Rkotcha Posted November 21, 2008 Share Posted November 21, 2008 it sounds like you still have version 1. version 2 is up and gets rid of the edits to the vanilla rifles Errm.. Where did you get the V2 file ? I D/L it off Fallout3Nexus.com 4 hours ago and the FAL damage is still 38 I have some gun models and textures that I've made over time, would you like to see if you want to put them in the game ? Link to comment Share on other sites More sharing options...
vashts1985 Posted November 21, 2008 Author Share Posted November 21, 2008 thats what it should be. the issue was that V1 was causing the damage of the Chinese assault rifle to skyrocket. definitely not what i had in mind. V3 will be out soon, with further balancing so keep an eye out. nother Spec-tacular update ;D http://i241.photobucket.com/albums/ff58/vashts1985/ScreenShot43.jpghttp://i241.photobucket.com/albums/ff58/vashts1985/ScreenShot44.jpghttp://i241.photobucket.com/albums/ff58/vashts1985/ScreenShot45.jpg a nice little addition to your mid level pistol selection from Kimono. has plans of a unique SOCOM complete with the prototype LAM and KAC suppressor. stay tuned =) Link to comment Share on other sites More sharing options...
BulletSix Posted November 21, 2008 Share Posted November 21, 2008 Wow! Am i right that you´ll make a semi-automatic L1A1? And the Mk 23 ....Thats ... like a dream come true :)(although i´d like to have a Version w/o the "fancy stuff", too ... yes i can be demanding ;) ) i am actually not playing FO3, waiting for this stuff (not the main reason for not playing, but still one ;) ) so im finished for now. Sorry for my outburst, but the images (showing that its already working ingame :) make me drool :rolleyes: Link to comment Share on other sites More sharing options...
Honnou Posted November 21, 2008 Share Posted November 21, 2008 Awesomely awesome. If you would, perhaps include two L1a1s, one with a scope and another without. Maybe make the player work, put them on two different traders or what have you. The M23 is looking nice. It'll be nice to get .45 into the game, especially for things like the 1911, Tommy gun (God willing if we have some animations that work for it...), Grease Gun, what have you. Link to comment Share on other sites More sharing options...
FutureVisions Posted November 21, 2008 Share Posted November 21, 2008 Awsome job man. Got both the Deagle and the FNFAL mods installed. So far looking good, already got the Deagle from a raider so its working great. Great job with the animations and sounds (very nice), tear and wear feel balanced to the weapons damage and game integration is unlike any other mod made so far.One thing about the deagle though, i almost one shot head crit an outcast brotherhood guy with it, rofl, i mean the guy's wearing power armor :P so im thinking the crits might be a bit overpowered but have yet to test it further.Anyway its the damn best weapon mod outthere by far, no doubt. Thumbs up and kudos given. Will definetly be keeping an eye out for new releases.Keep up the good work. P.S.: Didnt find the FNFAL yet so wont talk about that one for now. Edit: Im playing on very hard ofc (one shot head shot kills on very easy wouldnt be so strange), my small arms skill is 94, and dont have the better crits skill (in case this helps with anything). Link to comment Share on other sites More sharing options...
vashts1985 Posted November 21, 2008 Author Share Posted November 21, 2008 brother hood outcasts are pushovers already. lol maybe not that much. i might tweak the crit values a bit Link to comment Share on other sites More sharing options...
SpacemanSpIiff Posted November 22, 2008 Share Posted November 22, 2008 thats what it should be. the issue was that V1 was causing the damage of the Chinese assault rifle to skyrocket. definitely not what i had in mind. V3 will be out soon, with further balancing so keep an eye out. nother Spec-tacular update ;D http://i241.photobucket.com/albums/ff58/vashts1985/ScreenShot43.jpghttp://i241.photobucket.com/albums/ff58/vashts1985/ScreenShot44.jpghttp://i241.photobucket.com/albums/ff58/vashts1985/ScreenShot45.jpg a nice little addition to your mid level pistol selection from Kimono. has plans of a unique SOCOM complete with the prototype LAM and KAC suppressor. stay tuned =) :ohmy: (was my face when i saw that pistol) Make that texture worn and dirtier and you would have my download, 200% (....though i would download and use it anyways because i love HK) Link to comment Share on other sites More sharing options...
dragunova Posted November 22, 2008 Share Posted November 22, 2008 Sweet details on the L1A1 and MK3 :thumbsup: Link to comment Share on other sites More sharing options...
BulletSix Posted November 22, 2008 Share Posted November 22, 2008 hi vashts, i have a question/request: i'd like "my" FAL to be semi-automatic (some civilian version maybe ;) ). do you know, which parameters i´d have to change (in DNAM i guess). I tried to fiddle around and kinda failed.Either i get the rigt animation (same as auto, but w/ loop; just once per mouseklick) BUT no shots are fired (no bullet and no ammo-countdown)or i get it to semi-fire but sloow (like the combat-shotgun, using their variables) and with big muzzle-climb in zoom mode. Could you be so kind to tell me what i do wrong or what i'd have to change?(of course if anyone else knows, feel free to share ;) ) Thanks in advance :)Bulletsix Link to comment Share on other sites More sharing options...
vashts1985 Posted November 22, 2008 Author Share Posted November 22, 2008 i will be putting the final tweaks on the Fal and L1A1 (semi auto) as well as the desert eagles today. expect new versions released soon =) as far as the DNAM values go, first of all, change the fire trigger to 68 and the firing animation to 32 then you should have a semi automatic rifle. (tehnically, 68 is the fire trigger for the sniper and 32 is the firing animaton from the pistol. i cant telly you _Why_ these setting do what they do, but i can tell you from messing with them for 2 days that they work. feel free to experiment with other weapons values and see what happens. thats how i did it) from there you can modify the reload time to change your fire rate, or the rate at which you can pull the trigger. the smaller the value is the slower it fires. see if that works Link to comment Share on other sites More sharing options...
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