crawe1x Posted October 17, 2017 Share Posted October 17, 2017 Hey antistar, quick question - apologies if it's already been asked and answered, but this thread is becoming quite the epic tome! :laugh: What sort of naming procedure will you be using - generic names (i.e. "Combat Shotgun", "Combat Rifle", etc.) or specific names (USAS-12, Mini-14, etc.)? Also, depending on which way you decide to go, will it be simple to create our own names using FO4Edit? In most other weapon mods, changing the names takes a couple of seconds, but there are a few exceptions. Link to comment Share on other sites More sharing options...
antistar Posted October 17, 2017 Author Share Posted October 17, 2017 I'll be giving weapons their real-world names (Glock, AR-15, etc), or less generic names from Fallout lore where possible for the fictional weapons (AER9 Laser Rifle, MPL3 Plasma Rifle, etc). I also want to use the dynamic naming system to give weapons even more specific names if you modify them into - or find them in - certain configurations. E.g. M4A1, M16A3, M16A4 for the AR-15. (Not sure about M16A1 and A2 - or even A3 really; they'd be not entirely accurate to their real-world equivalents.) The dynamic naming system may make it more complicated, but overall, changing names is one of the easier things you can do in FO4Edit. Link to comment Share on other sites More sharing options...
crawe1x Posted October 17, 2017 Share Posted October 17, 2017 Cool, got it. That dynamic naming system sounds like a really nice idea. Link to comment Share on other sites More sharing options...
Anarchi25 Posted October 17, 2017 Share Posted October 17, 2017 This is more of a curiosity thing than anything else, but what's the file size sitting at atm? Seeing how high quality and vast the guns are I just can't help but wonder.Absolutely premium work so far though. Link to comment Share on other sites More sharing options...
antistar Posted October 18, 2017 Author Share Posted October 18, 2017 Thanks. :) It's almost exactly a gigabyte right now - uncompressed. The size is usually roughly halved when packed into ba2 files, I think. One (minor) unfortunate thing I've noticed about ba2 files is that they don't compress into 7z files as well as loose files do. (I always use 7z over zip or rar; better compression.) That will really only affect the download size, though. Anyway; the size is going to grow before release. Not by too much though, I don't think; there's mainly just the Barrett M82 assets to go. Link to comment Share on other sites More sharing options...
ZOMKILL Posted October 18, 2017 Share Posted October 18, 2017 Hello Antistar I feel that "little missing" for the release of your mod, how is carrying the work? I hope you well, as you always have all my support, a hug Link to comment Share on other sites More sharing options...
Anarchi25 Posted October 18, 2017 Share Posted October 18, 2017 My guess was pretty close then, can't wait for the M82 progress.Do u think u'll do add on packs or something post release? I know the mods not done of course but just wondering if anythings planned after ur done. Link to comment Share on other sites More sharing options...
antistar Posted October 18, 2017 Author Share Posted October 18, 2017 Hello Antistar I feel that "little missing" for the release of your mod, how is carrying the work? I hope you well, as you always have all my support, a hug The Makeshift Anti-Materiel Rifle is mostly done now; just need to set up the (placeholder) crafting recipes for it and align its sights. After that is the Barrett M82 and then I'll be onto the plugin side of things in earnest. I'm pretty keen to get started on that; I did a little bit the other day, actually. In vanilla, the difficulty slider is basically a bullet-sponginess slider, so I changed that. In WARS, both you and your enemies give and receive the same damage, regardless of difficulty level. The difficulty levels still change some other things; notably how likely you are to encounter Legendary enemies. And obviously Survival difficulty changes a lot of things. That really should have been a separate toggle (or series of toggles, really) in the gameplay settings, not tied to a difficulty level. Like Hardcore mode in FNV. Actually, while I'm on that, another thing I'll be changing is the Adrenaline perk. It will no longer boost damage, but instead increase kill XP. My guess was pretty close then, can't wait for the M82 progress.Do u think u'll do add on packs or something post release? I know the mods not done of course but just wondering if anythings planned after ur done. There are more weapons I want to add after the initial release. The weapons likely to be done earlier on are the SA80, Tommy Gun, .223 Pistol and Skorpion vz. 61. Link to comment Share on other sites More sharing options...
ZOMKILL Posted October 20, 2017 Share Posted October 20, 2017 Hello Antistar I feel that "little missing" for the release of your mod, how is carrying the work? I hope you well, as you always have all my support, a hug The Makeshift Anti-Materiel Rifle is mostly done now; just need to set up the (placeholder) crafting recipes for it and align its sights. After that is the Barrett M82 and then I'll be onto the plugin side of things in earnest. I'm pretty keen to get started on that; I did a little bit the other day, actually. In vanilla, the difficulty slider is basically a bullet-sponginess slider, so I changed that. In WARS, both you and your enemies give and receive the same damage, regardless of difficulty level. The difficulty levels still change some other things; notably how likely you are to encounter Legendary enemies. And obviously Survival difficulty changes a lot of things. That really should have been a separate toggle (or series of toggles, really) in the gameplay settings, not tied to a difficulty level. Like Hardcore mode in FNV. Actually, while I'm on that, another thing I'll be changing is the Adrenaline perk. It will no longer boost damage, but instead increase kill XP. My guess was pretty close then, can't wait for the M82 progress.Do u think u'll do add on packs or something post release? I know the mods not done of course but just wondering if anythings planned after ur done. There are more weapons I want to add after the initial release. The weapons likely to be done earlier on are the SA80, Tommy Gun, .223 Pistol and Skorpion vz. 61. It sounds very good, I would also recommend the MP7 and the model that I have in the head ... you know what I mean, we talked a couple of times and I do not think it is feasible, as always waiting for your mod eagerly :laugh: :ermm: Link to comment Share on other sites More sharing options...
antistar Posted October 21, 2017 Author Share Posted October 21, 2017 The Makeshift Anti-Materiel Rifle is in-game now: - Makeshift AMR 01- Makeshift AMR 02- Makeshift AMR 03- Makeshift AMR 04- Makeshift AMR 05 In summary: In vanilla FO4, you can re-chamber the Pipe Bolt-action and Hunting Rifle from .308 to .50 BMG, which is ridiculous, so I'll be removing that option in WARS. Replacement .50 BMG weapons were needed, and the first is the Makeshift Anti-Materiel Rifle, which Shoeburglar kindly allowed me to use in WARS.I made some minor changes, as usual. Most importantly, it now uses green tape; legally distinct from Blue Tape. Okay, obviously the original has green tape too, but there it has more the appearance of canvas straps. I liked the idea of it being unambiguously electrical tape (and green matches the paint on the rest of the weapon), so I took the blue tape in the original and made it green, basically.More seriously, I made a range of fixes and tweaks, but probably the biggest difference is that I restored the rear iron sights. These were included in the original but effectively hidden (their scale was set to "imperceptibly small"). I don't know why; I think they look pretty cool and fit the style of the weapon. Next up I'll start on porting SYN's gorgeous Barrett M82. Link to comment Share on other sites More sharing options...
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