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[WIP] Weapon Addition and Replacement Suite (WARS)


antistar

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So, your mod is closing on it's 1 year WIP anniversary, do you have any idea when the mod will be available? I'm not saying it to pressure you or anything since you have done loads of work already, but because I'm going to take a break from FO4, but I would come back just for this mod. That's why I'm asking. Cheers for your work and keep it coming :D

 

I wouldn't be confident giving an ETA at least until WARS hits beta, and even then it can be iffy. Art assets for the initial release are nearly done, though; I'm most of the way through merging the China Lake, and then there's mainly just the Barrett M82. After that is all the plugin work; stats, levelled lists, AmmoTweaks integration, etc. That's the part where I really have no idea how long it will all take. There's a lot to do there.

 

Edit: Oh, I forgot to mention the Makeshift Anti-Materiel Rifle; I'll be merging that after the China Lake.

 

 

I really miss the AS VAL and VSS in the possible weapon section.

Is it somehow possible to add these two?

 

I'm a fan of the VSS in particular too - basically thanks to STALKER (possibly my favourite game series of all time) - but those are very Russian weapons, and Fallout is very American. It's set in America, and goes hard on the Americana front, so I've focussed more on weapons that would be more common in America. I'd like to add support for the 9x39 Project via patch though, if nothing else.

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A while ago I went back and plugged up the cut near the front of the slide, making it only appear if you've got the ported barrel mod attached. It wasn't perfect though; there was still a bit of an indent there due to the cuts being part of the normal map (to simplify).

 

However your post reminded me that Tigg included (in the resource) normals for a slide without the cuts; don't know how I forgot that when I patched up that cut earlier. So I think I'll go fix that up properly now. It'll mean that the Glock will use more texture memory (just due to the way I'll have to set it up), but it should look better and make more sense.

 

 

The Mini-14 already has its own birdcage flash hider as an option, so I wasn't planning on giving it the A2 flash hider on top of that.

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I made those changes to the Glock - and got the China Lake merged and in-game too:

 

- Glock 14

- Glock 15

- China Lake 01

- China Lake 02

- China Lake 03

 

While I was doing that I noticed that the Glock 17 normal map in the resource had some extra details that the Glock 18C normals lacked, so I moved those across. Notably that's the nice textured effect on the polymer, and the stamped(?) details on the slide and barrel.

 

That makes for three grenade launchers in WARS now; the M79, M203 under-barrel launcher, and the China Lake - a pretty good selection, I think.

 

Compared to the China Lake and Holorifle mod, I made some minor changes to the meshes, textures and materials to bring the China Lake a little closer to the real-world weapon. For the same reason, I've left out the muzzle attachments so far. From a quick bit of research, it doesn't seem like muzzle brakes and suppressors are really a thing with grenade launchers. I mean the Mk 19 has a flash hider, but that's not the same thing.

At the same time, I like weapon mods/attachments generally; you may have noticed. So we'll see; maybe I'll give it muzzle attachments later on after all.

In any case, I did give it the same reflex sight option as the M79, as you can see there.

 

 

I greatly appreciate Shoeburglar giving me permission to use the China Lake - and the Makeshift Anti-Materiel Rifle, which is what I'm moving onto now.

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My wheelhouse is typically melee weapons,as I follow,like,five different HEMA channels,and my knowledge of firearms comes exclusively from a pair of career soldiers,so...

 

What's the deal with the gaping holes on the Glock's slide? Right behind the forward post,and behind the casing eject? Seems like it'd be a nightmare for cleaning,maintenance,and general reliability.

 

...Also,now,part of me wants to see an FN P90,done up like Jan Valentine's. I mean,sure,most of those parts ain't available,or compatible with the thing,but... Bringin' the futhaf***in' death by Konami!

 

Come to think of it,what sort of mods could you slap onto a P90?

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The forward cut on the Glock slide is there so that the gas escaping from the ported barrel actually has somewhere to go. I don't know what the rear cut (which doesn't appear to go all the way through) is for; maybe it's just a lightening cut, like krillkongen mentioned. I don't know much about those.

 

As for what mods you could put on a P90 - well, I don't know much about P90s really, but I imagine it's the same as most guns. Whatever can be screwed on, attached to picatinny rails, otherwise clamped on or even welded/taped on if you want to get really post-apocalyptic. As long as it goes somewhere, does something, and doesn't interfere with the gun's normal operation, anything goes. (Not the same thing as anything being truly useful, I'm sure.)

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I've been thinking about how I might implement a Strength requirement for weapons.

 

It sort of came out of how I recently settled on having weapons increase your maximum carry weight by an amount roughly equal to their own weight plus a full load of ammo. (Since they're in your hands, not your pack.) I got to thinking about how that would still allow a 1 STR waif of a character to sprint around wielding a massive minigun like it's nothing.

 

What I'm considering right now is imposing a movement speed penalty when wielding a weapon you don't meet the STR requirement for. My first thought was to limit you to walking only, but I'm not sure I can (easily?) do that, technically speaking, and it might be too punishing anyway. I may have the severity of the movement speed penalty vary by weapon type; e.g. less for handguns, more for heavy weapons.

 

Additional potential penalties are a decrease to aim stability for ranged weapons (i.e. your aim wobbles more because the gun's too heavy for you) and for melee weapons, slower swing speed - or maybe increased AP cost for heavy attacks. (If those things are possible with the melee systems? I don't really use melee in Fallout games.)

 

To offset the requirements somewhat I may also have one or two ranks in weapon skill perks (Rifleman, Heavy Gunner, etc) reduce the STR requirement for associated weapons by 1 each.

 

 

I've been poking around and I think I should be able to do all this on a technical level. I'd be interested to hear what people think of the idea.

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