Bottletopman Posted May 17, 2017 Share Posted May 17, 2017 (edited) Oh yeah I knew about tweaking animation speeds being possible on a per-attachment basis (hunting rifle .50 receiver boosts reload speed by 25% and firing speed by 25% or 50% if I recall correctly) but I wasn't too keen on relying too much on tweaking anim speeds since it'd just look plain funny with certain mods, whereas you could animate a 200 round box mag to give the impression of heavy weight or bulk. As far as I know, there weren't any weapons that changed the reload anims based on what mag you picked, however if the functionality is part of the base game then that's gonna be pretty sick. As for quick eject mags, I never actually realised that the oil was meant to lube them up - I just assumed that the magazine catch release was just removed to speed up reloading and that the animations were the same for sake of reducing development time, although thinking about that now, it's a really terrible way to 'optimise' your gun. Edited May 17, 2017 by Bottletopman Link to comment Share on other sites More sharing options...
antistar Posted May 17, 2017 Author Share Posted May 17, 2017 The base game does have different reload animations for certain different mags - notably drum mags for different hand placement I think - but the difference is pretty slight. I didn't really notice when I was playing either. And I don't know what the oil is supposed to be for in "quick eject" mag recipes; I was mostly just making fun of the "quick eject" approach for being lazy and hand-wavy. ;) Link to comment Share on other sites More sharing options...
TheCourier13 Posted May 17, 2017 Share Posted May 17, 2017 (edited) Which weapon mods are you talking about, out of interest? Pistol wise, the very best is the OTs-33 Pernach (Russia's answer to the Glock 18) mod by FX0x01 . I exclusively used this pistol (Millenia's mod) as a side arm in every New Vegas play though, and VERY heavily use the OTs-33 (http://www.nexusmods.com/fallout4/mods/21629/?) in Fallout 4. Best running animation for a pistol, IMO.Rifle wise, I cannot limit #1 to just one weapon. As far as I'm concerned, it's a multi-way tie between the following rifle mods : M1 Garand by asXas SVT-40 by asXas RU556 by FX0x01 AK74M by FX0x01 The AKM Project 1.7 by HyperX, LeeSwager, and Ha-Ru (Every AK you could ever want!) Russian Recon Pack - SVU and MP443 by FX0x01 (The weapon drawing sound effect on the MP443 pistol is so nice, I gave it to the OTs-33 Pernach mod for my own use) Mosin Nagant by FX0x01 China Lake and Holorifle by Shoeburgler, Hitman47101, 500slr FN P90 by robersonb1 The Sturmgewehr 44 by Sam Fisher Modern Firearms - Uses hotkeys to switch between under barrel grenade launchers and bullet ammo on the rifles, and select fire between full auto and semi, as well as scopes, this mod is kinda like a WARS lite since it's the only weapon mod that I know of to do this aside from your mod. (This isn't on the Nexus anymore but is on the Bethesda mod website) Chinese Assault Rifle by WastelandMelody (Because Fallout 4 should have had this in the game to begin with, and actually had the model in game, but never implemented it) And last, but certainly not least, and should be VERY familiar to you, is the handmade rifle AK replacer that's going to be in your mod anyways by Hitman47101 All of the above uses 3rd person animations, except for the AK74M mod, AKM Project Version 1.8 now has 3rd person animations. W00t!!, and Modern Firearms, but that doesn't bother me because I like those mods so much. :smile: Edited May 17, 2017 by TheCourier13 Link to comment Share on other sites More sharing options...
Bottletopman Posted May 18, 2017 Share Posted May 18, 2017 Oh wow, so vanilla Fallout 4 actually supports different anims...niiice. If I had the skill (and motivation) to do so I'd recreate the entire weapon modding system from scratch - I like thinking of concepts in my spare time for some reason and I thought that having a mix of Payday 2 and Insurgency weapon modding would be pretty cool - you'd have universal attachments like optics, weapon lights or maybe foregrips and heavy/light barrels, while weapons may also have their own unique mods much like how they appeared in NV (e.g. laser pistol recycler, service rifle upgraded springs). None of this silly advanced, powerful receivers etc. that just makes weapon modding feel like 'moar damage, moar bullets = better.' The light and heavy receivers seemed like they had potential to change how you play - they could've decreased and increased recoil respectively but for some reason they just do more or less damage while decreasing or increasing the weight of the gun. The only problem I'd see with removing damage bonuses on guns is the whole health and damage system in FO4, which is multiplied by the NPC level - high level players (and some NPCs) get ridiculous amounts of health, coupled with the fact that there are perks which make weapons do twice as much damage at their highest ranks. You'd probably have to tweak the game so that health is multiplied just by the endurance stat as some mods already do, and damage boosting perks go up by much lower increments to compensate for lower NPC health values. (e.g. rifleman adds 5% more damage per rank instead of 10%) I ended up tweaking my game so that health is no longer multiplied by level, and instead just relies on endurance on top of the NPC's base health. Now I actually have to worry about dying, instead of just being a walking bullet sponge, and NPCs are no longer bullet sponges too. Damage boosting perks were also nerfed, as was the medic perk as I also changed stimpaks to behave more like they did in previous games where they healed a certain amount of health, instead of a percentage of the user's health. Link to comment Share on other sites More sharing options...
antistar Posted May 18, 2017 Author Share Posted May 18, 2017 TheCourier13: There's a lot of great stuff there. (I also have a soft spot for the Pernach thanks to its appearance in various STALKER mods.) It'd probably be faster to list the things I'm unlikely to want to use myself. As nice as it is, the Chinese Assault Rifle isn't a real-world weapon, so it's not really what I'm after. Given a choice between it and the "Assault Rifle" in the vanilla game though, it should have been the CAR. Probably not on the RU556 simply because I've got the AR-15. From what I've seen of Modern Firearms, most of the art assets it uses aren't really up to scratch. E.g. they were made for older game engines and don't have proper PBR textures. That's not to say that I'll definitely make a patch or whatever else for all the other weapons you mention there; I'm just more likely to want to use them myself. Bottletopman: I'm pretty seriously considering removing level-based HP scaling in WARS too. Link to comment Share on other sites More sharing options...
TheCourier13 Posted May 18, 2017 Share Posted May 18, 2017 TheCourier13: There's a lot of great stuff there. (I also have a soft spot for the Pernach thanks to its appearance in various STALKER mods.) It'd probably be faster to list the things I'm unlikely to want to use myself. As nice as it is, the Chinese Assault Rifle isn't a real-world weapon, so it's not really what I'm after. Given a choice between it and the "Assault Rifle" in the vanilla game though, it should have been the CAR. Probably not on the RU556 simply because I've got the AR-15. From what I've seen of Modern Firearms, most of the art assets it uses aren't really up to scratch. E.g. they were made for older game engines and don't have proper PBR textures. That's not to say that I'll definitely make a patch or whatever else for all the other weapons you mention there; I'm just more likely to want to use them myself. Bottletopman: I'm pretty seriously considering removing level-based HP scaling in WARS too.Modern Firearms I completely agree with you, the only reason I'm using it is because of the hotkeys that allow you to switch between different mods of fire between the under-barrel weapons and the rifles they're attached to, and the select fire and scopes. I REALLY miss JIP's select fire mod for New Vegas, that was really nice. The RU556, I absolutely agree with you, no need for it when you have the AR-15 already. I only mentioned it to let you know just how picky I am when I say I only use the best. :wink: As to the Chinese Assault rifle, I definitely see your point, I'm just using it due to it being in Fallout 3 and remember using it heavily. That mod I can live without, including Modern Firearms, since you're going to be having hotkeys in your mod. The others, not so much, would definitely have to put them in game myself using your tutorial for the ones that you don't put in yourself. But if you were to ask me "If you could only pick one on the list for me to include in WARS, which one would it be?", it would be the Pernach. Every. Single. Time. I know you're going to have the Glock 18, but if you're going to have Russia's answer to the AR-15, the AK in your game, wouldn't it be nice to also have their answer to your Glock 18? :wink: And this is coming from a long time Glock pistol owner and shooter, lol. There's nothing nicer, than taking my Glock 19 Gen4 to the range with a 33 round stick mag and every so often rapid firing it at targets, would be even better if I was legally able to have the fire selector switch to put on my gun though. :tongue: If Russia were to ever export the OTs-33, even if its a semi-auto only variant, I'd be all over it like white on rice. I love my polymer framed Glock, but there's just something about having an all steel framed pistol like that that I can't resist. :cool: (I also love the Browning Hi Power and 1911 as well) Link to comment Share on other sites More sharing options...
PatriotGuy Posted May 18, 2017 Share Posted May 18, 2017 Removing the bullet spongy-ness is a must, but what about enemies that are supposed to be more durable? You know, baddies like the deathclaw, sentry bot and mirelurk queen, where the toughness makes sense because they're robots or beasties. It'd be kinda anticlimactic if you can cap "boss" types like those in only a couple shots. Link to comment Share on other sites More sharing options...
TheCourier13 Posted May 18, 2017 Share Posted May 18, 2017 (edited) Removing the bullet spongy-ness is a must, but what about enemies that are supposed to be more durable? You know, baddies like the deathclaw, sentry bot and mirelurk queen, where the toughness makes sense because they're robots or beasties. It'd be kinda anticlimactic if you can cap "boss" types like those in only a couple shots.I'd say this is where armor piercing ammo will come into play. In New Vegas, as I recall, you're able to take out robots and such with regular ammo, but it took a good bit more .vs using AP ammo. Edited May 18, 2017 by TheCourier13 Link to comment Share on other sites More sharing options...
Bottletopman Posted May 19, 2017 Share Posted May 19, 2017 (edited) Removing the bullet spongy-ness is a must, but what about enemies that are supposed to be more durable? You know, baddies like the deathclaw, sentry bot and mirelurk queen, where the toughness makes sense because they're robots or beasties. It'd be kinda anticlimactic if you can cap "boss" types like those in only a couple shots. Keep in mind that health is based off a formula including base health, endurance and level. Taking out levelling out of the equation means no more bullet sponges, and since bigger and badder enemies like deathclaws and sentry bots already have a high amount of base health, they will still be a very real challenge to take down, especially taking into account the fact that damage boosting perks are severely nerfed to accommodate for non-bullet-sponginess. I'm not sure if antistar wants to touch the damage boosting perks or not though - this was just in my game that I tweaked. If you're wondering, the formula for the player is 80 + (Endurance x 5) + (Level -1) x ([Endurance ÷ 2] + 2.5) So what antistar is (seriously) considering would probably be (assuming he's going to use this mod): Base HP + Endurance x {Health gained from each Endurance point + (Level - 1) x (Endurance x multiplier to extra level based Endurance + Increment) That's just for the player though. There seems to be a different formula that by default multiplies base health by level. Base health itself is NPC/Player specific base health + Race health (different races have different health values, so the deathclaw race may have 100 hp while the sentry bot race have 150 etc. these probably aren't their actual values; I'm just showing an example) Also note that that no health level scaling mod had to change a few other things as well - for one, base player health was upped from 80 to 150 so the player has more durability than a square of toilet paper. The mod page has an image of a line graph that better explains the player's vanilla health scaling vs the tweaked health scaling formula than I ever could. Edited May 19, 2017 by Bottletopman Link to comment Share on other sites More sharing options...
antistar Posted May 19, 2017 Author Share Posted May 19, 2017 Thanks for the link to that No Health Level Scaling mod. I've got a ton of mods in a "reference" folder - I've been saving useful-looking ones since the game came out - but I'm not sure I had that one. Since it deals mostly with GameSettings, a reference is incredibly useful. There are hundreds of GMSTs, and they're not exactly well-documented. Actually I think I'll make those same changes in the WARS plugin right now; should only take a minute, so I may as well. Link to comment Share on other sites More sharing options...
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