[RELz] EVE - Energy Visuals Enhanced

Post » Sat May 28, 2011 9:08 am

Hey everyone, Weijiesen here. Just call me Jiesen (sounds like Jason?)
You may or may not know me (http://www.fallout3nexus.com/downloads/file.php?id=5830)

anyway, im here to announce the exciting release of Project EVE!!!
If you are not in the loop yet, EVE = Energy Visuals Enhanced
In a nutshell, EVE encompasses all aspects of all energy weapons in the FO3

To elaborate:

Muzzleflashes
Projectiles
Impacts
Sounds
Critical Deaths
Textures
Meshes

I think i'll copy/paste the "readme" here to save time.
***************************************************************************

EVE -
A WJS and Cipscis collaboration

Description
===========
This will make you start using energy weapons. If you already use them, this will make you think Christmas came early.
# TWELVE new custom animated "Critical Kills" for laser/plasma
# ALL new muzzleflashes for all laser/plasma
# ALL new enhanced projectiles for all laser/plasma
# ALL new realistic animated impacts for all laser/plasma
# ALL new ulta real textures for all laser/plasma (animated laser wep meshes too)
# ALL new sounds for laser/plasma weapons (new firing sounds different for each robot too)
# Varied laser beam strengths (visually) for laser weapon types
# NEW custom explosions for Plasma Grenade and Mine

Insight
=======
One thing (of the countless) that always bothered me in FO3 was the fact that all laser beams were the same strength. A laser rifle is supposed to be the most focused and intense, so why does a laser gatling shoot the SAME beam? In EVE, ALL lasers have an appropriate beam intensity that matches the laser's strength. Why should there be just ONE ash/goo pile in FO3? Why did FO3 laser pistol and rifle look similar, but no plasma pistol and rifle? How come FO3 uses just ONE "ammo empty" sound? Well, EVE corrects ALL of those things and many many more :)

I won't spoil the excitement of discover by telling about the (12) new Crit Kills, but at least I will tell you the names of a few of them.
# Flamewave
# Meteor
# Headache
# Pimple
# Agony
# Xray
# Meltdown

Uninstall
=========
You'd uninstall your sac before you uninstall this mod

Contact
=======
Please use this Nexus just for comments and ratings.
for technical support, questions, or suggestions please use: http://www.fookunity.com/forum/showthread.php?t=853

Licensing/Legal
===============
I will release a general "WJSeffects.esm" master file containing dozens of NEW explosions, projectiles, and visual effects soon, but until then, please contact me if you wish to use something.

Future Plans (for this mod)
===========================
many new ash and goo piles. piles will be specific to creature type, and have clever visuals/animations!
New energycell looking backpack for the Laser Gatling (almost finished!). Hate that "square ammo box" looking dud.
More critical deaths! (plugin)
ALL DLC weapon support. Tri-beam laser, Shocksword, Tesla cannon ect...(plugin)
AlienBlaster, Mesmetron, Flamer = crit deaths, projectiles, muzzleflashes, sounds, impacts (plugin)

Your suggestions HIGHLY encouraged! I would really like to hear some good ideas for the following:
impact visuals, impact decals, muzzleflashes, projectiles, crit deaths, ash/goo piles
ANYTHING is possible (as i've demonstrated), so open your minds (not thighs) and head to the official "EVE" thread on the FOOKunity forum! : http://www.fookunity.com/forum/forumdisplay.php?f=95 <--- hope to see you there!

Details
=======
There are two .esp to choose from. One will add ONLY visuals. The other "MAX" esp will add a few more visuals, and a few weapon tweaks and adjustments for more awesomeness. I would suggest using EVE MAX for the best effect, but if for some reason you can settle for less, simply use EVE. (one OR the other. not both).
I dont really wanna add details, because its like a "spoiler" really. And there's just too many things to keep track of. Here goes:

* currently 12 new custom animated crit kills for laser/plasma. Some are specific to headshots
* ALL laser weapons fire beams that are visually appropriate for their strength
* ALL laser/plasma weapons have their own unique firing sound
* ALL laser/plasma weapons have their own unique "no ammo/clip empty" sound
* ALL laser/plasma weapons have animated impact visuals
* ALL laser/plasma weapons have a special visual effect when a non-robot is shot
* ALL laser/plasma weapons have a unique visual effect when a robot is shot
* ALL robots fire laser beams that are visually appropriate for their laser's strength
* ALL robots have their own unique laser firing sound
* ALL laser/plasma weapons have great new custom muzzleflashes
* Plasma Projectiles have a "whiz/passby" sound when someone nearly misses you
* Laser/Plasma have their own unique impact decals
* Plasma Grenade/Mine have a new improved awesome Plasma Explosion
* Laser Gatlings backpack pulses with energy
* Laser Pistol has 3 versions of animated FX meshes to choose from
* Laser Rifle has 2 versions of animated FX meshes to choose from
* Plasma Rifle has 3 versions of animated FX meshes to choose from
* A3-21's Plasma Rifle is now an awesomefied P94 Plasma Rifle
* Smuggler's End laser pistol is now an enhanced Wattz Laser Pistol
* Laser Rifle has its OWN unique new "VATS Cams". (WIP, still making new vats cams specifically geared for other energy weps)
* Check the Meshes folders to find alternate versions of the weapons to use. There are some variations of laser rifle/pistol and plasma rifle/pistol to choose. Or you can use the WJS Awesomefied versions I chose.

I've probably forgot a few things. Because im adding new things so often.

you REALLY gotta check back to the NEXUS often! THere will be MANY updates to this mod! plugins for new deaths and visuals too will be coming in very often!
So keep coming back to get updates for this mod!
--------------------------------------------------------------------------------------------------------------------------------------------------
NO BABY MOLERATS WERE HARMED IN THE CREATION OR TESTING OF THIS WEAPON. A DEATHCLAW GOT A BLOODY NOSE. A BLOwFLY WAS STEPPED ON. A FERAL GHOUL STUBBED HIS TOE, HE SAID MANY PROFAIN WORDS. SHAME ON HIM. GUESS THATS WHY THEY ARE "FERAL".

DONATIONS MADE TO BMBF (BABY MOLERAT BRIGHTER FUTURES) SHOULD BE SUBMITTED TO WJS, ALL PROCEEDS WILL HELP TO STOP PRODUCTION OF "REPELLANT STICKS".
----------------------------------------------------------------------------------------------------------------------------------------------

Suggestions for NEW ash/goo piles would be nice. I'm working on new custom ash/goo piles for Robots and Mutants as well. Some are animated. Things like sparking robot parts, or a pair of eyeballs floating in the goo, even got one with a hand sticking straight up out of the goo that slowly melts down into it. Suggestions for impact decals and other things as well. ALSO if you've got a unique and good idea for a crit kill let me know. Crit kills for ANY energy weapon (alien, flamer, gauss, ect) is fine.The main goal of this mod is to not make energy weps seem like such a wimpy secondary choice of weaponry! Also to provide more awesomeness to FO3 in general.
Also feel free to suggest ANY kind of change such as a cool new "crit kill" idea you have, an idea for a projectile, or even a new energy wep you'd like to see "awesomefied" with new extreme quality textures/muzzleflashe/projectile/crit deaths
********************************************************************************
****************

EVE can be downloaded from the Nexus here -----> http://www.fallout3nexus.com/downloads/file.php?id=8340
User avatar
steve brewin
 
Posts: 3411
Joined: Thu Jun 21, 2007 7:17 am

Post » Sat May 28, 2011 8:08 am

Looks very cool, definitely going to give it a go.

:thumbsup:
User avatar
Amelia Pritchard
 
Posts: 3445
Joined: Mon Jul 24, 2006 2:40 am

Post » Fri May 27, 2011 9:51 pm

This just straight up awesomezorzaxzololz. Love the effects you have and new different deaths/crits. Can't wait to try this out with my Lvl 30 who just happens to be MAX with Energy Weps. <3
User avatar
Yvonne
 
Posts: 3577
Joined: Sat Sep 23, 2006 3:05 am

Post » Sat May 28, 2011 4:52 am

Looks amazing man! I really want to use this mod, but im concerned about conflicts or balance issues it might have with my other mods - FWE comes to mind being the only major overhaul that I use. Beyond that I don't use anything that alters the textures or models of the current vanilla guns. If I just use the visual esp should I be in the clear?

Looks great and keep up the good work!
User avatar
Hot
 
Posts: 3433
Joined: Sat Dec 01, 2007 6:22 pm

Post » Fri May 27, 2011 9:23 pm

This would go great with AntiStar's Weapon Mod Kits. Unfortunately it would be a total overhaul of WMK. <_<
User avatar
Tanya
 
Posts: 3358
Joined: Fri Feb 16, 2007 6:01 am

Post » Sat May 28, 2011 1:58 am

This would go great with AntiStar's Weapon Mod Kits. Unfortunately it would be a total overhaul of WMK. <_<

he said on nexus, he may look into a WMK compatible version
User avatar
Darian Ennels
 
Posts: 3406
Joined: Mon Aug 20, 2007 2:00 pm

Post » Sat May 28, 2011 3:33 am

he said on nexus, he may look into a WMK compatible version


Really? Huh, I never was a modder so I figured that AntiStar made the meshes with the scopes attached on them. That's good to know. Thanks. :D
User avatar
Jessica White
 
Posts: 3419
Joined: Sun Aug 20, 2006 5:03 am

Post » Fri May 27, 2011 7:19 pm

I downloaded it. Are the .esps actually beta like they say they are?
User avatar
Undisclosed Desires
 
Posts: 3388
Joined: Fri Mar 02, 2007 4:10 pm

Post » Fri May 27, 2011 7:31 pm

This would go great with AntiStar's Weapon Mod Kits. Unfortunately it would be a total overhaul of WMK. <_<


Given the awesomeness of WMK, and my universal modding skills, making a compatibility patch is exactly what i intend to do. I've never made a "compatibility" anything before, but i am to understand its as simple as taking the energy wep meshes from WMK, and integrating the changes i've made in mine? ( 14 meshes total to change for WMK...ithink...)? If someone could give me a good explainaition as to exactly how i would go about making compatibility with WMK, then i will DEFINITELY do it.

********************************************************************************
******

I'm going to go ahead and use this BGS thread as kind of a development blog for EVE so everyone can stay in the loop.
Be sure to check back here often for the latest news on EVE development

Here's whats going on:

YESTERDAY....

Did a bit of research on actual "lasers" used offensively in RL. Seems lasers are often used to blind an attacker more or less...
In doing so i decided when an enemy (non robot) is struck in the head (WHILE facing you), their perception will be -1 for 5 seconds (blinding them).
When the player is struck in the head with a laser, your perception will be reduced one point for a few seconds, as well as a semi-blinding (but cool looking) ISFX will be played to actually give you the sence of temporary blinding.

Finished all sounds and Crit Kills for "Jingwei's Shocksword".
Started making an alternative shocksword mesh. The blade will be a bit longer and wider (more powerful). and i'll add some small electrical/technical piece to the sword (so the electric isnt like a "magic" enchantment looking out of thin air)
Considering to make it when you are struck with a shocksword, it will "jitter" your vision, making it look like you got electrocuted. But im not sure how often/if ever the player will be struck with this.

Finished upgrading the "Plasma explosion" for Pgrenades and Pmines. Now when it explodes in mid-air the explosion is normal. But if the explosion occurs near a surface the effects will last longer and there will be a ball of plasma storm that fades/shrinks to nothing. I was able to throw that into EVE before uploading the mod :D hooray

I think thats all i was able to accomlish yesterday.

TODAY...

Gonna see if i can start WMK support, as i've been flooded with WMK requests, and a few people have given some tips on how to make it possible.

Gonna see if i can finish EVE DLC01 by completing the Jingwei Sword new model, add the 2 finished crit kills to Gauss, and finish the new Gauss Rifle model (NO silly crank, and a more roundish scope)

Thats all i think i can accomplish today.

ANYWAY

Wattz Laser Pistol : replaces : Smuggler's End (laser pistol)

Wattz Laser Rifle : replaces : Wazer Wifle

P94 Plasma (2hand rifle style) : replaces : A3-21's Plasma Rifle

HKL30 Gatling Laser : replaces : Vengence (gatling laser)

You see where i going with this? The "uniques" in FO3 just aren't unique (visually that is). As for the Glock 86 Plasma Pistol, well there is NO unique plasma pistol in FO3, so i'll need some help/suggestion to think of a good place/s to put it!

I did get TWO people with reports that when reloading a weapon, the battery wasnt pulled out. Very strange, works on my machine quite nicely. But maybe not for everyone else? Well here's what one person had said:
"Well when I reload the plasma rifle, the animation plays fine, but the battery is still stuck in the weapon"

EDIT: I think "Fallout Re-animated" might be the cause. Anything that MODIFIES existing "reload" animations, would throw off the position of your hand to the battery. I like fallout reanimated of course, but i would like EVE to be compatible with all popular/essential mods. Perhaps you can go to the character animation folder in meshes and REMOVE the reload animations that Fallout Re-Animated adds. That way you'll have NO issues with EVE.

I still consider it "beta", because there are soooo many things to do still. Once all the "vanilla" uniques have been replaced, and i've finished Flamer, Alien Blaster, and Mesmetron, and fixed ANY issues that people may have, then I'll condsider EVE to be out of "beta" status
User avatar
lucy chadwick
 
Posts: 3412
Joined: Mon Jul 10, 2006 2:43 am

Post » Fri May 27, 2011 9:23 pm

Hopefully the Mes will be soon :P

I've been dying to see that baby get an upgrade :D
User avatar
Alberto Aguilera
 
Posts: 3472
Joined: Wed Aug 29, 2007 12:42 am

Post » Sat May 28, 2011 2:28 am

Aww, this looks awesome. I would so get it if I had it for PC. Now only if 360 had mods...
User avatar
Janette Segura
 
Posts: 3512
Joined: Wed Aug 22, 2007 12:36 am

Post » Sat May 28, 2011 4:00 am

Actually there is a unique plasma pistol in Zeta. MPLX or something like that. I could never remember the order of the letters.
User avatar
k a t e
 
Posts: 3378
Joined: Fri Jan 19, 2007 9:00 am

Post » Sat May 28, 2011 3:33 am

Actually there is a unique plasma pistol in Zeta. MPLX or something like that. I could never remember the order of the letters.

You got it right :D MPLX Novasurge

I'm sure he'll get to it once he starts the DLCs
User avatar
Sista Sila
 
Posts: 3381
Joined: Fri Mar 30, 2007 12:25 pm

Post » Fri May 27, 2011 6:20 pm

Sup weijiesen, awesome mod dude. I was one of the people that reported a weapon reload animation problem on Nexus. I had Joefoxx's Wattz Laser weapon mod activated which, as I'm sure you know, replaces all of the normal laser pistols with the wattz version. I got the awesome pulsating grill effect on the pistol but the reload animation was broke. I'd reload, get the movement but the battery wouldn't actually come out of the weapon. I've also tried your mod without having Wattz Lazer weapons activated and the Smugglers End was still glitched. I don't really know would be conflicting with reload animations.
User avatar
Elle H
 
Posts: 3407
Joined: Sun Aug 06, 2006 3:15 am

Post » Fri May 27, 2011 6:36 pm

Sup weijiesen, awesome mod dude. I was one of the people that reported a weapon reload animation problem on Nexus. I had Joefoxx's Wattz Laser weapon mod activated which, as I'm sure you know, replaces all of the normal laser pistols with the wattz version. I got the awesome pulsating grill effect on the pistol but the reload animation was broke. I'd reload, get the movement but the battery wouldn't actually come out of the weapon. I've also tried your mod without having Wattz Lazer weapons activated and the Smugglers End was still glitched. I don't really know would be conflicting with reload animations.


Pretty soon when i add the Mageto laser, and Wattz Laser Rifle, then you wont be needing JoeFoxx's Wattz mod anymore.
Fallout re-animated, or any other popular "animation" altering mod will DEFINITELY cause a problem with reloads. The fact that the reload battery animation issue DOESNT happen to everyone, definitely means is a mod-conflict.

By the way, the MPLX NovaSurge is a bunch of crap. Normal mesh, normal texture, normal projectile, normal muzzleflash... *yawn*.
A simple "stat change" hardly constitutes a "unique weapon" to me. Certainly doesnt DESERVE a badarse name like MPLX NovaSurge
User avatar
Eibe Novy
 
Posts: 3510
Joined: Fri Apr 27, 2007 1:32 am

Post » Fri May 27, 2011 9:35 pm

By the way, the MPLX NovaSurge is a bunch of crap. Normal mesh, normal texture, normal projectile, normal muzzleflash... *yawn*.
A simple "stat change" hardly constitutes a "unique weapon" to me. Certainly doesnt DESERVE a [censored] name like MPLX NovaSurge

I assume you'll be changing that to make the appearance suit the name? :P
User avatar
Strawberry
 
Posts: 3446
Joined: Thu Jul 05, 2007 11:08 am

Post » Sat May 28, 2011 4:49 am

By the way, the MPLX NovaSurge is a bunch of crap. Normal mesh, normal texture, normal projectile, normal muzzleflash... *yawn*.
A simple "stat change" hardly constitutes a "unique weapon" to me. Certainly doesnt DESERVE a badarse name like MPLX NovaSurge


I do believe you have your candidate for the Glock 86.

EDIT: I did notice something with WMK though. The scopes, laser sights, etc were attached to the regular models and not the unique ones you have replaced them with. IE, the A3-21's plasma rifle used the normal rifle model and not the P94. It will take some work to get the pieces to line up correctly and in the right place.
User avatar
Austin Suggs
 
Posts: 3358
Joined: Sun Oct 07, 2007 5:35 pm

Post » Sat May 28, 2011 9:32 am

I do believe you have your candidate for the Glock 86.

I agree, with the EXT cap
User avatar
IsAiah AkA figgy
 
Posts: 3398
Joined: Tue Oct 09, 2007 7:43 am

Post » Fri May 27, 2011 8:39 pm

I do believe you have your candidate for the Glock 86.

EDIT: I did notice something with WMK though. The scopes, laser sights, etc were attached to the regular models and not the unique ones you have replaced them with. IE, the A3-21's plasma rifle used the normal rifle model and not the P94. It will take some work to get the pieces to line up correctly and in the right place.


YEAH!!! but... sadly.. if i make the MPLX NovaSurge use the Glock 86 model, that means that people will be REQURED to get Mothership Zeta :(

I did recieve a suggestion for Glock 86. The user said this:
"*The Glock 86 plasma pistol does the standard 25 damage, but it has the same improved projectile speed as the Enclave plasma pistol, and has the added bonus of a scope. It also has more health so that it degrades more slowly. It is used by some Enclave officers, and also a few can be found in locations that have cool pre-war stuff (like Fort Constantine, the National Guard Depot, the Citadel). Holds 32 ammo, 16 shots per reload.

*Extended Capacity versions of the Glock 86 can be found in Fort Independence, on a desk on Level 3 of Raven's Rock, and on Col Autumn's desk. It only usese 1 ammo per shot, so that's 32 shots per reload."

Seems like pretty good advice. Not sure i wanna restrict people to getting the DLC if they wanna use the Glock 86.

About WMK, thanks for the heads up. I can get the scopes/laser sights attached to the unique models i think. Then put them in the same directory and give the same name and should work out well with WMK.
User avatar
Pants
 
Posts: 3440
Joined: Tue Jun 27, 2006 4:34 am

Post » Sat May 28, 2011 9:23 am

YEAH!!! but... sadly.. if i make the MPLX NovaSurge use the Glock 86 model, that means that people will be REQURED to get Mothership Zeta :(

I did recieve a suggestion for Glock 86. The user said this:
"*The Glock 86 plasma pistol does the standard 25 damage, but it has the same improved projectile speed as the Enclave plasma pistol, and has the added bonus of a scope. It also has more health so that it degrades more slowly. It is used by some Enclave officers, and also a few can be found in locations that have cool pre-war stuff (like Fort Constantine, the National Guard Depot, the Citadel). Holds 32 ammo, 16 shots per reload.

*Extended Capacity versions of the Glock 86 can be found in Fort Independence, on a desk on Level 3 of Raven's Rock, and on Col Autumn's desk. It only usese 1 ammo per shot, so that's 32 shots per reload."

Seems like pretty good advice. Not sure i wanna restrict people to getting the DLC if they wanna use the Glock 86.

About WMK, thanks for the heads up. I can get the scopes/laser sights attached to the unique models i think. Then put them in the same directory and give the same name and should work out well with WMK.

Easy, you could make DLC packs, that are addons to the main pack.
User avatar
Siobhan Thompson
 
Posts: 3443
Joined: Sun Nov 12, 2006 10:40 am

Post » Fri May 27, 2011 11:18 pm

Easy, you could make DLC packs, that are addons to the main pack.


Well yeah, as previously stated there will be DLC plugins. EVE Anchorage is nearly completed. But I intend to add the 86 Glock Plasma Pistol outside of the DLC so everyone can enjoy it :)
User avatar
katsomaya Sanchez
 
Posts: 3368
Joined: Tue Jun 13, 2006 5:03 am

Post » Sat May 28, 2011 9:37 am

Ahhh, that explains it then. I'm using Fallout 3 Re-Animated. Thanks for the clarification.
User avatar
Casey
 
Posts: 3376
Joined: Mon Nov 12, 2007 8:38 am

Post » Sat May 28, 2011 8:35 am

This conflicts with Re-Animated? Damn. They're both so awesome though. I guess, if I'm doing an EW character, I'll turn this bad boy on. If not, use re-animated. Looks good, gonna give it a try now.
User avatar
Sierra Ritsuka
 
Posts: 3506
Joined: Mon Dec 11, 2006 7:56 am

Post » Sat May 28, 2011 6:05 am

EDIT: I think "Fallout Re-animated" might be the cause. Anything that MODIFIES existing "reload" animations, would throw off the position of your hand to the battery. I like fallout reanimated of course, but i would like EVE to be compatible with all popular/essential mods. Perhaps you can go to the character animation folder in meshes and REMOVE the reload animations that Fallout Re-Animated adds. That way you'll have NO issues with EVE.


Urm, but Fallout re-animated doesn't include any new reload animations from what I saw...

Also, what If I don't want to use the new meshes ? Can I just delete the weapon folder or will I get big red exclamation marks ?
User avatar
JeSsy ArEllano
 
Posts: 3369
Joined: Fri Oct 20, 2006 10:51 am

Post » Sat May 28, 2011 3:41 am

Urm, but Fallout re-animated doesn't include any new reload animations from what I saw...

Also, what If I don't want to use the new meshes ? Can I just delete the weapon folder or will I get big red exclamation points ?


Yeah, thats right, but this is from his ReadMe:

"v.22 - Added support for all commonly used rifles. aswell as sneaking version for the rifles. Known issues are some clipping with hand placement, and fingers not animated during reload. Animation count has now reached roughly 80 animations."

Because of the new way the weapons are held, it seems to jack up the reloads. Thats all it would take for the battery to be pulled out.

The new meshes in EVE are a VAST improvement over the originals. I never considered the possibility to leave them out, so i never tried playing without them. you can have a try and lemme know ^^
User avatar
Heather M
 
Posts: 3487
Joined: Mon Aug 27, 2007 5:40 am

Next

Return to Fallout 3