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[WIP] Weapon Addition and Replacement Suite (WARS)


antistar

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Bug Report: The grenade launcher barrel adds an extra barrel above the handguard when I reload the AR-15 in thridperson

Also I am not sure with Ammo tweaks, I found a copy in ModDB but for some reason I don't see the Ammotweak-WARS mcm menu. I DL all the patches required yet I can't figure out why I can't use the AR-15's M203.

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The AR-15 animations were done very early on (by Hitman47101) and lack third-person anims. I'll see if I get time to make some for it; basic conversions of the first-person anims, at least.

 

 

Did you install everything in the order described in the installation instructions? Notably installing AmmoTweaks before WARS?

 

After installation you should have these files:

 

\Fallout 4\Data\MCM\Config\AmmoTweaks\config.json

\Fallout 4\Data\MCM\Config\AmmoTweaks\keybinds.json

 

... And if you open config.json, it should have "AmmoTweaks-WARS" as its display name, near the top.

 

 

Do you have other MCM menus installed and working properly?

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Ah my apologies the bullet meshes inside the magazine are still visible but the magazine mesh is invisible like my character still grips the magazine correctly and the bullets from the mesh are in the right spot just the magazine itself is invisible. and I'm wondering if it has to do with having the no mag option added to the modified weapons via the mod association and the script

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I am wodering about the AR-15's crafting options. There is a vented barrel from the vanilla AR as an option.

 

EDIT: Furthermore I found the Smg not using the correct animation and the barrel is missing meshes, as well being called the submachine gun than Thompson.

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Ah my apologies the bullet meshes inside the magazine are still visible but the magazine mesh is invisible like my character still grips the magazine correctly and the bullets from the mesh are in the right spot just the magazine itself is invisible. and I'm wondering if it has to do with having the no mag option added to the modified weapons via the mod association and the script

I can only really guess since I'm not familiar with how the mods you're patching are put together - or with what you've done in your patch/es, obviously - but maybe check to see if the base mod has any material swaps it's using on other OMODs to hide certain meshes (like the magazines) in certain circumstances.

 

FO4Edit would make it easy to see if it contains any material swap records, and where they're used.

 

 

I am wodering about the AR-15's crafting options. There is a vented barrel from the vanilla AR as an option.

 

EDIT: Furthermore I found the Smg not using the correct animation and the barrel is missing meshes, as well being called the submachine gun than Thompson.

The "Vented Barrel" could show up with that name if you're using PEACE alongside WARS but you don't have the WARS-PEACE patch installed. It could also just be another conflicting mod loading after WARS.

 

That stuff with the Thompson does sound like a conflicting mod loading after WARS.

 

 

Were you able to resolve your problems with accessing the AmmoTweaks-WARS MCM menu, then?

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Hmm well I know for a fact that sovereigns MK23 does not have any mat swaps at all let alone any concerning the magazine, and I've had the issue with it as well even though it only has one magazine option other than no mag and it does seem to be limited to just the modded weapons but again I've just followed step by step from the tutorial. I've even checked the script from the assault rifle and combat rifle to make sure they aren't differing from what the tutorial says to do.

Edited by Longstrider92
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Just to make sure we're on the same page, are you saying that the magazine on the weapon appears invisible when it has a regular magazine OMOD attached? Like a 30-round STANAG mag, or whatever? And that it only goes invisible sometimes, not following a pattern you can see? It's not consistent?

 

Or are you saying that the magazine is invisible when the weapon has a "No Mag" OMOD attached - in other words appropriately so, when there shouldn't be a magazine attached - but that the reload animation still has the character grabbing an "invisible" mag?

 

If it's the latter, that's to be expected of course, since a custom reload animation would need to be made to account for using the weapon without a magazine. (I know this probably isn't what you're talking about, I'm just having trouble following what you're describing, especially since it's been scattered across several posts, which were scattered across several weeks/months.)

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It is so inconsistent its not funny but it does not seem to happen with the WARS standard weapons just the ones I've made patches for. The no mag OMOD works appropriately. And to make matters even more confusing sometimes it is just in the workbench that it is invisible not in 3rd/1st person. So the magazine OMOD is still attached and the gun shows as having the right capacity but its invisible. I can't seem to add pictures to my post other than this way

Edited by Longstrider92
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At the 24 hour mark on my current WARS and PEACE save and have a few thoughts. The gun play has been massively improved, the weapons feel much more powerful and satisfying to use, blasting a guys head off with a 12 gage slug will never get old. In the beginning I did find it easier then normal survival but when enemies with automatic weapons and explosives became more common the difficulty ramped up, instead of treating every enemy as the same as in vanilla you sometimes have to focus on one or to guys, taking cover and being careful before going ham on the rest of them. The carry weight changes where hard to get use to at first but after a while I became much more selective on what I pick up and will not bother looking lower level enemies now. Power armor feels much more distinct then in vanilla, the massively increased carry weight along with the armor changes makes it feel like you are really a walking tank instead of just having some extra armor. The different kinds of ammo makes using some of the early game weapons much more viable and adds extra consideration when it comes weapon choice. I don't think I ever used Pipe weapons but it actually feels good in a way, the are use by the raider masses and one guy with a proper weapon defeating 8 with junk pipe weapons feels more believable. Gun sounds are much improved as well, more crack less boom. The mag system was a bit confusing at first but got use to it, some of the smaller magazines are hard to get your view on them to pick them up though. The amount of ammo dropped does seem excessive at times, getting around 40-60 rounds of ammo per guy when you only use 5 to kill them leaves me with way more ammo then I could possibly need. Breaking them down does give lots of resources but I could easily break the economy by selling my massive pile of extra ammo and have to choose not to for game balance. Going back to the power armor it does make you a walking tank but again with a lode of extra fusion cores I have to RP not to use it as doing so would make much of the combat trivial.

 

All and all though I have greatly enjoyed myself with WARS and PEACE and have not encountered any bugs I can remember. Only a few changes I would suggest if they are possible. Increase the hitbox size of the smaller magazines so they can be picked up more easily, it can be a bit frustrating to see the mag and but not be able to easily pick it up, having to move the mouse slowly over it. Either decrees the drop rate for ammo by about half or have a way to not be able to sell 1 cap ammo in order not to f*#@ the economy if you are playing optimally. Increase the drain rate of fusing cores in power armor so it there is a greater cost in using it to counterbalance the buff that PEACE does to the armor.

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