antistar Posted July 6, 2018 Author Share Posted July 6, 2018 Will WARS/AmmoTweaks include ammo recipes for the Contraptions Workshop factories? For those with the resources,it makes for an attractive bulk crafting option. I hope so; that's something I really want in there myself. Isathar has mentioned wanting to do that in AmmoTweaks, but possibly not in this upcoming update. If it's not in AmmoTweaks, I may end up having a go at doing it myself; we'll see. I'm a big fan of Factorio, so being able to set up a factory in FO4 that takes whatever kind of ammo, breaks it down into casings, powder, lead, steel, copper, etc and then reassembles it into different ammo sounds amazing to me. Link to comment Share on other sites More sharing options...
Radsweeper Posted July 8, 2018 Share Posted July 8, 2018 Hi Antistar Until you mentioned it I did not know about Factorio. Sounds like fun...for a very long time!One of my pet peeves was that in fallout 4 you had these great big factories; Corvega assembly plant, scrap palace, Saugus Ironworks, Mass Chemical, ArcJet Systems and others could have been fixed up with the player using settlers and then used then linked up to create critical supply chain for quest components.For example, you could have brought metal items to scrap palace, shredded them there then taken to Saugus ironworks to be smelted into raw steel ingots. Said raw steel ingots could then have been taken to the Corvega assembly and turned into usable items, like turrets, weapons, generators or even robots.I know it is far fetched, but I think that would have been an interesting optional layer for the game.A mini Factorio if you wish. Link to comment Share on other sites More sharing options...
Moldy Posted July 8, 2018 Share Posted July 8, 2018 I recall your primary issue with See-Through Scopes being that it's not dual rendered through the sights,correct? Well,that,and they have the inherent rocksteady stability of reflex sights. Is it even possible,with the FO4 engine,to do dual rendering through sights? Link to comment Share on other sites More sharing options...
antistar Posted July 9, 2018 Author Share Posted July 9, 2018 Hi Antistar Until you mentioned it I did not know about Factorio. Sounds like fun...for a very long time! One of my pet peeves was that in fallout 4 you had these great big factories; Corvega assembly plant, scrap palace, Saugus Ironworks, Mass Chemical, ArcJet Systems and others could have been fixed up with the player using settlers and then used then linked up to create critical supply chain for quest components. For example, you could have brought metal items to scrap palace, shredded them there then taken to Saugus ironworks to be smelted into raw steel ingots. Said raw steel ingots could then have been taken to the Corvega assembly and turned into usable items, like turrets, weapons, generators or even robots. I know it is far fetched, but I think that would have been an interesting optional layer for the game. A mini Factorio if you wish. I've had vaguely similar thoughts before about how it might be cool to have static resource collection/generation structures for common components like steel, wood and concrete - sawmills, quarries, etc. I get the impression that Sim Settlements has something like that in its Industrial Revolution add-on, but I was thinking more of a chain of structures linked together using "factory" pieces like in Contraptions - kind of like what you said there. Kind of a tangent: I can't remember if I've mentioned it here before, but after FO4 was announced and I saw the settlement-building system, I started wondering if a kind of factory system could be incorporated into it - like in Factorio, with conveyor belts, splitters, inputs/outputs, fabrication machines, etc - and resource collection/generation, as above. In my mind I'd call it Fallout Four Factory Floor - or "FFFF!". It seemed to me like it should be possible, though the main thing I couldn't work out in my head was how to track what factories were doing once they were outside of the player's "reality bubble". Then a while later the Contraptions DLC came along of course and it was as if Bethesda had read my god-damn mind. My thoughts made reality. It was exactly as I'd pictured it working in FO4; I can only assume that whoever came up with it and worked on it was also a big fan of Factorio. Sure enough, too; as far as I know (because I still haven't played any of the FO4 DLC myself - looking forward to it), factories in Contraptions just pause when you move away from a settlement. Bethesda couldn't work out how to solve that either. I recall your primary issue with See-Through Scopes being that it's not dual rendered through the sights,correct? Well,that,and they have the inherent rocksteady stability of reflex sights. Is it even possible,with the FO4 engine,to do dual rendering through sights? Yep, that's it. The lack of scope wobble (and being able to hold your breath to steady your aim) also means that some of the things I've done to balance certain weapon mods would be rendered void when using/doing something like See-Through Scopes. I wouldn't expect that it is possible to do dual-rendering like that in FO4's engine. Not without a pretty hefty "graphics extender" or something, anyway. I'm not a graphics programmer though. SA80 update: I've got everything in Substance Painter and I'm working on the textures. The baking process for everything went more smoothly than it can sometimes go, so that was nice. So far I've mainly been editing Tigg's textures a bit (tweaking levels, adding gloss maps where necessary, that sort of thing), because with my new parts I'll need to match the look of Tigg's stuff to some extent at least. Better to get those sorted before I start on the new stuff. Link to comment Share on other sites More sharing options...
Moldy Posted July 11, 2018 Share Posted July 11, 2018 I forget; Will revolvers be getting a mod option to switch from the (slow as sin) single-action that the vanilla game forces,to a more useable double-action? Because I actually refuse to use Fallout 4's revolvers because of how painfully slow the vanilla game's revolvers are. Link to comment Share on other sites More sharing options...
kuzi127 Posted July 12, 2018 Share Posted July 12, 2018 Idk what the original plan was, but wardaddy recently came out with a revolver reanimation pack where you can choose between single and double action. Link to comment Share on other sites More sharing options...
antistar Posted July 12, 2018 Author Share Posted July 12, 2018 Yeah I've been thinking about this recently - prompted by those animations by War Daddy. I probably can have single-action and double-action be "fire-modes" that you can switch between via AmmoTweaks hotkey; same as semi vs auto on many of the other weapons. Assuming War Daddy doesn't mind, of course. I'll ask. :) Link to comment Share on other sites More sharing options...
antistar Posted July 13, 2018 Author Share Posted July 13, 2018 The SA80 textures are done, finally. Yeesh, feels like the SA80 has taken ages. It turned out to be fairly complex, in the end. This time I'll link to the Nexus image share pages rather than directly to the images, to save me copy-pasting all that text. (It's been a long day.) Check them out for more info: - SA80 01- SA80 02- SA80 03- SA80 04- SA80 05 Link to comment Share on other sites More sharing options...
ImNotDexDex Posted July 13, 2018 Share Posted July 13, 2018 I just now saw the SA80 pics and it got me so hyped! There are L85/SA80 mods already here on the Nexus but they are far from finished and very amateur. Looking at the model and textures i can tell they are very well done and the iconic SA80 is exactly the gun we need in Fallout 4. What a great gun! I loved using it in STALKER, Rainbow Six Vegas 2, Killing Floor, Battlefield, and Rainbow Six Siege! I noticed there was links in the description pointing me to here. I thought WARS was going to be some kind of super high quality collection of guns we desperately need (L85, SKS, AA-12, SPAS-12, etc) , so of course I clicked only to be devastated when I found out its another overhaul mod with huge aspirations and a shopping list of changes. The biggest problem being compatibility. I have a strong list right now of 200'ish or so mods and my game runs well - and overhauls like this are generally something im not going to download. I'd have to wait for a slew of compatibility patches for Better Locational Damage, See-Through Scopes, AWKCR, RadRose Usability Enhancements, Assorted Compatibility Patches, and who knows what else. What im saying is, big overhauls like these are scary to add to a already established and solid mod list. No worries tho because surely this strong team (im going to assume strong because the SA80 looks great) will upload gun separately without any overwrites. NOPE no light at the end of the tunnel. Front page has already confirmed, take it or leave it, its either WARS or nothing. Oh well, sad days, too good to be true. I will go back to my poorly made SA80 that has recoil like a jack russell terrier made out of legos. Link to comment Share on other sites More sharing options...
yg00049 Posted July 13, 2018 Share Posted July 13, 2018 ....when.....plz......im dying...... Link to comment Share on other sites More sharing options...
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