protatato Posted June 11, 2017 Share Posted June 11, 2017 What plans are there for this mod on console? I know the ammunition framework you're wanting still isn't available yet, nor are the sound replacers you've mentioned a few times. Link to comment Share on other sites More sharing options...
antistar Posted June 12, 2017 Author Share Posted June 12, 2017 And how about the good old Varmint Rifle? There's a good one on Nexus, but will your mod support it by the said plugin? Maybe, though it'd be a lower priority for me than some other weapons. I suppose it could be an early-game weapon using .22 LR, with an option to re-chamber it to .223 (AKA 5.56x45mm) with Gun Nut rank 2 or 3, maybe. What plans are there for this mod on console? I know the ammunition framework you're wanting still isn't available yet, nor are the sound replacers you've mentioned a few times. WARS doesn't require the sound replacers I've mentioned. I've only mentioned them because they're what I've got installed at the moment and people have asked if I'm doing new firing sounds for the replacer weapons. I believe isathar may release an XB1 version of AmmoTweaks once the next update is done, but don't take my word as gospel on that. My main concern with releasing WARS on XB1 is that WARS is going to be pretty big in terms of file-size. It may have to be divided up somehow; say, a core module plus individual downloads for each weapon. That may be the ideal, anyway; I doubt WARS will be over 2GB on its own, but then it's not going to be the only mod people use, of course. I can't believe XB1 users are stuck with an overall 2GB limit on mods. In any case, a modular version is equivalent to an alternate version, and I don't know if I'll have time for that myself. It could be that I just release the full version on XB1 - the same version as on PC - and if people want a modular version, someone else may have to do that. Link to comment Share on other sites More sharing options...
Moldy Posted June 13, 2017 Share Posted June 13, 2017 So,what weapon/attachment are you working on,now? There's just something fascinating about watching a mod's development,like this. Link to comment Share on other sites More sharing options...
antistar Posted June 13, 2017 Author Share Posted June 13, 2017 Yesterday I flipped the relevant Lever Rifle meshes to be right-handed, so that Hitman can do the animations for it. It's not hard to do - and was simpler than the Handmade AKM since there were less parts to flip - but I did run into an odd problem when I moved the shell casing node to eject from the right-hand side. In-game, the gun started ejecting both right and left at the same time; two casings at once. Very weird. It seems like it has geometry for an empty shell casing as part of the receiver mesh, which they explicitly animated to eject from the left. I don't know why they did that, or why they apparently also have it ejecting another shell using the usual method, but there it is. I imagine that will be fixed when Hitman does the new animations. Apart from that I'm still going on the high-poly for the USAS-12. The receiver is finished, and now there's just the carry handle RIS mount, bayonet lug and a couple of stocks. The first is the standard stock for the USAS-12, which is all that weapon has as far as I'm aware, so the other is a buffer tube I just made up, based loosely on some after-market AR-15 buffer tubes. Link to comment Share on other sites More sharing options...
Slostenn Posted June 13, 2017 Share Posted June 13, 2017 (edited) The vanilla first person animations for the Lever Rifle also don't actually cock the lever; your character makes the hand motion, but if you increase your viewmodel FOV enough to see the lever, it stays completely still. There are so many issues and cut corners with that weapon that I'm amazed they didn't scrap it like the compound bow. Edited June 13, 2017 by Tukster Link to comment Share on other sites More sharing options...
Moldy Posted June 14, 2017 Share Posted June 14, 2017 The vanilla first person animations for the Lever Rifle also don't actually cock the lever; your character makes the hand motion, but if you increase your viewmodel FOV enough to see the lever, it stays completely still. There are so many issues and cut corners with that weapon that I'm amazed they didn't scrap it like the compound bow.There was a bow!? Damn,what a wasted opportunity! Ah,well. Hopefully,a modder will come by and rectify that particular mistake. Also,I agree on the topic of the lever-action. I mean,come on. All it would've taken is a tally check and subtraction argument to identify the rifle's current load,and load in the right volume of bullets! Link to comment Share on other sites More sharing options...
antistar Posted June 14, 2017 Author Share Posted June 14, 2017 The high-poly for the USAS-12 is finished, finally: - USAS-12 01- USAS-12 02- USAS-12 03- USAS-12 04- USAS-12 05The base low-poly mesh was by Pete3D, which I made a number of edits to and then created the high-poly from. You can see the buffer tube option there which I just made up, like I said above. Also the 6-round box mag in another shot; that's another one I made up. The 10-round box mag and 20-round drum mag are real though. The bayonet lug and carry handle RIS mount mean that the USAS-12 will have the same bayonet options as the AR-15 and Mini-14, and much the same sight/scope options too. It will also have the same tactical light and laser sight options as the Mini-14. (Under-barrel ones, I mean.) Oh - you know what, I just realised I haven't done the high-poly for the suppressor. I guess I'm not quite done with high-poly modelling just yet. Once I've done that though, it will be onto the UVW-mapping. There was a bow!? Damn,what a wasted opportunity! Ah,well. Hopefully,a modder will come by and rectify that particular mistake. Also,I agree on the topic of the lever-action. I mean,come on. All it would've taken is a tally check and subtraction argument to identify the rifle's current load,and load in the right volume of bullets!Well there's a bit more to it than that - different animations, different animation and reload logic, dealing with interrupting it mid-reload, etc. The sorry state of the Lever Rifle and (more to the point) the lack of a pump-action shotgun are a black mark on the game for me though, yeah. Link to comment Share on other sites More sharing options...
ZOMKILL Posted June 14, 2017 Share Posted June 14, 2017 (edited) I just saw your captures from USAS 12, very good, And think that the factory daewoo, manufacturer of refrigerators, cars and weapons lol Edited June 14, 2017 by ZOMKILL Link to comment Share on other sites More sharing options...
Moldy Posted June 15, 2017 Share Posted June 15, 2017 Now that looks like a proper assault shotgun. Why fiction likes to shy away from full-auto shotguns is beyond me; They're plenty awesome. Am I right in assuming that the USAS-12 will be replacing the vanilla Combat Shotgun? Also,will you,in-game,be giving them the real-world names,or generic names,like Assault Shotgun and Tactical Pistol? Finally,how does your tactical light attachment work,if you've tested it? Does it block the use of the Pip-Boy light while the weapon is holstered,or does it allow you to use the Pip-Boy light while it's holstered? If not,maybe you can ask the author of the Union Blaster mod about how they did it,if you haven't figured it out already. Link to comment Share on other sites More sharing options...
antistar Posted June 15, 2017 Author Share Posted June 15, 2017 Thanks guys - and yes, the USAS-12 is replacing the Combat Shotgun (like it says in the OP). I'm using real-world names for the weapons. I haven't looked too closely at the dynamic naming system yet, but if possible I'd also like the weapon names to change based on the weapon mods attached in a way that accurately reflects real-world conventions. E.g. a Glock in 9mm with select-fire, shoulder stock and a compensator (and/or ported barrel) would be a "Glock 18C SBR". Re-chamber it in 10mm and remove the compensator and it becomes a "Glock 20 SBR" - that sort of thing. Doing that for the AR-15 so its name changes as appropriate to "M4A1", "M16A4", "AR-15 Pistol", etc would be great - but maybe complicated. Or maybe not; maybe it will be easy. We'll see. The tactical lights in WARS work the same way when "holstered" (I wish they hadn't scrapped weapon holstering in FO4) as in other mods. That is to say, not very well; the light points off in a weird direction. I didn't know someone had found a way to fix that (or work around it, at least). I'll check out that Union Blaster mod - thanks. Link to comment Share on other sites More sharing options...
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