CorvusTheSable Posted November 28, 2016 Share Posted November 28, 2016 Does anyone know of any dedicated weapon modders still active in the community? There are a lot of weapons from New Vegas that deserve to be ported over to Fallout 4 like the Survivalists Rifle, the Holorifle, A Light Shining In Darkness, and the All-American. I tried messaging DOOMBASED (the creator of some incredible weapon mods) but he did not reply and I don't want pester the man with incessant messages. Link to comment Share on other sites More sharing options...
gamefever Posted November 29, 2016 Share Posted November 29, 2016 Did you know that someone managed to get a horse from Skyrim into Fallout New Vegas?Well it happened cept the thing is Bethsada doesn't like that. There is no way that it would fly here, you wont get to have those specific guns in Fallout 4.Otherwise people would just port over everything and why not? Well cause that would clearly be against the TOS here and with Bethsada. Link to comment Share on other sites More sharing options...
ShinKungFuMan Posted November 29, 2016 Share Posted November 29, 2016 Instead of the usual rules lawyering this kind of thread gets I can shed some more light on why you don't see a whole lot Corvus:-Texture quality and resolution between games: New Vegas was a very low res game compared to Fallout 4, and a simple high res skin isn't going to change that.-Weapon parts themselves: another issue is the modular system Fallout 4 uses vs NV. Even with a few base mods, many of NV's weapons are in a fixed state where they don't change too much and would clash with other weapons.-Almost every mesh has to be done from scratch. This is the last one, but a huge one. Even after you get through the other points the meshes have to be redone *and* match up to some extent with current animations. You could fub it like that dude that did the Laser RCW port did but the end result looks poor as hell and not the kind of work someone like DOOMBASED would want his name attached to.-And lastly...well we kinda know you guys want these, and we all have weapons we as modders want to see in first. Sure NV has some amazing weapons to recreate but some folks might want to go for more scratch builds and bring back things from maybe even earlier Fallout games. If it's something you really want to see yourself, there's really one good option: help out, learn 3D modeling and try cooking up your own meshes as resources for folks to use. Consider the limitations of the game and time involved and reimagine the weapons if you need to a bit so they fit. Link to comment Share on other sites More sharing options...
crawe1x Posted November 29, 2016 Share Posted November 29, 2016 There is a FO4 mod that ports over FO3/NV weapon mods. I forget what it's called, but have a look around and you'll find it. I think King Fu Man is right though - based on the screenshots, the texture and resolution quality stood out like a sore thumb. On a side note, why exactly is Beth so opposed to porting between their games? I can understand the legal ramifications with a non-Beth game. But when it is between, say FO NV and FO4, I see no obvious reasons. It's not as if they're still selling a huge number of NV games. Just curious about the reasoning... Link to comment Share on other sites More sharing options...
genolune Posted November 29, 2016 Share Posted November 29, 2016 Copyrighting and pirating most likely. If I were to port A Light Shining In The Darkness to Fallout 4 using New Vegas assets, I'm essentially helping you steal content which you may not have purchased. If I were to make A Light Shining In The Darkness using my own knowledge and tools and built the assets from scratch then it shouldn't be an issue. Basically something for lawyers and intellectual property rights to really go over. Link to comment Share on other sites More sharing options...
Bottletopman Posted November 29, 2016 Share Posted November 29, 2016 (edited) People are porting over weapons to FO4 but not just ripping content - custom meshes, textures and sounds in order to not get their butts sued off. As such this takes time, but as an example there's already a laser RCW mod that doesn't use NV's assets but it's not to my liking if I say so myself. Kung Fu mentioned something about the weapon modding system and how much different to NV it is...it's not too different, the main thing is that it's just tedious to make so many object mods. Thinking about it now, I think even the devs thought it so tedious that they ended up just creating templates of object mods because they couldn't/didn't bother thinking of unique mods. Look at unique weapons in this game...most of them are just ordinary guns with legendary effects. If anything, the fact that New Vegas had specific mods for weapons (no hardened, calibrated, powerful, advanced receivers on every single frigging gun etc.) would make it somewhat easier (you don't need to have x number of mods on every gun...some guns could have more, some less, but every gun could have their own special mods along with common ones like flashlights or laser sights), not to mention the fact that adhering to such a system would allow for cool mods that keep it realistic in the sense that NV did (e.g. assault carbine light bolt, service rifle upgraded springs etc.). Josh Sawyer really knew his s*** when it came to guns...he was a gun nut and it showed in the game. Even if you weren't a gun nut, if you really wanted to make the next WME or WMX you could just sniff around on google for weapons closest to the ones that your mod affects, and see what modifications they had in real life then base your mod's weapon mods off those. Edited November 29, 2016 by Bottletopman Link to comment Share on other sites More sharing options...
crawe1x Posted November 29, 2016 Share Posted November 29, 2016 Copyrighting and pirating most likely. If I were to port A Light Shining In The Darkness to Fallout 4 using New Vegas assets, I'm essentially helping you steal content which you may not have purchased. If I were to make A Light Shining In The Darkness using my own knowledge and tools and built the assets from scratch then it shouldn't be an issue. Basically something for lawyers and intellectual property rights to really go over. Good point. Now that you put it that way, I guess it is technically piracy if the mod user hasn't bought a copy of the older game. Link to comment Share on other sites More sharing options...
damanding Posted November 29, 2016 Share Posted November 29, 2016 Another legal reason is that Beth probably doesn't always use 100% their own in-house developed assets, they may use contractors etc. who have agreements allowing the assets use in that one specific game but not others without a new contract. Consider voice actors, their contract and payment is specific to their voice being used in that one game. If Bethesda reused their voice acting in additional games without paying them more, that would be a serious legal problem. If Bethesda outsources some of the mesh modeling/texturing work (which would be likely and logical), it's essentially the same problem. So they can't allow ports because it causes legal difficulties for licensing. Link to comment Share on other sites More sharing options...
crawe1x Posted November 29, 2016 Share Posted November 29, 2016 (edited) Yeah, that also makes sense. Again, hadn't considered that. Edited November 29, 2016 by crawe1x Link to comment Share on other sites More sharing options...
genolune Posted November 29, 2016 Share Posted November 29, 2016 Thats the bad news. The good news is, we can learn the tools to make our own versions of things like MikeMoore did with the Laser RCW. :) Link to comment Share on other sites More sharing options...
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