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Weapons Mod Question


FluidFire

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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!

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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 BMG

Renamed .50 MG, Incindiary to .50 BMG, Incindiary

Renamed .50 MG, AP to .50 BMG, AP

Added .50 BMG, API (with blended characteristics of the above)

10% less damage

15% damage threshhold bypass

Incindiary effect

Added .50 BMG, API to vendors and other associated tables

Added .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 model

Added 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... !!)

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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

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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.)

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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)

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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!

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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.

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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...

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