PatriotGuy Posted February 14, 2017 Share Posted February 14, 2017 (edited) No kidding, I've been thinking about how great it'd be if a talented modder were to overhaul the god-awful weapons in the vanilla game. Good on you and good luck, dude. I'm curious as to how you plan to fix the issue where supermutants won't equip small arms that don't use the vanilla assault rifle and pipe rifle animations. Edited February 14, 2017 by PatriotGuy Link to comment Share on other sites More sharing options...
Nadie2283 Posted February 14, 2017 Share Posted February 14, 2017 That M16 mod is beautiful. just beautiful. Link to comment Share on other sites More sharing options...
antistar Posted February 14, 2017 Author Share Posted February 14, 2017 Thanks everyone. :) I'm torn between it and this Winchester M1912 by KnechtRuprecht though, since it's gorgeous. Well, Why not both? :D Because everything takes time and time is in short supply. ;) But you're right - maybe there could be more than one pump-action shotgun in there. (Eventually.) That's a shame about Pete3D's Mossberg (and my fault for not looking into it more than a passing glance), but the fact that you're still considering any pump-action with Hitman's animation set is enough to get me excited. Both of those resources look great, and I honestly can't choose a preference between the two myself.I actually had no idea Far Cry 2 featured a USAS-12 (bit disappointed in myself for that, since I'm a big fan of that game). If I had to think of games where I've seen it (and remember, unlike FC2), the only two I can think of are Battlefield 3 and Syphon Filter 2 (and the latter barely counts since it was just a two-tone rectangle). I wish it would get as much representation in media as the AA12, because while the latter is arguably a better weapon, I think the USAS is much more quirky and interesting. Anyway, I'm looking forward to seeing it, and here's hoping it kicks like a mule. I replaced the Combat Shotgun with an AA-12 way back in FO3 (in an optional add-on for WMK) because I thought the vanilla Combat Shogtun was a ridiculous Frankengun there too. I brought basically the same AA-12 back in WMX-ModernWeapons (kind of a spiritual ancestor of WARS), so I figured it was time for a change - plus I think the USAS-12 will lend itself more to modification. No kidding, I've been thinking about how great it'd be if a talented modder were to overhaul the god-awful weapons in the vanilla game. Good on you and good luck, dude. I'm curious as to how you plan to fix the issue where supermutants won't equip small arms that don't use the vanilla assault rifle and pipe rifle animations. I didn't actually know that was an issue. Do you have a link to more information on this or something? If it comes right down to it though, they may have to just go without using AR-15s. (In which case I'd alter their levelled lists so that they don't spawn with them, of course.) Link to comment Share on other sites More sharing options...
garompaestomper Posted February 14, 2017 Share Posted February 14, 2017 I like this. But I will suggest to stick more true to fallout. Previous games have a lot of weapons that actually look like weapons and are based off real weapons. Many of those weapons, I'd say 90% are already made into mods here so thats your job made easier! just go take a look at the wikis for F1, F2, New Vegas and F: tactics. They have good weapons. http://fallout.wikia.com/wiki/Fallout_weaponshttp://fallout.wikia.com/wiki/Fallout_2_weaponshttp://fallout.wikia.com/wiki/Fallout_Tactics_weaponshttp://fallout.wikia.com/wiki/Fallout:_New_Vegas_weapons I would use this mod to replace the 10mm instead of a glock for example: http://www.nexusmods.com/fallout4/mods/16129 those sorts of changes to your list. Link to comment Share on other sites More sharing options...
Longstrider92 Posted February 14, 2017 Share Posted February 14, 2017 Well antistar already said he didn't want to use someone else's mods in WARS like the colt revolver that is already a mod. Link to comment Share on other sites More sharing options...
Slostenn Posted February 14, 2017 Share Posted February 14, 2017 (edited) I think the issue with Supermutants is that their race doesn't have animations for other weapons, so theoretically they can equip them but they'll end up in a T-pose. I seem to remember this happening fairly often back when I used Modern Firearms, but that was a long time ago and it could just be my imagination. Edited February 14, 2017 by Tukster Link to comment Share on other sites More sharing options...
fairplayer916 Posted February 14, 2017 Share Posted February 14, 2017 I think the issue with Supermutants is that their race doesn't have animations for other weapons, so theoretically they can equip them but they'll end up in a T-pose. I seem to remember this happening fairly often back when I used Modern Firearms, but that was a long time ago and it could just be my imagination.Actually there is a mod floating around on the nexus that addresses the lack of super mutant weapon animations. I cant seem to remember the name at the moment, but it basically just undoes the block that is set in place that bars them from using most weapons. That said, a lot of the guns the mod allows them access too look rather odd while in use. Pistols, for example, are treated like pipe rifles. Regardless, while not perfect, they don't end up in the T-pose when using different weapons. (I know i said "that" many times. Apologies.) Link to comment Share on other sites More sharing options...
antistar Posted February 14, 2017 Author Share Posted February 14, 2017 Something I forgot to say earlier: Thanks to No Automatic Aim Adjustment letting me know how to do it, I can now eliminate the automatic recoil recovery the game has, like I've been wanting to do... since I first fired a gun in FO4, really. That's a relief; I'd actually thought it may not be possible. I like this. But I will suggest to stick more true to fallout. Previous games have a lot of weapons that actually look like weapons and are based off real weapons. Many of those weapons, I'd say 90% are already made into mods here so thats your job made easier! just go take a look at the wikis for F1, F2, New Vegas and F: tactics. They have good weapons. http://fallout.wikia.com/wiki/Fallout_weaponshttp://fallout.wikia.com/wiki/Fallout_2_weaponshttp://fallout.wikia.com/wiki/Fallout_Tactics_weaponshttp://fallout.wikia.com/wiki/Fallout:_New_Vegas_weapons I would use this mod to replace the 10mm instead of a glock for example: http://www.nexusmods.com/fallout4/mods/16129 those sorts of changes to your list. No, sorry; WARS is almost exclusively about real-world weapons. So more the New Vegas approach when it comes to earlier Fallout games - though you could also draw parallels with Fallout Tactics and its reams of real-world weapons. Well antistar already said he didn't want to use someone else's mods in WARS like the colt revolver that is already a mod. It's more a matter of if I think it fits, if it's high enough quality, if I can get permission to use it, if I have time to implement it - that sort of thing. I think the issue with Supermutants is that their race doesn't have animations for other weapons, so theoretically they can equip them but they'll end up in a T-pose. I seem to remember this happening fairly often back when I used Modern Firearms, but that was a long time ago and it could just be my imagination.Actually there is a mod floating around on the nexus that addresses the lack of super mutant weapon animations. I cant seem to remember the name at the moment, but it basically just undoes the block that is set in place that bars them from using most weapons. That said, a lot of the guns the mod allows them access too look rather odd while in use. Pistols, for example, are treated like pipe rifles. Regardless, while not perfect, they don't end up in the T-pose when using different weapons. (I know i said "that" many times. Apologies.) Oh yeah - I think I remember it popping up. This one, right? I'll check it out. Link to comment Share on other sites More sharing options...
StrangeGround Posted February 14, 2017 Share Posted February 14, 2017 Isn't there a mod that does the see-through scope thing? Link to comment Share on other sites More sharing options...
Kreutz Posted February 14, 2017 Share Posted February 14, 2017 It wasn't this thread.Oops, my bad. Thanks for the answers! Link to comment Share on other sites More sharing options...
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