ColdBlackCages Posted July 6, 2017 Share Posted July 6, 2017 Pretty telling that the worst bit about this mod is going to be the implementation. This doesn't sound compatible or load order friendly at all. Still, I appreciate the amount of work put into it - but I'm gonna wait until someone reverse engineers the release into making these standalone weapons as opposed to replaces. Link to comment Share on other sites More sharing options...
antistar Posted July 6, 2017 Author Share Posted July 6, 2017 Hi, I came here after coming across your M203 video. As someone who loves WWI-Present firearms, I like to imagine a Fallout universe with real-world weapons. Now, I'm quite curious about some things. Recievers...Will there be a jam feature? And will weapon/receiver condition affect chances of jamming?Will receivers affect recoil and stability? A bit on ammo...Will weapons be able to be modified between ammo types? (e.g. 9mm to .45 ACP)Something I really can't shake even though you've probably thought about it - ammo commonality. Will there be any conventional (non .50, explosives, or special) types of ammo belonging to a single weapon? (e.g. 5.45x39mm only used by the AK-74). Understandably, unconventional, military-grade, or outdated weapons may have less common ammo, but it would feel awkward, if, say, .45 ACP may be common but can only be used by one weapon. Will there be increased crafting requirements? It takes serious intellect and equipment to take some screws and scrap metal to just scramble together a functional, factory-grade, M16 barrel with M203 attatchment. Possibly goofy question, but additional weapons mods will hopefully be compatible? I read your bit on additional mods. Anything using, say, 10mm will likely flunk, but would for example the Browning Hi-Power by Deadpool2099/Ha_ru/Hitman47101 place nice? (Theoretically it should, even if it has to use "separate" 9mm ammo.) To follow, will you make any compatibility patches? Thank you for making this mod. WARS looks very fun and promising, and I look forward to more development. I'd love a jam feature that perhaps works like in Far Cry 2 (where a jam triggers a looped "jammed" animation until you hammer the reload button a few times, prompting the player character to clear the jam), but that seems like it would take a ton of work (e.g. new animations), if it's even possible. Maybe if someone makes a good framework for it? I don't know. Exactly how I balance everything is To Be Confirmed, but I imagine I'll have recoil be primarily affected by things like stocks, grips and muzzle devices. By different ammo too, of course. E.g. beyond the obvious with different calibres having different recoil values, I've seen some hickok45 videos in which he's mentioned shotgun slugs having more recoil than buckshot. Yes, I'm planning to have re-chambering options be on their own "slot" - rather than being a particular receiver option, as in vanilla. I'm planning to add more weapons to WARS over time that should change this somewhat, but early on there may be several ammo types that are only used by one weapon, yes. Come to think of it though, the vanilla game already has a number of ammo types only used by one weapon. But with .45 ACP as an example, I am changing the Combat Rifle and Radium Rifle to no longer use that ammo type, only leaving the Tommy Gun using it. Oh, and some of the pipe weapons, I suppose. Later on though I want to add an M1911, which will of course use .45 ACP. 10mm will probably become much rarer in WARS, as the 10mm Pistol is now a Glock, and will use 9x19mm by default. (I'll have 10mm as a re-chamber option, though.) Deliverer will likely be changed to use .32 ACP. I'll probably have 10mm as a re-chamber option for the M1911 too, actually. Crafting in FO4 is obviously quite abstracted, where the things you find are broken down into general components like steel, wood, etc. The way I make peace with it in my head (to maintain my sanity) is to imagine that you're actually using some spare gun parts that are lying around, and the literal tin cans and aluminium food trays and whatnot are being used to patch up holes or replace missing retaining pins or whatever. I think I'd probably enjoy a setup in which you're actually finding all these various gun parts and using those to craft with, but that would be a massive amount of work to implement. Third-part weapon mods would need a patch or alternate version to work smoothly with WARS. I'm planning to make some of these patches myself (or it might be an umbrella support add-on that requires the assets from the original mods but not their plugins), and also write a tutorial on how other people can do it themselves. Pretty telling that the worst bit about this mod is going to be the implementation. This doesn't sound compatible or load order friendly at all. Still, I appreciate the amount of work put into it - but I'm gonna wait until someone reverse engineers the release into making these standalone weapons as opposed to replaces. It's not really intended (or reasonably possible) to be compatible with everything; it's an overhaul. Changing lots of things is sort of the point. ;) Link to comment Share on other sites More sharing options...
Moldy Posted July 11, 2017 Share Posted July 11, 2017 You mentioned that you intend to include the Makeshift AMR in the mod; Having used the thing myself,I have some concerns with its balance; The thing is Death Incarnate. Most normal enemies are instantly killed with a shot to the chest,and larger enemies die from a single shot to their squishy bits,such a a Mirelurk Queen's spouts,or a Deathclaw's chin. If you get Blue,or any other Rapid Makeshift AMR,coupled with Fast Hands,and the reload isn't a concern,anymore. Throw on a suppressor,and you can snipe from afar with absolute impunity,especially considering its phenomenal 250+ (Metres? Feet? Yards?) range. Speaking of suppressors... Will you allow people to suppress weapons using supersonic ammunition? For those who don't know; Suppressors operate by baffling and muffling the sound of the explosion that's used to launch the bullet. However,it can't do anything to silence the sound of the sonic boom that a supersonic round would make,thus rendering the device moot. In the real world,professionals use subsonic ammunition (Typically a specialized 5.56mm variant) if they're going to be using suppressors,for precisely this reason. Link to comment Share on other sites More sharing options...
antistar Posted July 12, 2017 Author Share Posted July 12, 2017 As a general update: The USAS-12 is more or less in-game now; I just need to tweak some things. Mainly getting the various sights aligned properly in ADS mode. There's also a weird problem with the select-fire switching script not working properly on it for some reason, even though as far as I can tell I have it set up exactly the same way as on the other weapons that do work. I don't know, I'll be switching from Loads of Ammo to AmmoTweaks in the future anyway, so it will use a different script once I do. Things have been a bit slow as I've been busy dealing with a dental emergency. Lots of stress, lots of (agonising) pain. I'm still working through that; lots of appointments and whatnot to deal with. This is turning out to not be a great year for me, health-wise. You mentioned that you intend to include the Makeshift AMR in the mod; Having used the thing myself,I have some concerns with its balance; The thing is Death Incarnate. Most normal enemies are instantly killed with a shot to the chest,and larger enemies die from a single shot to their squishy bits,such a a Mirelurk Queen's spouts,or a Deathclaw's chin. If you get Blue,or any other Rapid Makeshift AMR,coupled with Fast Hands,and the reload isn't a concern,anymore. Throw on a suppressor,and you can snipe from afar with absolute impunity,especially considering its phenomenal 250+ (Metres? Feet? Yards?) range. Speaking of suppressors... Will you allow people to suppress weapons using supersonic ammunition? For those who don't know; Suppressors operate by baffling and muffling the sound of the explosion that's used to launch the bullet. However,it can't do anything to silence the sound of the sonic boom that a supersonic round would make,thus rendering the device moot. In the real world,professionals use subsonic ammunition (Typically a specialized 5.56mm variant) if they're going to be using suppressors,for precisely this reason. I'll be using the Makeshift AMR assets but balancing it to fit into WARS. Hopefully I can do an okay job there. (And with the Barrett M82.) Object mods let you define a "noise level" - they seem to use integers, but I haven't looked closely at what different weapons/omods use in the base game or anything yet. It could be that something could be done there with super/sub-sonic ammo. It's maybe something I'll look into later. Link to comment Share on other sites More sharing options...
Thorir93 Posted July 14, 2017 Share Posted July 14, 2017 As a general update: The USAS-12 is more or less in-game now; I just need to tweak some things. Mainly getting the various sights aligned properly in ADS mode. There's also a weird problem with the select-fire switching script not working properly on it for some reason, even though as far as I can tell I have it set up exactly the same way as on the other weapons that do work. I don't know, I'll be switching from Loads of Ammo to AmmoTweaks in the future anyway, so it will use a different script once I do. Things have been a bit slow as I've been busy dealing with a dental emergency. Lots of stress, lots of (agonising) pain. I'm still working through that; lots of appointments and whatnot to deal with. This is turning out to not be a great year for me, health-wise. Try to use some Med-X! ;) Link to comment Share on other sites More sharing options...
antistar Posted July 15, 2017 Author Share Posted July 15, 2017 Here's the USAS-12 in-game, finally: - USAS-12 11- USAS-12 12- USAS-12 13- USAS-12 14- USAS-12 15 As I've mentioned before, the Salvo 12 suppressor hangs down below the barrel by default, so under-barrel attachments prompt it to dynamically switch to being attached upside down. These aren't multiple object mods; the suppressor nif file contains both a standard and inverted copy of the mesh, and I used material swaps to make one of the copies invisible as required. You won't notice any of that in-game, though (unless I've completely missed something); in my testing it works smoothly and dynamically. The USAS-12 gets more or less the same sight/scope options as the AR-15 and Mini-14; for example three different reflex sights, as seen there. You can also see in one of the shots there that one of its butt-stock options is an M4 stock - as on the AR-15, of course. (There's two variants; collapsed and extended.) This was largely just to round out the butt-stocks available for it so that it had the same number as in the base game. Try to use some Med-X! :wink:I think you need a prescription for that. ;) Link to comment Share on other sites More sharing options...
rinsgnt Posted July 15, 2017 Share Posted July 15, 2017 Thank you for answering all my questions! I'd love a jam feature that perhaps works like in Far Cry 2 (where a jam triggers a looped "jammed" animation until you hammer the reload button a few times, prompting the player character to clear the jam), but that seems like it would take a ton of work (e.g. new animations), if it's even possible. Maybe if someone makes a good framework for it? I don't know. I'm very interested in a jam feature. It would be nice to see a chance to play a jam animation for every round fired based on quality of receiver via input taken either directly or into a formula. Then again, I have no idea what I'm talking about. When you bring it up, I'm really on board with a FC2 style jam. Anyhow, I hope your dental situation gets ends well. Dental emergencies aren't fun, for what little I know. Link to comment Share on other sites More sharing options...
rinsgnt Posted July 15, 2017 Share Posted July 15, 2017 Here's the USAS-12 in-game, finally: - USAS-12 11- USAS-12 12- USAS-12 13- USAS-12 14- USAS-12 15 As I've mentioned before, the Salvo 12 suppressor hangs down below the barrel by default, so under-barrel attachments prompt it to dynamically switch to being attached upside down. These aren't multiple object mods; the suppressor nif file contains both a standard and inverted copy of the mesh, and I used material swaps to make one of the copies invisible as required. You won't notice any of that in-game, though (unless I've completely missed something); in my testing it works smoothly and dynamically. Beautiful. Amusingly, the Salvo 12 looks kinda funky and oddly balanced upside down. Rather have the mod run smoothly anyhow. Kudos. Link to comment Share on other sites More sharing options...
krillkongen Posted July 16, 2017 Share Posted July 16, 2017 Hey, a quick question about the AR-15, will it be possible to retain the front sight post while using an optic? Link to comment Share on other sites More sharing options...
Moldy Posted July 16, 2017 Share Posted July 16, 2017 A question,regarding the lever-action rifle. We all know that its reload is borked. Do you have a fix lined up for that? If not,I've found a mod that fixes it; Maybe you can include it in WARS,with the original author's blessing? It's the Lever Action Reload Fix (Another),by Shavkagarikia. You only load the spent ammo,and you only cock the lever between shots,or if you're loading all five rounds. Link to comment Share on other sites More sharing options...
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