antistar Posted June 23, 2019 Author Share Posted June 23, 2019 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.)I'd be reluctant to implement switching between (say) using the scope part of the C79 and its built-in backup sights if it would require the weapon to re-equip - since ostensibly you're not manipulating the weapon in any way, just choosing to aim down a different part of it. I think that would be pretty clunky. Something that you'd have to physically manipulate - like a flip-to-the-side magnifier - might not be so bad with that limitation though. To clarify, I wasn't suggesting the WMK in WARS (that brings up the weapon modification menu) as a way to switch between "sight modes" on a single optic, but as a way to switch between muzzle devices or different physical optics when out in the field. E.g. switching between a reflex sight and a long-range scope. Also, like I said, I believe AmmoTweaks will have a dedicated custom menu - and hotkeys - for quickly swapping things like that. What I was getting at is that that may allow for keeping both a reflex sight and long-range scope on you (to use the same example) and quickly swapping between them via hotkey - in other words something pretty similar to having a flippable magnifier, at least in gameplay terms. And I'm not saying that in the sense that I'm definitely never going to implement something like a flippable magnifier - I might be able to sometime - just that there may already be stuff in place that more or less fills that role. Project Nevada does have a feature like that. I'm almost certain it required NVSE, and I imagine it would be the same in FO4 - requiring F4SE. Beyond that I don't know how they did it. Like a lot of things in PN, they made it look easy but it's actually very complicated. ;) Link to comment Share on other sites More sharing options...
Tenurialrope3 Posted June 23, 2019 Share Posted June 23, 2019 I understand, thank you for answering. I do have a fairly specific idea of immersive-ish gameplay, and from my point of view it seems a bit silly to carry around say a holo sight and a scope and swap between them,while the scope has what in-universe is a usable set of sights mounted on top of it, or doing that instead of having a proper magnifier, etc.It's a similar thing with the AR-15's backup sights. (And if this reads like I'm being hostile, again, sorry, I'm just putting my thoughts down.) Link to comment Share on other sites More sharing options...
antistar Posted June 23, 2019 Author Share Posted June 23, 2019 Well I agree with you there - I feel the same way - it's just technical obstacles and limitations, you know? ;) Link to comment Share on other sites More sharing options...
Radsweeper Posted June 23, 2019 Share Posted June 23, 2019 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 TurretMk III - 10mm Auto SMG TurretMk V - 5.56x45mm AR TurretMk 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. I think its a fair idea. I might suggest that to build a turret one would need a 9mm smg to build a smg turret, a AR to build a AR turret and so forth. Also, twin turret (if possible) might be a in-between step before the next tier. A twin 9mm might do twice the damage; but not the armor penetration of a single mount 5,56 AR turret. Finally if there is some sort of ammo type implementation, one might load separate turrets with different ammo type. For example ball, FMJ, incendiary, etc. I miss the FNV ammo system a lot and it shows doesn't it? Link to comment Share on other sites More sharing options...
LarkyMauler Posted June 23, 2019 Share Posted June 23, 2019 Is there any recent news on the status of ammo tweaks 2? Link to comment Share on other sites More sharing options...
antistar Posted June 24, 2019 Author Share Posted June 24, 2019 I think its a fair idea. I might suggest that to build a turret one would need a 9mm smg to build a smg turret, a AR to build a AR turret and so forth. Also, twin turret (if possible) might be a in-between step before the next tier. A twin 9mm might do twice the damage; but not the armor penetration of a single mount 5,56 AR turret. Finally if there is some sort of ammo type implementation, one might load separate turrets with different ammo type. For example ball, FMJ, incendiary, etc. I miss the FNV ammo system a lot and it shows doesn't it?It's funny you should say that. I was just saying to isathar that the testing I've been doing with turrets made me realise that it will be surprisingly easy for me to have a single turret - say the 5.56x45mm one - automatically switch between whatever ammo sub-types it's been supplied with. So the player can just chuck in whatever they feel like (FMJ, AP, HP, incendiary, whatever) and the turret will use it - starting with whatever does the most damage. All I have to do is give the turret a different weapon for each sub-type and the turret will switch between them. Since they're embedded, non-playable weapons, this is all invisible to the player. I said before that I was thinking of adding dedicated "Recharger" laser turrets that do less damage but don't need ammo - but now I think I'll add these Recharger weapons to the laser turrets that need ammo. If they run out of MFC ammo they'll then switch to their backup Recharger mode. (Ideally with a different coloured beam so that it's easy to see that it's happened.) Is there any recent news on the status of ammo tweaks 2?As mentioned above, I talk to isathar occasionally and it sounds like the AmmoTweaks update is coming along well. Beyond that, like I've said before in the thread, it's not my place to share details on the status of someone else's WIP mod. Link to comment Share on other sites More sharing options...
LarkyMauler Posted June 24, 2019 Share Posted June 24, 2019 As mentioned above, I talk to isathar occasionally and it sounds like the AmmoTweaks update is coming along well. Beyond that, like I've said before in the thread, it's not my place to share details on the status of someone else's WIP mod. Awesome, I hadn't heard anything for almost a year so I was afraid it was dead in the water. That's great to hear. Link to comment Share on other sites More sharing options...
Wylight Posted June 25, 2019 Share Posted June 25, 2019 Well I agree with you there - I feel the same way - it's just technical obstacles and limitations, you know? :wink: If asset availability is an issue, perhaps you could ask for permission to use assets from other weapon mods? Modern Firearms would be a great asset pool but some of their assets are taken from Ubisoft games with permission so it might be a bit complicated in that sense. They do have a flip-to-the-side magnifier and underbarrel shotgun though, but they don't have animations again. Link to comment Share on other sites More sharing options...
antistar Posted June 26, 2019 Author Share Posted June 26, 2019 I'm not really comfortable using assets ripped from commercial games, even if the rights holder (or someone representing them) has apparently given the okay on that. Link to comment Share on other sites More sharing options...
ShanaMetalGoddess1991 Posted June 26, 2019 Share Posted June 26, 2019 I think the only assets that could be utilized from Modern Firearms into WARS is some of the weapon functions, toggling firing mode, switching between bullets to underbarrel grenade launchers, switching scopes and attaching or detaching suppressors on the fly. Aside from those things Antistar has pretty much everything else covered, and thanks to the animators that gave Antistar permission to use their assets, and even helped him rework the animations for WARS, well need I really say more. Link to comment Share on other sites More sharing options...
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