very distracting to me and takes away from my enjoyment. Same with the guns. Casting lead down to form bullets, for instance. Most ammunition nowadays is jacketed with copper or another hard alloy. You can certainly cast bullets from lead - very easy in fact and rather cheap to do, especially from wheel weights, if you pluck out the Zinc ones!! They melt at close to the same temperature and one Zinc wheel weight melted with the lead ones will ruin the entire batch. However, lead bullets made in this fashion will foul up a weapon far faster than if you were shooting jacketed bullets. So I'll probably get things to the point where you can load, for instance, lead semi-wadcutters for pistol, or purchase jacketed bullets from the gunrunners to make standard or JHP rounds. I want to work in better AP and tracer mechanics as well. I want to get in to some more exotic materials in this mod, with recipes to build tungsten or steel core ammo (SS109), etc. But, it's time consuming. I also don't want to get in too deeply until CALIBr is ported. I'll wait about a week or two, then if nothings out, I'll do a full ammo mod on my own Porting the weapons is going to involve a LOT of work for the modeler crowd, because of the "iron sight" aiming in FNV requires some special consideration when designing the models themselves... Link to comment Share on other sites More sharing options...
ltcobra Posted October 25, 2010 Share Posted October 25, 2010 Wow, I don't no ANYTHING about guns or bullets, but this mod sounds like fun! :biggrin: Any idea when it will be released? Link to comment Share on other sites More sharing options...
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