Longstrider92 Posted February 8, 2017 Share Posted February 8, 2017 (edited) I recall a different perk mod switching the perks to reduce recoil or another effect maybe accuracy instead of damage. However I can not seem to find it. It seems it was FROST that changed the perk to accuracy and range which the range doesn't apply here but the accuracy increase might be useful to you when you decide to edit the perks. Edited February 8, 2017 by Longstrider92 Link to comment Share on other sites More sharing options...
taeyang911 Posted February 8, 2017 Share Posted February 8, 2017 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.True, the damage of automatic weapons in FO4 is a bit funny considering the enemy's health increase as you level up and eventually ends up like a bullet sponge(which then I modded so they dont, but still would require 10+ rounds to put down) Link to comment Share on other sites More sharing options...
TheCourier13 Posted February 8, 2017 Share Posted February 8, 2017 (edited) I'm glad that the Mini-14 is one of the chosen weapons. AFAIK is (or was) widely used by law enforcement and the civilian market, but barely any mod gets it into the Wasteland (just one for FONV comes to mind).A small joke/suggestion for unique variant: pistol grip, side folding stock, wooden furniture, Stainless Steel metal parts...and naming It the 'The A-Team Rifle'.Better yet, have it called " I pity the fool" and have "I pity the fool in my sights" engraved on the side of the stock like the M1 Garand "This Machine", that would be funny. Edited February 8, 2017 by TheCourier13 Link to comment Share on other sites More sharing options...
WillyH1991 Posted February 8, 2017 Share Posted February 8, 2017 Are you planning on using the Chinese Assault Rifle, and if so, would you be making an animation for it? Link to comment Share on other sites More sharing options...
Bryan244 Posted February 9, 2017 Share Posted February 9, 2017 Are you planning on using the Chinese Assault Rifle, and if so, would you be making an animation for it?I don't think he is. He listed mostly modern weapons, but who knows you might get lucky :P Link to comment Share on other sites More sharing options...
antistar Posted February 9, 2017 Author Share Posted February 9, 2017 I recall a different perk mod switching the perks to reduce recoil or another effect maybe accuracy instead of damage. However I can not seem to find it. It seems it was FROST that changed the perk to accuracy and range which the range doesn't apply here but the accuracy increase might be useful to you when you decide to edit the perks. Having them affect accuracy is something I've been thinking about... but if the effect is too pronounced might be frustrating to be perfectly on target but have your character haphazardly spraying bullets all over the place. And if the effect is too slight, it might seem pointless. Recoil control is the thing I'm really interested in as potentially a good compromise - since a skilled player might be able to counter strong recoil, but can't do much about random bullet spread. So of course recoil control is the thing that can't be affected by perks. :pinch: Are you planning on using the Chinese Assault Rifle, and if so, would you be making an animation for it?I don't think he is. He listed mostly modern weapons, but who knows you might get lucky :tongue: They don't necessarily have to be modern, but I am sticking to real-world weapons. So no Chinese Assault Rifle, sorry. I always considered the CAR to be a poor approximation of an AK anyway - and FO4 does have an AK now... even if it is back-to-front. :rolleyes: (Don't worry, that'll be fixed.) Link to comment Share on other sites More sharing options...
Longstrider92 Posted February 10, 2017 Share Posted February 10, 2017 Yeah so far it seems recoil is done via animations and I dont think you can make perks effect that. Scripts might be the only way to do that but I am not sure. Have you talked to hitman about recoil? Link to comment Share on other sites More sharing options...
antistar Posted February 10, 2017 Author Share Posted February 10, 2017 Firing animations can show a weapon recoiling (and usually do, of course), but that's separate from the actual recoil you experience in-game that affects where you're aiming. As I understand it, this recoil is defined via a few different values in the Aim Model for a given weapon, and then altered by any Object Mods applied to it. (Muzzle brakes, stocks, etc.) The unfortunate thing is that while there are perk entry points for things like weapon accuracy and damage, there aren't any for weapon recoil. Right now I'm thinking I may have to use a script that checks what weapon the character/player has equipped and then applies a hidden, recoil-reducing object mod if they have the appropriate perk. It will probably be a real pain in the bum. Link to comment Share on other sites More sharing options...
Kreutz Posted February 10, 2017 Share Posted February 10, 2017 (edited) Better yet, have it called " I pity the fool" Thats also a good one. You're probably thinking of kouoaeha's Mini-14 for FNV, which as it happens is the one I'm porting for WARS, since kouoaeha was kind enough to give me permission. And funny you should mention unique weapons that are configured in a certain way as a reference to something. I've had vague plans to do that for a while now. The example so far is the "Patriot" configuration for the AR-15. Yeah, that one! Funny thing: I found that weapon on a compilation/overhaul mod before finding it by itself here on the nexus.'The Patriot' is a quite interesting concept. Do you plan to keep the idea? Poor to none accuracy, requiring high strenght and certain perks to be useful...but bringing hell on earth in CQB to enemies. That'd be awesome. On a different note, I dont recall if it was on this thread or another one, but someone asked WTF are doing all those soviet/chinese weapons on american soil. The lore explanation -AFAIK- is that they were provided by China via submarines and stashed by chinese spies and fifth columnists, to be used during an eventual chinese invasion. I hope it was on this thread :tongue: I know everybody suggest weapons, and I guess It gets annoying, but an idea to be on this mod is the IMI Galil. Why? It appears during the FO4 opening cinematic: It's whats the chinese paratrooper is bearing (I guess mimicking the CAR). Anyway, just a idea. Lastly, how the new guns (those not replacing anything) are meant to be added? It'd be awesome if certain factions tend to bear certain weapons: lets say, BoS tend to use american military grade stuff, Raiders go for stereotypical 'bad guys' iron (AKs, MAC-10, Skorpion...), KL-E-O selling just military grade weapons (no matter the nationality), Trashcan Carla selling just small weapons...I think the 'weapons by faction/vendor way' brings some consistency instead of just being added to levelled lists. Just another idea. And again, thanks for your work! Edited February 10, 2017 by Kreutz Link to comment Share on other sites More sharing options...
antistar Posted February 10, 2017 Author Share Posted February 10, 2017 'The Patriot' is a quite interesting concept. Do you plan to keep the idea? Poor to none accuracy, requiring high strenght and certain perks to be useful...but bringing hell on earth in CQB to enemies. That'd be awesome.I was thinking more of a reference than a recreation (for example I'm unlikely to give it the "never have to reload" Legendary effect, even though that would obviously fit it perfectly), but we'll see. On a different note, I dont recall if it was on this thread or another one, but someone asked WTF are doing all those soviet/chinese weapons on american soil. The lore explanation -AFAIK- is that they were provided by China via submarines and stashed by chinese spies and fifth columnists, to be used during an eventual chinese invasion. I hope it was on this thread :tongue:It wasn't this thread. I don't know, I'd always vaguely assumed that the Chinese weapons you come across were captured as part of the Sino-American war. E.g. from Operation: Anchorage. Also I'm under the impression that there are a reasonable number of AKs and whatnot floating around in (real-world) America anyway. I know everybody suggest weapons, and I guess It gets annoying, but an idea to be on this mod is the IMI Galil. Why? It appears during the FO4 opening cinematic: It's whats the chinese paratrooper is bearing (I guess mimicking the CAR). Anyway, just a idea.For now I've got a whoooole lot of other weapons to get through, but who knows; maybe one day. Lastly, how the new guns (those not replacing anything) are meant to be added? It'd be awesome if certain factions tend to bear certain weapons: lets say, BoS tend to use american military grade stuff, Raiders go for stereotypical 'bad guys' iron (AKs, MAC-10, Skorpion...), KL-E-O selling just military grade weapons (no matter the nationality), Trashcan Carla selling just small weapons...I think the 'weapons by faction/vendor way' brings some consistency instead of just being added to levelled lists. Just another idea.I think a lot of people in the wasteland are simply going to use the best thing they can find, so there'd probably be a hodgepodge in most places, but more organised groups may have a more organised selection. I haven't given it too much thought yet, but I do want it to make some kind of sense, yeah. Link to comment Share on other sites More sharing options...
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