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[WIP] Weapon Addition and Replacement Suite (WARS)


antistar

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I'll take a look at that 3rd person aiming problem at some point but chances are its just a problem with the SMG set that almost all the guns are based on. Its a little known fact that when making a 3rd person idle anim you can only move the left arm and not the right, thus you can't really move the weapon or make a grip that's much different from the default ones, that's why I had to make the Hunting Shotgun 3rd person idle hold near the loading gate and not on the pump, can't stretch the left arm out that much to reach it if you can't bring the weapon closer.

 

Also yeah the player uses separate anims from NPCs so most mods just add anims to the player and ignore the NPCs since nobody wants to deal with the crappy hand target IK system, you won't find one that works very well with the cover system only NPCs use ether.

 

Bonus Mossberg progress:

 

https://www.youtube.com/watch?v=pklJkwL8UCg

 

(The Shell is hidden when needed in game with bone culling)

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  On 11/28/2017 at 1:13 AM, hitman47101 said:

I'll take a look at that 3rd person aiming problem at some point but chances are its just a problem with the SMG set that almost all the guns are based on. Its a little known fact that when making a 3rd person idle anim you can only move the left arm and not the right, thus you can't really move the weapon or make a grip that's much different from the default ones, that's why I had to make the Hunting Shotgun 3rd person idle hold near the loading gate and not on the pump, can't stretch the left arm out that much to reach it if you can't bring the weapon closer.

 

Also yeah the player uses separate anims from NPCs so most mods just add anims to the player and ignore the NPCs since nobody wants to deal with the crappy hand target IK system, you won't find one that works very well with the cover system only NPCs use ether.

 

Bonus Mossberg progress:

 

https://www.youtube.com/watch?v=pklJkwL8UCg

 

(The Shell is hidden when needed in game with bone culling)

 

Oh, how I love your animations. The 1h browning hi-power gun firing and reload is just so dang satisfying.

 

Unless there is some special reason why the 3rd player and NPC don't share the same animation records, it just seems the game is needlessly frustrating to mod for.

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I just finished going through and tweaking all the perks that seemed relevant to WARS - so... a lot of them. It took a while. Here are the changes copy-pasted from the draft readme:

 

 

  Reveal hidden contents

 

 

(I think the Mod Features section that this is taken from will have to be in its own article on the WARS Nexus page, rather than in the description itself; it's huge already.)

 

 

  On 11/28/2017 at 1:13 AM, hitman47101 said:

I'll take a look at that 3rd person aiming problem at some point but chances are its just a problem with the SMG set that almost all the guns are based on. Its a little known fact that when making a 3rd person idle anim you can only move the left arm and not the right, thus you can't really move the weapon or make a grip that's much different from the default ones, that's why I had to make the Hunting Shotgun 3rd person idle hold near the loading gate and not on the pump, can't stretch the left arm out that much to reach it if you can't bring the weapon closer.

 

Also yeah the player uses separate anims from NPCs so most mods just add anims to the player and ignore the NPCs since nobody wants to deal with the crappy hand target IK system, you won't find one that works very well with the cover system only NPCs use ether.

 

Bonus Mossberg progress:

 

[snip]

 

(The Shell is hidden when needed in game with bone culling)

 

Nice; looks perfect. :)

 

And yeah, I didn't know that about the right hand in third-person anims. (Or I'd forgotten.) That's a real pain.

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At a glance, the perk changes make a lot of sense. I won't lie. It will initially feel odd not being able to magically double my firearms damage. But that's too bad and I look forward to getting used to this new system. Some of the vanilla perks just make no sense at all. Was this the case in previous Fallout games or is it just a FO4 thing?

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Could the new heavy gunner, rifleman, etc perks do something besides increase hip fire accuracy? It seems that increasing the hip fire accuracy to the point where it's almost as good as aim down sights (ADS) would be thematically against the point of the realism/gameplay overhaul. If it won't be comparable to ads accuracy when all the perks are picked, I don't think people would even bother. Also, I'm not sure the amount of players that even use hip fire unless in very specific situations (ie something is extremely close where accuracy doesn't matter). Maybe less recoil or bullet spread instead using ADS rapid semi-fire/full auto?

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  On 11/28/2017 at 9:19 AM, crawe1x said:

At a glance, the perk changes make a lot of sense. I won't lie. It will initially feel odd not being able to magically double my firearms damage. But that's too bad and I look forward to getting used to this new system. Some of the vanilla perks just make no sense at all. Was this the case in previous Fallout games or is it just a FO4 thing?

 

I'm sure it'd depend on how generous you want to be about things like the laws of physics and the limits of human skill/physical ability/etc, but off the top of my head there was certainly some of that in FO3/FNV... just not as egregious as in FO4.

 

 

  On 11/28/2017 at 9:42 AM, 4cednovel said:

Could the new heavy gunner, rifleman, etc perks do something besides increase hip fire accuracy? It seems that increasing the hip fire accuracy to the point where it's almost as good as aim down sights (ADS) would be thematically against the point of the realism/gameplay overhaul. If it won't be comparable to ads accuracy when all the perks are picked, I don't think people would even bother. Also, I'm not sure the amount of players that even use hip fire unless in very specific situations (ie something is extremely close where accuracy doesn't matter). Maybe less recoil or bullet spread instead using ADS rapid semi-fire/full auto?

 

Those perks do have effects besides increasing hip-fire accuracy; certain ranks have a chance to stagger/cripple/disarm/etc; same as in the base game. They're not mentioned in the list there because the list is just for changes. I've updated the draft on my end to make that more explicit, though.

 

Keep in mind I'm planning to tweak Aim Model records and omods and whatnot to overhaul weapon handling. E.g. hip-firing might become a bit more prevalent thanks to Aim Speed being slower in some circumstances. It's all a heavy WIP though, so it's all subject to change. :)

 

I would prefer to do more with those perks than (mainly) just increase hip-fire accuracy. Improving recoil handling was the first thing I thought of right at the start of the project; it's a pretty obvious one. Frustratingly, you can't control recoil values via perks; only via omods. I may have to put in a FAQ point about that. People have already suggested it and will continue to suggest it, I think.

 

You can control Aim Stability via perk... but unfortunately you can't conditionalise it to only work with certain weapon types, it seems; it's all or nothing. There are a lot of arbitrary limitations like that, and it's always for the same reason; Bethsoft didn't need to do anything similar in their design, so they didn't provide for it. It's understandable, but frustrating.

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How far do you plan on taking the aim model realism and accuracy? Are we talking like Rainbow 6 Siege level of detail, where muzzle brakes and compensators are required to make some weapons viable? Even with slow aim speed, hip firing in that game really isn't really viable unless really close range.

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You 've made a lot of work to change fallout4 in to an open-world FPS . It is enjoyable and exciting to see your blueprint find its way into reality day by day. And here's my weekly suggestions.From the digits in perk and legenday discs i can see WARS is making the game far more challeging ,since most means of damage bonus is gone. Also,now seems there would be much less ways for one to defeat enemies and the variousness of combat is greatly reduced,but that is the how gunfights IRW are, isnt it :cool: .Theres still something to reconsider on a larger scale, such as maintaining the friendly fire while leave the vanilla foolhardy and creepy companion AI untouched--that would literally make Nora or Nate's day much harder.

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I should mention that I was wrong when I said that you can't conditionalise Aim Stability changes in perks to only affect certain weapons. Turns out you can, but not as easily as with most perk "entry points". Most that have something to do with weapons have a conditions tab dedicated to weapons, but "Mod Actor Scope Stability" doesn't; it only lets you check conditions on the perk owner. Rather than being able to simply say "do this for any weapon that has this keyword", I had to create a formlist containing an explicit bunch of weapon records and use an "IsWeaponInList" check instead.

 

 

  On 11/28/2017 at 8:20 PM, 4cednovel said:

How far do you plan on taking the aim model realism and accuracy? Are we talking like Rainbow 6 Siege level of detail, where muzzle brakes and compensators are required to make some weapons viable? Even with slow aim speed, hip firing in that game really isn't really viable unless really close range.

 

I'll know when I get there. ;)

 

What I'm thinking right now though is that certain weapon configurations may be difficult to use in certain ways. E.g. an AR-15 pistol may wobble around a lot if you trying aiming down a scope with it (since there's no butt-stock). Likewise if you try firing that AR-15 pistol in full-auto - without a compensator, butt-stock or vertical fore-grip - you may find yourself shooting at the clouds a lot. On the other hand it'll be a pretty light weapon, and quick to get in and out of the sights with.

 

At the other extreme, a heavier, kitted-out AR-15 may be more stable, but it'll be slow to get in and out of the sights. But then maybe putting a laser sight on it will make hip-firing with it more feasible...

 

But yeah, I'm still working these things out, really.

 

 

  On 11/29/2017 at 3:00 AM, FUNKYJACK said:

You 've made a lot of work to change fallout4 in to an open-world FPS . It is enjoyable and exciting to see your blueprint find its way into reality day by day. And here's my weekly suggestions.From the digits in perk and legenday discs i can see WARS is making the game far more challeging ,since most means of damage bonus is gone. Also,now seems there would be much less ways for one to defeat enemies and the variousness of combat is greatly reduced,but that is the how gunfights IRW are, isnt it :cool: .Theres still something to reconsider on a larger scale, such as maintaining the friendly fire while leave the vanilla foolhardy and creepy companion AI untouched--that would literally make Nora or Nate's day much harder.

 

The idea at the moment is that the extreme (and nonsensical in my opinion) damage bonuses via perks of the vanilla game are gone, but base damage is higher. The range of damage a weapon could was far too great in the vanilla game; from pea-shooter to artillery piece. This will make more sense, I'm hoping.

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