Jump to content

[WIP] Weapon Addition and Replacement Suite (WARS)


antistar

Recommended Posts

Hey,Antistar. Something struck me; The AR-15 seems to be the mod's flagship. And I know that there is an AR-15-derived pistol. It's the Olympia Arms OA-93. To quote Madness Combat,which also used the weapon;

 

"A grossly oversized pistol firing a rifle round in a fully automatic manner. This gun is an identity crisis that shoots bullets."

 

Bear in mind; This gun actually exists. It's derived from the AR-15. Maybe it's something the mod can have?

Link to comment
Share on other sites

  • Replies 2.7k
  • Created
  • Last Reply

Top Posters In This Topic

The limit on Xbox is that you can't have over 2GB of mods downloaded at any given time. That's the main reason I asked about frameworks and the like. Perhaps someone else could do the porting work?

 

Well I'm still aiming to have the assets be free to use in other mods for FO4 (with credit given of course), so other people could put together individual weapon releases or smaller packs or whatever if it turns out that that would work better on XB1.

 

 

Off-topic, but do you know anywhere that might help with STALKER modding? Specifically, Lost Alpha Redux. I put something on the LA Redux mod page but it doesn't seem too active.

 

Back on-topic, while it would make sense for the Broadsider to be that heavy, it would also be absurdly powerful, given that cannonballs are artillery rounds. Perhaps it, alongside the Fat Man, could be the strongest weapons in per-shot power? You have the right idea for lasers, energy guns should be an alternative for regular weapons. Perhaps Fusion Cells could weigh a lot less than most bullets? And one mod I saw a while back changed the Institute weapons to make them fire a bolt of lightning, like the FNV LAER or a Tesla trap. It would be nice to make the weapon stand out from regular lasers and plasma without making them too weak or strong. Obviously, they'd lack recoil, and it'd make sense to include another plasma barrel that mimics the 3/FNV rifle, along with possibly an increase to the plasma projectile speed. As it is, the plasma moves too slow to make the sniper barrel remotely useful.

 

I dunno, you'd probably need to search around a bit. There're probably Reddits out there for STALKER modding - or maybe a thread on it on the Something Awful forums for example. For what it's worth though, I found Lost Alpha to be pretty terrible, unfortunately.

 

I remember MF cells being fairly heavy in New Vegas. I don't know yet if I'll change their weight from vanilla in FO4.

 

 

 

Back on-topic, while it would make sense for the Broadsider to be that heavy, it would also be absurdly powerful, given that cannonballs are artillery rounds. Perhaps it, alongside the Fat Man, could be the strongest weapons in per-shot power?

The Broadsider is a black powder smoothbore. Ignoring (as the game does) the hang time between lighting the fuse and the thing firing there are some issues in power and accuracy with a weapon like that. Namely that in order to load it the ball has to be smaller than the bore diameter and can rattle around in the barrel as it's fired, giving pretty poor accuracy. It's also unrifled, and very short barrelled - which will affect not only accuracy but also punch. Taking a generous estimate of 200 m/s as its muzzle velocity, a 1lb ball only has marginally more energy at the muzzle than a .50 BMG round, and given it's got aerodynamics closer to a brick than a spitzer bullet that's going to taper off pretty fast.

 

Maybe it'd be better off with some alternate ammunition, like canister shot or explosive shells (which existed historically, or could be improvised). It'd still be impractical a lot of the time as a 50-75LB weapon with heavy ammunition, but the option of giant shotgun/grenade launcher would give it a little niche when in power armour.

 

Oh also if you put modern propellant in it, it explodes. So that's a thing.

 

 

I do like the idea of alternate ammo types for the Broadsider; particularly those examples. I'll suggest those to isathar for inclusion in AmmoTweaks.

 

 

Hope you're feeling better or at least will soon. if you want examples of what I was getting at, New Calibers uses an easier way of making re-chambers by using a new attach parent slot (so you don't have to make a hardened, powerful and advanced mod for every caliber) and Immersive Gameplay (http://www.nexusmods.com/fallout4/mods/14669/?) uses the damage changing method I was getting at. If you crack them open in FO4edit, the light-bulb will go off, guaranteed. Saves a ton of time.

Thanks for that; references are always helpful.

 

 

Hey,Antistar. Something struck me; The AR-15 seems to be the mod's flagship. And I know that there is an AR-15-derived pistol. It's the Olympia Arms OA-93. To quote Madness Combat,which also used the weapon;

 

"A grossly oversized pistol firing a rifle round in a fully automatic manner. This gun is an identity crisis that shoots bullets."

 

Bear in mind; This gun actually exists. It's derived from the AR-15. Maybe it's something the mod can have?

I'm not planning a full-on OA-93 configuration, but the AR-15 in its default configuration (top) is an AR Pistol.

Link to comment
Share on other sites

I don't know if you still are trying to figure this out, but I just discovered that the "FROST Survival Simulator" mod makes the Gunslinger, Rifleman and Commando perks improve accuracy instead of damage. Maybe you could talk with naugrim04 to see how he/she did it, or maybe you could just download the mod and and try to check the changes.

 

Unfortunately I haven't downloaded the mod myself (Got the information from the mod's wiki), so I don't really know how exactly all this works ingame... Still, I thought that it could interest you. Maybe you could even modify recoil the same way, who knows?

 

Anyway, great work in the mod so far! ^-^

Link to comment
Share on other sites

I don't know if you still are trying to figure this out, but I just discovered that the "FROST Survival Simulator" mod makes the Gunslinger, Rifleman and Commando perks improve accuracy instead of damage.

Improving the accuracy via perk isn't too hard, it's the same type of effect as changing range or damage. What Antistar wanted to do was to have the perks reduce recoil instead, which is more difficult to do.

Link to comment
Share on other sites

Oh well, never mind then. :tongue:

 

Hm... Please excuse my ignorance, but why it is harder to reduce recoil that way?

 

Perks have "entry points" that allow you to affect certain stats; for example damage and accuracy. Unfortunately the various values that affect recoil are not available in that entry point list, so recoil can't be affected by perks in the usual sense.

Link to comment
Share on other sites

I find it difficult to believe that the game lacks keyword hooks for perks that interact with recoil; It seems like something basic. And if that is the case,then I find it fathomlessly stupid,because it is something so basic and essential.

 

A little more on topic; Antistar,have you considered implementing a Carl Gustaf? 84mm recoilless rifle,used by the majority of NATO nations as an antitank weapon,and it's a living fossil. Fires shells (NOT rockets!) to do the job,meaning the compatible ammo is incredibly versatile; A Carl Gustaf can,conceivably,do anything. Conversely,the Missile Launcher,as it exists in the game,can only fire the one round; HEAT (I think?) missiles,and it can mount a target lock. I personally think the two weapons are dissimilar enough to be able to serve different niches. If it's at all feasible for you to implement,would it be something you'd consider,Antistar?

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...