[RELz] DaiShi's Classic Fallout Equipment

Post » Fri Feb 18, 2011 8:47 pm

Another great weapon DaiShi! :D

Time for some compliments and critisicisms... the criticisms are longer, but don't get the wrong idea, it's because "this is awesome" can be said very quickly, while pointing out criticisms takes longer. ;)

Cool things:

1) The model itself! The shape is a fantastic recreation of that small 2D picture.

2) The LEDs! I was wondering how you were going to do the green glowing rectangle, and your three rows of LEDS on the right-hand side of the weapon are really cool! :D It was also a nice touch that you based the left-hand side on the green bit from Fallout Tactics. Purists that aren't fans of Tactics can't complain, because in Fallout 1 and 2 we couldn't actually see what the left hand side of the weapon looked like. ;) The two flashing LEDs on the left-hand side of the scope are a nice subtle detail.

3) I was wondering how you were going to do the ammo magazine, thinking that it would end up looking different to the original picture due to it using Fallout 3's block of three small energy cells, rather the original picture looked like a solid rectangular ammo magazine. Cleverly you put the small energy cells into an alcove on the left hand side of that magazine-thing, so from the right-hand side it still looked just like the original picture.

Things that are neither good nor bad, just worth mentioning:

1) It's a shame that when you reload the animation looks like you pull a lever/handle that isn't there, but I guess that is unavoidable as you are limited by the original animations. It's no big deal. It's also a shame that there is no energy charge-up sound when you reload, but again, weapon reload soudns are determined by animations rather than the weapons themselves, so while it is easy to replace the firing sound I can't think of an easy way to replace the reload sound, other than creating a whole new animation for just that weapon.

Not so cool things:

1) The original Glock 86 picture in Fallout 1 and 2 looked shiny silver and new and futuristic. (Same for the original Wattz 1000 laser pistol.) Since they were locked up deep underground in military bases, and only recently brought out by the Children of the Cathedral or the Enclave, it made sense that they were in good condition. Your weapon looks black rather than than silver, and looks a bit beaten up. I guess this is in keeping with Bethesda's Fallout 3 designs (the lasers and plasma weapons in Fallout 3 look quite old and beaten up, and the laser weapons are black), and in fact you did a really good job of making the Glock 86 fit in with Bethesda's world. It fits in right alongside the other Fallout 3 energy weapons. But, from a purist perspective, it doesn't match the appearence in Fallout 1 and 2. This is especially important if the player is not using the total replacer version - if the Glock 86 is a rare weapon only found a few locations, it'll be cooler if it is a nice shiny bit of pre-war technology, starkly in contrast to the Enclave's home-made plasma pistols.

I'm may be able to make the Glock 86 look more shiny and new myself with a quick bit of texture editing and making the black parts grey. I'll let you know how I get on, you might perhaps like to offer it as an alternative texture.

2) The original Extended Cap picture didn't have a long glowing green tube, it was just the same brown colour as the bit underneath the barrel and on the back of the gun. (Looks nice though!) If having the tube be completely brown is a bit too boring, you could maybe make it silver instead, or make it have a thin lines of LEDs on it rather than have the entire tube be green. Also, if you really like the glowing green tube you could have it on just on the left-hand side of the pistol since we couldn't see what the left-hand side looked like in the original Fallout 1 and 2 item picture.

3) The original Glock 86 had a purple scope lens rather than an orange one. This is extremely minor, as your orange scope looks great. ;) But a purist might insist that it should be the same colour.

4) Ever since I suggested added green electricity to your P94 plasma rifle you'd made crackling beams of lightning a bit of a trademark. ;) Was great on the plasma rifle and the pulse rifle and the tau rail rifle... in this case I'm so sure it works well. Placing it on the back of the gun, facing the user, seems a bit dangerous! And rather than a professional pre-war Glock sidearm it makes it look a bit like a homemade weapon like Fallout 3's vanilla plasma pistol.

Perhaps if there was transparent glass over the electricity (like the front of the vanilla Fallout 3 plasma rifle), or a transparent mesh (I've done a retexture of the vanilla Fallout 3 plasma pistol that makes the lightning chamber have a transparent mesh, and there's also something similar on the Fat Man). Or perhaps if the electricity was on the left-hand side of the pistol (where you currently have a non-transparent mesh), rather than the back itself... I imagined the back of the pistol being simple smooth metal.

5) The lightning beam on the back of the pistol stays active even when the weapon is hostlered or lying around... pick the gun up wrong and you burn/electrocute yourself! Holster the weapon and a bit of clothing could catch in the lightning chamber and you could set yourself on fire! The lighting on the original Fallout 3 plasma pistol and plasma rifle turns off when the weapon is holstered or lying around unused, it would be cool if you could do that.
User avatar
Micah Judaeah
 
Posts: 3443
Joined: Tue Oct 24, 2006 6:22 pm

Post » Fri Feb 18, 2011 9:59 pm

Thx i love constructive criticism. (No sarcasm intended :P) It means mod is good enough that ppl want to make it better (at least for me)

1) The original Glock 86 picture in Fallout 1 and 2 looked shiny silver and new and futuristic. (Same for the original Wattz 1000 laser pistol.) Since they were locked up deep underground in military bases, and only recently brought out by the Children of the Cathedral or the Enclave, it made sense that they were in good condition. Your weapon looks black rather than than silver, and looks a bit beaten up. I guess this is in keeping with Bethesda's Fallout 3 designs (the lasers and plasma weapons in Fallout 3 look quite old and beaten up, and the laser weapons are black), and in fact you did a really good job of making the Glock 86 fit in with Bethesda's world. It fits in right alongside the other Fallout 3 energy weapons. But, from a purist perspective, it doesn't match the appearence in Fallout 1 and 2. This is especially important if the player is not using the total replacer version - if the Glock 86 is a rare weapon only found a few locations, it'll be cooler if it is a nice shiny bit of pre-war technology, starkly in contrast to the Enclave's home-made plasma pistols.

I'm may be able to make the Glock 86 look more shiny and new myself with a quick bit of texture editing and making the black parts grey. I'll let you know how I get on, you might perhaps like to offer it as an alternative texture.

I always imagined it as a gunmetal/black weapon, and maybe a little aftereffect that my last mod was a necron weap :P But if you make a new texture id be more than happy to upload it.
2) The original Extended Cap picture didn't have a long glowing green tube, it was just the same brown colour as the bit underneath the barrel and on the back of the gun. (Looks nice though!) If having the tube be completely brown is a bit too boring, you could maybe make it silver instead, or make it have a thin lines of LEDs on it rather than have the entire tube be green. Also, if you really like the glowing green tube you could have it on just on the left-hand side of the pistol since we couldn't see what the left-hand side looked like in the original Fallout 1 and 2 item picture.

Again this is probably an aftereffect of the Gauss Flayer. But its entirely texture so easy to correct.
3) The original Glock 86 had a purple scope lens rather than an orange one. This is extremely minor, as your orange scope looks great. ;) But a purist might insist that it should be the same colour.

Now THAT i really didnt notice. But correctable with just retexture.
4) Ever since I suggested added green electricity to your P94 plasma rifle you'd made crackling beams of lightning a bit of a trademark. ;) Was great on the plasma rifle and the pulse rifle and the tau rail rifle... in this case I'm so sure it works well. Placing it on the back of the gun, facing the user, seems a bit dangerous! And rather than a professional pre-war Glock sidearm it makes it look a bit like a homemade weapon like Fallout 3's vanilla plasma pistol.

Perhaps if there was transparent glass over the electricity (like the front of the vanilla Fallout 3 plasma rifle), or a transparent mesh (I've done a retexture of the vanilla Fallout 3 plasma pistol that makes the lightning chamber have a transparent mesh, and there's also something similar on the Fat Man). Or perhaps if the electricity was on the left-hand side of the pistol (where you currently have a non-transparent mesh), rather than the back itself... I imagined the back of the pistol being simple smooth metal.

Theres a yellow triangle as Warning and a grill to protect from touch, I personally think it looks great that way thats my preference, ill add a glass cover to it in a sec, If there will be no blend bugs like in Plasma Rifle ill upload it.
5) The lightning beam on the back of the pistol stays active even when the weapon is hostlered or lying around... pick the gun up wrong and you burn/electrocute yourself! Holster the weapon and a bit of clothing could catch in the lightning chamber and you could set yourself on fire! The lighting on the original Fallout 3 plasma pistol and plasma rifle turns off when the weapon is holstered or lying around unused, it would be cool if you could do that.

Thats intentional, i deleted the VisController node first forom the Rail Rifle because it turns it off if some1 puts the weap in holster too and i hated that, ill put it back for this weap.

Oh and BTW the invisible lever/handle was present at the Pulse Carbine and Pulse Rifle too, i was thinking about making it on the left side cuz there may be 1 but i couldnt think of any mechanism for a plasma pistol that needed a mechanical lever so i didnt made it in the end :)

*******************************************************************
EDIT:
Updated Glock 86 Plasma Pistol
http://www.fallout3nexus.com/downloads/file.php?id=8136

Brightened texture changed the tube and scope color added the glass protection. Ive put back the controller node back so the lightning will switch off on the ground. plus made the whole thing more shiney.
User avatar
sarah taylor
 
Posts: 3490
Joined: Thu Nov 16, 2006 3:36 pm

Post » Fri Feb 18, 2011 9:50 pm

Can I use the Classic Plasma Pistol in T3T_WT? The more classic weapons I can bring to T3T_WT, the better.

I can't figure out from the screens the reload animation it uses, though.
User avatar
Trish
 
Posts: 3332
Joined: Fri Feb 23, 2007 9:00 am

Post » Fri Feb 18, 2011 11:59 pm

Well, wouldn't it be a bit politer to, I don't know, ask first?
User avatar
Sara Lee
 
Posts: 3448
Joined: Mon Sep 25, 2006 1:40 pm

Post » Fri Feb 18, 2011 11:47 pm

Another thing as i was looking my PMs i remembered some1 asked if i make a mod compilation of my work, i said yes that time and i even started it some time ago but most of my mods have multiple optional .esps, and making a compilation thats good for every1 is like making i dont know 16-32 separate esps, and every further variation increases it exponencially, so i think u wont see a compilation sorry.


Why not make a compilation as an esm, using the modules with the highest downloads? That way people can load one of your esps after it if they don't like the compilations settings.

Love the Tesla Metal Armour. I added it to the Enclave Officers in my game, since even if they are trying to reassure people by not having all their forces in Power Armour and demonic helmets, they're going to want something a little stronger than those flimsy uniforms. It looks pretty good, mixed in with the Enclave, Tesla and old-school Advanced Power Armour. The guns are pretty good, too, but I have less of an attachment to any weapon that isn't the Deathclaw Gauntlet, and laser weapons don't work well with Butcher Pete's Meat, since no-one wants to eat goo and ash.
User avatar
Loane
 
Posts: 3411
Joined: Wed Apr 04, 2007 6:35 am

Post » Sat Feb 19, 2011 12:50 am

Well, wouldn't it be a bit politer to, I don't know, ask first?



LOL
yeah, thats why i had already sent a PM (to him, not you)
and ANY mod is fair game to mod for your own game. You need to ask, when you want to release it as part of a mod to other's ;)
I may be a noob to the BGS forums, but not to modding (if you somehow didnt already know). assuming is not polite :(
User avatar
Franko AlVarado
 
Posts: 3473
Joined: Sun Nov 18, 2007 7:49 pm

Post » Fri Feb 18, 2011 10:28 pm

The 3rd Type and weijiesen:

Sure ive wrote in the description that as long as Credit given the contents are free to use, but i appretiate the heads up.

Nidokoenig:
Hmm ...thats not a bad idea at all, but so little time atm. Ill make a note if i ever get the urge to make a compilation again.

TheTalkieToaster:
Thx for protecting my "intellectual property" (LOL), I appretiate it.

And some update:
To tell the truth this 1 i wanted to make since YK42B Pulse Rifle, but somehow it always got delayed :)

http://daishi.extra.hu/FO3/PG01.jpg http://daishi.extra.hu/FO3/PG00.jpg

Ill release it together with the Classic Supersledge later.
User avatar
Thema
 
Posts: 3461
Joined: Thu Sep 21, 2006 2:36 am

Post » Fri Feb 18, 2011 8:20 pm

ever consider making an alternate esp where the unique ones actually do more damage? I'd love to use these, but since the uniques in vanilla do more damage than them it can make it a hard choice. If they did more damage than the original base weapons they modify or an option for that existed that would be really nice.
User avatar
flora
 
Posts: 3479
Joined: Fri Jun 23, 2006 1:48 am

Post » Sat Feb 19, 2011 6:25 am

Thank you so much for making the Glock 86, I was starting to think nobody was going to make it. The next thing I'd suggest would be the Fallout 1 Ripper to replace the big and bulky Fallout 3 one.
User avatar
Jessica Colville
 
Posts: 3349
Joined: Wed Oct 18, 2006 6:53 pm

Post » Fri Feb 18, 2011 11:00 pm

ever consider making an alternate esp where the unique ones actually do more damage? I'd love to use these, but since the uniques in vanilla do more damage than them it can make it a hard choice. If they did more damage than the original base weapons they modify or an option for that existed that would be really nice.


Well thats not entirely correct for 2 reasons:
-As far as I know theres no unique Plasma pistol in FO3 (not even an unused one), so there should be no plasma pistol that hits more than the regular 1.
-In FO2 the Extended Capacity was the only mod for Plasma Pistol and that didnt affect damage.

Ive made the Glocks hit like the vanilla PPistol because of these 2 reasons. And no i didnt consider making a higher damage version.
User avatar
k a t e
 
Posts: 3378
Joined: Fri Jan 19, 2007 9:00 am

Post » Sat Feb 19, 2011 2:46 am

Curse you Daishi! I spent hours creating a reskin of the Glock 86 to make it more classic and oldschool, and then when I have finished I discover that you have already done it! :D Take a look at mine, very similar! (No glass on the back chamber of course, but texture-wise, pretty close.) :)

http://img.photobucket.com/albums/v375/youreviltwin/glock86eviltwin.jpg

I actually look a few liberties on the original design and added some green LEDs to the extended cap tubes. I figured that if they were on top of the tubes, then could argue that they couldn't be seen in the original picture. ;) But I think I prefer your brown tubes actually, more true to the original.

I mirrored the electric shock warning picture, so that it was the same way round as the electric shock warning on the small energy cells. Just for consistancy. (I think in real life the electric warning symbol is always that way round.) Very minor detail.

I also kept the rectangles dark black (the rectangles that have your cool green LEDs blinking in sequence). Again, minor detail, I just thought it looked slightly better when the LEDs were glowing against a black background. I had the dark mesh areas slightly lighter than yours, but not out of any particular preference, your darker meshes look good too. (On the original pistol those areas were the same colour grey as other parts of the pistol, but this is a case where good asthetics are more important, and it looks better to have some dark contast.)

Could perhaps you make it so that the electricity on the back switches off while you reload or the gun is holstered? (Like the original plasma rifle and plasma pistol.) Would be especially cool when reloading I think. (But prehaps that is dependent on the animations, so maybe it isn't possible with the normal pistol animation... I've no idea.)

Cool pulse grenade. :) You got the shape perfect, it is very recognisable. I remember the green glass bit being darker? Also, perhaps it should be a bluish green rather than just green, since in Fallout 3 the pulse effect is a blue crackle of electricity. Those unfamiliar with Fallout 1 and 2 could mistake it for a plasma grenade, since they won't be expecting a blue electrical blast from a grenade with a glowing green part.

ever consider making an alternate esp where the unique ones actually do more damage? I'd love to use these, but since the uniques in vanilla do more damage than them it can make it a hard choice. If they did more damage than the original base weapons they modify or an option for that existed that would be really nice.


It's worth noting that there is a "scoped" esp option where secondary fire will allow you to use the scope rather than just normal aiming. If you use the scoped esp then the Glock 86 becomes slightly superior to the standard Fallout 3 plasma pistols. (The slow speed of of plasma bolts means you won't be doing much sniping... but it is cool if you are quite a distance away and enemies haven't noticed you, or if they are running directly towards you or away from you.)

And of course the extended capacity version is definately superior.
User avatar
Nancy RIP
 
Posts: 3519
Joined: Mon Jan 29, 2007 5:42 am

Post » Sat Feb 19, 2011 4:40 am

Sorry... as i were working on the glass i figured why not modify the texture (since i have it layered according to base textures it was like 10-20 mins), as for the electric warning sign didnt really notice its backwards, looks like ive made the UV map mirrored for those faces (i shouldnt work on it between 10PM-1AM but thats the only time window i have for entertainment >.> )

As for the Reload i think i got the viscontroller from the vanilla plasma mesh and left the controldata as it was so i think its either animation dependent, need some extradata in the nif (some Stringextradata or smthing), or i just messed up (as again late at night after a day of programming my focus slips sometimes <.<)

Ill see what can i do about about the grenades.
--------------------------------------------------------

Oh btw finished SuperSledge mesh, ive made the foremost part of the head go back forth like a jackhammer, imo looks great but i plan on making a static version.
User avatar
Ryan Lutz
 
Posts: 3465
Joined: Sun Sep 09, 2007 12:39 pm

Post » Sat Feb 19, 2011 12:01 am

Curse you Daishi! I spent hours creating a reskin of the Glock 86 to make it more classic and oldschool, and then when I have finished I discover that you have already done it! :D Take a look at mine, very similar! (No glass on the back chamber of course, but texture-wise, pretty close.) :)

http://img.photobucket.com/albums/v375/youreviltwin/glock86eviltwin.jpg

I actually look a few liberties on the original design and added some green LEDs to the extended cap tubes. I figured that if they were on top of the tubes, then could argue that they couldn't be seen in the original picture. ;) But I think I prefer your brown tubes actually, more true to the original.

I mirrored the electric shock warning picture, so that it was the same way round as the electric shock warning on the small energy cells. Just for consistancy. (I think in real life the electric warning symbol is always that way round.) Very minor detail.

I also kept the rectangles dark black (the rectangles that have your cool green LEDs blinking in sequence). Again, minor detail, I just thought it looked slightly better when the LEDs were glowing against a black background. I had the dark mesh areas slightly lighter than yours, but not out of any particular preference, your darker meshes look good too. (On the original pistol those areas were the same colour grey as other parts of the pistol, but this is a case where good asthetics are more important, and it looks better to have some dark contast.)

Could perhaps you make it so that the electricity on the back switches off while you reload or the gun is holstered? (Like the original plasma rifle and plasma pistol.) Would be especially cool when reloading I think. (But prehaps that is dependent on the animations, so maybe it isn't possible with the normal pistol animation... I've no idea.)

Cool pulse grenade. :) You got the shape perfect, it is very recognisable. I remember the green glass bit being darker? Also, perhaps it should be a bluish green rather than just green, since in Fallout 3 the pulse effect is a blue crackle of electricity. Those unfamiliar with Fallout 1 and 2 could mistake it for a plasma grenade, since they won't be expecting a blue electrical blast from a grenade with a glowing green part.



It's worth noting that there is a "scoped" esp option where secondary fire will allow you to use the scope rather than just normal aiming. If you use the scoped esp then the Glock 86 becomes slightly superior to the standard Fallout 3 plasma pistols. (The slow speed of of plasma bolts means you won't be doing much sniping... but it is cool if you are quite a distance away and enemies haven't noticed you, or if they are running directly towards you or away from you.)

And of course the extended capacity version is definately superior.




May I ask about the armour and helmet in this shot?
User avatar
An Lor
 
Posts: 3439
Joined: Sun Feb 18, 2007 8:46 pm

Post » Sat Feb 19, 2011 9:09 am

May I ask about the armour and helmet in this shot?

Chinese Stealth Suit from OP. Anchorage DLC
User avatar
Eve(G)
 
Posts: 3546
Joined: Tue Oct 23, 2007 11:45 am

Post » Sat Feb 19, 2011 10:42 am

Hey, what reloading animation do you use for the Plasma Pistol?

EDIT: Curious as to what firing animations you use for the Plasma Rifle as well.
User avatar
jadie kell
 
Posts: 3497
Joined: Sat Jul 29, 2006 3:54 pm

Post » Sat Feb 19, 2011 8:18 am

Hey, what reloading animation do you use for the Plasma Pistol?
EDIT: Curious as to what firing animations you use for the Plasma Rifle as well.

Plasma pistol uses SMG reload animation
Plasma Rifle uses the same fire animation as Rock it Lancher
User avatar
Gwen
 
Posts: 3367
Joined: Sun Apr 01, 2007 3:34 am

Post » Fri Feb 18, 2011 9:17 pm

Excellent, thanks for the info.

I plan on having your Plasma Weapons in T3T_WT 2.8 then. Thanks again, and here's to more Fallout nostalgia. Woo.
User avatar
bonita mathews
 
Posts: 3405
Joined: Sun Aug 06, 2006 5:04 am

Post » Fri Feb 18, 2011 9:57 pm

Well, I'm having a bit of trouble putting the Plasma Rifle in T3T_WT.

The part that holds the three canisters appears bright white in daylight, looks normal at night.

Trying to figure out the problem to no avail.
User avatar
Robyn Lena
 
Posts: 3338
Joined: Mon Jan 01, 2007 6:17 am

Post » Sat Feb 19, 2011 5:37 am

Well, I'm having a bit of trouble putting the Plasma Rifle in T3T_WT.
The part that holds the three canisters appears bright white in daylight, looks normal at night.
Trying to figure out the problem to no avail.


Well i can just name some general things to check: glowmap files and links, specular map (the alpha on the normalmap), material node settings.
Other than that i cant really think of right now.
User avatar
keri seymour
 
Posts: 3361
Joined: Thu Oct 19, 2006 4:09 am

Post » Sat Feb 19, 2011 7:15 am

How would I go about checking these?
User avatar
Kelly James
 
Posts: 3266
Joined: Wed Oct 04, 2006 7:33 pm

Post » Fri Feb 18, 2011 10:11 pm

How would I go about checking these?

open the file in nifscope check the texture paths on the given part and the textures they point to.
BTW a screenshot would help.
User avatar
Sherry Speakman
 
Posts: 3487
Joined: Fri Oct 20, 2006 1:00 pm

Post » Fri Feb 18, 2011 10:43 pm

I love the glock 86! Can't wait to see what else you have in store for us :P
User avatar
T. tacks Rims
 
Posts: 3447
Joined: Wed Oct 10, 2007 10:35 am

Post » Sat Feb 19, 2011 4:10 am

Hey, I fixed it. I think it was because I messed up the .nif when I deleted the electric part by accident. I just unpacked the archive again and used a fresh .nif and assigned the textures, and now it's fine.

Weird.

Needless to say, it works. Sorry for the hijack.
User avatar
TWITTER.COM
 
Posts: 3355
Joined: Tue Nov 27, 2007 3:15 pm

Post » Sat Feb 19, 2011 1:31 am

Another new mod:

Classic Pulse Grenades and Super Sledgehammer
http://www.fallout3nexus.com/downloads/file.php?id=8224
Both are replacers. Sledgehammer has animated version.

Next 1 is another WH40k mod Necron Gauss Blaster
User avatar
Hearts
 
Posts: 3306
Joined: Sat Oct 20, 2007 1:26 am

Post » Sat Feb 19, 2011 2:44 am

Strange, the super sledge is missing textures and the pulse grenades don't have sound when I try to use the classic sound ESP. I've deleted and redownloaded both twice, so I'm not sure what the problem is. Any tips?
User avatar
Taylor Thompson
 
Posts: 3350
Joined: Fri Nov 16, 2007 5:19 am

PreviousNext

Return to Fallout 3