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[WIP] Weapon Addition and Replacement Suite (WARS)


antistar

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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.

 

Yeah, I was commenting on that earlier - at least regarding the Tommy gun. Weapon weight (and balance probably, in some cases) will definitely factor into the recoil I give them - and the Mac-10 will definitely point you at the ceiling if you just lay on the trigger. ;)

 

 

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.

 

There are some calibres added by AmmoTweaks that I'm not planning on using - so they won't show up in-game when using WARS - and there are likely some calibres not in AmmoTweaks that I'll add in myself. Right now at least I'm not planning on using .357, .338, .45 LC or 20 gauge. Probably not .22 LR either, but we'll see.

 

For rechambering the M700, my thoughts so far were to give it a .30-06 option - but only when/if the BAR is added since it would be using that calibre. (An M1 Garand would be a prime candidate for that calibre too of course.) I hadn't really though about giving the M700 a 5.56x45mm option as well, but I suppose that's a possibility.

 

 

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.

 

Could you expand on that? I'm not sure I understand what you're saying there.

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You know, this mod's looking so great. It's a damn shame there are some many other ill-conceived or poorly implemented aspects of the vanilla game. Speaking of which, have you considered reworking grenades? Edited by PatriotGuy
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Thanks, and I know - there's so many things I want to tweak and add. (And so little time.)

 

I haven't given too much thought to the specifics of grenades, except that I'd like to try giving frag grenades (and mines) actual shrapnel that explodes out in a ballistic trajectory. I saw a mod a while back that looked to do that, so I'll have a look at how it did it.

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Have you given any thought to meatier animations for them? You know, getting it out and priming it or lighting it or pulling its pin. It bothers me how the pc just pitches it like a baseball after a dinky sound effect. Edited by PatriotGuy
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Hey antistar, I have some more ideas for some weapons you could implement in W.A.R.S

 

Bolt action rifles were always in my opinion, "under-represented" in the fallout universe, especially for the fact that boltguns are a great pepper’s choice. Mainly because of the usually steadfast reliability, and the rather lesser learning curb than semi auto rifles, easier to feildstrip and repair and more emphasis on conservation of ammunition due to increased ammunition carry weight.

All in all, I am surprised that only the Remington 700 (a decent rifle with a bad trigger), the varmint rifle (a much loved yet fictional rifle) and the Winchester model 70 were the only bolt actions long guns seen in the series.

 

I imagine that in the event of a nuclear apocalypse the following candidates would be common sight.

  • Mosin nagant (any variant). The Mosin is cheap, common and probably should be replacing the "bolt action" pipe gun as a low level weapon due to the sheer amount of how many of them there are, Implementing them however will require you to add 7.62x54mmR.
  • Lee Enfield no.4 mkII. The Enfield could be a mid game weapon. I was wondering to suggest the Springfield 1903 instead because you said you wanted to add the .30-06 sprg, but that would defeat the purpose of the Remington 700 altogether. The Enfield is chambered .303 Brit however so you would have to be making another caliber.
  • The Remington 700 should be able to have 5.56x45mm, .308 win and .30-06 as possible caliber conversions.

GPMGs

I pulled my head out of my ass after learning the lack bones for the belt animations, and that it is however possible to add cover opening animations.

 

So Here's what I've got for you this time.

  • The mg3 (in 7.62x51mm). Yes yes I know I’ve' said it before, But I remembered the drum mags that the Bundeswehr uses on there GPMGs and in the tiny space between the feed drum and the feed tray where the belt could be more "stiff"and nobody would see it, or care about it.
  • The HK 21e. Remove the belt feed option and add an HK g3 mag fed lower, and bob's your uncle.
  • Lewis gun. To make better use of the .303 Brit round that I suggested earlier for the lee Enfield, there could be the lewis gun, (no not the lewis, m249, fg42 abomination bethsoft calls an "assault rifle"). The lewis isn't a belt fed "LMG" so there would not be a problem with the lack of bones needed to animate belts.
  • Colt automatic rifle. I still think this would be a great add-on for the ar15. The ak47 has the rpk, the L85a2 has the L86lsw so the ar15 *could* have the CAR-15.
  • The Fg42. it loads from the side like the "assault rifle" meaning that it can use the "assault rifle" 's animations. and could just convert it's caliber to 7.62x51mm

 

And my last wish on the Santa Claus list:

  • The svt-40. axas already made a awesome mod for this one so it should be a finch. The Mosin is pretty lonely in it's own caliber group, so why not add a mid to late game weapon that shares the same caliber.
Edited by Guest
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antistar: Will v1.0 contain just the replacers, or do you plan to add already a few weapons for the first release? I know It will take months until 1.0, but perhaps you already have thought about this.

 

PS: sorry if this was answered before.

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Have you given any thought to meatier animations for them? You know, getting it out and priming it or lighting it or pulling its pin. It bothers me how the pc just pitches it like a baseball after a dinky sound effect.

That'd be more Hitman's department. I think grenade-throwing (and mine-dropping) animations are per-weapon, actually - or per animation set, I should say - so that may complicate things.

 

 

Hey antistar, I have some more ideas for some weapons you could implement in W.A.R.S

 

(snip)

Thanks. :)

 

Including a Mosin Nagant would give me an excuse to use Frimenitnet's incredibly beautiful Mosin M91/30. Maybe match it up with an SVD and/or an SVT-40, yeah. It's a possibility.

 

I don't know about the .303 weapons, though. I've got a lot on my plate with WARS already, and I don't want to be working on it forever. Same with the FG-42, really.

 

Rigid magazines of whatever kind would make including an MG more plausible, though without the iconic belt of ammo going into the weapon, they're no longer as immediately recognisable - and maybe somewhat redundant next to other weapons with 100-round magazines or whatever. (This is all just in the context of computer games - and this game specifically.) Sort of the same with the CAR-15 barrel, since I've already got barrels of similar length in there. It's all a possibility, but a low priority, I'd say.

 

 

antistar: Will v1.0 contain just the replacers, or do you plan to add already a few weapons for the first release? I know It will take months until 1.0, but perhaps you already have thought about this.

 

PS: sorry if this was answered before.

It's roughly planned to be the replacer weapons plus potentially a couple of new weapons to fill gaps opened up by (for example) removing the .50 BMG rechamber options from existing weapons. Plus a pump-action shotgun, maybe.

 

It's all heavy WIP, subject to change, etc.

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Speaking of CAR-15 barrels, what all attachments are on the AR-15, and is there any specific model WARS AR-15 is based on (like the Ruger SR-15)? Like, is there an A1 handguard, different barrel lengths, solid and 6-position telescoping stocks, etc. I'm sure you've mentioned it but I'm unsure where. Will there be any rechambering options for the AR-15, there are real-life rechambered variants after all.

 

For version 1 on console, perhaps it could be released as a "Lite" version. It would receive updates pertaining to the replacers, weapons used to fill balance gaps, and the Pump-Action Shotgun. Even after the other guns are finished, the earlier edition would stay up to get around Bethesda's dumb 2GB limit for users with a lot of/several high MB mods. Alternatively, since mod will require AmmoTweaks and probably several other balance changes, it would be neat if there was some sort of WARS "framework" mod, similar to Armorsmith. You could still just release WARS, but with a seperate framework if its not too much extra work, and let other people put the individual weapons up to download.

Finally, it looks like there's a new/alternate way to have individual rounds counted, not sure how it works or why it might be better than previous ways to do it, but its there.

Edited by protatato
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