antistar Posted July 17, 2017 Author Share Posted July 17, 2017 Beautiful. Amusingly, the Salvo 12 looks kinda funky and oddly balanced upside down. Rather have the mod run smoothly anyhow. Kudos.As long as the suppressor is screwed on securely I'm sure it would be fine. Totally fine. (I'm not actually sure; I wouldn't know.) Hey, a quick question about the AR-15, will it be possible to retain the front sight post while using an optic?I went to a reasonable amount of effort to incorporate the flip-up iron-sights specifically so that the front sight post wouldn't be in the way when looking through the reflex sights, so I'm not planning that, sorry. (I realise that in the real-world, iron-sights help you to pick up the dot in a reflex sight faster, but this is a computer game and I wanted to have a clearer field of view when using reflex sights. ;)) 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.The author of that fix also has a resource/guide up that may work in WARS. I'm not sure though, since Hitman's made both five-round and eight-round reloads for the Lever Rifle. I'm looking into it. Link to comment Share on other sites More sharing options...
Moldy Posted July 18, 2017 Share Posted July 18, 2017 About the "Effin' M" Legendary Effects you plan on removing; Several unique weapons in the game,Aeternus especially,rely on them for their identity. How will you address this? Link to comment Share on other sites More sharing options...
antistar Posted July 19, 2017 Author Share Posted July 19, 2017 I don't think I encountered Aeternus in my playthrough, but from a look at its wiki article... Yeah, that's one of the legendary effects I'd definitely remove. Maybe I'll try to give it another effect that vaguely fits the name (e.g. extremely high or infinite durability using the condition system in AmmoTweaks?), or maybe I'd change its name, I don't know yet. We'll see when I get to dealing with the legendary effects. Link to comment Share on other sites More sharing options...
MightyZ0G Posted July 19, 2017 Share Posted July 19, 2017 having legendary status improve reliability and/or durability is a great idea :) Link to comment Share on other sites More sharing options...
4cednovel Posted July 19, 2017 Share Posted July 19, 2017 (edited) I didn't see any mention of it unless it counts as alternate versions, but did you have plans on releasing finished weapons separately ahead of the release of WARS? Edited July 19, 2017 by 4cednovel Link to comment Share on other sites More sharing options...
antistar Posted July 19, 2017 Author Share Posted July 19, 2017 I consider releasing weapons separately to be alternate versions, yes (since in a standalone release they'd have to be set up fairly differently to how they are in WARS) - so I'm not planning that, sorry. Link to comment Share on other sites More sharing options...
TheCourier13 Posted July 20, 2017 Share Posted July 20, 2017 Would you be willing to give us the option to turn off weapon degradation? To me, that was one of the things I liked about Fallout 4. Link to comment Share on other sites More sharing options...
antistar Posted July 20, 2017 Author Share Posted July 20, 2017 The weapon durability feature in AmmoTweaks can be toggled on and off, I believe. Link to comment Share on other sites More sharing options...
TheCourier13 Posted July 20, 2017 Share Posted July 20, 2017 The weapon durability feature in AmmoTweaks can be toggled on and off, I believe.Excellent. Link to comment Share on other sites More sharing options...
Moldy Posted July 20, 2017 Share Posted July 20, 2017 I don't think I encountered Aeternus in my playthrough, but from a look at its wiki article... Yeah, that's one of the legendary effects I'd definitely remove. Maybe I'll try to give it another effect that vaguely fits the name (e.g. extremely high or infinite durability using the condition system in AmmoTweaks?), or maybe I'd change its name, I don't know yet. We'll see when I get to dealing with the legendary effects. Well,I have an idea about that; A Gatling Laser's emitters spin. Rather quickly,too. As demonstrated by the Laser Musket,you can use this spinning to generate enough of a charge to feed a laser burst. Maybe,at least for the Aeternus,something involving a kinetic dynamo provides some sort of energy recycling effect? Not true infinite ammo,but something approximating it? Link to comment Share on other sites More sharing options...
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