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[WIP] Weapon Addition and Replacement Suite (WARS)


antistar

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Alright, time for the next round of updates for the beta testers (plus the new WARS - Tactical Reload patch):


PEACE Beta 1.0.4 hotfix

Beta 1.0.4 (23-06-23)
- Armour produced in factory machines now comes "Pocketed" or "Deep Pocketed" by default.
- Added a loadscreen. (About water filters and purification tablets.)
- Rifle Racks and M12 Weapon Rack Frames can now be placed on tables or other raised surfaces, same as the pistol racks can be.
- Restored Carry Weight effects to companion NPC records (with a small bonus, rather than the vanilla penalty), to see if that resolves the issue of the game sometimes thinking the NPC can't carry any more when they should be able to.
- Tripled range on headlamps.
- Edited Laser Musket OMODs to have correct weight values and to make them correctly account for their weight when equipped.


Again, this is a cumulative patch, so use it in addition to the full version of PEACE you downloaded, and be sure to uninstall it when moving to the full public release of PEACE, in the future.


PEACE - Better Manufacturing Extended Patch Beta 1.0.3

Beta 1.0.3 (23-06-23)
- Armour produced in the "Armor Forge - Full Suit" factory machine now comes "Pocketed" or "Deep Pocketed" by default.
- Resolved conflicts from PEACE b1.0.4.



PEACE - Well-Dressed Beta 1.0.4

Beta 1.0.4 (23-06-23)
- Red Shift audio alerts when entering power armour and entering combat can now be toggled on and off via Red Shift helmet OMODs.



WARS Beta 1.0.5 hotfix

Beta 1.0.5 (23-06-23)
- Added third-person animations for the AR-15.
- Added a loadscreen. (About HEDP and HEAT rounds.)
- Ammo Recovery Post now only appears in the build menu if the Physical Mags system is enabled.
- Added a distance check to the turret inventory access activation prompt.
- Increased aim speed for Gauss Rifle, Barrett M107 and Makeshift Anti-Materiel Rifle.
- Swapped Porter Gage's companion weapon for a standard weapon. (How did I miss that one?)
- Deacon's "Cloak & Dagger" companion perk no longer increases sneak attack damage, but instead makes it harder to be detected while sneaking.
- Shortened .50 BMG HEIAP stat description even more, since it was still getting cut off.
- Added note to MCM menu about how the AmmoTweaks options to disable HUD elements appear to do nothing.


A cumulative patch, same as for PEACE. Note that this one includes an updated "Main" ba2 file (containing all the assets except for textures) rather than loose files, so it's important to uninstall any previous WARS hotfix files when installing this one.


WARS-PEACE - War and Peace Patch Beta 1.0.3

Beta 1.0.3 (23-06-23)
- Resolved conflicts from PEACE b1.0.4.



WARS-PEACE - Better Manufacturing Extended Patch Beta 1.0.3

Beta 1.0.3 (23-06-23)
- Resolved conflicts from changes introduced in PEACE b1.0.4 and PEACE-BME b1.0.3.



WARS - Tactical Reload

 

The new one - you'll find it in with the other patches for WARS. As always, be sure to read the readme included in the 7z file - especially the installation instructions.

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I'm going to be positive and assume that all the testers being quiet means that everything is working perfectly and no-one is running into any problems. ;)

 

I do have a question for the testers though - mainly out of curiosity - which named unique weapons have you been finding, if any? So far I've chosen not to document that they're even in there* - let alone where they are - so yeah... I'm wondering if people have been finding them.

 

 

*Except for the M1911 uniques, I guess, since that's documented in the stand-alone release.

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I'm going to be positive and assume that all the testers being quiet means that everything is working perfectly and no-one is running into any problems. :wink:

 

I do have a question for the testers though - mainly out of curiosity - which named unique weapons have you been finding, if any? So far I've chosen not to document that they're even in there* - let alone where they are - so yeah... I'm wondering if people have been finding them.

 

 

*Except for the M1911 uniques, I guess, since that's documented in the stand-alone release.

 

I haven't come across any new problems so far.

 

As for uniques, other than Future Shock the only other one I've managed to come across is the Jeep Gun.

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Hey I'm just wondering how it's going so far? I mean it sounds like you're really close to a release but I just want to make sure it's not another year away,?

I'm currently working on the screenshots for all the Nexus pages (because there's going to be a bunch for WARS, PEACE, the War and Peace patch, support patch pages for each, etc).

 

I've worked out the formatting for the screenshots (since a lot of them will include some text to describe features), plus header and title images. I'm in the middle of putting together a list of the screenshots I'll need, and then I'll need to go take a bunch if I don't already have suitable ones I've taken earlier.

 

Since the number of issues that I and the testers are finding seems to have dropped off a cliff, that should be all that's left to do; putting together the Nexus pages themselves.

 

 

I haven't come across any new problems so far.

 

As for uniques, other than Future Shock the only other one I've managed to come across is the Jeep Gun.

Ah, the Jeep Gun; one of my favourites. That's been a mainstay in my loadout (except for when I was using an AR-15 with an M203 launcher) - just like when I play the game that inspired it.

 

I've mostly been using it with (40x46mm) pulse grenades, as an anti-robot gun.

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Ah, the Jeep Gun; one of my favourites. That's been a mainstay in my loadout (except for when I was using an AR-15 with an M203 launcher) - just like when I play the game that inspired it.

 

I've mostly been using it with (40x46mm) pulse grenades, as an anti-robot gun.

Speaking of underbarrel grenade launchers I've been wanting to add an SA80 with its L123A2 launcher to my loadout and use it with buckshot rounds to have an underbarrel shotgun kinda like in the Starship Troopers movie.

 

 

I've found that Dogmeat doesn't follow you when you transition to a new area, through a load screen/black screen, and if you dismiss him in a town or interior cell he won't return home and just stay in the area. Removing the "Can't Open Doors" flag from Dogmeat's race record fixes it, I guess it prevents him from passing through load screen "doors".

 

Similarly the "Can't Open Doors" flag on the cat race record causes the quest "Here Kitty, Kitty" in Vault 81 to become stuck, as Ashes the cat is unable to leave the vault.

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I haven't encountered anything else with the new patches, so far I've only found future shock

Future Shock... Basically the reason I spent all that time adding an M1911. :wink:

 

Beyond the obvious - and I've probably mentioned this before in the thread - it's also a reference to Terminator: Future Shock, which (because I'm getting old) was my first exposure to mouse-look controls. It definitely took some getting used to, but before that it was unspeakably awkward stuff like pressing Page Up and Page Down to look up and down, so... it was revolutionary at the time.

 

 

Speaking of underbarrel grenade launchers I've been wanting to add an SA80 with its L123A2 launcher to my loadout and use it with buckshot rounds to have an underbarrel shotgun kinda like in the Starship Troopers movie.

It's a shame the workload it would involve has been prohibitive, because I'd have loved to have a Masterkey in WARS.

 

 

I've found that Dogmeat doesn't follow you when you transition to a new area, through a load screen/black screen, and if you dismiss him in a town or interior cell he won't return home and just stay in the area. Removing the "Can't Open Doors" flag from Dogmeat's race record fixes it, I guess it prevents him from passing through load screen "doors".

 

Similarly the "Can't Open Doors" flag on the cat race record causes the quest "Here Kitty, Kitty" in Vault 81 to become stuck, as Ashes the cat is unable to leave the vault.

 

Oh, that must be why Dogmeat got stuck in the museum in Concord, for me. I didn't make the connection and realise that the "Can't Open Doors" flag would also apply to load doors. (Or load "doors" since they're not always literally doors.)

 

I think I also saw some weirdness with Ashes the cat, but I can't remember for sure since it was early on in my playthrough, and I got more distracted by an issue caused by Bethesda doing slightly less than the bare minimum work required for a functional PC version of the game.

 

In that quest, you need to activate Ashes to tell them to go home, but for whatever reason, this is one of the cases where activate is hard-coded to "e" on the keyboard - and I don't use standard WASD key-binds. (See above re: me being old. I came up with my own "A-Shift-Z-X" control scheme before WASD became standard.)

 

I use Spacebar for activate. (Largely because that's what Wolfenstein 3D and Doom used.) Took me a while to work out what was going wrong with that quest; why I couldn't send Ashes home. It was because key-rebinding in Fallout 4 has been broken since release, and never patched.

 

Fix your game, Todd.

 

 

Anyway, thanks for pointing that out. I'll revert that flag for dogs and cats. (This is a PEACE thing, not a WARS thing, for anyone wondering.)

 

And I mean... I know from personal experience that (some?) cats are smart enough to observe humans opening doors, and then try to do the same themselves. It's just that usually they're not big or strong enough to actually do it. (They make up for it by also being smart enough to realise that reaching for a door handle is a good way to indicate to nearby humans that they want to go through the door.)

 

Same for dogs, I'm sure. Hell, I've seen a video of a snake slithering up and operating a door handle to open a door and let itself through.

 

 

Edit: Oh, looking at it, I also changed the flag in WARS if I was editing that Race record for other reasons, so it'll be reverted in WARS too.

Edited by antistar
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Oh, that must be why Dogmeat got stuck in the museum in Concord, for me. I didn't make the connection and realise that the "Can't Open Doors" flag would also apply to load doors. (Or load "doors" since they're not always literally doors.)

The Concord museum was also where I first noticed that Dogmeat wasn't following me into new locations. I've just been using the console to teleport him to me every time and I got used to doing that and forgot that it was a problem. :teehee:

 

I saw the "Can't Open Doors" flag in his race record while working on a patch for another mod and went, "I wonder if this is what's causing Dogmeat to get stuck?"

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