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[WIP] Weapon Addition and Replacement Suite (WARS)


antistar

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Cry of Fear? That's an obscure one.

 

 

Will we see burst fire in the future once F4SE has matured?

 

I couldn't say. I don't know what will happen with F4SE in the future.

 

Yes, but it feel the same vibes from it and StCoP the weapon mod for S.T.A.L.K.E.R. CoP

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I didn't realize you had plans to include a revolver. I'm happy to hear that, if for no other reason than it hopefully including new animations by Hitman. The default .44 animations have to be some of my least favorite in the entire game, mostly because of how ridiculously close the character holds it to their face. It's like the opposite of the submachine gun animations, where it feels like the rifle is ten feet away from the camera. I don't know why Bethesda seems incapable of making animations with a decent field of view.

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I'm currently working on the tactical light and tactical light + laser sight combo attachments for the Glock.

 

Initially I was planning to use both this combo model and this tactical light model, but a bit of research turned up that the Insight X2 there (the combo) also comes in another version that's very similar but lacks the laser sight. In looking at the resource I found that I'd need to alter it a bit and make a new high-poly for it anyway (smoothing problems in its normal map), so with some minor adjustment I could get both versions nearly for the price of one. (Sharing most of the same UV space too, if that works out.)

 

The high-poly models are nearly finished. Then there's the UV unwrapping, baking and texturing.

 

 

So in short, the Glock will have three under-barrel options:

 

- Tactical Light

- Laser Sight

- Tactical Light + Laser Sight

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I'm really interested in the barrett m82

do you plan on make it powerful but with some drawbacks? for example the movement speed while you carry it or only possible to shoot it while you are still or crouching? (I don't know if any of this is possible with scripts, just pulling out of my ass)

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I've mentioned that I want to use real-world muzzle energy values as a base when working out damage for different ammo types and weapons - relative to each other, if nothing else. Possibly just as a starting point, too; especially when it comes to something like .50 BMG. I think I mentioned earlier in the thread that based on muzzle energy (and my extremely quick and dirty calculations), .50 BMG is roughly ten times as powerful as 5.56x45mm, for example.

 

I do want .50 BMG to be powerful, but maybe not to that degree. With the weapons that use it, I'll again be using real-world values as much as possible/practical, but it should result in them being very heavy and having very strong recoil. (Recoil with no auto-recovery, as I'm disabling that in WARS.) The ammo itself should also be heavy, expensive and relatively rare.

 

I'm not a fan of special-casing the kind of effects you mention there for specific weapons, but a more general system where you (for example) move more and more slowly as you approach your carry weight limit could be good. That's something I've been thinking about for a long time for the SOS (Survival Overhaul Suite) mod I may make at some point, actually. (I mentioned it in the thread's second post.)

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As far as velocity and range and such, I've been using this and just relying on the guys research. http://www.nexusmods.com/fallout4/mods/20389/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmodfiles%2F%3Fid%3D20389&pUp=1 . As for Damage, I have my own values that I've input using new calibers. I can throw you a copy of my own esp if you want to eyeball it. Keep in mind that I've removed all of the player and NPC health scaling in my game using a separate mereged esp, which is how it all works, but you can still apply the base values in the ammunition records to the vanilla method of balance and gameplay.

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