kuzi127 Posted September 2, 2019 Share Posted September 2, 2019 If c1ph3rr releases any of his recent work (R91 redux, rangemaster, that M2) they're getting an instant patch for wars from me. A lot of the mods he's made for them are essentially real weapons (ones that would nicely fill some roles in wars' current armory), with the base forms being the fallout-ified versions. Gauss rifles are kind of a middle ground, but Energy Weapons as a skill probably encompasses upgrading, maintenance, and general operation of it better since it's more akin to electrical than mechanical engineering like most guns would be. Link to comment Share on other sites More sharing options...
antistar Posted September 3, 2019 Author Share Posted September 3, 2019 (edited) To circle back to the 50 cal quick, I just saw this pop up :https://www.nexusmods.com/fallout4/images/158181Damn that's nice-looking; thanks for pointing it out. I'll be pretty excited to see that mod come out. Can you really call a Gauss gun a directed energy weapon,though? It throws a tiny piece of metal downrange at high speed to do the damage,not a bolt of energy. But,this is just me being pedantic.Actually yeah I've never been sure how to classify the Gauss Rifle in FO4. In earlier Fallout games it was classed as an Energy weapon, but in FO4 it does ballistic damage and it is technically a ballistic weapon, as you say. In WARS I've got it covered by the Rifleman perk - along with the "manually operated" bolt/break/pump/etc-action weapons - mainly because it's got that "hold to charge" function making it a similarly slow-firing weapon. I suppose then its role is "another anti-materiel rifle". I've got it doing a little less damage than the Barrett M107 (as a balance thing since its ammo is much lighter), but the weapons themselves have similar weights. Edit:Gauss rifles are kind of a middle ground, but Energy Weapons as a skill probably encompasses upgrading, maintenance, and general operation of it better since it's more akin to electrical than mechanical engineering like most guns would be.This makes sense too. I'll have to give it some thought, I guess. Edited September 3, 2019 by antistar Link to comment Share on other sites More sharing options...
bludmarine Posted September 3, 2019 Share Posted September 3, 2019 Also, if you look closely at the back you can see the eletric solenoid which makes it an M3P rather than the M2 model. The M3P is mounted on vehicles without a turret and can be fired remotely. Link to comment Share on other sites More sharing options...
Anarchi25 Posted September 3, 2019 Share Posted September 3, 2019 so for WARS are you just waiting on the ammo tweaks update or do you still have weapons to model? and with PEACE do you have any ideas that are kinda "out there" or have anything that doesnt have a nexus equivalent unlike backpacks and stuff? Link to comment Share on other sites More sharing options...
ShanaMetalGoddess1991 Posted September 3, 2019 Share Posted September 3, 2019 so for WARS are you just waiting on the ammo tweaks update or do you still have weapons to model? and with PEACE do you have any ideas that are kinda "out there" or have anything that doesnt have a nexus equivalent unlike backpacks and stuff? Basically WARS is pretty much done aside from AmmoTweaks integration which requires the AmmoTweaks update so yeah, everything else for the initial release is done, who can say for sure if Antistar intends to release new weapons as part of an update, well aside from Antistar themself. Link to comment Share on other sites More sharing options...
kuzi127 Posted September 3, 2019 Share Posted September 3, 2019 (edited) So I've gotten back into modding a bit in the past few weeks and have been messing around in the CK and I found some interesting things in regards to weapon mods. A while back there was discussion about how to make different weapons share attachments like sights, grips, etc. that attach via rails. Currently there is a hardcoded bug(?) in the crafting system where if two mods that are the same item (like a reflex sight) but on different guns have the same loose mod (the thing that gets put in your inventory when you take it off the gun), you can't take it off of one gun and use the loose mod that you got to attach it to the other gun; the game makes you craft another one. I managed to find a way around this that shouldn't be too much work to implement. I can clean up my test esp if anyone wants to take a look at it. What I did was I made a new scrap component (like steel, adhesive, etc.) for a reflex sight. I made a new loose mod for a reflex sight, and gave it the component I just made so that if you scrap it you would get said component (vanilla loose mods do not have scrap components and can't be scrapped). I then changed the combat and hunting rifle reflex sight mods to both give the new loose mod, and changed both of their crafting recipes to only show up when you have none of the loose mods in your inventory. I then made a second set of recipes (one for the CR, one for the HR) to make the sight using the component I just made, with the restriction to only show up when you have at least one of the loose mods. So, the final effect is that you can take the reflex sight off the combat rifle and put it on the hunting rifle (and vice versa) without having to craft a new one, getting around the original bug. With the way this method works, it can be extended so that the same mod can be applied to any number of weapons. The double set of crafting recipes may take more time to set up, but because of the restrictions only one shows in the crafting menu at any time, making it seamless. The number of common attachments seems like it's relatively small, mostly limited to sights, flashlights/lasers, and a few grips, so I don't think this would take a whole lot of work to implement. Edit: after a bit more testing, the only bug I can find is the existing one where if you don't meet the requirements for making the item, but you have the loose mod, you cannot apply it and are told you don't meet the requirements, except in this case it happens even if you do meet the requirements. It also only happens on the combat rifle; the hunting rifle works fine. If this happens, you can exit the workbench, go back in, and it works after that. Only reason I can think of is that it only checks requirements when you enter the workbench, which makes sense since the only other constraints are perk requirements which you wouldn't be gaining in the middle of crafting. Edited September 4, 2019 by kuzi127 Link to comment Share on other sites More sharing options...
antistar Posted September 4, 2019 Author Share Posted September 4, 2019 Also, if you look closely at the back you can see the eletric solenoid which makes it an M3P rather than the M2 model. The M3P is mounted on vehicles without a turret and can be fired remotely.Yep, makes sense in this context. so for WARS are you just waiting on the ammo tweaks update or do you still have weapons to model? and with PEACE do you have any ideas that are kinda "out there" or have anything that doesnt have a nexus equivalent unlike backpacks and stuff?As Shana said, mainly waiting on the AmmoTweaks update, yeah. There will still be tidy-up, testing, documentation, etc after doing the integration, though. "Out there" is kind of vague, but I guess the most obvious thing in PEACE that I don't think has been done in other FO4 mods is the encumbrance overhaul. I.e: - Needing Load Bearing Equipment, and that LBE having varying Carry Weight bonuses based on your Strength.- STR requirements for armour.- Armour weighing less when equipped.- Weapons compensating for their own weight plus a full load of ammo when equipped.- A rebalance of weight values across as many items as is feasible.- Adding new LBE items; regular backpacks, power armour backpacks, power armour pouches.- Making existing clothing/armour act as (often upgradeable) LBE as appropriate. All of that in combination. So while backpacks for example are certainly a thing that has been done in FO4 mods already, I don't think they've been done in quite this way before. So I've gotten back into modding a bit in the past few weeks and have been messing around in the CK and I found some interesting things in regards to weapon mods. A while back there was discussion about how to make different weapons share attachments like sights, grips, etc. that attach via rails. Currently there is a hardcoded bug(?) in the crafting system where if two mods that are the same item (like a reflex sight) but on different guns have the same loose mod (the thing that gets put in your inventory when you take it off the gun), you can't take it off of one gun and use the loose mod that you got to attach it to the other gun; the game makes you craft another one. I managed to find a way around this that shouldn't be too much work to implement. I can clean up my test esp if anyone wants to take a look at it. What I did was I made a new scrap component (like steel, adhesive, etc.) for a reflex sight. I made a new loose mod for a reflex sight, and gave it the component I just made so that if you scrap it you would get said component (vanilla loose mods do not have scrap components and can't be scrapped). I then changed the combat and hunting rifle reflex sight mods to both give the new loose mod, and changed both of their crafting recipes to only show up when you have none of the loose mods in your inventory. I then made a second set of recipes (one for the CR, one for the HR) to make the sight using the component I just made, with the restriction to only show up when you have at least one of the loose mods. So, the final effect is that you can take the reflex sight off the combat rifle and put it on the hunting rifle (and vice versa) without having to craft a new one, getting around the original bug. With the way this method works, it can be extended so that the same mod can be applied to any number of weapons. The double set of crafting recipes may take more time to set up, but because of the restrictions only one shows in the crafting menu at any time, making it seamless. The number of common attachments seems like it's relatively small, mostly limited to sights, flashlights/lasers, and a few grips, so I don't think this would take a whole lot of work to implement. Edit: after a bit more testing, the only bug I can find is the existing one where if you don't meet the requirements for making the item, but you have the loose mod, you cannot apply it and are told you don't meet the requirements, except in this case it happens even if you do meet the requirements. It also only happens on the combat rifle; the hunting rifle works fine. If this happens, you can exit the workbench, go back in, and it works after that. Only reason I can think of is that it only checks requirements when you enter the workbench, which makes sense since the only other constraints are perk requirements which you wouldn't be gaining in the middle of crafting.Nice; adding scrap components to loose mods is a creative solution. I didn't think of that. Sounds promising. Although... Since the recipes have conditions that check for items in the player's inventory, how does it handle the loose mod in question being stored in a linked container, like the weapon workbench? (Or Workshop storage, I guess?) It seems like you could end up with two entries in the mod list for the same omod when using the workbench, in that case. If this technique does work without too many hiccups though, I'd be pretty likely to adopt it in WARS. Link to comment Share on other sites More sharing options...
kuzi127 Posted September 4, 2019 Share Posted September 4, 2019 (edited) I knew there was something I missed. Currently it only shows one option at all times, no matter where I put the loose mod; it just won't let you craft it in certain situations. It works after adding a second condition checking the workbench. Unfortunately I haven't figured out how to run the check on the base workshop container in the condition function dialogue; so far I've had to check a specific reference of it, which means I'd have to check each workshop individually (not ideal). Maybe someone else knows how to do this, or I'l end up figuring it out later. Another option is making all of the recipes for a given mod have the same crafting requirements, and then giving the loose mod those same scrap components. This would probably use existing scrap first though, so you'd end up making more than one and having a bunch of extra ones you can scrap later. Edited September 4, 2019 by kuzi127 Link to comment Share on other sites More sharing options...
antistar Posted September 6, 2019 Author Share Posted September 6, 2019 Assigning the regular vanilla scrap components to the loose mods sounds tempting on the surface, but I imagine that any of those mods you were intentionally keeping in your inventory for later would likely end up being automatically scrapped for parts as you go about your business crafting/building other things. That'd be pretty annoying. You'd have to consciously stash them in a non-linked container before doing any crafting. Yeah I'm not sure how you'd check the contents of all the containers linked by settlement caravans like that. There might be something you could do with checking them via a script and setting a global that the recipe/s in turn check for, but that's getting kind of convoluted and might be a bit heavy on the scripting engine depending on when and how often it would have to run... Scripting isn't really my forte though; it could be better (or worse) than I'm thinking. Actually I'm not sure how to check the workbench contents in a condition, come to think of it. How are you doing that? So what are the circumstances in which it won't let you craft/attach one of these "universal" mods? Is it just when you've got one stashed in a linked container that isn't the workbench you're currently using? If it was just that you had to craft a new copy of the mod from components then that would be annoying but maybe not too bad, but if it hard-locks you out of attaching that particular universal mod to any weapon, that's a problem. Imagine if you stashed one in one of your settlement workshops and then forgot which one. Link to comment Share on other sites More sharing options...
kuzi127 Posted September 6, 2019 Share Posted September 6, 2019 You can use GetItemCount in a condition on a reference of a container, so I run it on SanctuaryWorkshopREF and it works fine. The problem is that there's no apparent way to check the workshop the player is currently using without scripting. I tried running it on a linked reference, which can search through and check any reference linked to the thing the condition is applied to based on a certain keyword (there is a universal workshop keyword), but because the condition is being applied to a recipe there would be no containers linked to it. There may be ways to apply a condition to the player and then run it on linked refs with a quest but I haven't gotten around to testing that yet. Even then, it's hit or miss given that how the game links inventories during crafting isn't exposed, as far as I can tell. The keyword system is extremely useful but how it actually works is a mystery to me. I can think of a few ways around it with scripts, but they're just logical flowcharts with what few functions I know of placed in the right spots. Performance-wise I don't think it would really be noticeable as long as you're careful with what you use to start and end the script; it would be a lot better than past games now that most of the various parts of the engine are multithreaded. Technically it works at all times in this testing scenario, where I'm at sanctuary and the condition is checking the sanctuary workshop. It stops working when you go to a workshop that is not checked. It shows the "from scratch" recipe when the player and the workshop have none of the loose item, and shows the "existing" recipe when the player or the workshop has at least one. So the effects are:If the loose mod is in the player's inventory it works everywhere.If the loose mod is in the checked workshop and the player is using said workshop it works.If the loose mod is in a nonchecked workshop and the player is using said workshop, it shows the from scratch recipe (even if it's linked to the checked workshop via supply line, so you'd have the scrap component to use the existing recipe).If the loose mod is in the checked workshop and the player is using another workshop, it shows the existing recipe but the player can't build it because they don't actually have the item (unless it is linked to the checked workshop, in which case you technically have the scrap component and can build it). Sometimes I wish some of the script extender wizards that spend all their time on New Vegas would have a look at FO4 and help fix some weird engine bugs like these. Link to comment Share on other sites More sharing options...
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