[RELz] Playing With Firepower

Post » Tue Nov 30, 2010 9:47 pm

http://www.fallout3nexus.com/downloads/file.php?id=12903
http://fose.silverlock.org
http://www.fallout3nexus.com/downloads/file.php?id=4447

Playing With Firepower adds a bunch of different weapons with exotic or unusual scripted effects, all creatable at a workbench from more common ones.

The first set are weapons that reflect off walls, chairs and people, thanks to the magic of Maths:
http://www.youtube.com/watch?v=0gt5peMjP2U

The second set are variations on the missile launcher that use 'Aim' as a control:
http://www.youtube.com/watch?v=-j-A9Yk70WY

The third set are a couple of weapons from Valve games:
http://www.youtube.com/watch?v=c2885r6Vya8
  • Battle Rifle (A 3-round-burst rifle)


  • The fourth set are a collection of remote explosives ranging from the self-explanatory Remote Mininukes to Glue Bombs that stick your foes in place, and Gore Bombs that cause enemies to flee in terror. You can detonate in a variety of ways, including chaining them in sequence:
    http://www.youtube.com/watch?v=mAFXuC8Kqjo

    There's also a http://img838.imageshack.us/img838/417/standing.jpg http://img801.imageshack.us/img801/6577/shooting.jpg, because why not. Oh, and a glue gun using the glue bomb scripts.

    Most of these weapons (apart from the remote mines) work for both players and NPCs, with a few exceptions (NPCs can't intelligently use guided missiles, for example).
    http://www.youtube.com/watch?v=wufYZiPePpY

    Fun to play around with, ain't they?

    -----
    Thanks for the feedback on the WIPz thread, the weapons are all workbench-produced as a result. They're also not in levelled lists- unfortunately it turns out there are no boss-only weapon lists, like oblivion :shrug:.

    Anyway, questions, comments, suggestions etc. in the thread please!
    User avatar
    Andrew Perry
     
    Posts: 3505
    Joined: Sat Jul 07, 2007 5:40 am

    Post » Tue Nov 30, 2010 12:21 pm

    Oh they look very cool :goodjob:
    I didn't read much of the WIP thread, but I must try those out. They look like a lot of fun :D
    User avatar
    Peetay
     
    Posts: 3303
    Joined: Sun Jul 22, 2007 10:33 am

    Post » Tue Nov 30, 2010 2:05 pm

    3 round burst? Interesting. Where do you get those wacky ideas from? :D

    Definetly a download from me.
    User avatar
    Fam Mughal
     
    Posts: 3468
    Joined: Sat May 26, 2007 3:18 am

    Post » Tue Nov 30, 2010 1:58 pm

    Wow dude those are all pretty genius! I just might give this a try. :D
    User avatar
    Justin Hankins
     
    Posts: 3348
    Joined: Fri Oct 26, 2007 12:36 pm

    Post » Tue Nov 30, 2010 11:59 pm

    There's a small bug in the scripts for creating the Reflect Rifle Mk V. It's giving me another Rifle Mk IV instead. Now I'm off to see how well it can cook raiders :gun:
    User avatar
    Joey Bel
     
    Posts: 3487
    Joined: Sun Jan 07, 2007 9:44 am

    Post » Tue Nov 30, 2010 2:26 pm

    What about asking Antistar if you can use his Laser Sight Missile Launcher model, and making the homing and guided missile launchers to fire invisible (no model) lasers instead?
    User avatar
    e.Double
     
    Posts: 3318
    Joined: Tue Jul 24, 2007 11:17 pm

    Post » Tue Nov 30, 2010 1:58 pm

    http://www.youtube.com/watch?v=c2885r6Vya8

    Do I need baseballs in my inventory for it to work?
    I've only just managed to make that one so far. I keep selling my other weapons instead of keeping them to make more weapons with this :shakehead:
    User avatar
    Roy Harris
     
    Posts: 3463
    Joined: Tue Sep 11, 2007 8:58 pm

    Post » Tue Nov 30, 2010 9:33 am

    I like, i like :drool: Too bad my current character svcks with Energy Weapons and Big Guns.
    User avatar
    no_excuse
     
    Posts: 3380
    Joined: Sun Jul 16, 2006 3:56 am

    Post » Tue Nov 30, 2010 1:11 pm

    What about asking Antistar if you can use his Laser Sight Missile Launcher model, and making the homing and guided missile launchers to fire invisible (no model) lasers instead?
    It'd look better but I don't really want to borrow other people's stuff. I might give it a shot at adding a laser sight myself, although it'd look cruder.

    Do I need baseballs in my inventory for it to work?
    I've only just managed to make that one so far. I keep selling my other weapons instead of keeping them to make more weapons with this :shakehead:
    It does, yep, although you can reclaim them later. Ironically I've not really used much of them as they're vanilla balanced and I've been using FOOK/FWE :/. I have to do a balance patch at some point.

    I like, i like :drool: Too bad my current character svcks with Energy Weapons and Big Guns.
    Do you svck with explosives too? I've finished making a bunch of remotely detonated explosives and traps (from Mininukes to Glue Bombs) and just have to video/screenshot them to upload. Oh, plus there's a small gun in the form of the Glue Spray, and there's the Power Armoured Vault Suit.
    User avatar
    Damned_Queen
     
    Posts: 3425
    Joined: Fri Apr 20, 2007 5:18 pm

    Post » Tue Nov 30, 2010 11:50 am

    Do you svck with explosives too? I've finished making a bunch of remotely detonated explosives and traps (from Mininukes to Glue Bombs) and just have to video/screenshot them to upload. Oh, plus there's a small gun in the form of the Glue Spray, and there's the Power Armoured Vault Suit.


    Sounds perfect traps, as she is a stealth character. Are glue bombs what they sound like, explosives you can throw that stick to a surface?
    User avatar
    James Shaw
     
    Posts: 3399
    Joined: Sun Jul 08, 2007 11:23 pm

    Post » Tue Nov 30, 2010 5:30 pm

    Say, when can we expect to be able to craft Cluster Missiles? They are needed for the Cluster Missile Launcher, but the only reference to them is in the script used by the weapon, and by the weapon itself.
    Sounds like a mighty awesome update anyway, I love traps.
    User avatar
    Princess Johnson
     
    Posts: 3435
    Joined: Wed Feb 07, 2007 5:44 pm

    Post » Tue Nov 30, 2010 5:07 pm

    I think in the new version I just switched them to use normal missiles. Actually, I just checked and although I tried to instead they now use no ammo, oops.

    ToJKa: Slightly late answer, but they're bombs that shower people in glue, sticking them in place/making them topple over in entertaining ways.

    Anyway, v1.2 is up, which features remote explosives. It's part of my mad dash to complete all the content I have WIP which it turns out is included in NV.
    User avatar
    Chloe Lou
     
    Posts: 3476
    Joined: Sat Nov 04, 2006 2:08 am

    Post » Tue Nov 30, 2010 10:42 pm

    Ooh an update. Better go grab that before I forget.

    That reminds me, there's something I've been meaning to ask so have sent a PM :)
    User avatar
    Bitter End
     
    Posts: 3418
    Joined: Fri Sep 08, 2006 11:40 am

    Post » Tue Nov 30, 2010 9:13 pm

    Hey Talkie, I tried to make a "ForFWE" patch for this mod you made here but I don't know where to start. Think you'll ever make one? A FWE Patch, I mean...
    User avatar
    Jack Walker
     
    Posts: 3457
    Joined: Wed Jun 06, 2007 6:25 pm

    Post » Wed Dec 01, 2010 12:40 am

    The V101PA automatically adds a FWE-balanced version if you're using FWE, as detected by checking regular Power Armour's weight. Valda's kindly agreed to make a weapon autobalancer program in a few weeks, which should sort it out without the need for alternate esps for the weapons.
    In the interim you can use GaryBash to apply balance changes in an easy way that won't need to be completely redone each time I patch in some obvious thing I forgot- you can use Export Item Data on PWF to output the weapon etc. info, open the exported spreadsheet, rebalance as required, then rename to end in "Stats.csv". It should appear under the Import Stats section of the Bashed Patch Builder then and automatically apply the changes (as long as PWF's active, otherwise it does nothing).
    I've got a rough version I just knocked up http://rapidshare.com/files/410185280/Playing_With_Firepower_FWE_Stats.csv using the formulae I suggested for the autobalancer, it'll be interesting to see if they actually work :P. Just drop it in Data\Bash Patches.

    (Incidentally you could use this to make one big "FWE Stats.csv" for rebalancing mod-added content instead of making patch .esps- it's easier than making patches, just not as easy or comprehensive as the autobalancer will be (although the autobalancer only does weapons (too many nested brackets))).
    User avatar
    Yvonne Gruening
     
    Posts: 3503
    Joined: Mon Apr 23, 2007 7:31 pm

    Post » Tue Nov 30, 2010 8:00 pm

    Neat, I look forward to that, then.
    User avatar
    kiss my weasel
     
    Posts: 3221
    Joined: Tue Feb 20, 2007 9:08 am

    Post » Tue Nov 30, 2010 7:12 pm

    ToJKa: Slightly late answer, but they're bombs that shower people in glue, sticking them in place/making them topple over in entertaining ways.


    I see, those may prove useful too. Would it be possible to make throwable mines? Basicaly, it would be thrown like a grenade, but once it hits a wall or floor, stays in place and becomes a mine? I've wanted a weapon like that for a long time.

    And that FWE autobalancer sounds almost too good to be true :drool:
    User avatar
    Katie Pollard
     
    Posts: 3460
    Joined: Thu Nov 09, 2006 11:23 pm

    Post » Tue Nov 30, 2010 9:15 am

    I see, those may prove useful too. Would it be possible to make throwable mines? Basicaly, it would be thrown like a grenade, but once it hits a wall or floor, stays in place and becomes a mine? I've wanted a weapon like that for a long time.

    And that FWE autobalancer sounds almost too good to be true :drool:
    As it turns out, it's as simple as changing their projectile type to Missile and checking the "Pins limbs" box that the railway rifle spikes use (plus shifting things about in the nif a little so they don't go too far inside the walls). The downside is you can't pick them up any more, so once they're thrown it's goodbye. I'll just start working on them, shouldn't take long.
    User avatar
    ChloƩ
     
    Posts: 3351
    Joined: Sun Apr 08, 2007 8:15 am


    Return to Fallout 3