misterhamtastic Posted October 10, 2012 Share Posted October 10, 2012 I have been playing with modding new vegas for personal use. Now I'm thinking of something more ambitious. The MEGA buster from ST Robot Race uses the old "Arm Mounted Weapons" stuff from Fallout 3, but not all the meshes. It's also pretty limited as weapons go-pretty weak across the board damage wise. What I have done so far: Created a new ammo type-MEGA ammo. You have to craft it, but the ammo sizes determine damage. The idea is sort of terminator 2/3 with a gun arm capable of changing it's characteristics on the fly to accept better ammo which does more damage. Thus-MEGA 9mm is the normal round, while MEGA 308 does 2.5x dam, and MEGA 50 does 5 times. I also changed the MEGA Ballistic to a submachine gun, with a fire rate a touch lower than the assault carbine. The "clip" is upped to 200(I picture there just sort of being a big drawer of ammo or something for it). The energy weapon is also upped dam with a slow recharge and fast firing rate, the missile launcher does real damage. I have never had much use for flamers anyway, but I just made that into more if an incinerator, assuming it's "better". But it's not boss, you know? I set it up so it's be accessible to humans as well(in a world of implants and such, why not?), but it's just sort of weird to me. Here is what I'm planning, let me know what you think: 1: more guns-to me, lvl 1 should be a power fist, a submachine gun, a flamer, and a recharger pistol. perk 2 would be a grenade launcher, a plasma rifle, and a decent ballistic rifle. perk 3 would be a gatling gun and a gatling laser, perk 4 would be a missile launcher, perk 5 would be a tesla cannon, perk 6 would be an anti-material rifle and a gauss rifle... why? I play with signature weapons and armor, and while it's awesome to have my signature settings cross over between the bullet sizes, it's just sort of TOO awesome, you know? If I have to choose a "specialty" from 11 available weapons, then it will be more accurate. 2: using the meshes-I want the weapons to use more appropriate meshes. So-the submachine gun can stay as it is, but the power fist would be the power fist image, the recharger pisto and similar would be the energy weapon, the minigun would be the gatling gun. All the meshes exist from fo3 mod arm mounted weapons, so mostly an issue of pointing it to the right mesh. The hardest part will be a redo of the script, for me. The rest will be mostly tedious and repetitive. The script/quest thing is still new to me, but it looks like adding the right selectors to the qst item script and associating them with the right perk, and from there everything should already be in place. Future goals-make it take up an implant slot a la Project Nevada(or 2 or 4), somehow relate the powering of the weapon to a power source-similar to Powered Power Armor, (Although this will change the way things are powered probably. Maybe all the energy weapons become breeders, larger clip size when wearing power armor (maybe a power armor mod a la PPA)) Anybody with thoughts/advice, it'd be welcome. Just a thought-trait or perk? additional "implant component" if easy cool, but if it's tougher it's down on the list. Also, possible "robco certified" robco remote weapon? What about melee weapon? Also-how do I get all this into one seperate mod? Right now all the parts that I've done are in a "patch mod" with some changes to the original files as well. What about permissions? It's an old mod-is smileytops still handy? Link to comment Share on other sites More sharing options...
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