Jump to content

[WIP] Weapon Addition and Replacement Suite (WARS)


antistar

Recommended Posts

Changing it to list view still doesn't allow me to see the full file names..maybe because it's on my phone...no matter, you've already specified patch updates replace the old patches.

 

I actually use the predecessor of that one which is just Survival Stats Widget and it does have a plugin (made by the same author,) basically what happened is when its loaded before PEACE the widgets become locked in a 'famished, dehydrated and overtired' state even though you're actually fed, hydrated and rested. Was quite comical.

 

Right there's a mod support tutorial for PEACE, probably start off small and simple first with basic clothing (not intended for combat) I'd imagine that be a bit simpler than going straight to things like Private Military Company. For NPCs doesn't PEACE also make changes for things like strength, carry weight etc?

Yeah, it'll still depend on your screen resolution/window size/etc, but google drive seems to default to a "grid" view that may be more useful for images and videos, but is less useful for seeing longer file-names.

 

Ah, okay. It might be better to use the DEF_SSW redone version, in case the older version interacts (or just conflicts) with PEACE in other ways? It's not something I've looked at.

 

PEACE makes some changes to STR for NPCs, but NPCs get their final STR value from a few different places; how it's set up is kind of all over the place in vanilla FO4. My changes weren't in the same kind of uniform way as the HP/DR/ER changes in WARS, so there's no FO4Edit script to handle it. It was more a case of - well, I'll paste in this bit from the readme where I mention a few of the edits:

 

- Several character "classes" (which BGS assigned to NPCs without much apparent rhyme or reason) were given a Strength (STR) value of 4 - increased from 0 or 1.

--- This is to try to ensure that most NPCs are strong enough to meet the Strength requirements of the armour they spawn with.

--- A value of 4 seems to be the default used by BGS.

--- This value is added to the STR value (if any) set on an NPC's Actor record, so the scattershot approach that BGS took when assigning these classes means that some NPCs may end up being ostensibly very strong now. This probably won't have any noticeable effect on anything in the vanilla game though, because that's the thing: BGS didn't make NPC STR actually *do* much of anything.

 

- Courser "class" had its STR increased from 8 to 10.

--- This is to ensure that NPCs with this class meet the STR REQ in WARS for heavy weapons like miniguns - as well as heavy armour STR REQs in PEACE, of course.

 

- Increased Super Mutants' base Strength from 6 to 12.

 

I also paid special attention to certain high-profile NPCs - like companions - to make sure they had what seemed like an appropriate STR value.

 

So when it comes to NPCs in third-party mods, hopefully my edits to classes and whatnot in PEACE will mean that they mostly don't need to be edited for this - but if they do, it's going to be more of a case-by-case thing.

Link to comment
Share on other sites

  • Replies 2.7k
  • Created
  • Last Reply

Top Posters In This Topic

I've been considering switching to that for the very same reasons you mentioned, part of the reason I went with its predecessor is because it allows me to arrange the orientation of the widgets in more ways than the more recent one does. I have those basic primary needs widgets going across the top of the screen in a single line, a lot less obstructive that way. Since its just widgets for what's already in the game I wouldn't imagine it having much conflict with PEACE but than again that's like running on thoughts and prayers. I think it did revert names of individual states of hunger, thirst and sleep back to their originals though.

 

Remember reading that going through the whole PEACE readme. In that you mentioned special attention to high profile NPCs like companions and that is in particular what I'm interested in knowing, I have mods which change the appearance of Curie (synth,) Macready, Piper and Preston to be a bit more unique..without going into ridiculous f*#@ery. I'd like to integrate those plug-ins in with both PEACE and WARS.

Edited by Shanzyboo
Link to comment
Share on other sites

 

 

The ballistic wall/ceiling mounted bubble turrets aren't able to hit anything. I know those turrets have collision issues with missile style projectiles, so I think the projectiles are hitting the turret mesh itself so none of its shots actually make it out. I've checked with the turrets in the Jamaica Plain basement and I was able to just stand in front of them without getting hit. Maybe those ones will have to stay as hitscan?

Well if thats the case it's really weird and, tbh, retarded. Hope there's a way to actually make the turrets work with actual projectiles.

 

I had a fiddle with the bubble turrets and editing their projectile nodes didn't seem to do anything; it may be that you'd need to edit their actual animations in this case. Not sure how it's handled for Actors. I don't think it's worth the time to do a deep dive into that and start experimenting with it just for these few turrets, so I've changed them back to hitscan for now; that'll be in the next update.

 

I had a really close look at the turrets when firing, using console commands to slow the game down so I could see the bullets in flight, and (at least with ballistic projectiles) they're actually originating from behind the surface the turret is attached to. So they're hitting the wall/ceiling/etc behind the turret, basically.

 

 

Oh, also; you may want to be careful with the "R" word there; that's considered a slur.

 

Thats...Actually even worse than the original assumption, which at least considered that the projectiles were originating from the actual entity rather than some arbitrary point behind it, oh well...

 

Also apologies, didn't know that I couldn't say that word.

Link to comment
Share on other sites

Time for another round of updates:

WARS Beta 1.0.3 hotfix:

Beta 1.0.3 (14-05-23)
- It should no longer be possible to access the inventory of turrets at range by aiming at them with a magnifying scope.
- Reverted ballistic bubble turrets to use vanilla (hitscan) projectiles, as the ballistic projectiles were impacting the surface the turret was attached to, due to them originating from behind the turret meshes.
- Moved Big Bore Issue 3 slightly, since it was in a location that was locked prior to a side-quest. If you already have the Misc quest to find this magazine, you should collect it before installing this update, as it will break the objective marker if it's already active in your save.
- Removed spider sight from vertibird-mounted miniguns since they're not supported by the aiming animation when using them.
- Shortened .50 BMG HEIAP stat description so it hopefully doesn't get cut off anymore.


Again, this is a cumulative hotfix, so you can remove the Beta 1.0.2 hotfix.


WARS - Lend-Lease Beta 1.0.2:

Version Beta 1.0.2 (14-05-23)
- Removed carry handle mesh from FN FAL G-series receivers so that it doesn't clash with the carry handle attachments.
- Fixed muzzle device attach point position in nif file for FN FAL Long Barrel.



WARS-PEACE - Better Manufacturing Extended Beta 1.0.2:

Version Beta 1.0.2 (14-05-23)
- Resolved conflicts from changes introduced in PEACE b1.0.1 and PEACE-BME b1.0.1 (that I missed earlier).



PEACE Beta 1.0.2 hotfix:

Beta 1.0.2 (14-05-23)
- No longer need to butcher an animal to see if a Viable Blood Sample can be gained from it.
- Tweaked some junk item component values.
- Medic rank 4 now increases the healing speed of the various blood packs.
- Added some sinks and water fountains to the Prydwen interior.
- Renamed armour Legendary "Lightweight" to "Featherweight", and made its name show up in dynamic naming system.


This is also a cumulative hotfix, so you can remove the Beta 1.0.1 hotfix.


PEACE - Better Manufacturing Extended Beta 1.0.2:

Version Beta 1.0.2 (14-05-23)
- Fixed Combat Armour factory scrapping levelled list.



PEACE - Well-Dressed Beta 1.0.3:

Beta 1.0.3 (14-05-23)
- Fixed object templates for CoA armour items so that they don't try to spawn with all possible lining OMODs at once.



As before, all the updates that aren't cumulative hotfixes are full new versions; replace the older version with the newer version.


I've been considering switching to that for the very same reasons you mentioned, part of the reason I went with its predecessor is because it allows me to arrange the orientation of the widgets in more ways than the more recent one does. I have those basic primary needs widgets going across the top of the screen in a single line, a lot less obstructive that way. Since its just widgets for what's already in the game I wouldn't imagine it having much conflict with PEACE but than again that's like running on thoughts and prayers. I think it did revert names of individual states of hunger, thirst and sleep back to their originals though.

Remember reading that going through the whole PEACE readme. In that you mentioned special attention to high profile NPCs like companions and that is in particular what I'm interested in knowing, I have mods which change the appearance of Curie (synth,) Macready, Piper and Preston to be a bit more unique..without going into ridiculous f*#@ery. I'd like to integrate those plug-ins in with both PEACE and WARS.


I think DEF_SSW is more or less hard-coded to use the vanilla names for the Needs states, rather than pulling them from the game - so it won't reflect PEACE's changes to those names.

Making a patch for those NPC mods is probably classic "dragging of values across the columns" compatibility patch stuff in FO4Edit: not complicated, but something you'll need to do manually.

Also apologies, didn't know that I couldn't say that word.

No problem; I think it's something a lot of people don't realise.

Link to comment
Share on other sites

I'm finding it quite a reasonable challenge and am enjoying it so far, even if I haven't gotten as far in the game as I'd like to.

 

I like that you can clean/repair weapons at the weapon workbench which after going through vault 111, sanctuary, red rocket, those blood bugs on the way to concord and the raiders just outside the museum of freedom my Walther ppk was..a little banged up and found myself a little worried. Don't exactly have the ability to make weapon cleaning/repair kits yet..or the resources, let alone factories.

 

The pocket system really makes you think more on which underarmor you should viably use simply because not all of em have access to large pockets, the vaultsuits..while being minutely protective offer nothing for carry weight.

Link to comment
Share on other sites

I'm finding it quite a reasonable challenge and am enjoying it so far, even if I haven't gotten as far in the game as I'd like to.

 

I like that you can clean/repair weapons at the weapon workbench which after going through vault 111, sanctuary, red rocket, those blood bugs on the way to concord and the raiders just outside the museum of freedom my Walther ppk was..a little banged up and found myself a little worried. Don't exactly have the ability to make weapon cleaning/repair kits yet..or the resources, let alone factories.

 

The pocket system really makes you think more on which underarmor you should viably use simply because not all of em have access to large pockets, the vaultsuits..while being minutely protective offer nothing for carry weight.

That's cool! I've recently played RE4 Remake and all the item managing was pretty fun! One of the reasons, imho, that will make WARS and PEACE explode in popularity, we've been kind of orphan in relation to RPG mechanics in FO4, I'm actually excited to see what improvements people will develop on top of WARS, I believe that, once the mod is out, It's going to be one of "those" mods that completely change the modding landscape and becomes a "must have" in every load order.

Link to comment
Share on other sites

 

I'm finding it quite a reasonable challenge and am enjoying it so far, even if I haven't gotten as far in the game as I'd like to.

 

I like that you can clean/repair weapons at the weapon workbench which after going through vault 111, sanctuary, red rocket, those blood bugs on the way to concord and the raiders just outside the museum of freedom my Walther ppk was..a little banged up and found myself a little worried. Don't exactly have the ability to make weapon cleaning/repair kits yet..or the resources, let alone factories.

 

The pocket system really makes you think more on which underarmor you should viably use simply because not all of em have access to large pockets, the vaultsuits..while being minutely protective offer nothing for carry weight.

That's cool! I've recently played RE4 Remake and all the item managing was pretty fun! One of the reasons, imho, that will make WARS and PEACE explode in popularity, we've been kind of orphan in relation to RPG mechanics in FO4, I'm actually excited to see what improvements people will develop on top of WARS, I believe that, once the mod is out, It's going to be one of "those" mods that completely change the modding landscape and becomes a "must have" in every load order.

I played the original RE4 in my youth (it's so weird getting to actually say that) and I mean played like completed everything! The item managing is nothing new but it is definitely a bit more elaborate with getting to make ammunition and etc. Gunpowder and resources take space. I'm really impressed with the RE4 remake. The hard-core difficulty description "for those who played the original Resident Evil 4" is a nice touch and is making me feel like I know nothing lol.

 

You are right FO4 was definitely a pull away from roots which were still in FO3 and FNV, too streamlined. It'll definitely find itself in the load order of RPers who played the previous games and want that return to roots over the streamlined simpleton mechanics that Bethesda left us with, naturally for lots of weapon, armor, clothing etc. mods I'd anticipate lots of patches to integrate into PEACE and WARS. There's half a dozen weapon mods I'd like to see integrated with wars alone, the Winchester 1892 cowboy repeater, Winchester 1887 lever action shotgun, single action army, giat famas, you name it.

Link to comment
Share on other sites

I played the original RE4 in my youth (it's so weird getting to actually say that) and I mean played like completed everything! The item managing is nothing new but it is definitely a bit more elaborate with getting to make ammunition and etc. Gunpowder and resources take space. I'm really impressed with the RE4 remake. The hard-core difficulty description "for those who played the original Resident Evil 4" is a nice touch and is making me feel like I know nothing lol.

 

You are right FO4 was definitely a pull away from roots which were still in FO3 and FNV, too streamlined. It'll definitely find itself in the load order of RPers who played the previous games and want that return to roots over the streamlined simpleton mechanics that Bethesda left us with, naturally for lots of weapon, armor, clothing etc. mods I'd anticipate lots of patches to integrate into PEACE and WARS. There's half a dozen weapon mods I'd like to see integrated with wars alone, the Winchester 1892 cowboy repeater, Winchester 1887 lever action shotgun, single action army, giat famas, you name it.

 

Yeah! It felt familiar yet different, kind of a paradox, but it's an accurate description!

 

There are lots of gun mods I would like to see integrated in WARS, like the G11, the MP5, the G3 family, the SCAR and the SIG MCX Spear are some of those!

Link to comment
Share on other sites

I'm finding it quite a reasonable challenge and am enjoying it so far, even if I haven't gotten as far in the game as I'd like to.

 

I like that you can clean/repair weapons at the weapon workbench which after going through vault 111, sanctuary, red rocket, those blood bugs on the way to concord and the raiders just outside the museum of freedom my Walther ppk was..a little banged up and found myself a little worried. Don't exactly have the ability to make weapon cleaning/repair kits yet..or the resources, let alone factories.

 

The pocket system really makes you think more on which underarmor you should viably use simply because not all of em have access to large pockets, the vaultsuits..while being minutely protective offer nothing for carry weight.

That's good to hear. It took me a while to formulate how I wanted the encumbrance overhaul in PEACE to work. I wanted to approximate the weight/volume system from Cataclysm DDA as best I could in FO4, which is difficult if you can't add extra stats like volume (and storage volume) to the game since then you'd need to assign every item in the game (plus mods) a volume in litres or whatever. (If it's even possible to add a stat like that and have it work in the desired way.)

 

The "STR-based Carry Weight bonuses" system is what I came up with - so that both Strength and Load-Bearing Equipment is important, which is kind of the upshot of the weight/volume system in CDDA anyway - and I am enjoying it, myself. I think it does what I wanted, which is for carrying things in FO4 to make more sense.

 

 

Being able to clean/repair weapons at a weapon workbench is from AmmoTweaks, so I can't take credit for that. I did tweak the recipes though, and I would have added it in myself it wasn't already there.

 

 

I played the original RE4 in my youth (it's so weird getting to actually say that) and I mean played like completed everything! The item managing is nothing new but it is definitely a bit more elaborate with getting to make ammunition and etc. Gunpowder and resources take space. I'm really impressed with the RE4 remake. The hard-core difficulty description "for those who played the original Resident Evil 4" is a nice touch and is making me feel like I know nothing lol.

Ah, RE4... one of my favourite games of all time. It's very different to all my other favourite games, which just goes to show how good it is, I guess. I'll definitely be getting the remake at some point, but my game queue is huge, so I can afford to wait until it goes on sale. ;)

 

 

There's half a dozen weapon mods I'd like to see integrated with wars alone, the Winchester 1892 cowboy repeater, Winchester 1887 lever action shotgun, single action army, giat famas, you name it.

There are lots of gun mods I would like to see integrated in WARS, like the G11, the MP5, the G3 family, the SCAR and the SIG MCX Spear are some of those!

Well that WARS support tutorial is in there with the beta files, should you feel up to making any patches for those weapons yourself... ;)

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...