Charly1986 Posted July 4, 2023 Share Posted July 4, 2023 Hey hey, just a quick question. Are the attachements for the weapons still "craftable" or are they to be found in the world (like in weapon crates or on npc guns)? I think it is a little unrealistic to craft an acoc scope out of a tin can and a bit of glas :D Link to comment Share on other sites More sharing options...
antistar Posted July 5, 2023 Author Share Posted July 5, 2023 The Concord museum was also where I first noticed that Dogmeat wasn't following me into new locations. I've just been using the console to teleport him to me every time and I got used to doing that and forgot that it was a problem. :teehee: I saw the "Can't Open Doors" flag in his race record while working on a patch for another mod and went, "I wonder if this is what's causing Dogmeat to get stuck?"For my part - and like I mentioned earlier in the beta - I don't like having Dogmeat follow me because it feels bad when he gets hurt, so I didn't notice these issues beyond very early on in the playthrough. This is why it's good to have people help me with testing the mods. ;) Hey hey, just a quick question. Are the attachements for the weapons still "craftable" or are they to be found in the world (like in weapon crates or on npc guns)? I think it is a little unrealistic to craft an acoc scope out of a tin can and a bit of glas :DBayonets are discrete weapons that are also used as the sole "component" when attaching them to firearms; they're not crafted from junk components. The "universal mod system" also means that generally you can take something that (say) attaches to a picatinny rail off one type of weapon and attach it to a different type of weapon. Beyond that though, no; it's like in vanilla with crafting weapon mods from components. I do actually feel similarly to you about that - and early on I considered doing something like what you describe - but ultimately decided against it. I think that the "crafting from components that you get from scavenging junk items" mechanic is one of the more successful ideas BGS had when making FO4, and didn't want to move the game away from that. Even if sometimes it does feel like you're building guns out of tin cans, bottles and toys. ;) Link to comment Share on other sites More sharing options...
nexusguy Posted July 6, 2023 Share Posted July 6, 2023 Hey Antistar! I recently saw that papyrus extender mod "Lighthouse Papyrus Extender", do you think it can help you improve performance in your scripts?Here's the link: https://www.nexusmods.com/fallout4/mods/71420 Link to comment Share on other sites More sharing options...
antistar Posted July 7, 2023 Author Share Posted July 7, 2023 So far, I don't know, basically. The other day I had a skim through the functions added by Lighthouse - there's a ton of them there - but nothing jumped out at me as something like "Yes! This will make [x feature] so much easier in [y script in WARS/PEACE]!" There could easily be something very useful to WARS/PEACE in there that I didn't see - or more likely haven't considered - but again there are so many functions to sift through there. Link to comment Share on other sites More sharing options...
nexusguy Posted July 7, 2023 Share Posted July 7, 2023 Fair enough! Tbh it's hard to predict how a new tool can improve existing logic, only when you try to actually work on the refactor you'll realize. Link to comment Share on other sites More sharing options...
antistar Posted July 17, 2023 Author Share Posted July 17, 2023 Alright, barring any significant bugs cropping up, this should be the last round of updates for the testers before the public release: PEACE Beta 1.0.5 hotfix Beta 1.0.5 (17-07-23)- Reverted any edits to which Races can and can't open doors. (To avoid issues with animal followers and certain quests.) Again, this is a cumulative patch, so use it in addition to the full version of PEACE you downloaded, and be sure to uninstall it when moving to the full public release of PEACE, in the future. PEACE - Better Manufacturing Extended Patch Beta 1.0.4 Beta 1.0.4 (17-07-23)- Armor Forge is now in the correct Workshop menu category from Better Manufacturing again.- Terminals for the Aid and Chem Builders now use their new names. WARS Beta 1.0.6 hotfix Beta 1.0.6 (17-07-23)- Reverted Lorenzo Cabot's DR and ER values to vanilla, and increased his HP.- Dogmeat can open doors again. (To avoid problems with certain quests and with him getting stuck when following you.)- Moved Splitters from WARS' "Logistics" Workshop category to vanilla Manufacturing->Misc category, to be with Sorters, etc. A cumulative patch, same as for PEACE. Note that this one includes an updated "Main" ba2 file (containing all the assets except for textures) rather than loose files, so it's important to uninstall any previous WARS hotfix files when installing this one. WARS - Better Manufacturing Extended Patch Beta 1.0.2 Beta 1.0.2 (17-07-23)- Terminals for the Aid and Chem Builders now use their new names.WARS-PEACE - War and Peace Patch Beta 1.0.4 Beta 1.0.4 (17-07-23)- Resolved conflicts from PEACE b1.0.5. I'm still banging away at the screenshots and Nexus mod page formatting stuff. Oof, it's tedious. With mods like WARS and PEACE though, it's a challenge to effectively communicate what they do, because they do a lot. The extended feature list is there for people who want to know everything (and I encourage that; it's why I wrote it all down - on top of helping me keep track of it all) - though I'll separate it into an article linked to from the Description, because it's a huge wall of text. So on top of that, to try to give people a more digestible summary, I'm putting together a series of screenshots for each that include text on them to briefly describe sets of features. Hopefully that will trick at least some Ask-Firsters into reading something about a mod for once before blindly jamming it into their game. :wink: Anyway, taking the screenshots and then formatting them is what's taking up my time at the moment. Recently I also finally recorded a video showing off my ammo factory layout in action, to give people an example of how it can be done. (It'd be great to see other layouts that people come up with.) I'll release the video to coincide with the release of WARS and PEACE. Link to comment Share on other sites More sharing options...
stellarview Posted July 22, 2023 Share Posted July 22, 2023 I haven't really touched the Contraptions DLC so it'll be nice to see an example of an ammo factory to see what's really possible with it. I've been working on integrating Munitions into WARS's ammo system. So far I've gotten the new ammo sub-types to work fully with ammo swapping and swapping between regular/suppressed OMODs, but I've run into a problem. I can't get the new ammo sub-types to show up on the AmmoTweaks widget. Copying an existing WARS record, I've got an Enchantment on the ammo sub-type OMOD pointing to a Magic Effect with the AmmoTypeScript script on it and I'm pretty sure I got all the script properties right. Is there something I'm missing? Link to comment Share on other sites More sharing options...
FUNKYJACK Posted July 22, 2023 Share Posted July 22, 2023 wow...2 years since i last came...where do i pick up again Link to comment Share on other sites More sharing options...
antistar Posted July 22, 2023 Author Share Posted July 22, 2023 I've been working on integrating Munitions into WARS's ammo system. So far I've gotten the new ammo sub-types to work fully with ammo swapping and swapping between regular/suppressed OMODs, but I've run into a problem. I can't get the new ammo sub-types to show up on the AmmoTweaks widget. Copying an existing WARS record, I've got an Enchantment on the ammo sub-type OMOD pointing to a Magic Effect with the AmmoTypeScript script on it and I'm pretty sure I got all the script properties right. Is there something I'm missing?Sounds like that should be pretty handy. So have you added sub-types like JHP/AP/etc for (some of?) the new calibres in Munitions? I haven't used it so I don't know exactly what's in it. Anyway, do you have the AmmoSubType OMODs adding the dn_at_HasAmmoConversion keyword from AmmoTweaks? That's required for it to show in the HUD widget - something that would repeatedly trip me up since I'd keep forgetting about that. (If you happened to copy an AmmoSubType OMOD record from the main WARS plugin specifically - rather than the WARS-AmmoTweaks integration plugin - then you wouldn't have copied that keyword across.) wow...2 years since i last came...where do i pick up againNot long until release now. I'm still bashing away at the screenshots/formatting for the Nexus pages. The screenshots for WARS are just about done. Then there's the shots for PEACE - which are actually mostly done too, looking at it - followed by the shots for the patch pages, which I don't need to do anywhere near as much for. Link to comment Share on other sites More sharing options...
stellarview Posted July 23, 2023 Share Posted July 23, 2023 Sounds like that should be pretty handy. So have you added sub-types like JHP/AP/etc for (some of?) the new calibres in Munitions? I haven't used it so I don't know exactly what's in it. Anyway, do you have the AmmoSubType OMODs adding the dn_at_HasAmmoConversion keyword from AmmoTweaks? That's required for it to show in the HUD widget - something that would repeatedly trip me up since I'd keep forgetting about that. (If you happened to copy an AmmoSubType OMOD record from the main WARS plugin specifically - rather than the WARS-AmmoTweaks integration plugin - then you wouldn't have copied that keyword across.) Yeah, so far I've added in sub-types for all the non-shotgun ballistic calibres. I have .223 as a separate ammo type but I've been considering merging it with 5.56, like how WARS does .308/7.62. Is there any reasoning for determining if an ammo type got a surplus sub-type in WARS? Yup, I was missing that keyword on my AmmoSubType OMODs. When I initially made the OMODs I was only using the base WARS plugin as reference. :tongue: Link to comment Share on other sites More sharing options...
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