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[WIP] Weapon Addition and Replacement Suite (WARS)


antistar

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Hello Antistar, how are you wearing the mod? You know out of curiosity, I saw your photos of the glock and it looks great :thumbsup:

 

Thanks - and the Glock assets are basically done now unless I think of something else later on. I've started working on the USAS-12. So far just tweaking and updating the model a bit in advance of doing weapon mods, high-poly models, etc for it.

 

 

I was wondering, is a Lee-Enfield planned? Otherwise, I look forward to this very much.

 

Not at this stage, sorry.

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I went to my local gun store and I found out a few things. The Thompson (even with a plastic stock) is very heavy, has a bolt on the top of the gun, and flip-up rear sights. The one I picked up had a Cutts compensator, was made in 1927, and was semiautomatic only. In addition to weight, it took a while to reload the box magazine due to the magazine and the well having grooves that needed to line up before the magazine could be put in.

 

I picked up a Glock and Beretta as well, and it seems like the Beretta was easier to release the slide catch on, but it may just be me. Perhaps for balancing, the Beretta could have a slightly shorter reload? Also, apparently people are supposed to grip the back of the slide as they push down on the catch to reduce friction between the catch and the slide.

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Thanks for the info.

 

As I understand it the bolt being on the top and flip-up sights are features of more complicated, earlier-model Tommy Guns - with the simplified M1/M1A1 used in WWII having a bolt on the side and fixed sights. In WARS I may have both (bolt locations if nothing else) in as receiver variants; not sure yet.

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Have you considered getting permission from the authors of the more popular weapon mods on the Nexus to add them to WARS? This way people won't have as hard a choice to make between those mods and yours? And if not, would you be willing to post a tutorial for those of us who have the time to implement them ourselves into your mod?

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Antistar I just know, that your M4 the Eotech are a visual delight :thumbsup: :wink: :D , among other weapons, do not you know how hard it is waiting for your mod...

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Have you considered getting permission from the authors of the more popular weapon mods on the Nexus to add them to WARS? This way people won't have as hard a choice to make between those mods and yours? And if not, would you be willing to post a tutorial for those of us who have the time to implement them ourselves into your mod?

 

If it's a weapon I really want in-game myself then I may ask for permission to include it - or at least make an add-on plugin for WARS that uses the assets from whichever other mod/s. (Meaning you'd download and install the original mod/s and use the WARS add-on plugin, maybe in place of the original plugin/s.) The latter may be more likely; I wouldn't want to take away from the hard work done by the original authors.

 

I've mentioned before that I'll probably write a tutorial like that too, yes. I imagine I'd skew it towards how to produce an add-on plugin like I described above - so that it could be released for others to use - though authors of weapon mods could also refer to it to make versions of their mods geared towards WARS.

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Have you ever thought about making weapon modifications a bit like Payday 2 in that certain attachments would either increase or decrease your concealment?

 

In FO4 this could be translated as (for example) a -15% penalty to sneak/stealth when using a laser sight or flashlight. If it's possible at all to link the weapon's light to the pipboy light key that'd be even better - lights off when sneaky beaky, blind them when it goes hot.

 

Maybe even decrease reloading speeds when using larger magazines. Extended stick magazines would retain the same speed though as it seems a bit silly to slow down reloading even though it's more or less the same shape as an ordinary stick magazine, while drum magazines or other magazines that look more bulky could have a reload speed penalty. If it's possible to change animations depending on the type of weapon mod used that'd be even better - different anims for handguard mods or magazines etc. although I doubt that's possible at this point.

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Have you considered getting permission from the authors of the more popular weapon mods on the Nexus to add them to WARS? This way people won't have as hard a choice to make between those mods and yours? And if not, would you be willing to post a tutorial for those of us who have the time to implement them ourselves into your mod?

 

If it's a weapon I really want in-game myself then I may ask for permission to include it - or at least make an add-on plugin for WARS that uses the assets from whichever other mod/s. (Meaning you'd download and install the original mod/s and use the WARS add-on plugin, maybe in place of the original plugin/s.) The latter may be more likely; I wouldn't want to take away from the hard work done by the original authors.

 

I've mentioned before that I'll probably write a tutorial like that too, yes. I imagine I'd skew it towards how to produce an add-on plugin like I described above - so that it could be released for others to use - though authors of weapon mods could also refer to it to make versions of their mods geared towards WARS.

 

Thank you. It's reassuring to know that one way or the other, I will be able to have the weapons I want along with your mod. I only use the best weapon mods, and these are the ones that I wouldn't want to do a play through without.

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Have you ever thought about making weapon modifications a bit like Payday 2 in that certain attachments would either increase or decrease your concealment?

 

In FO4 this could be translated as (for example) a -15% penalty to sneak/stealth when using a laser sight or flashlight. If it's possible at all to link the weapon's light to the pipboy light key that'd be even better - lights off when sneaky beaky, blind them when it goes hot.

 

Maybe even decrease reloading speeds when using larger magazines. Extended stick magazines would retain the same speed though as it seems a bit silly to slow down reloading even though it's more or less the same shape as an ordinary stick magazine, while drum magazines or other magazines that look more bulky could have a reload speed penalty. If it's possible to change animations depending on the type of weapon mod used that'd be even better - different anims for handguard mods or magazines etc. although I doubt that's possible at this point.

Tactical lights on weapons work the same way as the headlamps on power armour and certain helmets - they replace the Pip-Boy light and use the same button - so I'm assuming they also affect stealth.

 

It certainly is possible to have different reload animations for different magazine types; that's the way it works in the base game and (thanks to Hitman47101) in WARS too. You can also change the speed that animation plays at in the magazine object mod record, to further tweak things. Again, that's how it works in the base game; most noticeably with the "quick eject" magazines. I'm also doing it in WARS, though I'm finding more believable means than "quick eject" mags. (That, judging by their crafting recipes, are apparently supposed to work by slathering them with oil.)

 

 

Thank you. It's reassuring to know that one way or the other, I will be able to have the weapons I want along with your mod. I only use the best weapon mods, and these are the ones that I wouldn't want to do a play through without.

Which weapon mods are you talking about, out of interest?

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