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[WIP] Weapon Addition and Replacement Suite (WARS)


antistar

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That Mini-14 makes me miss my Ruger GB model that I foolishly sold off years ago, very, VERY nice. That Ruger folding stock needs "I pity the fool" engraved on it on a "Unique" variant though. :wink:

 

Or maybe something about a plan coming together. ;)

 

 

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.

 

As it happens, I'm working on flipping the relevant parts of the Handmade Rifle to the correct side right now - so Hitman can do the animations. Beyond doing that though, I don't know if I'm going to change or add much to it. It'll be named "Handmade AKM" and that will probably remain part of its character; makeshift and handmade. With that in mind, it would be nice to include a proper modular AK-74 and a proper modular AKM as higher-tier variants. (A generalised 5.45x39mm AK and generalised 7.62x39mm AK, basically.) That'd be a lot of work though, so no solid plans for that at this stage.

 

Anyway, I would at least like the Handmade AKM to have options for a Kobra sight and a standard AKM wood stock, yes.

 

I'll probably have more of an idea what I'll do with the Hunting Rifle (beyond flipping it) once I get to it. It may not be much - or it may be a complete mesh/texture replacement.

 

Re: shotguns; that sounds reasonable, though the main thing I'd like (with all the weapons, really) is for their performance to at least feel similar to their real-world counterparts.

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If you're looking for a right-handed bolt, such animations already exist. If you need permission to use them in your mod, it might be worth asking about. There's also a rather well done Varmint Rifle with its own animations. If you could get permission to use the mesh edit for the Hunting Rifle/animations for either one really, it could save you and Hitman some trouble.

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Did you ever consider making the LMG version (L86A1/A2) of the L85 series of rifles? As it would only make you add a few more parts. And maybe the 60 round magazine, if you have done extended mags for the L85 already.

 

Yes, an L86 option for the barrel is planned - an L22 too. I'll need to do those from scratch, though. The SA80/L85/whatever is getting the same magazines as the AR-15 - plus an EMAG. Actually I'll probably give the AR-15 the EMAG as well; it makes sense.

 

 

If you're looking for a right-handed bolt, such animations already exist. If you need permission to use them in your mod, it might be worth asking about. There's also a rather well done Varmint Rifle with its own animations. If you could get permission to use the mesh edit for the Hunting Rifle/animations for either one really, it could save you and Hitman some trouble.

 

I've been keeping those in mind, though Hitman also had some right-handed hunting rifle animations in the works that I quite liked, so... it will probably depend on if he wants to finish those up, I guess.

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Are you on Gaming Undeground Network by any chance? There's an AKM mod with custom anims and a bunch of different options there, but the guy who made it doesn't really like it and might be receptive to have it placed here. Might save you time. Here's the link if you can use it. http://www.gunetwork.org/t11117-fo4-akm-project-v1-5

Edited by _Iceberg_
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A few things! I went to a gun store earlier to just look around and I found some stuff, like a stock that might be useful for a Remington 700 Marksman Stock reskin. it was this fancy .300 WinMag variant with a MDT Tac21 chassis, might be a viable replacement to the VTR stock the base game has if you were looking to replace it. Also, what other bolt-action rifles would you consider adding if any? The game does have the Bolt-Action Pipe Gun and while it's tenative, if you end up replacing the regular variant with a Sten Gun, maybe a lower-end .22 or .223 bolt action rifle could replace the bolt-action Pipe variant. Then there's the Pipe Revolver, I dunno of any non-Taurus Judge revolver carbines really but since the Pipe Revolver is a relatively low-level revolver, it might be a good candidate for a Colt Police Positive, Smith and Wesson Model 10, or even a Single-Action Army. Again, the lack of stocks and long barrels may be an issue, but since you haven't mentioned the pipe revolvers and mentioned wanting to put a .38 revolver in, bringing all this up seems relevant.

 

The Pump-Action Shotgun you're wanting to add, which models have been considered? There's a Winchester M1897 Trench Gun, Benelli M3, and of course a Remington 870 already made, not including the Hunting Shotgun. Worth considering is the fact that the Remington was ported to console very briefly but the gun was broken, no animations or loading to speak of. In spite of this, the Benelli M1014 mod, which also loads shell-by-shell, was ported and works fine. If you port this to console, you may have to figure out a work around for manual-action firearms, sadly.

Edited by protatato
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There's also the AKM project, or the AK 74 that's on the Nexus, maybe they would allow you to add that to your mod : http://www.nexusmods.com/fallout4/mods/21466?

 

Making a variant that uses 7.62 would be easy enough.

Are you on Gaming Undeground Network by any chance? There's an AKM mod with custom anims and a bunch of different options there, but the guy who made it doesn't really like it and might be receptive to have it placed here. Might save you time. Here's the link if you can use it. http://www.gunetwork.org/t11117-fo4-akm-project-v1-5

 

The AKM Project mod looks really nice, but its credits list a number of game studios, so I probably can't use it. I mean there's a reason its on GUNetwork and not on the Nexus, right?

 

There should be plenty of resources out there I can use though - notably on gamebanana of course, but also things like Heffy's AKs and AR-15s pack.

 

 

A few things! I went to a gun store earlier to just look around and I found some stuff, like a stock that might be useful for a Remington 700 Marksman Stock reskin. it was this fancy .300 WinMag variant with a MDT Tac21 chassis, might be a viable replacement to the VTR stock the base game has if you were looking to replace it. Also, what other bolt-action rifles would you consider adding if any? The game does have the Bolt-Action Pipe Gun and while it's tenative, if you end up replacing the regular variant with a Sten Gun, maybe a lower-end .22 or .223 bolt action rifle could replace the bolt-action Pipe variant. Then there's the Pipe Revolver, I dunno of any non-Taurus Judge revolver carbines really but since the Pipe Revolver is a relatively low-level revolver, it might be a good candidate for a Colt Police Positive, Smith and Wesson Model 10, or even a Single-Action Army. Again, the lack of stocks and long barrels may be an issue, but since you haven't mentioned the pipe revolvers and mentioned wanting to put a .38 revolver in, bringing all this up seems relevant.

 

The Pump-Action Shotgun you're wanting to add, which models have been considered? There's a Winchester M1897 Trench Gun, Benelli M3, and of course a Remington 870 already made, not including the Hunting Shotgun. Worth considering is the fact that the Remington was ported to console very briefly but the gun was broken, no animations or loading to speak of. In spite of this, the Benelli M1014 mod, which also loads shell-by-shell, was ported and works fine. If you port this to console, you may have to figure out a work around for manual-action firearms, sadly.

 

I haven't really given much thought to adding other bolt-action rifles. The Remington 700 (vanilla Hunting Rifle) is pretty ideal to have in there. Like, if you were going to include a general bolt-action rifle...

 

Though I may replace the semi-auto pipe guns with a Sten gun, at this stage I'd probably leave the other pipe weapons, because... well, I've talked about this before in the thread. I have some specific ideas for what I want to do with the Colt Police (or similar) revolver, but that's one I'm planning to leave until later. It's always been planned as a new weapon rather than a replacer, anyway.

 

Candidates for the pump-action shotgun so far include KnechtRuprecht's M1912 (because it's gorgeous) and An Aggressive Napkin's Mossberg 590 - but there are a few possibilities out there; nothing definite yet.

 

I may not use a counted-reload system for the weapons in WARS. I would like to - I would love for the pump-actions and lever-actions and whatnot to have correct reload animations, and am still pretty annoyed at Bethsoft for not doing it themselves - but it sounds like they're not reliable enough.

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