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Ballistic, objectmod overhaul, and standalone integration


mkborgelt13

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Hi all,

 

This is a laundry list of concepts I am working on. I appreciate feedback.

 

Mod: "Gun Nut"

 

Gun Workbench Upgrades

  • Rechambering is a complex modification which also requires a rechambered barrel. IP
  • technical upgrade descriptions... instead of "better damage," something like "Longer barrel increases grouping of shots," "new return spring," "gas vent," etc. IP
  • Redo receiver options apart from damage and critical multiplier. (various recoils, grouping, different rates of fire, etc)... IP
  • Some upgrades cannot be crafted by player and must be looted or purchased and then installed.
  • Increased ROF for automatic weapons (1.25x to 2x+).IP
  • Remove "armor piercing" receiver, this is ridiculous.IP
  • Remove suppressor on revolver-type weapons, also ridiculous.Done
  • Gun mods use the part of the gun it modifies as preview transform and dropped object. Exception is for mods where I cannot get the suitable component.

 

Bullets

  • Gun damage based on the bullet, not receiver. (All .45 guns should have very similar per-shot damage). Done
  • Should guns have different base damage independant of bullet damage?
  • What should damage value of different calibres be?
  • Is it safe to remove vanilla gun mods from crafting menu(but not delete)?
  • Should mesh of gun mod be replaced from generic box to the part of the weapon it mods? Increased weight?
  • What about mods such as applying machine oil to moving parts of receiver, requiring a new junk item?Done
  • How can I add mod categories? (E.g. Bolt, operating rod, ejector, appliedLubricantToParts, CleanedParts)Done
  • Pre-war and post-war bullets.
  • Rename of ammunition ("Mini Nuke" to "M42 shell") Done

 

This is now styled as "Gun Nut" and a test version is posted at

 

http://www.nexusmods.com/fallout4/mods/16510/?

 

 

 

 

Guns

More emphasis on pre- and post-war guns:

  • Pre-war ("Assault Rifle", combat rifle, combat shotgun, 10mm, .44, laser, etc): Rare, pristine condition.
  • Refurbished pre-war guns(vanilla turns into this): I can do an easy retexture to make the components appear worn and rusted/juryrigged.
  • Post-war guns: All the pipe guns

Various:

  • Redo of plasma rifle to more resemble the classic plasma thrower
  • Redo of flamer to resemble the classic flame thrower.
  • Retexture of laser weapons to look old and greasy.

Levelled List:

  • Addition of un-modified "radium rifle" into levelled lists as pre-war gun.
  • Addition of ordinary PPK handgun into levelled lists as pre-war gun.

Mod: "Recipes"

 

Chemistry

  • Remove ability to craft antibiotics.Done
  • Remove ability to craft pre-war chems.Done
  • Player can only craft "post-war" drugs and items.Done
  • Player cannot craft pre-war explosives, mines, etc. (This is done in Contraptions anyway).
  • Intermediary stages (ex: hubflower --> "alkaloid" --> varoious recipes
  • Player can "crush" Buffout, Mentats, and Daytripper into respective "crushed" drugs, which may be combined. E.G. Crush Mentats, Buffout, get the powders, combine into "Bufftats" powder.Done
  • Change "Fern Flower" to "Fiddlehead" (Flowers do not come from ferns).
  • Created 2 junk items: Inhaler head, and Inhaler Bulb. Both are required to make jet and may be purchased from doctors.Done
  • Should using Jet return an Inhaler head to the player?

  • Should the player retain pill bottles, IV bags, syringes, etc?

Food

  • Place soup into tin can, require tin can as ingredient.
  • Remove bonus effects from all food (that is what drugs are for).Done
  • Redo meat meshes to appear more realistic and appetizing

 

Wish List

Things I am not working on but want to see:

 

  • Expired drugs: Random chance on using prewar drug for it to be a dud.
  • Iguana and Squirrel animals added to environment
  • With your leg(s) are crippled, you sit down, as it shows your character when she injects herself.

 

Patches for mods by other authors

 

 

Misc

 

  • Addition of smoke grenade. Basically this would behave like a signal flare but without the signal, and amplified smoke effect.
  • Redistrubution of artillery and vertibird flare. These should be called something like "red smoke flare" and available from vendors outside of that faction.
  • Addition of Binoculars. The simple idea: an invisible weapon with a scope attached. You can draw and zoom but there is no ability to shoot.
  • Enemy NPCs can fall to the ground when wounded , attempt to flee when wounded, etc. Not all would fight to the death.
Edited by mkborgelt13
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