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I'm thinking firearms


Don Prestoni

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u guys are thinkin some awesome stuff right here...

 

i agree with don that soul gem sounds a bit too arcane...how about troll fat?...for quenching, polishing etc?..it's rather hard to come by than soul gems

 

as for ammo..sud be produced in bunch like arrows...(currently available via modding)...but no more than 10 in a bunch

 

i agree also with the single shot pistol,carbine and long gun(musket?) idea...however we cud also keep in mind double barrel rifle which originated in early seventeenth century cud be awarded for completion of one particular dungeon or somth liek that..

 

anyway keep this thread alive..we are sure to attract the attention of some modders once Creation Kit is up...

 

lets hunt some witches guys..:P...the old fashioned way..metal and blood

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To those whom feel the need to use Logic based on reality to determine if they should have explosives keep in mind this is a FANTASY game. haha You don't need to use logic to rationalize a mod.

 

Some primitive hand cannons could be a fun edition to the game. It really depends on the level of control the Creation Kit allows. We know it was possible for Bethesda to make a FPS shooter out of the oblivion engine, but then they can stright up mod the code if need be....

 

I think a more logical first step for modders would be to add Light and heavy crossbows.

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I'd like to try whatever anyone can come up with.

 

As much as I enjoy the Skyrim world I miss do FNV gunning.

Maybe a musket or something somewhat primative or if someone wants to

crank out a Skyrim version of the 50 cal M1 go for it.

 

 

Might come in handy for them damn giants. Muhahaaha.

 

To make the mod even more outrageous to anger the purists, make it a gun with

a lil pony decal on the stock.

 

Oh, the hate.

 

Anyway, I endorse this concept.

 

Make em so the DPS/Damage is adjustable by the user so they control if it is over powered or not.

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Gar. Disregarding the Soul Gem concept, black powder is made from sulfur, carbon (charcoal), and saltpeter. The latter starts with a mineral (saltpetre) which, when boiled down with water and mixed with wood ash, leaves solution of potassium nitrate that can be crystallized and voila, you have saltpeter.

 

Fire Salts sound like they could take the place of Sulfur or Saltpeter. Charcoal is a common item from vendors that's utterly worthless in-game. Heck, why not say Fire Salts take the place of both Sulfur and Saltpeter and voila, Fire Salts+Charcoal = Gunpowder.

 

Then we go to the forge and combine Gunpowder (2), Tundra Cotton (2) (fantastic idea, Don!), and one metal ingot to create ammunition. I would say 2-5 at a time would be good numbers; definitely no more than 10 as pucher said.

 

Firearms wise, I'm primarily thinking of long rifles, but the idea of having pistol/carbine/rifle is great IMO. Do note that if any of the Fallout 3 projectile weapon code is left over you can determine the spread, zoom factor on aim, whether it uses a scope, bullet velocity, arc, and other factors so you could really accurately portray that the pistol has a far shorter point blank range than the rifle. Loving this idea so far!

 

EDIT: Given the limitation on drop numbers for Fire Salts, I would err on the side of having firearms be very powerful relative to other weapons. Granted, in real life arrows do much more damage to a human body than a bullet in most cases, but even if you normalized the numbers firearms could still have a massive range advantage so you can really make your shots count. With my bow a lot of times I end up panicking and just twanging arrows off the string because I couldn't get quite as much distance as I wanted.

Edited by blankstate
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Definitely liking the way this is going. I am thinking of having one foundry and adapting some of the in game machinery. I note you can activate windmills though nothing happens (that I have seen) so using this to mill the salts and charcoal into gunpowder.

 

Powder + Cotton + Metal = Ammo. (Foundry bench (work bench with unique script) to make ammo.

 

You have a good point with the Fire Salts. We have 3 options there.

 

i) Balance the power to the rarity as you said.

 

ii) Come up with a way of obtaining Fire Salts.

 

iii) Replace Fire Salts

Maybe use this as the ammo levels, Powdered Mammoth Tush (has wekness to fire), Fire Salts, Vampire Dust (they burn), Dwaemer Oil, not sure.

 

I currently favour i) or ii)

 

Re: Fallout gun code

 

I saw more similarity between Oblivion/FO engine wise that between FO/Skyrim so I am expecting very little. If its there then great, that will save a LOT of work.

 

Gun Barrel

 

 

Closest to a gun barrel I have seen in game is Wabberjack.

 

 

My current plan is to work with that initially and then update.

 

Move to invisible projectile

Add firing noise

Add smoke effect

Add new Mesh/Texture

Update animations

 

Once the mesh is set up and working, then getting various textures for the types will be easier.

 

Other Notes:

 

I like the idea of troll fat, being useful and hard to get. I will try and thing of a way to use it however whilst I can see it burning I am not sure it would explode.

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I'm sure there's a Tamriel equivalent of sulfur somewhere in the Black Marsh and it only takes a few minutes to know how to pull a trigger. Loading a musket and whatnot would require a few extra hours of training and just a bunch of practice to perfect it.

 

I don't know all the ingredients that go into gunpowder, I just know sulfur was one of them.

 

Charcoal and saltpeter are the other two (most commonly used) ingredients

 

:EDIT: oops, didn't realise blankslate had already said this...

Edited by Wintercross
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