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[WIP] Weapon Addition and Replacement Suite (WARS)


antistar

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What is ETA on this mod? Idk how long Modern Firearms took to make but this is obviously going to be much higher quality. I actually thought this mod was just a curation of other modders work and building a big variety of guns into one mod with permissions, But Idk, seems you are making them all yourself?

 

I don't follow this thread but it pops up often and I have a quick read. Hope it might come soon. I mainly keep visiting here because I enjoy messing around with mods, not really playing the game much, but I would like to eventually have one final playthru. I have never even visited the DLC worlds yet. lol.

 

A question for this ambitious mod of weapon collections; Do you plan to include Worn and damaged varieties like Horizon does? and instead of simply reduced damage for a damaged rifle, will you be introducing weapon jamming or at least increased bullet spread etc.

 

The first two posts will answer your question about the ETA. As for weapon condition,jamming,and such... I know each gun has five different tiers of receivers in order to emulate overall thresholds of weapon condition,as well as overall weapon condition per level. For the rest though,I can't recall; Antistar likely has a definitive answer.

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Lol, yes I see that he says "idk" I feel like its a valid question whether the mod author likes it or not.

To follow the "wip" thread is just too much to read thru and is mostly not even related to progress. I went to Antistar's youtube channel and there is I think 6? videos of working weapons. I would assume each weapon once it is finished and animated would deserve a video so basically with the scope of ambiton, I would say this mod is about 5- 10 years away from being released?

I watched some videos and see that receivers in conditions deal different damage. The naming of the receiver conditions is kinda bad imo (Awful - Excellent?) And then barrels etc change accuracy. So its basically the same systems as the vanilla game, which is fine I guess but was hoping for jamming with conditions rather than just damage reduction. But I know that requires a lot of clever scripting and so far, no one seems to have really got it 100% working.

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What is ETA on this mod? Idk how long Modern Firearms took to make but this is obviously going to be much higher quality. I actually thought this mod was just a curation of other modders work and building a big variety of guns into one mod with permissions, But Idk, seems you are making them all yourself?

 

I don't follow this thread but it pops up often and I have a quick read. Hope it might come soon. I mainly keep visiting here because I enjoy messing around with mods, not really playing the game much, but I would like to eventually have one final playthru. I have never even visited the DLC worlds yet. lol.

 

A question for this ambitious mod of weapon collections; Do you plan to include Worn and damaged varieties like Horizon does? and instead of simply reduced damage for a damaged rifle, will you be introducing weapon jamming or at least increased bullet spread etc.

Yep the FAQ is there in the second post of the thread, like Moldy said. You've also asked a similar question a couple of times in this thread before, as I recall.

 

The assets you see pictures/videos of in the first post are a combination of my own work from scratch and assets from modder's resources that I've done extra work on top of, to bring everything up to a similar level of quality. Some didn't require much extra work to achieve that, and some required a lot. (There's also the animations of course; some are mine, (most) others are by Hitman, Ha_ru and War Daddy.)

 

There's also a lot more to WARS than new weapons; again, more info in the first couple of posts.

 

 

Lol, yes I see that he says "idk" I feel like its a valid question whether the mod author likes it or not.

 

To follow the "wip" thread is just too much to read thru and is mostly not even related to progress. I went to Antistar's youtube channel and there is I think 6? videos of working weapons. I would assume each weapon once it is finished and animated would deserve a video so basically with the scope of ambiton, I would say this mod is about 5- 10 years away from being released?

 

I watched some videos and see that receivers in conditions deal different damage. The naming of the receiver conditions is kinda bad imo (Awful - Excellent?) And then barrels etc change accuracy. So its basically the same systems as the vanilla game, which is fine I guess but was hoping for jamming with conditions rather than just damage reduction. But I know that requires a lot of clever scripting and so far, no one seems to have really got it 100% working.

"I don't know" is also the only answer I can give at this stage, whether you like it or not. ;)

 

I didn't make videos for all the weapons - only if there was something that could only really be shown in a video (i.e. animations or something like the under-barrel grenade launcher), and it wasn't already shown somewhere else. (E.g. on Hitman's channel, which is also linked in the first post.) I did post images for the weapons though; all the weapons you see screenshots of in the first post are finished - at least in terms of their assets.

 

What I'm waiting on at the moment is for the pending AmmoTweaks update to be finished; then I can integrate it and move on to testing, the closed beta, documentation and then the release.

 

Speaking of AmmoTweaks, the plan is to use its condition system - which I believe does include jamming. What I have in mind is kind of a dual-durability system; dirt and wear-and-tear as separate things.

 

Isathar kindly made it possible for AmmoTweaks' "CND" meter to be recast as a "DIRT" meter in WARS; basically the same thing only as DIRT it fills up, rather than depletes. If a weapon gets too dirty, it'll start to jam and may become permanently damaged through use; basically a chance on firing for the receiver to step down one condition level. (Say from "Good" to "Average".) You can use cleaning kits to clean out the dirt, but the receiver condition can only be improved by swapping it out for a better one.

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Someone mentioned Modern Firearms, I've taken a closer look at it and it features a few interesting scripted functions besides underbarrel weapons and selective fire. It has deployable bipods that significantly slow down your movement but provide a bonus to accuracy, it also features reflex sights with functional magnifiers and quick suppressor swapping. I was wondering, is there any chance we could see those functions in WARS as well? The sight magnifier I find especially important since as I said before, the lack of adjustable scope zoom in the vanilla game is frustrating. I know the script prompts the weapon re-equip but a magnifier that has to be manually moved would seem less awkward. It's a shame Modern Firearms has mediocre textures and no custom sounds or animations, it has great potential for a weapon platform....

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MF discussion

MF is still in development at this point. They recently released an update and have a roadmap of sorts with some future update plans. I also enjoy some of the scripted functions it has built in and, to my knowledge, their method of switching between reflex and magnifier is the method available in the creation engine. Is it somewhat clunky and not ideal? Absolutely. Does it work? Well, each has their own opinions. TO my understanding, part of the reason their textures aren't the greatest is because its being developed for PC and XBONE simultaneously. With the size restrictions on modding for XBONE, they can't add the high quality textures you see in some other releases. You can have one mod that adds quite a few guns with custom scripts for switching functionality or three or four other weapons with better textures.

 

 

All of that being said, thanks for your patience Antistar. I, for one, am keeping an eye on this because its such an ambitious project.

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I had a flash of inspiration and now I think I have a way for Workshop turrets to not have unlimited ammo. I added a secondary activation option to them so that you can access their inventory and give them more ammo as required. So now it's just like having to supply settlers with ammo, really. Don't know why I didn't think of it earlier.

 

Of course people who don't like the idea of having to supply settlers with ammo aren't going to like this either, but this is a (relatively) simple solution and it appears to work fine from my quick tests just now.

 

I can't really blame people for not wanting to potentially have to manage ammo for a whole bunch of settlers (and now turrets too); I'd love to have some setup where they're automatically supplied from the Workshop inventory or a special container or something... That's just a deceptively complex thing to implement, like I've talked about here before, I think. I know that people much better at scripting than I am have tried making auto-supply systems for settlers in the past and haven't been met with overwhelming success. This is something I'd love to be proven wrong about, though - and maybe one day inspiration will strike (me or someone else).

 

 

Anyway, this is part of a larger effort to make turret spam less of an obvious default choice for settlement defence. I'm also planning to add a new "turret control module" item that can only be found on destroyed hostile turrets (and maybe crafted with high Science! and rare components). A control module would be required to build a turret - there'll probably be several levels of module corresponding to the different models of turret. (Mk I, Mk III, etc.) On that note, the turret you get won't be levelled anymore; you'll select a specific model. Probably something like:

 

Mk I - 9x19mm SMG Turret

Mk III - 10mm Auto SMG Turret

Mk V - 5.56x45mm AR Turret

Mk VII - Bulk .308 AR Turret

 

The other turret types (laser, shotgun, missile) will be accounted for as well. I think I'll also do what I did with the Automatron player-built robots and add a "recharger" laser turret variant that doesn't need ammo but does lower damage.

Someone mentioned Modern Firearms, I've taken a closer look at it and it features a few interesting scripted functions besides underbarrel weapons and selective fire. It has deployable bipods that significantly slow down your movement but provide a bonus to accuracy, it also features reflex sights with functional magnifiers and quick suppressor swapping. I was wondering, is there any chance we could see those functions in WARS as well? The sight magnifier I find especially important since as I said before, the lack of adjustable scope zoom in the vanilla game is frustrating. I know the script prompts the weapon re-equip but a magnifier that has to be manually moved would seem less awkward. It's a shame Modern Firearms has mediocre textures and no custom sounds or animations, it has great potential for a weapon platform....


I wouldn't want bipods in the game unless you can also go prone (in a fully-featured way that works in first-person; that mod that lets you do it with certain weapons and only in third-person is cool but not what I'm after), and deploy the bipod on chest-high walls and whatnot. Massively complicated and not something I ever expect to see in FO4. (But again, hopefully I'm wrong.)

 

I believe the pending AmmoTweaks update features a dedicated custom menu - and hotkeys - for quickly swapping things like muzzle devices, bayonets and scopes. WARS itself also already features a Weapon Modification Kit (no not that one ;)) that brings up the weapon modification menu and lets you swap certain mods out, without the use of a workbench. Likely not as fast as a hotkey, but it's in there.

 

A flip-to-the-side mount with an ACOG or something on it - combined with a reflex sight - is something I've considered before. I didn't see any suitable available assets for it when I was working on the AR-15, though. Not sure if there are any out there now...

All of that being said, thanks for your patience Antistar. I, for one, am keeping an eye on this because its such an ambitious project.


Thanks. :)

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I had a flash of inspiration and now I think I have a way for Workshop turrets to not have unlimited ammo. I added a secondary activation option to them so that you can access their inventory and give them more ammo as required. So now it's just like having to supply settlers with ammo, really. Don't know why I didn't think of it earlier.

 

Of course people who don't like the idea of having to supply settlers with ammo aren't going to like this either, but this is a (relatively) simple solution and it appears to work fine from my quick tests just now.

 

I can't really blame people for not wanting to potentially have to manage ammo for a whole bunch of settlers (and now turrets too); I'd love to have some setup where they're automatically supplied from the Workshop inventory or a special container or something... That's just a deceptively complex thing to implement, like I've talked about here before, I think. I know that people much better at scripting than I am have tried making auto-supply systems for settlers in the past and haven't been met with overwhelming success. This is something I'd love to be proven wrong about, though - and maybe one day inspiration will strike (me or someone else).

 

 

Anyway, this is part of a larger effort to make turret spam less of an obvious default choice for settlement defence. I'm also planning to add a new "turret control module" item that can only be found on destroyed hostile turrets (and maybe crafted with high Science! and rare components). A control module would be required to build a turret - there'll probably be several levels of module corresponding to the different models of turret. (Mk I, Mk III, etc.) On that note, the turret you get won't be levelled anymore; you'll select a specific model. Probably something like:

 

Mk I - 9x19mm SMG Turret

Mk III - 10mm Auto SMG Turret

Mk V - 5.56x45mm AR Turret

Mk VII - Bulk .308 AR Turret

 

The other turret types (laser, shotgun, missile) will be accounted for as well. I think I'll also do what I did with the Automatron player-built robots and add a "recharger" laser turret variant that doesn't need ammo but does lower damage.

 

 

Someone mentioned Modern Firearms, I've taken a closer look at it and it features a few interesting scripted functions besides underbarrel weapons and selective fire. It has deployable bipods that significantly slow down your movement but provide a bonus to accuracy, it also features reflex sights with functional magnifiers and quick suppressor swapping. I was wondering, is there any chance we could see those functions in WARS as well? The sight magnifier I find especially important since as I said before, the lack of adjustable scope zoom in the vanilla game is frustrating. I know the script prompts the weapon re-equip but a magnifier that has to be manually moved would seem less awkward. It's a shame Modern Firearms has mediocre textures and no custom sounds or animations, it has great potential for a weapon platform....

I wouldn't want bipods in the game unless you can also go prone (in a fully-featured way that works in first-person; that mod that lets you do it with certain weapons and only in third-person is cool but not what I'm after), and deploy the bipod on chest-high walls and whatnot. Massively complicated and not something I ever expect to see in FO4. (But again, hopefully I'm wrong.)

 

I believe the pending AmmoTweaks update features a dedicated custom menu - and hotkeys - for quickly swapping things like muzzle devices, bayonets and scopes. WARS itself also already features a Weapon Modification Kit (no not that one :wink:) that brings up the weapon modification menu and lets you swap certain mods out, without the use of a workbench. Likely not as fast as a hotkey, but it's in there.

 

A flip-to-the-side mount with an ACOG or something on it - combined with a reflex sight - is something I've considered before. I didn't see any suitable available assets for it when I was working on the AR-15, though. Not sure if there are any out there now...

 

 

All of that being said, thanks for your patience Antistar. I, for one, am keeping an eye on this because its such an ambitious project.

Thanks. :smile:

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Might want to watch how you implement that plan for turrets. Sim Settlements has its own approach to combating turret spam,and I think it's loads more elegant; Manned defence posts,as provided by Sim Settlements,provide significantly more defence value than turrets. And some of these Martial Plots,as the mod calls them,include turrets,especially at higher levels. The Sandbag Fort comes to mind for one such Martial Plot. Your idea might render turrets provided by Sim Settlements plots entirely nonfunctional,or break them in some other capacity.

 

This might sound like me being an arse,but... Maybe remove settlement aspects from the scope of WARS and PEACE? While settlements do form a core pillar of the game,trying to modify settlement defence will mean having to work around a monolithic mod that you yourself admitted to wanting to play with,and that mod is built from the ground up to have user-made plugins extend it.

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No, that's what compatibility patches are for. ;) I'll do what I think is best for WARS and PEACE.

 

In WARS, the turrets that use ammo and have the secondary activation option are new records. The vanilla turrets don't have that change, but as far as WARS is concerned you won't see those turrets since the existing crafting recipes will point at the new turrets instead.

 

As far as Sim Settlements goes, those martial plots would be using vanilla turrets (or new ones added by Sim Settlements), so these particular changes I'm making shouldn't have an impact there. You could assume that the settlers assigned to the martial plots are the ones keeping the associated turrets stocked, too. ;)

 

You reminded me though that I'll be boosting the defence value of guard posts too, since that's trivial to change and they have a ridiculously low defence value in vanilla, considering how you have to assign a valuable settler to them.

 

 

I'm not making many changes to settlement-related things, and the changes I am making are relatively lightweight, so even if a patch is required for Sim Settlements, it shouldn't be too arduous to make.

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Thought I'd chime in to voice my support for idea of on-the-fly flippable magnifiers, adjustable zoom optics, and the like, I do feel like that would be a nice thing to have in this mod.

 

And regarding the potential lack of ready-to-use assets, I will say that at least the SUSAT already in the mod does have top-mounted back-up ironsights modelled on it, and I think the C79 also does (the side-mounted sights on the Makeshift AMR would count as well, and maybe some others that I've not noticed).

I won't make any claims as to how well those modelled back-ups would work in the game though, or how easy they would be to implement (how easy it would be to change the aiming point to them, maybe the SUSAT's one would be silly obstructive in-game, etc. I don't know).

 

And I do feel like something like this should really be done via hotkey, it would/does feels really odd to have to use a weapon mod bench/menu to do what in-universe only amounts to moving one's head or flipping a switch/magnifier to look through the different sight/zoom.

 

I'm also wondering if it's possible in Fo4 to have adjustable optic zoom via the mouse wheel, like Project Nevada for FNV (or am I remembering that mod wrong here?).

 

(And again, I don't intend to sound demanding here, though the text might read like it. Again, sorry if it does.)

Edited by Tenurialrope3
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