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[WIP] Weapon Addition and Replacement Suite (WARS)


antistar

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Good luck on the animation venture; I recently relearned the basics of 3d modeling after like 5 years in a different program and it was annoying to say the least. The documentation looks good as well, it's awesome when authors put a crapload of detail into it.

 

Something funny I noticed the other day after seeing a youtube thumbnail - in the live action trailer Bethesda released for FO4 they actually used a Mini-14 as the Sole Survivor's weapon. I wonder if that was because it was the closest thing they could find to the abomination of a combat rifle they put in the game.

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  On 10/2/2018 at 6:25 PM, Moldy said:

Part of me wants to see a unique L85A1 named "The Civil Servant." Why,you may ask? Because it doesn't work,and you can't fire it! But,that's mostly for a gaff. Good to see that weapon list,and it makes me really chuffed to see the names I suggested get included (IEW and VMLS,to be specific),so there's that.

Yes, thanks again for those suggestions; I like them a lot, probably obviously.

 

 

  On 10/4/2018 at 12:31 AM, kuzi127 said:

Good luck on the animation venture; I recently relearned the basics of 3d modeling after like 5 years in a different program and it was annoying to say the least. The documentation looks good as well, it's awesome when authors put a crapload of detail into it.

 

Something funny I noticed the other day after seeing a youtube thumbnail - in the live action trailer Bethesda released for FO4 they actually used a Mini-14 as the Sole Survivor's weapon. I wonder if that was because it was the closest thing they could find to the abomination of a combat rifle they put in the game.

Huh - I never noticed that that was a Mini-14 in that trailer. I wouldn't be surprised if that was what happened (even if only subconsciously). Like I said in the bit about using the Mini-14 in WARS, that was kind of how my thought-process went.

 

There's a number of real-world weapons technically appearing in FO4 that aren't actual in-game weapons; e.g. in the intro. It's sort of frustrating.

 

 

  On 10/4/2018 at 12:59 AM, Targwolfbane said:

Seeing as this forum is still active, it keep me hopeful to see this mod comming out in the near future, with fallout 76 comming soon, I am worried this will never see life on nexus, oh btw, if you need tester, more than happy to help you :smile:

Thanks. :) I can't say yet when it will be, but watch this space for the beta announcement; I'll put the call out for testers when the time rolls around.

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I have been following this thread since some months and just read the updated second post, I'm amazed how well-thought out the weapons with their mods are!

Apart from hitman47101 providing the animations and issathar AmmoTweaks, is this a one-man show?

 

I couldn't imagine to set up such a project myself. :laugh:

Edited by Barschun
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Weapon mods (as in mods that concern weapon modification) are probably what I'm best known for, I suppose. :wink:

 

Like it says in the first couple of posts, WARS is built on the work of a lot of people. E.g. lots of modder's resources. I've done more work on top of just about all of those resources though, trying for a consistent level of quality across the mod. For some of the resources, that meant more work than others. And of course I've done a lot of stuff from scratch myself.

 

I've been crediting the work of others as I've posted screenshots and whatnot, but I don't think I've posted the entire credits section of the documentation before, so hey, why not? Here's a draft copy of it:

 

 

 

  Reveal hidden contents

 

Edited by antistar
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  On 10/8/2018 at 11:14 PM, RAMMgamming said:

Also is the mod content complete not including AmmoTweaks.

Read at least the previous page first you'll find your answer(spoilers the answer is technically no). Also again there are other balance and replacer overhauls (W replacers, unbogus, equilibrium, etc) if you can't wait for the complete package and want a comprimise.

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  On 10/8/2018 at 11:11 PM, RAMMgamming said:

What are you waiting for in the update of ammo tweaks

Uh... just about everything, really. There are a lot of different aspects of its framework that I'm keen on using. Ammo-switching (plus all the new ammo types and sub-types, projectile changes, etc that come along with it), fire-mode switching (including under-barrel grenade launcher toggling), the durability system, STR requirements for weapons, the ability to affect recoil values via perks, etc, etc.

 

 

  On 10/8/2018 at 11:14 PM, RAMMgamming said:

Also is the mod content complete not including AmmoTweaks.

No. A few weapons still (ideally at least) need animations, like I was saying recently; the Barrett M107, Skorpion vz. 61 and Thompson SMG. Speaking of which:

 

 

The Thompson animations are coming along. I'm just finishing up the last of the simpler animations - idles, walking/running/sprinting, equip and unequip, firing - that sort of thing. Mostly what I was doing there was making vertical foregrip versions of War Daddy's (or Bethesda's) animations. Some of them I tweaked a bit to better fit the more accurate dimensions of sgtbarney's models, too. (For example: even when flipped horizontally, the vanilla SMG still has the charging handle in the wrong place.)

 

I've also done a couple of the slightly more complex animations; the extended idle anim War Daddy did, and the melee attack. Both of those needed vertical fore-grip versions, and the standard version of the melee needed to be altered too, as the original had the character gripping the butt-stock... which isn't necessarily always there in WARS, since it can be detached.

 

What's left are the most complicated animations; the reloads. One of War Daddy's reloads works perfectly for the 50 round drum mag, and it shouldn't take too much to make a 100 round drum mag version from it. The stick mag animation will take the most work (I'll make it fit both the 20 and 30 round mags of course), and then vertical fore-grip versions are needed of all those reloads too.

 

Then there are the third-person animations. I'm not sure how much - if anything - I'll be doing there. I'm yet to even look at how to work with those on a technical level. It would be nice to have the vertical fore-grip being gripped properly in third-person at least though.

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