SirArtilleur Posted January 14, 2020 Share Posted January 14, 2020 (edited) Hello there ! Just an umble wanderer going by ; looking for new features on the Fallout nexus after many months / a year or two of absence. And I discovered pictures of your power armor equiped with a massive backpack, that quickly led me here... So, I can see there is lots and lots of features you're curently working on, a complete overhaul. And there is already tones of posts before me, so I'm not sure if my what i'm about to say was already talled about. But seing this image rekindled a dream mod I had a couple of years ago... And that I quickly forgot since I'm not a moder, and didn't saw anyone working on this function before. Or at least, not as deeply as you cruently do... So, here's my question ; an idea that you could maybe find interresting :Do you think there would be a way to re-add the "special" backpack ammo we had back in "Fallout 3" / "New Vegas" for heavy weapons ? ( minigun, flamer, Gatling laser... and for the weapons not seen in F4 : grenade machinegun, arc welder ) Now, I know... Even before thinking of implenting them back in Fallout 4, the question to ask is "why ?" . . . Well, as dumb as it sounds, and for sure, it is... the first asnwer I could personally give is : the Badass Effect. To witness the terrific approach of an human tank, equiped with a gun made to pierce through steel... and above that, seing him with a bag of ammo of the same size, if not DOUBLE his size, loaded in his back ; ready to spread pain and death for HOURS ! Basically, this : [ https://youtu.be/xg79u9K_558?t=10153 ] ( * : Sorry for the commenting of the video, I wasn't able to find a better visual than this : Fallout 4 T-51b models in Fallout 3 : Anchorage ) The second reason, the core of my idea back then, would be to make the heavy weapons more "specific"... An exemple that could resume my idea : the very early game of Fallout 4, when you have to get the rusty T-45 and grab a minigun, straight off ! Well, as I imagine it, to use the minigun, you would have no other options but to use a power armor to handle it... Not just to "properly" use it, but literally "being able" to use it. And since those weapons would be hard to handle ( Or at least, unless your character possess an incredible strenth : 8+ for exemple ), the idea would be to equip on a power armor its own bagpack, loaded on ammo for the heavy gun of our choise ( ex : a 5mm canister equiped on the Power Armor giving access to a permanent minigun, amongst your other weapons ). In some way, it would make those armor closer of walking vehicles, what they were supposed to be, like in this footage of Anchorage just above. But, well... I know the idea is goofy. And, with a little of perspective as time passed... for the ammount of work it would require, not that interresting for such a result... So, anohter idea that crossed my mind while writing this already to long message : unless you find a interest in what I said above, or even find more ideas that didn't crossed my mind... would it be possible to add the 5mm canister of Fallout 3 as an alternative backpack for the power armor ? Just to have something a little more discreet equiped, even if it means less carryweight than the giant version... ( not that i don't like the curent cargo you made, but with all respect... I have a little trouble getting used to the idea of ââhaving a closet on my back, if you know what I mean. XD ) Regardless, I'll be more than happy to test this mod as soon as it comes out, I find it fascinating and really well thought ! ^^On that note, have a good day / good night ; Hoping I haven't bothered you to much with my tongue barrier !( french ... hard to process my thoughs in english. ) Edited January 14, 2020 by SirArtilleur Link to comment Share on other sites More sharing options...
geala Posted January 14, 2020 Share Posted January 14, 2020 - Purified Water Bucket 01 A quick and relatively simple feature I just put in: In PEACE, standard water pumps were changed to produce dirty water rather than purified water - because it makes more sense that way, right? However, this leaves kind of a consistency problem in that you can build water purifiers, but you can't drink from them - or fill bottles from them - even though they were modelled with taps/faucets. Initially I tried making it possible to drink from them directly, but this proved to be pretty clunky, as every time you activated the purifier to drink from it, it would also toggle the purifier on or off. (Or prompt Nate/Nora to mutter that it "needs power" while simultaneously gulping down water, which is quite the feat.) I didn't want to try to bodge together the purifier/drinking/bottle-filling scripts, so instead I added this bucket that snaps to the outlets of the water purifiers and powered water pump. That's it, really; you drink from the bucket rather than the purifier itself. It's not perfect in that you can still drink from the bucket when the purifier is un-powered - and it doesn't animate along with the vibrating purifier outlet - but I think that's pretty minor. Just saw this. That's a good idea. However, I see only the water purifiers as items to clean the water. FO4 has "radiation" in the water which is an arcade system bordering on stupidity, because radioactivity acts differently and 200 years after the fallout at least the surface water would not be at all radioactive if the soil wouldn't. BTW for this reason I removed radioactivity from surface water and take the rads you get from drinking unfiltered water as "dangerous substances". And I would really appreciate a mod which replaces water radiation with "bacteria" or similar. The pumps, manual or powered, for me just transport groundwater to the surface, without cleaning it. Otherwise they were a bit too good to the player. Let's send our ratio and science to vacation for a moment and assume that the groundwater (the most pure water usually, drinkable without treatment quite often) is still contaminated by radiation because of small radiated particles constantly and slowly sinking into the groundwater. The pumps therefore should produce dirty water and in my game they do. So you have a certain diversity of settlement difficulties. At some places you don't get purified water without manually producing it. Long story short, would it be possible to remove your "bucket pure water drinking function" from the motor pump later without having to deal with scripts? :happy: Edit: BTW, would it be possible to make sea water undrinkable? It is that way in Skyrim, I think. Sea water usually is salty and not very healthy, except the FO4 kind of radiation removed the salt ... Link to comment Share on other sites More sharing options...
antistar Posted January 15, 2020 Author Share Posted January 15, 2020 So, here's my question ; an idea that you could maybe find interresting :Do you think there would be a way to re-add the "special" backpack ammo we had back in "Fallout 3" / "New Vegas" for heavy weapons ? ( minigun, flamer, Gatling laser... and for the weapons not seen in F4 : grenade machinegun, arc welder ) ... The second reason, the core of my idea back then, would be to make the heavy weapons more "specific"... An exemple that could resume my idea : the very early game of Fallout 4, when you have to get the rusty T-45 and grab a minigun, straight off ! Well, as I imagine it, to use the minigun, you would have no other options but to use a power armor to handle it... Not just to "properly" use it, but literally "being able" to use it. And since those weapons would be hard to handle ( Or at least, unless your character possess an incredible strenth : 8+ for exemple ), the idea would be to equip on a power armor its own bagpack, loaded on ammo for the heavy gun of our choise ( ex : a 5mm canister equiped on the Power Armor giving access to a permanent minigun, amongst your other weapons ).Early on when I was still working out what the power armour cargo carriers would look like, I did consider going with some kind of ammo container - perhaps like a certain Vulcan Raven. In the end though I went with something more general, because it's a lot of work and there's a lot of other things I want to do for WARS and PEACE. I just don't have time to make a whole bunch of different power armour backpacks, unfortunately. If all goes well, WARS will have Strength requirements for weapons via AmmoTweaks v2, and hopping into power armour will obviously be one way to meet those requirements. Just saw this. That's a good idea. However, I see only the water purifiers as items to clean the water. FO4 has "radiation" in the water which is an arcade system bordering on stupidity, because radioactivity acts differently and 200 years after the fallout at least the surface water would not be at all radioactive if the soil wouldn't. BTW for this reason I removed radioactivity from surface water and take the rads you get from drinking unfiltered water as "dangerous substances". And I would really appreciate a mod which replaces water radiation with "bacteria" or similar. The pumps, manual or powered, for me just transport groundwater to the surface, without cleaning it. Otherwise they were a bit too good to the player. Let's send our ratio and science to vacation for a moment and assume that the groundwater (the most pure water usually, drinkable without treatment quite often) is still contaminated by radiation because of small radiated particles constantly and slowly sinking into the groundwater. The pumps therefore should produce dirty water and in my game they do. So you have a certain diversity of settlement difficulties. At some places you don't get purified water without manually producing it. Long story short, would it be possible to remove your "bucket pure water drinking function" from the motor pump later without having to deal with scripts? :happy: Edit: BTW, would it be possible to make sea water undrinkable? It is that way in Skyrim, I think. Sea water usually is salty and not very healthy, except the FO4 kind of radiation removed the salt ...Like it or not (and - like you - I'm more on the "not" side), pervasive radiation is integral to the Fallout setting, so trying to change things there to be closer to reality is a real can of worms. I don't know that I'd want to tackle that; too much else to do. For what it's worth though, I see Survival mode as already including bacteria and whatnot in dirty water, in an abstracted sense at least, via its disease chance. I view the powered pumps as incorporating water purifiers (and machines to remove radiation from water do exist too). In PEACE I increased the Science! perk requirements to build them, though. The purified water bucket is just a new settlement item, so you could simply condition its recipe to have it not show up in the menu, if you wanted. No scripts involved; I tweaked the power requirements for the pumps/purifiers - and had to edit their nif files to add a new attach point - but didn't change anything else there. It'd definitely be possible to make seawater undrinkable, but my impression is that that has the potential to be a compatibility nightmare unless BGS very neatly and helpfully used one or more water types specifically and only for seawater across the whole game. Link to comment Share on other sites More sharing options...
CmdrModUser Posted January 18, 2020 Share Posted January 18, 2020 Just saw your post in the WARS thread about food. Are animated food/drinks a definite thing that will be included or are they a nice to have thing that'll depend on how much time you have? Link to comment Share on other sites More sharing options...
antistar Posted January 18, 2020 Author Share Posted January 18, 2020 Like I said in the WARS thread, it's a low priority with all the other stuff that needs doing. It would be useful to know the technical side of how to set up animated chems (and foods/drinks/etc), though - just in case. I can animate weapons for FO4, but don't know how to set up animations for chems. Link to comment Share on other sites More sharing options...
antistar Posted January 22, 2020 Author Share Posted January 22, 2020 Recently I've mostly been working on animations for WARS (the BCR and Skorpion animations), but for a small update on PEACE: This was actually done a while ago but I forgot to mention it; I had to move all Workshop object recipes edited by PEACE to the new "PEACE" category in the Workshop menu. (The PEACE category being added via SMM.) I would have much preferred to not have to do that, but from my experience with BAM I found that any recipes that were set to use the vanilla Workshop menu categories would simply fail to appear in the menu if someone was using another mod that removed those categories. I was surprised to learn that this is actually a relatively common thing in some popular Workshop-related mods. So for anything that I edited to have different material or perk requirements for example, I had to move them to the PEACE category. (Which also includes the new Workshop objects added by PEACE.) Annoying, but better than not showing up at all. I added headlamp mods to the Combat Armor Helmet. There are already mods around that do that of course, but they would conflict with PEACE. I did end up making seawater... well, not literally undrinkable, but it does make you more thirsty now, rather than less. One problem with it though is that filling bottles from seawater still gives you Dirty Water, as I couldn't find a way to differentiate water types in conditions/scripts. There may also be water in some places that should be considered seawater, but isn't. Hard to know without manually checking all locations that should logically be seawater. Link to comment Share on other sites More sharing options...
geala Posted January 28, 2020 Share Posted January 28, 2020 To animations, they can be a game changer. My hardest Skyrim playthrough ever, cost me a lot of hair color presumably, was when I played Requiem with a potion drinking animation mod where you had to stand still. For Fallout 4 the stimpack animation is much less cruel because you can move while applying, thankfully. If you had bandages in PEACE (?), an animation for them would be nice. BTW, if you can animate, please give us a less terrible "sneak with onehanded melee weapon" animation. :laugh: The notice about seawater sounds great. :happy: Link to comment Share on other sites More sharing options...
celdorash Posted February 1, 2020 Share Posted February 1, 2020 Hey Antistar it has been a while since I have posted! I had an idea for an armor system I thought would be great. Is it possible to have a damage threshold system where if you are over the threshold you do full damage bug if you are under the threshold you do a certain percentage less damage based on how many points of damage you under the threshold? (I.E. 1 point under DT is 30% less damage and 2 points under DT is 40% less damage?) I think a system like this if feasible would be great as you could simply adjust DT of armors around the damage of your different ammo calibers in a way that makes sense to you. Just a thought from your friendly neighborhood wall of text poster! (; Link to comment Share on other sites More sharing options...
antistar Posted February 2, 2020 Author Share Posted February 2, 2020 Given the number of pieces of armour and the number of different weapons, I don't know that it would be "simple", but thanks for the suggestion. ;) If I were to use a DT system though it would be DTF or AmmoTweaks v2 (so in WARS rather than PEACE), instead of making my own. My time would be better spent elsewhere if there's already a framework I can use. Link to comment Share on other sites More sharing options...
asebw Posted February 7, 2020 Share Posted February 7, 2020 Out of curiosity, is WARS and PEACE available yet? Link to comment Share on other sites More sharing options...
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