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RoyBatty
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Classic Fallout Weapons TTW

Plumjuice, Puppet and I have taken this over permanently. 

Plum is working on the update and doing a fantastic job of cleaning everything up and fixing the bugs, hopefully it will be ready for public consumption soon. We'll release a small update to address outstanding bugs until Plum returns from his IRL stuff.

Major Update: I have re-acquired this post and will update it when the need arises. If you have any problems with the lists (unbalancing, M1918 at a level 1 character when trading with Moira...) then post it in the comments. I will do my best to maintain this mod. That being said... Post any problems below and it will be added to the patched .esp. Every so often it will be merged into the main .esp.

Thanks to Puppettron for making the .32 ammos and recipes.

Credit to Antistar for the laser pointer, Linerunner for his models, TOXA for the MP-40 and M1918 models, brurpo for the M1911 model, Highlander for some of his weapon models, and JoeFoxx82/Weijiesen for the Wattz Pistol/Laser Rifle Old/Older models and textures!

Description:

This is a complete merge of both CFWR and CFW NV+DLC with added iron sights and leveled lists.

This integrates custom lists for every faction:

Vault 101 (Removed, list still in file), Supermutants, Outcasts, Brotherhood, Rivet City, Wastelanders, Hunters (Removed, list still in file), Tenpenny, Oasis (Removed, list still in file), Raiders, NV Raiders, etc.

Complete integration into the challege, perk and weapon lists.

Many weapons renamed for consistency and accuracy. Restored CFWR weapons rebalanced for use with TTW.

As many errors, incorrect paths, missing or misplaced textures and conflicts were fixed as possible, redundant weapons were also removed. I've tried to make the mod less intrusive and cleaner in general but only so much can be done.

----------------------------------------------------------------------------------------------

Installation:

1. Download Classic Fallout Weapons TTW and install with your favorite mod manager.

2. You do NOT need CFW-DLC for this it is integrated.

3. You MUST to make a merged patch when using this mod (and any other weapon mods!)

4. ???

5. Profit

--------------------------------------------------------------------------------------

Credits to all these guys, without them, this couldn't have been done:

Linerunner: http://www.nexusmods.com/newvegas/users/16044

Brurpo: http://www.nexusmods.com/fallout3/users/213644

Highlander: http://www.nexusmods.com/fallout3/users/5638248

Earache42: http://www.nexusmods.com/fallout3/users/614543

Antistar: http://www.nexusmods.com/fallout3/users/60908

Weijiesen: http://www.nexusmods.com/newvegas/users/1026866

Weapons from CFWR that are re-introduced:

  • M1918 (BAR, Browning Automatic Rifle)
  • AC-556 (Ruger)
  • Laser Rifle Old (Added as the Wattz 1000 Rifle, automatic tri-beam shotgun w/ less damage) w/ CFW NV laser mods
  • Laser Rifle Older (Added as the Wattz 500 Rifle, tri-beam shotgun version) w/ CFW NV laser mods
  • Glock 86 (Plasma Pistol w/ iron sights, this is sort of a cheap version of the Plasma Defender)
  • Rock
  • AK-115 w/ Scope, Laser, and EMag. (MODS, was originally a WMK gun)
  • HSI Mauser w/ Silencer (WMK)
  • M1911
  • Browning HP
  • Colt Rangemaster w/ Scope
  • Tommy Gun
  • M1 Garand

and some others...

The meshes, textures and sounds for CFW/CFWR are included. I have got permission from Antistar and Linerunner, but not Highlander, brurpo and TOXA. I tried to send a message to brurpo but he wasn't able to receive messages. Highlander hasn't responded, and TOXA is banned from the nexus. 

If one of the authors has a problem with this, it will be removed.

Patches:

If you need a patch for Impact or EVE, find them in the following thread. The PN patch needs an update for this, but it should work?

https://taleoftwowastelands.com/content/compatibility-patch-thread

File Attachments: 

TTW Version Compatibility: 

v2.8
v2.9

Rating: 

0
Your rating: None
5
Average: 5 (13 votes)
Edited by: RoyBatty on 06/22/2015 - 23:07 Reason: RoyBatty will be maintaining CFW in Precise_as_Pins absence.
WizardOfAtlantis
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This is totally cool.

This is totally cool.

If we're using the Project Nevada patch for CFW NV what should we do? 

SuBNeRoCL
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It should work. This does not

It should work. This does not change any of the stuff that the patch changes, though with the upcoming merge of these .esp's I may have to fix some things. 

I am also pushing an update for a few of the guns. One of the uniques has uber-laggy effects, which I skimmed down a bit. Its now somewhat more stable.

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Thank you. 

Thank you. 

GhostPilot
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I haven't dug into FNVEdit

I haven't dug into FNVEdit myself to check this but do your plugins fix the overly loud sounds that the original CFWNV suffers from?

Still though, my thanks for this, gonna have a lot of fun I imagine.

SuBNeRoCL
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This does not fix any sound

This does not fix any sound problems with the original mod.

RoyBatty
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I don't find the sounds

I don't find the sounds overly loud myself, GUNS ARE LOUD.

If anything, the stock guns and most mods guns aren't loud enough.

SuBNeRoCL
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Updated. You don't need the

Updated. You don't need the old folders, so I suggest deleting them all. Delete all older versions of this file, and use this one, install it last.

Also, I forgot the Plasma Glock. I'll add a hotfix that re-adds that. This also includes an EVE patch for those who use the TTW EVE merge. That is required...

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It would be cool if you

It would be cool if you plopped all the patches in the patches thread instead. :D

SuBNeRoCL
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<Has no idea where the

I'll add them to the sticky after I complete a CaliberX patch 

Update: Nevermind. Though only 3 weapons use 30-06 Springfield rounds, it requires a lot more work than expected...

Aside from that, I noticed a bug during this hotfix that the Glock 86 has a screwed up plasma texture. (probably because of an incompatibility on my side) But feedback is greatly appreciated. Good or bad, I don't really care. If someone also finds an incompatibility I most likely will fix it and add a patch for that.

 

RoyBatty
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You might want to redo the

You might want to redo the package again, the BSA is packed wrong with merged paths.

Did you fix the broken refs in the plugins and remove the dirty edits this time? =]

 

SuBNeRoCL
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Woops. Fixing right now. Also

Woops. Fixing right now. Also, I'm pretty sure I fixed everything in FNVEdit. I swept through each of the forms and weapons and found no trace of the stuff, but I'm not 100% sure.

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Does the Ruger's magazine

Does the Ruger's magazine stay where it is when you reload it in your game?  I remember having it installed earlier but I don't particularly remember having this type of problem. 

[EDIT]

Also, the sights are crooked on said gun. Didn't get far enough to tell you about anything else, but I'll get to it when I can.

[EDIT]

Just found another bug related to the AC556, Silencer has a gross texture. May or may not be a fault of my own considering I have quite a few mods installed, however, only one of which changes the textures of the weapons(therefore, the mods), which would be Millenia's WRP.

Please so not double (or in this case triple) post, use the Edit button on the bottom of your post to add or remove anything you feel like. Thanks for your time. ~Risewild

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This is not compatable with

This is not compatable with WRP as each of Millenia's textures within that pack require custom UV maps and replace the default textures. That means all of the weapons that use vanilla models will have deformed maps due to not using the custom UV-mapped meshes that come from WRP.

List of incompatable weapons:

HSI (CFWR port) Modded with the silencer

the Ruger AC-556F w/ silencer mod

WMK AK-112

WMK Rangemaster

...and maybe a few more

I don't ever plan on making a patch for WRP (since I deleted my game.) But if anyone wants to, feel free. Just if you want to release it make sure you get permissions from all the makers. Which may be:

Millenia (For using his modified meshes)

Linerunner (For the Ruger AC-556F & HSI Mauser (CFWR one)

Antistar (For the WMK AK-112's laser mesh & textures)

And if anyone wants to fix the Glock 86 you will need Weijiesen's permissions for that. That is unrelated to the Millenia fixes, but its a serious bug that I have no idea how to fix. Its releated to a static electric texture protruding out of the area in front of the IS. It blocks the view when aiming the gun. It may be related to EVE, but there is a patch for the CFW & CFWR weapons to have EVE audio, projectiles, and impact data. So fixing this is pretty much a must.

Related to the sighting of the AC-556F: 

I have tried multiple weapon animations (twohandrifle, twohandautomatic, etc) and nothing came of it. Its a bugged mesh in the first place, and it was never intended to have IS. Probably the reason why Linerunner left an IS version out of the CFW NV release, that version only had scopes w/ only the silencer and mag mods. Its completely torn from Fallout 3 (which had no sights in the first place) so porting something without sights and expecting the mesh to work properly is not always a consideration.

And related to its reloading...

I have no idea what animation it uses. I tried the Sniper Rifle reload animation, Assault Rifle animation, and I think the Chinese Assault rifle animation. Only practical reload left is the 10mm SMG reload, but have not tested that. I can't just look in FNVEdit and copy the reload data, since New Vegas mixed them around. Reload C may be Reload Z, someone needs to upload an updated reload list, so its easier to convert weapons without any animation problems.

If you fix any of these and want to help others, post the patch in RoyBatty's patch sticky-thread.

I was tired when writing this. Sorry if it was a bit unclear.

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Fair enough, thanks for the

Fair enough, thanks for the response! 

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No problem. Its some stuff I

No problem. Its some stuff I should have included in the main post under "incompatibilities," but I didn't want a wall of text. Aside from that, if anyone wants to post pictures here, fine by me. I'd like to see more people giving feedback, especially since I didn't do pictures myself.

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for the record, i did about

for the record, i did about 10 minutes worth of work and didn't even know what it was going towards :D

perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

help me fight starvation:  http://www.gofundme.com/vr56rc

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er, many of the CFWNV guns

er, many of the CFWNV guns still need to be iron sighted. In particular, the energy weapons.

SuBNeRoCL
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This doesn't change anything

This doesn't change anything within the original mod, which was the main goal. Though it includes a fixed mesh for the G11. But one of the other things I wanted to fix was the misplacement of the M249 clip-mag (non-modded.)

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wait, does that mean i can

wait, does that mean i can actually use the g11 now?  cause scoping with it pisses me off too much to use

perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

help me fight starvation:  http://www.gofundme.com/vr56rc

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It doesn't fix the scoping,

It doesn't fix the scoping, though I was trying to fix that. The weapon has 3 mods, and it only had 3 custom meshes. So I fixed it by adding that one missing mesh. It didn't have a standalone scope model.

I was trying to make a G11 with iron sights, in fact, I have a mesh for it with sighting nodes. I didn't want to include it in the main download because people would say "you messed with the g11 why..." If you want to mess around with it, heres the meshes:

Also, the "G11S" model is the standalone iron-sighted model. The "G11SSI" model is the iron sighted with silencer, and the "G11noscope" is the standalone infra-red scope. Thats all you need, as the scoped/silencer model was included in CFW. Err, it doesn't necessarily have iron sights, but it uses a little thing on the gun as the "iron sights." But now you should be able to see when aiming.

In CFW, it was missing a standalone scope mod model. Also, sorry. I was tired when writing this up.

File Attachments: 

RoyBatty
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Which ones aren't iron

Which ones aren't iron sighted? I didn't notice any.

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All of them are IS'ed, though

All of them are IS'ed, though I was just fixing the G11. I included a fix that had a standalone scope model for the scope mod. It had a Scoped w/ Silencer model, Silencer model, and the stock model. It didn't have a singular scope mesh, so I fixed that.

The file I posted above was for anyone who wanted to have the scope removed, though all it is is a bit of GECK work using the provided meshes.

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apparently, it's the energy

apparently, it's the energy ones in particular.

perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

help me fight starvation:  http://www.gofundme.com/vr56rc

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None of the energy weapons

None of the energy weapons are IS'ed, only ones like the Wattz 500, Wattz 1000 Pistol & Rifle, Glock 86 and the Wattz 2000. Those are the only ones with iron sights, err red dots. The rest I left alone. Ones like the P94 or whatever its called have the potential of having iron sights but I don't necessarily have the time. Its a few minutes in Blender, thats all it is. But I'm trying to shift away from modding to focus on pursuing other stuff, learning, in particular. I CAN and WILL update this as time goes on (if there is anything left) Next update re-adds the "carrot," and Roy also did a lot of work making patches and fixing stuff, so you should thank him first 

In the future I plan to re-add or add:

Iron sights to the P94

Add the throwable combat knife from CFWR (Its a throwing combat knife, which I can add in without requiring any other meshes)

Fix the M249 clip (Non modded)

Disable the Wattz 500 and figure out what the hell is causing a CTD. 

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Precise_as_Pins wrote:

Precise_as_Pins wrote:

 

None of the energy weapons are IS'ed, only ones like the Wattz 500, Wattz 1000 Pistol & Rifle, Glock 86 and the Wattz 2000. Those are the only ones with iron sights, err red dots. The rest I left alone. Ones like the P94 or whatever its called have the potential of having iron sights but I don't necessarily have the time.

But I do. 

 

Changes:

P94, YK32, and YK42B have proper iron sighting. Also fixed Wattz2000 sighting: Sights were just a tad high of the dot. This has been fixed now. (didn't bother with wattz 1000, watts 500, or watts 3000. Since they're shotgun lasers they're harder to sight in... doesn't matter as much anyway.)

ESM Changes: "Don't use IS animations" removed for the above weapons, L30 anim set to AttackSpin like it should be. Was AttackLoop, which caused it fire like the Cyberdog Gun or the Grenade Machine Gun.

File Attachments: 

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I'll try adding that in, I'm

I'll try adding that in, I'm waiting on the next update to do so, though. The P94 is a great idea.

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I'm going to script the NPC

I'm going to script the NPC changes so that the compatibility patches for EVE and Redesigned aren't needed.

I'm taking a break today because of the marathon patching session I did for IMPACT in the last 24 hours.

 

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Your IMPACT work sounds very

Your IMPACT work sounds very interesting, Roy. Where/when/how can we learn more about this?

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I'll get around to it

I'll get around to it eventually, I have other projects I'd really like to finish first.

 

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Cool.

Cool.

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The lists for this still need

The lists for this still need work, I started a new playthrough and the vault 101 guards had rediculously OP weapons like the M14 and BAR.

Also you removed my sniper rifle from the hidden rock... why?

 

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I did? I didn't remove

I did? I didn't remove anything, last update I didn't delete anything whatsoever aside from adding a new list and adding the carrot. I am also going to fix the beyond bandwidth eating downloads. I am merging the files all into one so you don't have to download the hotfix and the assets. They will now all be one file.

Though, I am not sure. Since I lost everything, I just continued off from the last hotfix, so some stuff may have been missing. I need to check and see if the Glock 86 wasn't left out as well. I am also just going to completely scrap the unique system. The BAR's, on the other hand, should not be spawning so early. I set the enemies to have them after left 3, but they may be spawning because they base off the NPC's level. I am going to fix this right now, as well as re-add some other stuff back in. 

If I accidentally deleted stuff I'm sorry. I will be pushing an update for today (or maybe tomorrow), and once you finish the ESP you are working on I'll convert everything over to that. Knowing that some of that stuff is missing is irritating me.

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Updated. Tell me any problems

Updated. Tell me any problems. Its no longer a hunt to find the required files 

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    So I hope this is the

    So I hope this is the right spot to post questions on errors dealing with.  The problem I have run into is this, with CFWR-CFWNV installed and enabled I cannot get past the opening load screen.  It will launch successfully and hang with the lovely gentleman holding a six shooter in the background and nothing else. I have checked the version of all of the patches required to make my mods play nice and I believe they are up today.  I have moved the CFWNV esm and esp respectively to the bottom of my LO1 and I have created a merge patch.  I even tried to merge patch the game then bash patch it after all to no avail.  I even uninstalled all of my mods except CFWNV and TTW and still had the same problem.  Since you good people of the community of TTW are not haveing this problem I can only assume its on my end.  I have included both the Load Order I would like to use along with the bare bones load order.  Any help is greatly appreciated, and snide comments if clever are also appreciated. 

 

 

Thanks All!

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What does "MergPatch.esp"

What does "MergPatch.esp" consist of? (merged wise)

Untested mods you are using are: 

Practice Makes Perfect

G36k

Signature Armor

The citadel fix

DUI

TTWFixes

PMPItems

and the Lucky 38 mods.

(I don't personally use any of those, so best place to start is there. During testing I used most others (PN, EVE, Redesigned, etc).)

Heres my load order:

(NOTE: Some ESP's were removed because they were adult mods. This is a Non-Adult forum)

 

Keep in mind I'm currently not using this mod, though tested in these conditions it works.

UPDATE: Hold on, I'll test.

SECOND UPDATE: Hmm. It seems the ESP is dysfunctional somehow. I might just re-upload the old esp's here, they're are still hidden in the original post.

THIRD UPDATE: Sorry for the crash, guys! The new version will be released in at max 5 (to ten) minutes.

The problem was missing stuff in the form lists from nasty removals of the unique weapons 

RoyBatty
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DarnUI and TTWFixes works

DarnUI and TTWFixes works fine with it, as long as TTWFixes is before it.

Don Quixote
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Yes, this might just mean

Yes, this might just mean that I was not an idiot... This time any ways.

SuBNeRoCL
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Added to the main post, sorry

Added to the main post, sorry. And you aren't an idiot lol, its all my fault. I was in a hurry releasing the file 

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Precise_as_Pins, I REALLY

Precise_as_Pins, I REALLY hope you see this post.

Okay, so I was having the crash on load problem, even with the new version. After extensive testing I've found that the problem is CFW-TTW.esp included in the cfwr_0.rar file. Is there anything you can do to fix this? And yes, I have the bugfix installed

SuBNeRoCL
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Did you overwrite it? It

Did you overwrite it? It should work perfectly fine. I'll install that version and test it, once again! 

Hm. The latest bugfix seems to be renamed (The site automatically does that) So I need to archive it. Thats probably your problem, you are using the renamed CFW-TTW_1.esp instead of overwriting CFW-TTW.esp.

I am going to update, hold on. In fact, there are some bugs I need to address (the throwing combat knife impact, for example!) Which most likely will be the final update. The rest may be compatches.

I am also going to try adding M1 Garands and M1918s to Dead Money.

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Released the update. This is

Released the update. This is a possible final. (Depending on if anyone finds bugs it will not be considered COMPLETELY final.)

I added:

Hotkeys for combat knives, press E 

Added more stuff to loot lists (containers)

Stretched the spawning of weapons on both raiders and wastelanders. You will find many of them now have melee weapons, with a 50% chance to spawn with a weapon. They used to have almost 100% chance to spawn with CFW's weapons, which was ridiculous. This is a fix in the next update for Shrapnel.

Fixed the impact data for the throwing knives

 

Also, feel free to use my script if you want to expand DC's throwing weaponry 

Shrapnel is up on the list of upcoming updates.

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You're over extending what

You're over extending what the mod should be again... I don't want stuff using my hotkeys :/

The Ruger still shows up far too much.

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I'll remove the throwing

I'll remove the throwing knives then, or make it an optional. Also, the Ruger is integrated into assault rifles lists (to mimic the original mod, how it added the PSG to sniper lists, for example.)

The hotkeys were just an idea I had that I though would work, but meh. I wanted it to tie in.

RoyBatty
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Make the hotkey thing an

Make the hotkey thing an optional that people can merge, shouldn't be too hard.

There's throwing knives in NV... just reverse how they work?

 

SuBNeRoCL
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I added the hotkey to

I added the hotkey to (hopefully) avoid duplicates, I'll remove the script but I have no idea how to add the throwing knives aside from a recipe. I wanted the script to be a convenient way to switch in between the two without having to add them to lists, and making recipes which I feel are super inconvenient since you have to be at a bench and all. I'll upload the file, hold on

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Recipe's are the way to go,

Recipe's are the way to go, but they shouldn't clobber the NV ones. Not sure what the issue is?

SuBNeRoCL
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No problem! 

No problem! 

Added the hotkey as optional. The scripts are there and everything within the main, but unused. Throwable Combat Knives are craftable at workbenches with one combat knife and combat knives can be crafted with one throwable combat knife, and vise versa 

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I think the issue is that he

I think the issue is that he wants the ability to take a melee knife and throw it, mid combat

correct?

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Correct 

Correct 

The script works on all unique combat knives (Since I added one "throwable combat knife" from the original CFWR, I thought why not add them all?)

If you press "E" while wielding a combat knife it will change and equip a "Throwing Combat Knife," same with Chance's Knife and Occam's Razor, but I made it so those never run out of ammunition so they don't disappear since they are uniques.

Say for example, you have Chance's Knife. Pressing E will change it to the throwable version, and pressing E again will switch it back, vise versa.

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That's actually a nifty idea,

That's actually a nifty idea, but I think it should be a separate mod.

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