antistar Posted November 6, 2019 Author Share Posted November 6, 2019 I can certainly attest to that with porting apparels from some of my own personal little projects, it's quite a pain to port. I'm kind of surprised you didn't include the G36 Complex, not one of my personal favorites, I find most of the sights to be quite obstructing of my field of view. I see what you mean there, most mods with such features rely on the unequip/reequip scripting style which leaves things kinda...chunky, limitations of making mods.The only reason the G36 wasn't on that list is because it's another 5.56 assault rifle, and I've already got the AR-15 and SA80 (and Mini-14) in there. Same for the Steyr AUG - which is kind of tempting even if only because it's the Australian Army service rifle. ;) I may add patch support for more weapons if it turns out to be easy to do - or less if it turns out to be a pain - too soon to say either way. Adding/removing omods via script effectively always prompts a re-equip, as I understand it. It's just that it sounds like isathar was able to make that less jarring by reducing script lag and (kind of?) hiding the re-equip under, say, a reload animation. When that MP5 patch comes in,I'll totally make a Gordon Freeman character,just so I can "Solve up to 800 problems per minute."Way back in the day I considered the MP5 fire sound in the original Half-Life to be my favourite sound effect. That weapon felt great to use. Link to comment Share on other sites More sharing options...
Radsweeper Posted November 7, 2019 Share Posted November 7, 2019 I can certainly attest to that with porting apparels from some of my own personal little projects, it's quite a pain to port. I'm kind of surprised you didn't include the G36 Complex, not one of my personal favorites, I find most of the sights to be quite obstructing of my field of view. I see what you mean there, most mods with such features rely on the unequip/reequip scripting style which leaves things kinda...chunky, limitations of making mods.The only reason the G36 wasn't on that list is because it's another 5.56 assault rifle, and I've already got the AR-15 and SA80 (and Mini-14) in there. Same for the Steyr AUG - which is kind of tempting even if only because it's the Australian Army service rifle. :wink: I may add patch support for more weapons if it turns out to be easy to do - or less if it turns out to be a pain - too soon to say either way. Adding/removing omods via script effectively always prompts a re-equip, as I understand it. It's just that it sounds like isathar was able to make that less jarring by reducing script lag and (kind of?) hiding the re-equip under, say, a reload animation. When that MP5 patch comes in,I'll totally make a Gordon Freeman character,just so I can "Solve up to 800 problems per minute."Way back in the day I considered the MP5 fire sound in the original Half-Life to be my favourite sound effect. That weapon felt great to use. Yeah Half-Life was THE original modded game for me. I remember modding that thing to nowadays considered dangerously elevated levels. And suffering the corresponding resonance cascade failure! Link to comment Share on other sites More sharing options...
fairplayer916 Posted November 10, 2019 Share Posted November 10, 2019 This mod is my wet dream. just posting to keep the dream alive! Link to comment Share on other sites More sharing options...
aidancooknewvegas Posted November 10, 2019 Share Posted November 10, 2019 is there anyway you could release the tommy gun as a replacer or release it at all before everything the mod looks amazing btw Link to comment Share on other sites More sharing options...
antistar Posted November 11, 2019 Author Share Posted November 11, 2019 If I was to release anything as a standalone mod split off from WARS, the Thompson as a replacer is the most likely thing. It's the weapon that would require the least amount of work to release in that way, so I have thought about it. It's still a bunch of extra work on something I don't like and wouldn't use myself, though - I really don't like the way weapons are set up in vanilla FO4; that's why I'm making WARS. With that in mind, the decision between spending time on that and spending time on WARS (or PEACE) itself has always been a pretty easy one to make. I am still thinking about it - but it's definitely not a priority for me, I'm afraid. (Also thanks everyone.) Link to comment Share on other sites More sharing options...
szeptarsmatthew Posted November 11, 2019 Share Posted November 11, 2019 If you get a chance, I'd second taking a look at the results of the Modern Firearms team's scripting for underbarrel launchers. Even running on my potato (Lenovo Thinkpad, GeForce 960M)), there's very little lag when I'm changing between the two. They've completely redone the scripting with MCM support with 2.6.xx, so you can bind keys directly there. Of course, no need for it if ammo tweaks comes out, but the MF team is doing some great work in that realm. Link to comment Share on other sites More sharing options...
ShanaMetalGoddess1991 Posted November 13, 2019 Share Posted November 13, 2019 If I was to release anything as a standalone mod split off from WARS, the Thompson as a replacer is the most likely thing. It's the weapon that would require the least amount of work to release in that way, so I have thought about it. I am still thinking about it - but it's definitely not a priority for me, I'm afraid.  (Also thanks everyone.)An intriguing thought that occurred to me since you mention the Thompson would be the least amount of work to setup in such a manner is that it doesn't even have to be a standalone with any kind of permanence to it, if you were so inclined to do so you could release the Thompson as a standalone to act as a teaser, an advertisement for WARS until WARS finally gets that initial release, in which case you take down the standalone version. While the replacer for the Thompson is certainly better than that pitiful excuse for a Thompson Bethesda came up with, it's not exactly the "creme de la crop" replacer WARS features (despite my differing personal opinion), the AR15 however is since it's going to replace that god awful "assault rifle" lol. It's something to think about ultimately and to be perfectly honest I'm really picky when it comes to submachine guns, so far the Thompson you've set up has been the only one to catch my eye lol. Link to comment Share on other sites More sharing options...
ShanaMetalGoddess1991 Posted November 13, 2019 Share Posted November 13, 2019 If you get a chance, I'd second taking a look at the results of the Modern Firearms team's scripting for underbarrel launchers. Even running on my potato (Lenovo Thinkpad, GeForce 960M)), there's very little lag when I'm changing between the two. They've completely redone the scripting with MCM support with 2.6.xx, so you can bind keys directly there. Of course, no need for it if ammo tweaks comes out, but the MF team is doing some great work in that realm.When I said my "speaking of Modern Firearms...lol" bit I was referring to how surprised I was that the team returned after a 2-3 year hiatus, with results on top of that, though for me it's not so much the weapon functionality scripts as it is the proper reload animations...finally, grabbing non existent charging handles in 2.5 1.4 I found to be a bad peeve for me lol. Link to comment Share on other sites More sharing options...
antistar Posted November 13, 2019 Author Share Posted November 13, 2019 If you get a chance, I'd second taking a look at the results of the Modern Firearms team's scripting for underbarrel launchers. Even running on my potato (Lenovo Thinkpad, GeForce 960M)), there's very little lag when I'm changing between the two. They've completely redone the scripting with MCM support with 2.6.xx, so you can bind keys directly there. Of course, no need for it if ammo tweaks comes out, but the MF team is doing some great work in that realm.It shouldn't be necessary, but I'll keep it in mind; thanks. An intriguing thought that occurred to me since you mention the Thompson would be the least amount of work to setup in such a manner is that it doesn't even have to be a standalone with any kind of permanence to it, if you were so inclined to do so you could release the Thompson as a standalone to act as a teaser, an advertisement for WARS until WARS finally gets that initial release, in which case you take down the standalone version. While the replacer for the Thompson is certainly better than that pitiful excuse for a Thompson Bethesda came up with, it's not exactly the "creme de la crop" replacer WARS features (despite my differing personal opinion), the AR15 however is since it's going to replace that god awful "assault rifle" lol. It's something to think about ultimately and to be perfectly honest I'm really picky when it comes to submachine guns, so far the Thompson you've set up has been the only one to catch my eye lol.If I were to do it, I wouldn't take it down once WARS is released; some people may still want a standalone Thompson replacer. Link to comment Share on other sites More sharing options...
ShanaMetalGoddess1991 Posted November 13, 2019 Share Posted November 13, 2019 If I were to do it, I wouldn't take it down once WARS is released; some people may still want a standalone Thompson replacer.You raise a very good point Antistar, hell I want a Thompson replacer and well..that's what brought WARS to my attention initially lol. Link to comment Share on other sites More sharing options...
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