antistar Posted March 30, 2017 Author Share Posted March 30, 2017 (edited) Well they've been trying various things like having me on a saline drip for a while (having a metal spike in your arm for days is unfun), or only drinking one litre of water per 24 hours (which is also unfun), but I think it depends on the cause - and they still don't know what that is. I'm a relatively young and healthy guy, is the thing. So it's a bit of a mystery so far. Edit: Just wish I could have my main computer in here so I could at least get some work done on the mod while I'm stuck in here. I've only got this mini-laptop. Edited March 30, 2017 by antistar Link to comment Share on other sites More sharing options...
SaturnVII Posted March 30, 2017 Share Posted March 30, 2017 The system is one animation per set for all throwing weapon types, everything from frags to molotovs to throwing knives, its not possible to have anything more detailed then a simple generic toss. As for a belt fed LMG, I can probably jury rig something up that acts like it should, or at least at least looks better then having it static. But that said I'd only go through that pain in the ass ordeal for something truly special, I'm talking a fully modular M60 with fantastic models and textures made for F4, from the Vietnam model all the way to the E6 with as many attachment options as possible. That's the only thing I'd really be willing to try it for but the odds of getting that stuff are slim to none haha, so I wouldn't get hopes up. While it goes (completely) against what you just said, there is a thought that just went through my head (when it comes to animating a belt fed machine gun), and keep in mind I'm not an animator, BUT, some experience in the military and some interest in a hobby does bring to mind that non-disintegrating belts, like that on a PK, are much more rigid by design and therefore, you could get away with the animation being a bit more stiff, at least as far as the belt is concerned. Because the belt *is* more stiff. This could also be applied to any machine gun that is designed in the future as an original design as well, like the WH77 just as an example even though it doesn't show belts. That could be pitched to anyone who contracts you for your work. Link to comment Share on other sites More sharing options...
Longstrider92 Posted March 30, 2017 Share Posted March 30, 2017 Well I hope they figure something out soon antistar best of luck mate Link to comment Share on other sites More sharing options...
antistar Posted March 31, 2017 Author Share Posted March 31, 2017 Okay, I'm back home now. I was discharged suddenly today, earlier than I was expecting; it's true that they were really only monitoring me for the last couple of days. I'm on fluid restrictions for a few days yet - 1.2 litres per 24 hours - until an outpatients appointment on Tuesday. Hopefully they've had some kind of brainwave by then, because at this stage they've freely admitted that it's a mystery. They mentioned the possibility of an MRI, but really they're looking at virtually every possibility at this point. Anyway, I've got stuff to organise but soon I'll go through those previous posts and answer whatever, and then finally get back onto the mod. Link to comment Share on other sites More sharing options...
antistar Posted March 31, 2017 Author Share Posted March 31, 2017 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.... There's a lot of attachments. Not sure if or how I'll sum that up in the documentation, yet. You can sift through old posts about it to see what they are if you like, though. It's not based on any specific model, it's just a generic AR-15. At least I don't believe it is, anyway; I didn't make the original models, of course. An A1 handguard option is coming; especially now that Tigg has kindly sent me a re-jigged A1 handguard that fits his models. I'm not planning any rechamber options for the AR-15. So what's the deal with this limit on the XB1? I'm not really familiar with using mods on that. In any case I'm hoping to avoid alternate versions of any kind, if possible. "Hell is alternate versions" is actually something I've said before, more than once. I think we might use that system for the Lever Rifle - not sure about the pump-action, though. I think Hitman is sick of animating those at the moment. ;) Engine-wise, how are you going to integrate select-fire capability?It's triggered by a consumable item (or by a hotkey I'm assuming, though I haven't got around to trying that yet), and switching to full-auto essentially attaches an extra invisible object mod to the weapon. The "flame-throwers" in fallout 4 always looked ghetto rigged and unfeildable even though the game implies that the military used them during the resource wars, and besides "muh realism" issues it's pretty underpowered for a flame-thrower, and requires perks to be half decent, and since whoever was writing the stats for the weapon thought that flame-throwers are useless at more than 10 feet, even though it is effective up to 40m.Simply put, It quite ruins the weapon. Reworking the stats will fix the issue, and changing the model will fix the hurt inner operators in all of us.Thanks, I've made a note of this stuff for when I get to it. I don't know about changing the model, but we'll see. 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.The system is one animation per set for all throwing weapon types, everything from frags to molotovs to throwing knives, its not possible to have anything more detailed then a simple generic toss. As for a belt fed LMG, I can probably jury rig something up that acts like it should, or at least at least looks better then having it static. But that said I'd only go through that pain in the ass ordeal for something truly special, I'm talking a fully modular M60 with fantastic models and textures made for F4, from the Vietnam model all the way to the E6 with as many attachment options as possible. That's the only thing I'd really be willing to try it for but the odds of getting that stuff are slim to none haha, so I wouldn't get hopes up. A well-implemented M60 would be awesome, but yeah; probably unlikely unless an awesome resource for it comes along. I do want to start making my own weapons from scratch eventually though - just not until a whole lot of other stuff is out of the way, because that's a huge bottleneck. Link to comment Share on other sites More sharing options...
Moldy Posted March 31, 2017 Share Posted March 31, 2017 You've got my attention. So,a few questions,and if they were answered earlier,I'm so sorry. (Insert Pinwheel battle here.) 1) Uniques; What'll you do with them? I personally feel that the unique weapons being Legendaries with names,and absolutely no other differences,to be a lazy cop-out on Bethesda's part. Hence why I love Unique Uniques. 2) Ammo; What're we looking at? I noticed in your mission statement that you want to eliminate the "It's Effing Magic!" Legendary effects; Will there be ammunition types to help fill the gaps this makes? With Fallout tech being what it is,it would be possible for people in the Commonwealth to make many of those ammo types. 3) Guns not worth using; Will they still exist? In vanilla,and even heavily modded,Fallout 4,a gigantic swathe of weapons are entirely unusable in all forms of play,unless you manage to get a perfect storm of legendary effects and perk support. The ultimate offender being the Rockwell Arms Personal Minigun. I know you're a shoot-for-Pluto type,but will this be addressed? 4) Energy weapons; Will you hit them up,too? The only other (even remotely) comparable mod,Gunsmith Extended,doesn't touch energy weapons,leaving a huge gulf in the game's content. Will you be addressing energy weapons with WARS? 5) Explosive weapons; See above. Same concerns as above,but with heavy explosives,like the Fat Man,missile launcher,and Broadsider. And,while we're on the topic,more esoteric weapons,like the harpoon gun,Cryolator,and radium rifle? 6) Balance; Will it be maintained? Well... Again,you tend to keep balance intact,but something like this can cause issues,like making armour entirely irrelevant. Further,in Fallout canon,energy weapons tend to outperform their conventional peers. 7) If I pick up 3D modelling,and start throwing meshes at you,will it be welcome? Blender's free,and I am getting an urge. I'm not a modeller by any stretch,but if I pick it up,and turn out to produce something worthy of human observation,would it be welcome? That's about it. Link to comment Share on other sites More sharing options...
protatato Posted March 31, 2017 Share Posted March 31, 2017 I don't know why there's a 2GB limit but I think it has to do with Bethesda's servers. And yeah I figured you wouldn't be making alternate version, hopefully someone else can when you upload the assets as modeller's resources. Link to comment Share on other sites More sharing options...
minjun Posted March 31, 2017 Share Posted March 31, 2017 I cannot wait until this mod is fully finished. I admire your hard work!I have a question tho.will the AK rifles be as tacticool as the m4?(Tacticool as in RAS rail system like the zenitco handguard and stock) If not, i can abide with the "Nyet rifle is fine" rule. just want a good ak, because the handmade rifle looks like treaash imo. Link to comment Share on other sites More sharing options...
slayermaster25 Posted March 31, 2017 Share Posted March 31, 2017 Can't wait for the release! thanks!! Link to comment Share on other sites More sharing options...
Kreutz Posted March 31, 2017 Share Posted March 31, 2017 antistar: dude! I hope you are feeling better. Rest and get well soon! Link to comment Share on other sites More sharing options...
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