ShanaMetalGoddess1991 Posted August 24, 2019 Share Posted August 24, 2019 I wonder if Isathar is at their wits end with working the update for AmmoTweaks, hopefully they're in good health and spirit, my views on that don't change, just like you have to look out for your health first and foremost Antistar hopefully Isathar is doing the same. The update for AmmoTweaks must be huge in comparison to WARS seeing as how WARS is pretty much finished aside from being integrated with AmmoTweaks. On a side note as I've offered to beta test for you I'm assuming the testing would be to see how well AmmoTweaks and WARS behave together, as well as to make sure the weapons behave as intended with the new perk abilities that are going to be part of WARS, seeing as how you've already tested meshes, textures and animations from all the resources from other amazing mod authors, along with help from the three great weapon animators I don't really see those as needing any further testing right, thought I'd ask in order to determine what aspects of the testing to prioritize. Link to comment Share on other sites More sharing options...
Radsweeper Posted August 25, 2019 Share Posted August 25, 2019 Hi Antistar, I always been a fan and advocate of a M2 in Fallout 4. One, it would fit right in, with reliability and firepower; having seen almost a century of use at this point in RL. Two, some of the player opponents in this game are in need of something to be able to stop in their track. I.e Ma deuce. What would be truly nice if we could have a M2 mounted on a turret of some kind for defensive purposes, and -why not- make a twin turret because we know that twins are more fun (hmm cough cough.) 5.56 turrets hurt. 7.62 turrets hurt more. .50cal turrets just end the hurt forever. Just saying. Link to comment Share on other sites More sharing options...
antistar Posted August 25, 2019 Author Share Posted August 25, 2019 I wonder if Isathar is at their wits end with working the update for AmmoTweaks, hopefully they're in good health and spirit, my views on that don't change, just like you have to look out for your health first and foremost Antistar hopefully Isathar is doing the same. The update for AmmoTweaks must be huge in comparison to WARS seeing as how WARS is pretty much finished aside from being integrated with AmmoTweaks. On a side note as I've offered to beta test for you I'm assuming the testing would be to see how well AmmoTweaks and WARS behave together, as well as to make sure the weapons behave as intended with the new perk abilities that are going to be part of WARS, seeing as how you've already tested meshes, textures and animations from all the resources from other amazing mod authors, along with help from the three great weapon animators I don't really see those as needing any further testing right, thought I'd ask in order to determine what aspects of the testing to prioritize.The stuff I've been hearing about for the AmmoTweaks update sounds pretty amazing, so it's no wonder it's taking a lot of work. It sounds like a game-changer. A... well, literal game-changer, I guess you might say. ;) I've tested things as I've added them in, yeah; focussing on those things specifically. What I haven't done - because it isn't really possible until everything is implemented and because there hasn't been time - is testing how well everything works together in extended, regular gameplay. That's what I'll be wanting people to do in the beta; just starting a new game and playing it to see how it goes. Then letting me know if they run into any problems. Both obvious bugs like missing meshes/textures, NPCs spawning without a weapon/ammo, etc - and also more subjective things like "this weapon seems too strong/weak/fast/slow/etc" or "this enemy is too strong/weak". Hi Antistar, I always been a fan and advocate of a M2 in Fallout 4. One, it would fit right in, with reliability and firepower; having seen almost a century of use at this point in RL. Two, some of the player opponents in this game are in need of something to be able to stop in their track. I.e Ma deuce. What would be truly nice if we could have a M2 mounted on a turret of some kind for defensive purposes, and -why not- make a twin turret because we know that twins are more fun (hmm cough cough.) 5.56 turrets hurt. 7.62 turrets hurt more. .50cal turrets just end the hurt forever. Just saying.I am pretty keen on getting an M2 in there. Hopefully there'll be time for that at some point. When I was making those limited-ammo settlement turrets semi-recently, I toyed with the idea of the highest-tier one using .50 BMG, but decided against it. Even the .308 one (the current highest tier turret) is brutal. Maybe with a lower fire-rate or something it would be workable... but that might take new animations/behaviours? I'm a bit fuzzy on that. Link to comment Share on other sites More sharing options...
ShanaMetalGoddess1991 Posted August 25, 2019 Share Posted August 25, 2019 (edited) I'd imagine there wouldn't be issues like missing meshes and/or textures...but then again I'd be surprised, I can certainly see everything else being a possibility like NPCs lacking weapons and ammo (virtually have to start a new game when removing Modern Firearms), but that's modding right, just like game design overall the kinks get sorted out with time and testing, personally I don't like the new numbers implementation for things like firing rate and ammunition capacity, the multiply+add+divide thing just made it unnecessarily complex lol. Edited August 25, 2019 by ShanaMetalGoddess1991 Link to comment Share on other sites More sharing options...
Radsweeper Posted August 27, 2019 Share Posted August 27, 2019 Antistar, I was meaning to ask for a while but I kept forgetting. Is there a way to implement the mortar weapon from sentry bots into a power armor? I think it could make a great secondary weapon option. Just remembered this bit when I was being mortared by a siege breaker bot recently - I though to myself -hey- what if my PA had THAT feature! Link to comment Share on other sites More sharing options...
antistar Posted August 28, 2019 Author Share Posted August 28, 2019 I'd imagine there wouldn't be issues like missing meshes and/or textures...but then again I'd be surprised, I can certainly see everything else being a possibility like NPCs lacking weapons and ammo (virtually have to start a new game when removing Modern Firearms), but that's modding right, just like game design overall the kinks get sorted out with time and testing, personally I don't like the new numbers implementation for things like firing rate and ammunition capacity, the multiply+add+divide thing just made it unnecessarily complex lol.It's always possible to miss a mesh or texture here or there when packaging something up... I'm generally pretty careful about that sort of thing though. And yeah, the omod system in FO4 can be complicated to work with. It's definitely more powerful than I was expecting... but still not quite enough in some places, I've found. I've had to get creative in some areas for WARS. (The under-barrel grenade launchers being the most obvious.) Antistar, I was meaning to ask for a while but I kept forgetting. Is there a way to implement the mortar weapon from sentry bots into a power armor? I think it could make a great secondary weapon option. Just remembered this bit when I was being mortared by a siege breaker bot recently - I though to myself -hey- what if my PA had THAT feature!Ha - like a mortar "pack" instead of a cargo carrier? Seems cool - and I'm sure there would be some way to do it, but it'd be another of those potentially very complicated things possibly requiring work across scripts, art assets, UI, etc. Link to comment Share on other sites More sharing options...
ShanaMetalGoddess1991 Posted August 28, 2019 Share Posted August 28, 2019 That's very true, and a mod the size of WARS is going to have A LOT of files to organize, meshes with correct texture paths set up, plug in files pointing to meshes etc.etc, things can get missed with a mod this big. And yeah, I definitely liked New Vegas for that since it was a little simpler to get accurate firing rates, magazine capacities etc.etc, (think they did that on purpose as a kind of "Haha take that modders" type of thing. Link to comment Share on other sites More sharing options...
Stronglav Posted August 29, 2019 Share Posted August 29, 2019 That's very true, and a mod the size of WARS is going to have A LOT of files to organize, meshes with correct texture paths set up, plug in files pointing to meshes etc.etc, things can get missed with a mod this big. And yeah, I definitely liked New Vegas for that since it was a little simpler to get accurate firing rates, magazine capacities etc.etc, (think they did that on purpose as a kind of "Haha take that modders" type of thing. All hail the Metal Godess!! :DNaa just kidding.My Metal Godess is Sharon Den Adel. Link to comment Share on other sites More sharing options...
geala Posted August 29, 2019 Share Posted August 29, 2019 Concerning turrets, in my game they all are relatively strong (5 to 10 times the health, 5 times the dr/er, except raider turrets which have just 2 times the health) and fire the rounds with the normal damage, so a .38 is 45 damage, a 5.56 is 80 damage, a .308 is 130 damage. For the settlements I use two mods, one adds primitive .38 turrets, the other adds a very expensive minigun turret (40 damage per shot). I need strong turrets because I have strong enemy patrols, partly with power armor, which eat settlements with ease otherwise. It also makes fighting enemy turrets a very special experience in a C. with low ammo loot. :smile: So what is a M2? A special turret? BTW settlement turrets with ammo consume sounds nice for a game with relatively normal ammo loot/vendor sell chances. I shortly considered to implement this but I stayed away then. Firstly I would have had never ever enough ammo to find, secondly, the player is not alone and other settlers are probably searching for ammo too all the time, so I let turrets not use ammo and imagine they are fed by the other NPCs. However I made it that all workshop turrets need electricity. Link to comment Share on other sites More sharing options...
antistar Posted August 30, 2019 Author Share Posted August 30, 2019 All hail the Metal Godess!! :DNaa just kidding.My Metal Godess is Sharon Den Adel.I'm quite fond of Krysta Cameron and Courtney LaPlante as vocalists for iwrestledabearonce, myself. ;) Concerning turrets, in my game they all are relatively strong (5 to 10 times the health, 5 times the dr/er, except raider turrets which have just 2 times the health) and fire the rounds with the normal damage, so a .38 is 45 damage, a 5.56 is 80 damage, a .308 is 130 damage. For the settlements I use two mods, one adds primitive .38 turrets, the other adds a very expensive minigun turret (40 damage per shot). I need strong turrets because I have strong enemy patrols, partly with power armor, which eat settlements with ease otherwise. It also makes fighting enemy turrets a very special experience in a C. with low ammo loot. :smile: So what is a M2? A special turret? BTW settlement turrets with ammo consume sounds nice for a game with relatively normal ammo loot/vendor sell chances. I shortly considered to implement this but I stayed away then. Firstly I would have had never ever enough ammo to find, secondly, the player is not alone and other settlers are probably searching for ammo too all the time, so I let turrets not use ammo and imagine they are fed by the other NPCs. However I made it that all workshop turrets need electricity.The M2 we're talking about is the M2 Browning HMG. This may change depending on how things shake out during testing, but the expected balance with NPCs having finite ammo in WARS is that you'll probably find more ammo than in vanilla (probably - depends on how quickly NPCs go down in combat), but a lower carry weight maximum via Survival and/or PEACE means that the logistics of carting that ammo around may be more complicated. On top of that, settlers and settlement turrets will be consuming ammo too... Link to comment Share on other sites More sharing options...
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