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Distributed weapon mods, like

Posted: Sun Nov 04, 2012 2:30 am
by Gribbleshnibit8

Distributed weapon mods, like in FNV is the best solution. Using the WMK resources should result in no problem producing weapon mods.


I'll even throw in that I'll make a WMX patch for TTW when all is done and ready.


 


As for making NPCs use weapon mods. That's....open for debate. It is technically possible to add weapon mods to NPC weapons, they just won't be visible on the gun when they have it equipped. Of course, doing this requires NVSE, and is actually a mod I have intention to make anyway. It would of course be cross compatible with any mod, which means it would work with TTW.



Gribbleshnibit8 wrote:

Posted: Thu Nov 08, 2012 5:36 am
by ElvenScoundrel

[quote=Gribbleshnibit8]


Distributed weapon mods, like in FNV is the best solution. Using the WMK resources should result in no problem producing weapon mods.


I'll even throw in that I'll make a WMX patch for TTW when all is done and ready.


 


As for making NPCs use weapon mods. That's....open for debate. It is technically possible to add weapon mods to NPC weapons, they just won't be visible on the gun when they have it equipped. Of course, doing this requires NVSE, and is actually a mod I have intention to make anyway. It would of course be cross compatible with any mod, which means it would work with TTW.


[/quote]If you do a WMX compatibility mod I'll love you forever.



Speaking of doing patches and

Posted: Thu Nov 15, 2012 12:39 am
by Gribbleshnibit8

Speaking of doing patches and weapon mods. If we could get some outreach from Jax or someone here. I've done a not insignificant amount of work adding weapon mods to many of the FO3 weapons in the Project Nevada patches. All the weapons have IS, and most have 2 or 3 mods. I got permission from antistar way back to use the models, and from what I understand you guys have that same permission. So feel free to use those models (assuming you haven't made your own).


I'd also like to provide input on adding more weapon mods, as well as creation of more models.



I am currently working on

Posted: Thu Nov 15, 2012 1:29 am
by JaxFirehart

I am currently working on creating new weapon mods meshes for DC weapons, what Antistar did was awesome, but, having access to all the NV models as well as DC models, our options are much more open than his, of course I use WMK as inspiration when necessary. Currently Chinese Assault Rifle has a night vision scope, a silencer, and a laser sight. The Chinese Pistol has a low power scope, an extended clip and a laser sight. I stopped there for now to focus on other projects.



I'd suggest Burke's 10mm

Posted: Mon Nov 19, 2012 11:25 am
by Dynastia

I'd suggest Burke's 10mm become a unique, and the other silenced 10mm's get swapped out for the .22LR Ruger, with any 10mm rounds nearby being swapped for .22's. The scoped .44's should just be replaced with regular .44's, unless you can find an NPC who resembles the Ayatollah of Rock'n'Rolla to give a unique scoped revolver to. It was silly that they made them all scoped in vanilla, homage or not. 


"The Personal Touch" sounds like a fine name for Burke's piece. "Executive Decision" or "License to Kill" would work too, or anything else that brings to mind shady wet-work spy type operations. 



I guess my point for asking

Posted: Thu Nov 22, 2012 2:56 am
by Gribbleshnibit8

I guess my point for asking was that I'm willing to work on either creation of models (provided base weapon models) for modded weapons, or integration of the weapons into the game. Full integration of weapon mods is about all that's holding me back from playing. That and converting all my applicable Fallout 3 mods to work correctly.



Well , if you know what you

Posted: Thu Nov 22, 2012 6:16 am
by JaxFirehart

Well , if you know what you are doing, throw some mods together and post pics. Otherwise, weapon mods are a bit lower-priority at the moment, but their time is not far off!



Yeah I agree.  Can't we just

Posted: Mon Nov 26, 2012 5:06 pm
by thermador

Yeah I agree.  Can't we just create a WMX integration patch? 


It is a great system for managing weapon mods that is already built and widely used.



Yeah thats exactly what we

Posted: Mon Nov 26, 2012 5:36 pm
by JaxFirehart

Yeah thats exactly what we are meaning to do.


We are not going to implement or use Antistar's WMK for FO3, I'm not sure where that even came from.


We are putting together our own set of mods for all FO3 weapons that were not in FNV. For the record that is .22 Revolver, Chinese Assault Rifle, Assault Rifle, Chinese Pistol.


In another thread I was kicking around the idea of modding the FO3 craftables as an incentive to acquire more blueprints. If we decide to go with that, we also need mods for the Dart Gun, Rock-it Launcher, Shishkebab and Deathclaw Gauntlet.



Dart Gun: Some form of

Posted: Wed Nov 28, 2012 11:22 pm
by Gribbleshnibit8

Dart Gun: Some form of upgraded "string" to replace the surgical tubing; increased condition or projectile speed. Cut down parts to reduce weight; remove the paint container. It doesn't really work with anything else, because of the animation and the fact it's a single shot weapon. Maybe upgraded string to increase speed, and another upgrade to increase durability.


Rock-it Launcher: High Power Motor; increases fire rate. Big Hopper; increases clip capacity, though this one depends on how the ammo for this weapon is handled. Third could be some form of upgraded components for increased durability, or replacement of items for decreased weight.


For the Shishkebab and deathclaw gauntlet, Antistar had a pretty good idea in WMX for modifying melee weapons. Though I'm not sure about the whole "silicon blocks" thing in the wasteland.