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[WIP] Weapon Addition and Replacement Suite (WARS)


antistar

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I think at least a few railroad members should carry the PPK, so the Deliverer just feels like some sort of upgrade to a weapon they use as standard. The Skorpion definitely, plus the Mac-10 if it gets in. And Remington 700s. Lightweight or long range, and quiet should be the theme.

 

Minutemen should have a low chance of weapons on the Raider list, and even lower from the gunners. Most should have the Laser Musket, of course, but there should be a possibility of others, since they're a group of citizen soldiers that would be bringing in what they've collected and scavenged.

 

Brotherhood could conceivably have some Gunner tier 4 and 5 stuff, but I can understanding keeping them as energy weapons only.

 

Speaking of energy weapons, will they have the same changes to modifications, like the damage tiers of receivers based on condition?

Ah, yes; the Railroad. Suppressors for everybody! I like it. Lots of Walther PPKs is a certainty (at lower tiers and perhaps also as sidearms for the higher tiers), and the Skorpion makes sense too.

 

The Minutemen getting some of the decent "Ballistic, Makeshift" weapons and the lesser "Ballistic, Well-equipped" weapons sounds like it might work, yeah.

 

I do see the Brotherhood as having mostly Energy weapons, but I'll definitely give troops in power armour some heavy weapons too (like miniguns).

 

Off the top of my head I have given almost all Energy weapons the same Awful, Poor, Average, Good, Perfect range of receivers (or receiver equivalents) as the ballistic weapons, yes.

 

 

Hi antistar,

Here's my modest proposal for tiers:

 

**Gunner weapon tiers**

1: Walther PPK,Skorpion vz. 61

2: Glock or Glock Full auto w. large mag, 9mm Ar-15

3: Mossberg 590,Mini-14, M29 Revolver

4: 5.56 AR-15, SA80, USAS-12,, China Lake

5: M107 AMR, Missile Launcher, Minigun

 

My reasoning is that:

a)Recruits need good but not overpowered guns.

b)A full auto 10mm Glock or 9mm AR-15 is a good step up from that

c)Gunners should get China Lake not M79 (save that for another group, Mercenaries or raiders for example).

d)Gunners recognize somewhat standards in gun and ammo.

**Minutemen weapon tiers**

1-M29 Revolver, Hunting Rifle, Laser musket

2-Mossberg 590,

3-Volksturmgewehr

4-M79,MPL, , Marlin 1895G Guide Gun

5-Makeshift AMR,AKM

 

My reasoning is that:

a) the M29 is reliable weapon for beginners.

b) the Mp-44 is a rugged yet comparatively mass produced weapon.

c) MPL or MPK is a good SMG for a militia.

 

Also Makeshift AMR is very powerful weapon and a LOUD one at that. I am not a big fan of the laser musket BTW. Its iconic but not very good at major fights, IMHO. Nice to grab recruit.

** Raider weapon tiers**

1: Pipe Pistol, Pipe Revolver,Double-Barrel Shotgun

2: Pipe SMG, Pipe Semi-Auto Carbine/Rifle,

3: Pipe Bolt-Action, Mossberg 590

4: Handmade AKM, M79

5: Makeshift AMR

*: Bosses get Gunner-equivalent weapons?

 

Reasoning for this:

Hell, the're Raiders, forget logic -biggest dog gets biggest gun...

 

That's my shot at it.

Thanks - just in case there's any confusion though, currently there's no MPL, MP-44 or 9mm AR-15 in WARS. (Those ones aren't really planned, either.)

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So I wonder, is this mod going to require a serious trimming of load orders and other mods for compatibility and possibly even starting a new game?

 

I only recently found this WIP when searching for a Usas12 for fallout. So I haven't read the 141 pages lol and it's 3am here.

 

Fortunately I use very few weapon replacers, and more standalone than anything. Including Modern Firearms/Sidearms.

 

I'm looking forward to this mod.

 

Hopefully we also get a "this mod required" list to make sure this overhaul doesn't run into any snags.

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There's some info on this in the first couple of posts. In short though, WARS is an overhaul and will require a new game unless you feel like seeing lots of weird stuff.

 

Any required mods will be listed, of course. So far that's just slated to be the AmmoTweaks framework.

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Update the guy above, I try to put in so that you can at least find most of the weapons in the hands of enemies.

 

Gunners:

1. Skorpion, Walther PPK, Double-Barelled Shotgun

2. Mac-10, Colt Police, Glock, M1911

3. Laser Rifle, Mini 14, M29, Mossberg 590, Thompson, Remington 700, Flamer

4. Plasma Rifle, AR-15, SA80, USAS-12, M79

5. M107 AMR, Minigun, FN FAL, Gatling Laser, Gauss Rifle, China Lake

 

Likewise, I do think these guys should be pretty well armed, even at low levels.

 

Minutemen:

1. Colt Police, Laser Musket, Double Barrelled Shotgun, some pipe weapons

2. Mossberg 590, Mac-10, Skorpion vz. 61, M1911, Beretta M9, Remington 700, M29

3. Volkssturmgewehr, Thompson, Mini 14, Laser Rifle, Institute Rifle (after Defend the Castle or equivalent)

4. Lever Action Rifle (?), AR15, AKM, SA80 (maybe)

5. FN FAL, Plasma Rifle, AMR, Gauss Rifle, USAS-12

 

Minutemen are mostly ordinary folks, so early on they just use what is available at home so they start out weak. However their weapons gets better fairly rapidly as you level up since they started looting their enemies and getting better weapons through trade.

 

Raiders:

1. Pipe Pistol, Pipe Revolver, Double Barrelled Shotgun

2. Pipe Bolt Action Rifle, Mac-10, Colt Police, Glock, Beretta M9, Skorpion vz. 61, M1911

3. Mossberg 590, Lever Action Rifle (?), Volkssturmgewehr, Thompson, M29

4. Mini 14, M79, Remington 700, Flamer

5. AKM, AR-15, FN FAL, SA80, Minigun, USAS-12, China Lake, Makeshift AMR

 

Likewise, strong ones get bigger guns. Since they get their weapons by loot and salvage rather than trade, I do expect them to progress a bit slower than Gunners. Those

 

Other tweaks:

I think the Mossberg and some of the SMGs should spawn in the hands of the Vault Security as well.

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IMO I think you would see laser muskets at all levels of the minute man military progression simply because it would be a logistical godsend for an irregular militia army(this is assuming its ammo free as intended instead of pick pocketing your fusion cells as implemented). Unlike raiders and gunners they aren't in a perpetual loop of "plunder and scavenge guns and ammo in order to plunder and scavenge more guns and ammo" so actually sustaining the supply of other weapons and ammo is going to be limited and they wouldn't want out of ammo soldiers to loot the homes they are protecting looking for a replacement weapon. So instead they give the rank and file guy a hand crank laser and a brick of mutfruit cake for the extra calories he'd expend while saving the other weapons for specialists, officers, and elities, and when the faction gets bigger and more powerful instead of an abundance of bigger guns they just field even more guys with laser muskets and saturate thier enemies in flashlights and support them with artillery imperial guard style.

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IMO I think you would see laser muskets at all levels of the minute man military progression simply because it would be a logistical godsend for an irregular militia army(this is assuming its ammo free as intended instead of pick pocketing your fusion cells as implemented). Unlike raiders and gunners they aren't in a perpetual loop of "plunder and scavenge guns and ammo in order to plunder and scavenge more guns and ammo" so actually sustaining the supply of other weapons and ammo is going to be limited and they wouldn't want out of ammo soldiers to loot the homes they are protecting looking for a replacement weapon. So instead they give the rank and file guy a hand crank laser and a brick of mutfruit cake for the extra calories he'd expend while saving the other weapons for specialists, officers, and elities, and when the faction gets bigger and more powerful instead of an abundance of bigger guns they just field even more guys with laser muskets and saturate thier enemies in flashlights and support them with artillery imperial guard style.

Yeah, this is why I figured the musket would be their standard with just a couple others mixed in occasionally. Especially for patrols. By the way everyone talks in the game the Minutemen and your settlers are supposed to be one in the same. I just wish they were implemented that way.

 

There should really have been some other location besides the Castle to capture that would start producing improved equipment and change their leveled lists. Or at least make it look like the Castle has massive stores of stuff to hand out, even if it's just piles upon piles of crates that we can't loot, and improve the lists after taking the Castle.

Edited by jkruse05
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Update the guy above, I try to put in so that you can at least find most of the weapons in the hands of enemies.

 

(snip)

 

Other tweaks:

I think the Mossberg and some of the SMGs should spawn in the hands of the Vault Security as well.

 

Thanks for the suggestions, and for reminding me about Vault Security.

 

 

 

IMO I think you would see laser muskets at all levels of the minute man military progression simply because it would be a logistical godsend for an irregular militia army(this is assuming its ammo free as intended instead of pick pocketing your fusion cells as implemented). Unlike raiders and gunners they aren't in a perpetual loop of "plunder and scavenge guns and ammo in order to plunder and scavenge more guns and ammo" so actually sustaining the supply of other weapons and ammo is going to be limited and they wouldn't want out of ammo soldiers to loot the homes they are protecting looking for a replacement weapon. So instead they give the rank and file guy a hand crank laser and a brick of mutfruit cake for the extra calories he'd expend while saving the other weapons for specialists, officers, and elities, and when the faction gets bigger and more powerful instead of an abundance of bigger guns they just field even more guys with laser muskets and saturate thier enemies in flashlights and support them with artillery imperial guard style.

Yeah, this is why I figured the musket would be their standard with just a couple others mixed in occasionally. Especially for patrols. By the way everyone talks in the game the Minutemen and your settlers are supposed to be one in the same. I just wish they were implemented that way.

 

There should really have been some other location besides the Castle to capture that would start producing improved equipment and change their leveled lists. Or at least make it look like the Castle has massive stores of stuff to hand out, even if it's just piles upon piles of crates that we can't loot, and improve the lists after taking the Castle.

 

 

I hadn't given much thought to making the Laser Musket not require ammo (like the Recharger weapons in FNV) because as I've mentioned before, I don't really like Energy weapons Energy weapons aren't the focus of WARS - but I do like the idea, so I'll look into it.

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I hadn't given much thought to making the Laser Musket not require ammo (like the Recharger weapons in FNV) because as I've mentioned before, I don't really like Energy weapons Energy weapons aren't the focus of WARS - but I do like the idea, so I'll look into it.

Take a look at Useful Crank.

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Here's the SA80 in-game:

 

- SA80 06

- SA80 07

- SA80 08

- SA80 09

- SA80 10

 

Besides working on getting this in-game, recently I also went through and edited (I think) all the remaining loading screen models featuring weapons that have been replaced by WARS. So now all the relevant loading screens will show Glocks, AR-15s, etc instead of vanilla 10mm Pistols, Assault Rifles and whatnot. (This includes the loading screens where it's a weapon being held by, say, a Gunner or super-mutant.)

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