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[WIP] Weapon Addition and Replacement Suite (WARS)


antistar

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Hey Antistar I kept tracking your development of WARS and I'm wondering in percentage estimate of how far is the mod complete as well are you using bullet count patch?

I mean it's feature complete as far as a first release goes, so I guess it's 100% in that sense. :wink:

 

A percentage estimate could mean a lot of things depending on what you want to account for (my testing, the beta, fixes, documentation, etc), and probably wouldn't be very accurate regardless.

 

WARS has built-in support for Bullet Counted Reload System (BCR), if that's what you mean? That affects the China Lake Grenade Launcher, Mossberg 590 and Lever Rifle with Hitman's right-handed animation set. (Actually all those anim sets are by Hitman47101, just with reloads that I edited to support BCR.)

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Yes, I'll appreciate people's help with the closed beta, when the time comes. I need to test it myself a bit first.

 

That shouldn't be too far away, though it's hard to judge exactly, as always. Currently I'm setting up my load order and working on compatibility issues I come across, in advance of starting my proper playthrough test of both WARS and PEACE.

 

Right now I'm writing the support patch tutorial for PEACE; like the WARS one, but much shorter. (Thankfully.) It'll cover adding compatibility for third-party clothes/armour and power armour mods.

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Sweet. Honestly just waiting for this mod to release for my next playthrough. That and debating what sort of weather mod to use.

NGL when this drops, I am uninstalling all of my weapon mods and using this as a base line to go off

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Sweet. Honestly just waiting for this mod to release for my next playthrough. That and debating what sort of weather mod to use.

For my part I think I'll be going relatively light with the weather/lighting mods since I still haven't actually played Far Harbor and Nuka-World yet (didn't want vanilla game mechanics to spoil the first-time experience with them), and I want to see what the intended atmosphere is with them first, instead of getting some potentially wacky results via heavier weather mods. So at the moment I've just got True Storms, Darker Nights and Interiors Enhanced.

 

 

Anyway; the power armour part of the PEACE support patch tutorial ended up being more work than I expected (writing tutorials is hard), but it's mostly done now. The normal clothing/armour part will be much simpler.

 

Like with the WARS support patch tutorial, I'm working on my own support patch (called "PEACE - Well-Dressed") at the same time, so that I know what needs to be covered, and to use it in examples. For now the plan is for Well-Dressed to initially cover Red Shift, Chosen of Atom and possibly Vertibird Flightsuit.

 

 

NGL when this drops, I am uninstalling all of my weapon mods and using this as a base line to go off

That's... good to hear, because that's actually a requirement for using WARS. ;) Third-party weapon mods will require a patch to work well with WARS. Like, technically you probably could use them at the same time without one, but the balance will almost certainly be off, and they won't be using the extended WARS/AmmoTweaks features like ammo swapping, weapon condition, fire mode toggling, physical mags, etc.

 

Using WARS (and/or PEACE) will probably be a good time for people to try out any "multiple profile" system their mod manager might have. ;) Instead of uninstalling all their weapon mods, necessarily, they could just disable them in an alternate profile that includes WARS until/unless patches come along for them.

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What I meant is that since guns mods vary in options and quality I enjoy seeing an author create a mod pack with consistent logic and systems, so if a gun mod is still one of my favorites I'd keep it, but first use WARS as the base line to go off of first.

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As an update:

 

I recently made both WARS and PEACE patches for Militarized Minutemen. The PEACE patch was more substantial, considering all the clothing/armour items included. The WARS patch was mostly giving the different ranks and specialists and whatnot appropriate load-outs, so that they wouldn't spawn with no ammo/mags.

 

To maybe give a better idea what I'm working on at the moment (re: getting my load order set up so that I can test WARS and PEACE properly), I've been collecting and/or tracking FO4 mods as they've popped up on the Nexus - since they started being made. So yeah... roughly seven years' worth of mods that caught my attention to sift through.

 

If I'm interested in using a mod, I'll chuck it in the Data directory and open it up - alongside the rest of my load order - in FO4Edit, to (as quickly as I can) check it over for potential errors or compatibility issues. (Usually I'll glance at its Nexus page to look for any reported bugs while I'm at it.) I'm being pretty ruthless and picky with the mods I even go this far with, because there's a lot of them, and believe it or not, I don't want this to take forever.

 

Sometimes I'll turn up issues and fix them on my end (if it wouldn't take too long to do so), sometimes I'll see how a mod is set up and decide I don't want to use it after all, sometimes I'll decide that there are too many conflicts with a given mod for it to be worth using (at least for now), and sometimes I'll make a compatibility patch for WARS/PEACE that I'll be releasing at the same time as the main mods. (Like with Militarized Minutemen, most recently.) These patches will be available to everyone helping out in the closed beta too, of course.

 

It all takes time. But; the more I can do now to sort out compatibility (even stuff as minor as knowing how certain types of mods may conflict with WARS/PEACE), the smoother things will go once they're out in the wild.

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