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[WIP] Weapon Addition and Replacement Suite (WARS)


antistar

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I know its a huge overhaul, but any chance just release this AR for the AR lovers out there?

Sorry, no. As you say, it's an overhaul. The weapons are set up in a particular way to be part of that overhaul, so it would take a bunch of extra work to make them suitable for release as single weapons. That's on top of the general overhead associated with releasing a mod; documentation, maintenance, etc. A lot of time and effort that would otherwise be spent on WARS itself, all for something I don't want and wouldn't use myself.

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I know its a huge overhaul, but any chance just release this AR for the AR lovers out there?

Sorry, no. As you say, it's an overhaul. The weapons are set up in a particular way to be part of that overhaul, so it would take a bunch of extra work to make them suitable for release as single weapons. That's on top of the general overhead associated with releasing a mod; documentation, maintenance, etc. A lot of time and effort that would otherwise be spent on WARS itself, all for something I don't want and wouldn't use myself.

 

fair enough, I think its totally worth waiting, also just wondering will this be a standalone mod or does it need another mods to support it? Does it require F4se?

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Just wanted to compliment on the new showcase. The modal and texture and animation definitive are one of the best out there so far. The amount of mods available just amazing, you can easily turn it into a m16a2/3/4 or m4a1. The underbarrel grenade launcher looks awesome. The iron sight also looks really good.

However the sound is a bit weird, maybe use the m4 sound from battlefield 3/4?

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Thanks. :)

 

Right now, WARS requires Loads of Ammo for the ammo-switching, under-barrel weapon switching and semi/auto switching features. I should be able to have the selector switch on a given weapon change depending on the current fire mode, too. Haven't finished setting that up yet.

 

WARS doesn't require F4SE at this stage. It may require Craft Master, if I end up making that. (Check out the Commentary post for more info on that; second post in the thread.)

 

 

The AR-15 is set to use the vanilla Assault Rifle firing sounds. It sounds different in the video I posted because I'm using a mod that replaces vanilla weapon firing sounds. (This one, I think.) The reload/equip sounds are vanilla sounds that I adjusted the timing on. The M203 sounds are all made from a recording of an M203 being fired and reloaded.

 

The Battlefield games do have amazing sound design - including possibly the best weapon sfx I've ever heard - but I can't use copyrighted assets without permission.

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Thanks. :)

 

 

Thanks for the reply! The weapon mods for fallout 4 just keep getting better! So just roughly how close are you to completion?

 

Roughly? Not very.

 

My current thinking though is that I'll probably have an alpha release after the four replacer weapons are finished and I've done the minimum required supporting work in the plugin. What I'm not sure about at the moment is what that "minimum" is. The things I'd like to get in before any kind of release are:

 

- Stat changes for the replacer weapons.

- Stat changes for all the other weapons for consistency.

- Ammo-switching, fire mode switching, etc support for all relevant weapons.

- Alternate ammo type (AP, HP, etc) availability in loot, merchants, etc.

- Ammo crafting with Contraptions DLC factories.

- Change weapon-skill perks to reduce recoil rather than increase damage. (Will probably require scripting.)

- Probably some other important things I'm forgetting.

 

There may be some wiggle-room there though; maybe some things I don't need in there straight away. I don't know yet.

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Thanks. :smile:

 

 

Thanks for the reply! The weapon mods for fallout 4 just keep getting better! So just roughly how close are you to completion?

 

Roughly? Not very.

 

My current thinking though is that I'll probably have an alpha release after the four replacer weapons are finished and I've done the minimum required supporting work in the plugin. What I'm not sure about at the moment is what that "minimum" is. The things I'd like to get in before any kind of release are:

 

- Stat changes for the replacer weapons.

- Stat changes for all the other weapons for consistency.

- Ammo-switching, fire mode switching, etc support for all relevant weapons.

- Alternate ammo type (AP, HP, etc) availability in loot, merchants, etc.

- Ammo crafting with Contraptions DLC factories.

- Change weapon-skill perks to reduce recoil rather than increase damage. (Will probably require scripting.)

- Probably some other important things I'm forgetting.

 

There may be some wiggle-room there though; maybe some things I don't need in there straight away. I don't know yet.

Sir you probably are bringing the best mod in 2017!

A few question though,

1. If the weapon can change fire mode, then damage should change too right? Pretty much like a receiver switch

2.Alternate ammo types, say when a contain spawns 5.56 round, it will be either one of AP, HP round but not all at once right?

I guess you really miss the ammo switch function back in FNV, I did too. But most of the time I just pack AP rounds, they will pretty much have the max damage on everything.

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1) No, damage won't change when switching between semi/auto. I think the way the base game does that is both silly and dumb. (And lazy design.) Automatic weapons are scary! Assuming you can control the recoil.

 

2) I don't know the minutia of how I'll do the ammo types as loot yet. Maybe you will find a mix sometimes, who knows.

 

 

I do miss the ammo-switching from FNV, yeah. I think there was more nuance to it than AP simply being the best in all circumstances, though. Admittedly it's a bit harder to replicate that depth in FO4 since Bethsoft removed weapon durability and went with DR rather than DT... but we'll see.

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