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[WIP] Weapon Addition and Replacement Suite (WARS)


antistar

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Still holding off on making a new game until WARS comes out. The wait is killing me!

 

Me too, on both counts.

 

The Mini-14 is coming along well; I've been making some reasonable progress on that the last couple of days. Should have some stuff to show soon; just need to stop working on it long enough to take and upload some screenshots. ;)

 

Besides that I've been busy getting stuff together for Hitman to animate.

 

 

Do you intended to replace most of the vanilla ballistic gun sound effects?

 

I've talked about this before, but at the moment I'm leaving them using the vanilla firing sounds effects so that people can use whatever replacer for them they like. I'm using a replacer myself, and you can hear it in the M203 WIP video. Sound effects aren't really my area of expertise. I mean I can do it if I have access to a reasonable source - that's where all the M203 sound effects themselves came from - I'm just pretty amateurish at it.

 

 

The AR 15 (M4) is simply fantastic, when it is released?

 

I don't know yet.

 

 

If you do later add .22 Long Rifle caliber/chambered guns, which models do you think you'd include?

 

.22 LR weapons aren't planned at this stage, but if I were to do some... hmm. Maybe a Ruger MK II (aka the Silenced .22 Pistol in FNV) and a rifle of some kind, like a Ruger 10/22? Ruger guns everywhere, it seems.

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I like those options for the .22, one thing I thought of a .22 PPK rechambering, it's a possible chambering for a real life PPK. The disadvantages of doing so are decreased damage and possibly accuracy, and the advantage is that .22 is a very common cartridge, making the gun less costly to fire. It's perhaps better in VATS than a Ruger Mark but has lower durability as many real life .22 PPKs are made worse than the .32 and .380 PPKs. I'm just curious as to how things will be balanced and I'm throwing ideas out for stuff, I hope it's not coming off as pushy or anything!

Edited by protatato
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The world you knew has gone mad. Not the guns, though; they're just as you remember them.

 

Well... it would be nice to say that, but Fallout 4 features firearms that are mostly made-up; not based on real-world weapons. "Fantasy Firearms", I call them. I generally like the way they look aesthetically... but they don't make much sense as actual firearms. Some have lots of excess junk on them that doesn't do anything, while others lack the detail required to convince as weapons rather than toys. In short, I prefer the approach Obsidian took to firearms in Fallout New Vegas: they're mostly based on real-world weapons.

 

Weapon Addition and Replacement Suite (WARS) aims to add a range of new real-world weapons to Fallout 4. Some of them replace those vanilla fantasy firearms, while others are purely new additions and meant to complement the somewhat sparse arsenal of firearms in the base game. Not all vanilla firearms are replaced. Only some of the "Guns" - no Energy weapons are replaced. See below for a list.

 

WARS also aims to overhaul weapons generally - for a more believable, consistent and interesting experience. Related game mechanics will likely be tweaked or expanded on too; like ammo crafting, for example. More detail on my plans can be found further below.

 

WARS is built on the hard work of a number of people (i.e. it uses several modder's resources), but with additional work on these assets to hopefully maintain a high level of quality and consistency across the mod. I'm also incorporating my own from-scratch assets into WARS as needed. Additionally, Hitman47101 is kindly contributing animations for the weapons in this mod, which I'm pretty excited about.

 

Here's the all-important list of weapons I'm aiming to include in WARS:

 

 

Replaced Weapons

 

10mm Pistol -> Glock 20 (Or potentially Glock 17, Glock 21, etc if I add conversion options.)

Assault Rifle -> AR-15 (Highly modular.)

Combat Rifle -> Mini-14 (Changing it from .45 ACP to 5.56x45mm.)

Combat Shotgun -> USAS-12

 

 

Altered Weapons

 

Deliverer -> Unique Walther PPK, probably with common counterpart added. (Changed to .32 ACP most likely.)

Handmade Rifle -> AKM (Mesh edits to flip the bolt to the correct side.)

Hunting Rifle -> Remington 700 (Mesh edits to flip the bolt to the correct side, remove .50 BMG option because it's ridiculous.)

Minigun -> Tentatively considering changing its fictional 5mm round to a low-power "bulk" .308 round.

Radium Rifle -> Volkssturmgewehr (Mesh edits to remove the sci-fi junk - or at least separate it out to weapon mods. Changed from .45 ACP to 7.92x33mm Kurz or 7.62x39mm.)

SMG -> Thompson Submachine Gun (Ideally mesh edits to make it more accurate to the real-world version/s, and add a stick mag.)

 

 

New Weapons

(May be subject to change.)

 

.223 Pistol (Tentative... but with the Fallout history and the Blade Runner references in FO4... basically I'm very surprised Bethsoft didn't include this gun themselves. Sorry; "That Gun".)

Barrett M82 (Since I'll be removing the .50 BMG mods for the Hunting Rifle and likely the Pipe Rifle, dedicated anti-materiel alternatives are needed.)

Beretta M9

Colt Police (Or similar; think the "Police Pistol" in Dead Money.)

M14

M1911

M79 Grenade Launcher

MAC-10

Makeshift Anti-Materiel Rifle

Pump-action shotgun of some description

SA80/L85

Skorpion vz. 61

 

 

Possible Weapons

(Even more subject to change.)

 

Browning Automatic Rifle

CETME/G3, HK33, MP5 (Since they're all very similar.)

Sten Gun (Replacing the semi/auto Pipe Guns.)

 

 

Screenshots

- Glock 01

- Glock 02

- Glock 03

- Glock 04

- Glock 05

- Glock 06

- Glock 07

- Glock 08

 

- Reflex 01

- Reflex 02

 

- Glock Stock 01

- Flared Magwell 01

- Compensator 01

 

- AR-15 01

- AR-15 02

- AR-15 03

- AR-15 04

- AR-15 05

- AR-15 06

- AR-15 07

- AR-15 08

- AR-15 09

- AR-15 10

- AR-15 11

- AR-15 12

- AR-15 13

- AR-15 14

- AR-15 15

- AR-15 16

- AR-15 17

- AR-15 18

- AR-15 19

- AR-15 20

- AR-15 21

- AR-15 22

- AR-15 23

- AR-15 24

- AR-15 25

- AR-15 26

- AR-15 27

- AR-15 28

- AR-15 29

- AR-15 30

- AR-15 31

- AR-15 32

- AR-15 33

- AR-15 34

- AR-15 35

 

- Mini-14 01

- Mini-14 02

- Mini-14 03

- Mini-14 04

- Mini-14 05

 

- AN PVS-4 01

- AN PVS-4 02

 

- AccuPoint Scope 01

 

- Beta C-Mag 01

- Beta C-Mag 02

- Beta C-Mag 03

 

- M7 Bayonet 01

 

 

Videos

 

- AR-15 M203 under-barrel grenade launcher

 

 

Overhaul Changes and Additions

(May be subject to change.)

 

***Weapon Mods***

 

- Mod descriptions explicitly list what effects they have, unlike the very vague descriptions in vanilla.

 

- Receiver upgrades still improve damage dealt (maybe to a lesser degree than in vanilla), but re-phrased as the receivers (or just the overall weapons themselves) being in better condition.

--- E.g. Awful, Poor, Average, Good, Perfect.

 

- Rechambering weapons is a separate weapon mod "slot" rather than a particular receiver type.

 

- Semi vs full auto is also a separate slot rather than a particular receiver type.

 

- Receivers no longer magically alter the ammunition used by the weapon.

--- E.g. Somehow making it armour-piercing or explosive.

--- These effects to be found on particular ammo types instead.

 

- Ammo types do broadly very similar damage - not affected too much by weapon, and not affected at all by semi vs automatic.

 

- "Quick Eject" mods removed or replaced by something more plausible.

--- E.g. flared magwells or magazine sleeves.

 

- Laser Sights added as new weapon mod type.

--- No effect other than that they actually work, painting a dot on your target for easy firing-from-the-hip. (If you don't play with cross-hairs disabled... c'mon now.)

--- Actually I may have them increase hip-fire accuracy; it sort of makes sense.

 

 

***Ammo***

 

- Ammo types have more descriptive, real-world names. E.g. "5.56" becomes "5.56x45mm".

 

- Ammo types have real-world weight values, where possible. Compared to vanilla, most rounds are heavier - but some are lighter.

 

- Multiple ammo types per calibre, as in Fallout New Vegas.

--- E.g. Armour Piercing, Hollow Point, Explosive, Incendiary, Shotgun Slugs, Bulk, etc.

 

- More plausible ammo crafting using the Contraptions Ammunition Plant.

--- Make ammo from brass, powder and lead rather than copper, fertilizer and steel.

--- Okay some recipes may still call for copper or steel, but you get my point.

--- Will likely feature new items like casings and primers.

--- Some calibres may require schematics to be unlocked for crafting, as in my Ammo Crafting Schematics mod for FNV.

--- Ammo can be broken down into components.

--- The ideal result of all this is that you'd be able to build a factory that takes ammo you don't want as an input, and then outputs your desired ammo.

 

 

***Mechanics***

 

WARS requires Loads of Ammo, which allowed me to implement:

--- Ammo-switching, as in Fallout New Vegas.

--- Select-fire capability on appropriate weapons. (I.e. you can switch between semi- and full-auto at the press of a button.)

--- Under-barrel weapons, as in Call of Duty or STALKER, for example. (Currently an M203 grenade launcher for the AR-15.)

 

- Weapon damage based on real-world muzzle energy values.

--- At least somewhat. I haven't crunched the numbers yet. May be a guideline rather than a rigid rule.

 

- Weapon skill perks no longer affect weapon damage, but instead recoil control (and potentially accuracy).

--- IF this proves to be possible, that is. So far it doesn't seem like perks can affect weapon recoil. I'd appreciate any info people might have on this, actually.

 

- Bullets are not lasers; they don't move at the speed of light.

--- I.e. firearms projectiles changed to ballistic rather than hitscan.

--- Related: probably no more "tracer fire" except perhaps on things like incendiary rounds.

 

- No automatic recoil recovery.

 

- No more "magical" Legendary effects. Firearms are not magic wands.

--- E.g. Guns that never need to be reloaded, guns that somehow make the otherwise ordinary lumps of lead they're throwing explode on impact, or poison the target, or set it on fire, or freeze it solid, or do more damage to the flesh of humans and not other animals, or more damage at night, etc, etc, etc...

--- Hopefully these can be replaced with more plausible effects rather than being outright removed, but if you can't resort to magic... well, we'll see.

 

- NPCs no longer have unlimited ammo.

--- Where possible.

--- NPCs will probably be given more ammo to use (potentially low-quality "bulk" ammo though), along with a backup melee weapon.

 

- Spent casing recovery, as in Fallout New Vegas. (To be used in ammo crafting.)

--- If possible.

 

Anistar, Every day that passes I am more eager to try this masterpiece, I am watching the videos of youtube channel Hitman and it is incredible, continue with the excellent work :-)

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Here's the Mini-14 (replacing the Combat Rifle) in-game. Again; original mesh and textures by kouoaeha, with some changes by me.

 

- Mini-14 06

- Mini-14 07

- Mini-14 08

- Mini-14 09

- Mini-14 10

 

You can see that the Mini-14 gets a bunch of the same weapon mods as the AR-15 - for example sights and scopes. It also gets a new "Heads Up" reflex sight as I've called it so far; you can see it in shots 06 and 10. I'm not really sure what to call that one. If anyone knows of a better name for it, let me know. Someone in a comment on the picture said it was called a "Coyote" reflex sight, but a quick search for that only really turned up results for computer games, like Battlefield.

 

 

I like those options for the .22, one thing I thought of a .22 PPK rechambering, it's a possible chambering for a real life PPK. The disadvantages of doing so are decreased damage and possibly accuracy, and the advantage is that .22 is a very common cartridge, making the gun less costly to fire. It's perhaps better in VATS than a Ruger Mark but has lower durability as many real life .22 PPKs are made worse than the .32 and .380 PPKs. I'm just curious as to how things will be balanced and I'm throwing ideas out for stuff, I hope it's not coming off as pushy or anything!


A rechamber option for the PPK sounds good too - and don't worry; suggestions are fine. :smile:

(snip)

Anistar, Every day that passes I am more eager to try this masterpiece, I am watching the videos of youtube channel Hitman and it is incredible, continue with the excellent work :-)


Thanks; do you think you could edit the quote of the OP out of your post, though? It's pretty huge and not necessary.

Edited by antistar
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I wanted to include an ACOG and would have done so if I'd been able to find a good resource for it at the time. (Had to go with the C79 in the end, which I do like too.)

 

I still can't find a good resource for the ACOG, actually. The one in the ru-556 mod is credited to Thanez, who has a lot of stuff on gamebanana - but not the ACOG, as far as I could see. It seems like an old one of his; not sure where they tracked it down. I might be able to ask them about it and get an ACOG into WARS after all at some stage, but I've got a lot of other work to do, so it's probably a lower priority.

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Since scopes were just being talked about, what other optical attachments are you planning on using? I imagine the AKM will have a Kobra Sight option. Speaking of the AKM, it and the Hunting Rifle will have mesh/animation edits, but will there be other big differences in their appearances? Like the option to have no tape on the Hunting Rifle full stock, for example. Also, what do you plan to replace the Marksman Stock with for said gun?

 

One more thing, since you said you didn't mind balance suggestions. What if the double-barreled shotgun was meant for "extremes"? For example, the Pump-Action Shotgun would be good at close range but generally balanced for longer-ranged fights (long for a shotgun anyway, and I imagine the shotgun's ranges will be bumped to be closer to real life) and the USAS is best at close ranges, and the Double Barreled Shotgun would have a very good range with the long barrel and almost melee range with the sawnoff barrel? The regular short barrel would be in between the two, but would also be roughly between both of the other shotguns. Basically, the long barrel would be almost a slug gun and the sawn-off barrel has little to no range increase compared to the base game but a big increase in damage.

Edited by protatato
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