CROSS-CONTENT DISCUSSION: Weapon Mods

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dandys
Posts: 21
Joined: Wed Aug 15, 2012 8:23 pm

CROSS-CONTENT DISCUSSION: Weapon Mods

Post by dandys » Thu Sep 13, 2012 12:31 am

As you all probably know, Fallout 3 has some already modded weapon forms such as Silenced 10mm Pistol and Scoped .44 Magnum, that were removed in the weapon mod system for NV.


I don't really have any great plans on this to share as a starter, but I was just wondering what are thoughts on what to do.


Of course we could just replace all of those with the regular versions, but that doesn't solve the problem of there being weapon mod kits distributed all over NV and nowhere in Fallout 3.


anyway what do you think we should do, should we spread them around Fallout 3, leave them be, do something else,



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

This is yet another tough one

Post by JaxFirehart » Thu Sep 13, 2012 1:44 am

This is yet another tough one, I was planning on replacing modded weapons with their base counterpart. In the previous version we made Burkes silenced 10mm a unique weapon. I had a working setup that made merchants sell mod kits, no where near as widely available as in NV, but they were still around.


In my opinion, weapon mods are the best thing about NV, but it is stupid that they don't work on NPCs. Completely defeats the purpose. But I don't see a solution to that.



The 3rd Type
Posts: 211
Joined: Wed Sep 12, 2012 2:38 pm

I think a more pressing issue

Post by The 3rd Type » Thu Sep 13, 2012 1:58 am

I think a more pressing issue is adding mod kits to FO3 weapons. And I think with a resource like WMK at our disposal the sky should be the limit.


 


Mods that make no sense (.32 silencer, eww) or ones that won't work with the new system (Auto fire) should be replaced with something. Nothing says we can do mods that only upgrade internal parts either.



JaxFirehart
Posts: 3003
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I agree, one of us (Chuck

Post by JaxFirehart » Thu Sep 13, 2012 2:26 am

I agree, one of us (Chuck perhaps?) needs to contact the guy who made weapon mod kits and see if he would be willing to let us use his meshes, or even help us create new meshes if we need to change some internal parts (generally FNV weapons have SOME indication of change, even for parts mods). His meshes are not sighted and would, therefore, need to be fixed for sights, something I am incapable of doing.



dandys
Posts: 21
Joined: Wed Aug 15, 2012 8:23 pm

I already contacted the

Post by dandys » Thu Sep 13, 2012 9:04 pm

I already contacted the weapon mod kit guy a few months ago and he gave full permission for all of his mods! Good news!


If you mean iron sights, I can do that.



steviestevens
Posts: 108
Joined: Wed Sep 12, 2012 12:54 am

I am completely for this, The

Post by steviestevens » Fri Sep 14, 2012 4:43 pm

I am completely for this, The fallout 3 weapons should have mod kits, since there is already a mod I say use it, especially if we have permission.



yukichigai
Posts: 58
Joined: Wed Sep 12, 2012 1:28 am

JaxFirehart wrote:

Post by yukichigai » Fri Sep 14, 2012 11:35 pm

[quote=JaxFirehart]


This is yet another tough one, I was planning on replacing modded weapons with their base counterpart. In the previous version we made Burkes silenced 10mm a unique weapon. I had a working setup that made merchants sell mod kits, no where near as widely available as in NV, but they were still around.


In my opinion, weapon mods are the best thing about NV, but it is stupid that they don't work on NPCs. Completely defeats the purpose. But I don't see a solution to that.


[/quote]


Fortunately there are only two weapons that fall into this.  The Scoped .44 Magnum is only used by a handful of NPCs, none of which are going to need the scope to snipe at you; the unscoped magnum could easily be used in its place with no issues whatsoever.  The Silenced 10mm Pistol is ONLY used by Mister Burke, and I think the method of making it unique was a good idea.  It certainly provides a way to restore the increased critical chance that the old Silenced 10mm Pistol had.


Now as far as weapons you find, I had a thought on that: in certain places where you would normally find a Scoped .44 Magnum or a Silenced 10mm Pistol, say in boxes and such, include the weapon and the mod.  Not very many - we don't want to be overrun with weapon mods - but a few key locations could be a nice bonus.


As for the rest of the weapon mods, I agree that they are one of the best things about NV versus FO3.  We should definitely have merchants selling a small subset of them in the CW, if only the ones that apply to CW weapons.



ElvenScoundrel
Posts: 80
Joined: Tue Sep 18, 2012 6:47 am

IMO I think the team should

Post by ElvenScoundrel » Tue Sep 18, 2012 8:38 am

IMO I think the team should stick with NV's version of adding mods. FNV only allows a max of 3 mods, while WMK allows you to add more than 4 mods, possibly making the vanilla FO weapons stronger, depending on the situation. That said, I can think of some mods for FO3 weapons that would work well. I can model a bit, but I can't texture to save my life.


 


I also think that the mods in DC should look like jury-rigged mods, because DC doesn't have the luxury of having the Gun Runners making milspec mods left and right.


 


But that's just me ;P



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darthbdaman
Gary
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Joined: Wed Sep 19, 2012 11:04 pm

Integrating WMK is a dream

Post by darthbdaman » Thu Sep 20, 2012 12:13 am

Integrating WMK is a dream come true. And I am all for Mr.Burke having a unique pistol, though "Mr.Burkes 10mm pistol" is a slightly boring name. Maybe "Burkes Backstabber" (he tries to shoot Simms in the back)



Ein
Posts: 35
Joined: Tue Sep 18, 2012 7:23 am

I'd have gone with "The

Post by Ein » Sat Sep 22, 2012 10:42 am

I'd have gone with "The Personal Touch" for Burk's pistol. It sounds slimey. Like he does.



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