Winterworld19 Posted March 21, 2017 Share Posted March 21, 2017 I see that this WARS Mod is mainly overhaul to replace vanilla guns in fallout 4 with mainly modern weapons? In the future plans where this mods maybe including an another of this mod without overhauling or replacing fallout 4 vanilla weapons or not? Link to comment Share on other sites More sharing options...
Nadie2283 Posted March 21, 2017 Share Posted March 21, 2017 As far as the GPMGs like the M60 and so on, i know the reloading would be a bit shlonky because bethesda never intended for it to be in the game, but i think just having the model with say...charging the bolt to the rear then taking off the bag from the hanger then placing a new one on and going from there would more than suffice as far as animations go. I think its more of a want for the ability to run around with an M60 or something loll. I dont think anyone really expects the whole opening the cover, removing the box, placing a new one on, pulling the belt onto the tray, closing the top cover AND having an animated belt which has never been done even in the previous games. Â I love seeing the progress on this mod, the models and textures are awesome and those animations are phenomenal as well! Link to comment Share on other sites More sharing options...
antistar Posted March 22, 2017 Author Share Posted March 22, 2017 I see that this WARS Mod is mainly overhaul to replace vanilla guns in fallout 4 with mainly modern weapons? In the future plans where this mods maybe including an another of this mod without overhauling or replacing fallout 4 vanilla weapons or not? It's not replacing all vanilla weapons and WARS isn't concerned purely with "modern" weapons. But anyway, no; I'm not planning any alternate versions of the mod myself. Especially not for that; "replacement" is right there in the name of the mod, after all. ;) I think I'll have to add a FAQ to one of the first posts; I get asked this question a lot.  As far as the GPMGs like the M60 and so on, i know the reloading would be a bit shlonky because bethesda never intended for it to be in the game, but i think just having the model with say...charging the bolt to the rear then taking off the bag from the hanger then placing a new one on and going from there would more than suffice as far as animations go. I think its more of a want for the ability to run around with an M60 or something loll. I dont think anyone really expects the whole opening the cover, removing the box, placing a new one on, pulling the belt onto the tray, closing the top cover AND having an animated belt which has never been done even in the previous games.  I love seeing the progress on this mod, the models and textures are awesome and those animations are phenomenal as well!  I think there'd be enough bones for the cover to be animated; it's just the ammo belt that's the problem. If it could be somehow obscured - behind the character's hand or something - at the points in an animation where you'd expect it to flex, then it might not be so bad (at least in first-person). That's a pretty big if, though. My expectation is that there's no real way to do it in FO4 without it looking pretty bad, unfortunately. Link to comment Share on other sites More sharing options...
protatato Posted March 22, 2017 Share Posted March 22, 2017 (edited) Been thinking about weapon balance, and I guess I'll put some ideas I had about things down here. I'll go by what kind of gun the weapon is, like handguns will be grouped together. I hope my suggestions inspire some thought about balancing the weapons for when all the modelling/animation work is done, I know it's a bit away but it still seems like it's worth thinking about Rifles L85: Early-game 5.56 rifle that can mount a SUSAT scope, and not much else going for it. Hey, it's powerful and it's automatic, but not as good as other guns in its class. Adequate for when you get it though, and the A2 is a bit better all around. Mini-14: Midgame rifle with good all-around performance but isn't too customizable. Still, you want something that probably won't break and will probably hit the target? This is your gun. AR-15: Late game rifle with a lot of power, accuracy, a common ammunition type, and reasonable reliability. AK: Handmade one is common. They're all strong, kick a lot, reliable, basically go inbetween the battle rifles and 5.56 rifles for damage/recoil/etc. AK74 could maybe have damage roughly on par with 5.56? CETME Rifle/G3/HK33 (if you decide to do it): Highly modular, like a sort of mini-AR-15. I imagine it'd be a bit more common, and probably have a bit worse performance.Radium Rifle: Not sure as to its performance, but I imagine it'd be similar to the AK, maybe a bit worse in most way except for its nuclear effect. M14: Full-sized battle rifle with all the power and kick that implies. Accurate, heavy, basically what you'd expect a .308 automatic rifle to be. Makeshift AMR and Barret M82: Haven't used the MAMR yet but I imagine it's a heavy bolt action rifle, customizable but generally subpar to the later game M82. BAR: M14 but fully automatic and even heavier. Hunting Rifle: Can fire a variety of cartridges (it can in real life at least) and is reliable, but has the characteristic slow fire rate of a bolt-action rifle. Edited March 22, 2017 by protatato Link to comment Share on other sites More sharing options...
protatato Posted March 22, 2017 Share Posted March 22, 2017 (edited) Handguns and Submachine Guns (Machine Pistols) Glock: Overall decent automatic handgun, common all throughout the game. M9: Maybe give it a 10mm option, too? To represent the .40 S&W Beretta 96? Other than that I don't know, but I like the way it looks. Probably have it be a bit more common/cheaper than the Glock for when enemies carry sidearms? You did say you'd hope to give enemies finite ammunition. PPK: Good in VATS, but a bit weak. Ruger Mark (if you add .22): A bit worse in VATS than the PPK but is more accurate and reliable. 1911: Maybe a gap between the revolvers and automatics could be filled by the 1911? Less powerful than the revolvers but is more powerful (also accurate) than most other automatics. Maybe it could have higher recoil as well, having fired a real Glock 21, .45 ACP has a bit of kick. .38 Revolver of some sort: Revolvers=More powerful than automatics, at least that's the perception. Also, revolvers are known for being reliable and simple. .223 Revolver: Absolute handcannon, firing an intermediate cartridge in a revolver. Would kick like mad, surely. Sten (if you go for it): Pipe gun replacement, same niche I'd bet. Would probably break fairly easily. Tommy Gun: Fast firing, has a lot of recoil, highly damaging, probably prone to breaking, especially with the drum magazine. Still, that drum DOES give it a lot of bullets before you run out, if it doesn't jam... Mac-10: More reliable, lighter, weaker, more recoil prone Tommy Gun. Skorpion: Weaker than most guns due to the low caliber round but still powerful enough for generic human bad guys and animals. Easily controlled. MP5: 9x19 is reasonably strong, low recoil, the adoption of the guns and its clones all around the world would point to it being reliable, and its plastic parts mean its light. Edited March 22, 2017 by protatato Link to comment Share on other sites More sharing options...
protatato Posted March 22, 2017 Share Posted March 22, 2017 (edited) Shotguns and Other Weapons Pump Shotgun: Balanced, good at distance. USAS: Also fairly balanced, better at close range. Maybe lacks some reliability as shotshells aren't always good at box magazine feeding. Double-Barreled Shotgun: Full length field gun, sawn off handcannon, or utterly average. Reliable all the same, it's got a hinge and a trigger for moving parts and not much else. Minigun: Recoils like crazy and needs a lot of ammunition obviously, but it will chew through stuff. Again, until you run out of bullets or one of its many barrels fails. M79 Thumper: Puts an impact grenade downrange, pretty simple, maybe ammunition could be a bit rare and expensive to make or buy. Edited March 22, 2017 by protatato Link to comment Share on other sites More sharing options...
antistar Posted March 22, 2017 Author Share Posted March 22, 2017 Thanks for all the suggestions; a lot of does align with my thinking so far. What I was planning to do once I got there though was to put together rough formulae to generate values for things like damage and recoil, based on real-world muzzle-energy values for various weapons and calibres. Probably just as a starting point though; the difference in muzzle energy between (say) 5.56x45mm and .50 BMG is pretty staggering. Like, the latter is around ten times as powerful as the former, from a quick glance at wikipedia. Then there's things like weight, accuracy, rate-of-fire, etc - hopefully most things will fall into place fairly naturally from their real-world values. I can fill in the gaps and tweak things from there. From what I've seen it's a common way to design firearms in mods - and some games themselves I'd imagine. Link to comment Share on other sites More sharing options...
PatriotGuy Posted March 22, 2017 Share Posted March 22, 2017 (edited) I think I've heard that the Tommy's weight actually mitigates most of the recoil; the same applies to the BAR. The MAC 10, though--that little bastard would be kicking like a flipping spastic mule on full auto. Edited March 22, 2017 by PatriotGuy Link to comment Share on other sites More sharing options...
protatato Posted March 22, 2017 Share Posted March 22, 2017 (edited) I just realized, AmmoTweaks adds .357 along with other ammunition types into the game. Maybe the .38 could somehow be upgraded into a somewhat heavier .357? Or would it be a different gun? If it is a different gun, which ones would you consider, if you decide to add one? Also, what other weapons would have weapon rechambering? I would think the Remington 700 could be chambered for .223/5.56, .338, and possibly .22 Long Rifle. While as far as I know, .22 isn't a factory-offered Remington 700 caliber, there's probably a similar rifle, and there's no doubt barrel sleeves and amateur rechamberings. If you did anything with the Lever-Action Rifle, maybe a .45 Long Colt variant would make sense? A .44 and .357 Magnum chambering also make sense, as would maybe .22. 20 Gauge has less recoil and a bit more spread than 12 Gauge but they're actually a bit rarer than 12 Gauge in the real life U.S. Edited March 22, 2017 by protatato Link to comment Share on other sites More sharing options...
OBERBERG Posted March 22, 2017 Share Posted March 22, 2017 Not sure if ya'll are aware, but I've found a time saver when making caliber rechambers. There is a damage value attached to the ammunition records, so I start with .22lr (I use New Calibers), the least damaging caliber and set it to one, with every other caliber moving up along the list till you hit the .50cal at 110 damage. Doing this means you don't have to break out the calculator every time you want to make a weapon re-chambering mod. Link to comment Share on other sites More sharing options...
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