Any thoughts on how equipmenet mods are done?

Post » Fri Nov 27, 2015 7:38 am

Anyone know how they will implement it this time around? I found the system in NV a annoying for making your own.

I wonder if they will do it more like a magic effect/enchantment that can add to base mesh models and less like a weapon mod system that's very weapon specific and limited...

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Amber Hubbard
 
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Post » Fri Nov 27, 2015 5:33 am

We don't have all the details yet, but...

From what we have seen, you gather raw materials and break them down to make things like screws, steel, glass, rubber, etc.

You take those things and either construct a weapon with mods, or a mod for an already created weapon.

There is an indication that the same process or a similar process is used for armor pieces and building your base.

Nothing was said about schematics or anything like schematics, so we may need to hunt/buy those (or not).

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Charlotte Lloyd-Jones
 
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Post » Fri Nov 27, 2015 8:40 am

I'm more interested in how hard it is to mod(as in modders) it, can you just make generic mods(as in equipment upgrades) that have a generic nif/mesh that can attach to a generic base model or are you limited to 2 or 3 stackable mods per weapon ala NV.

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Blaine
 
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Post » Fri Nov 27, 2015 4:18 pm

Let me see if I understand you.

You are asking if you can create a GAME mod that allows you to add new weapons mods and/or weapons that can use mods?

If this is what you are asking, I doubt we are going to find out until just before to just after release.

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Bethany Short
 
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Post » Fri Nov 27, 2015 9:54 am

Oh god I am as clear as a volcano spewing hot billowing smoke ><. Sorry about that.....I ramble and talk to myself as I type...sometimes I forget who I am talking too..... LOL

Not quite but close. I'd like to know how they are doing the weapons/equipment upgrade system in the Geek,ect In New Vegas you are limited to 3 or 4 mods per weapon. This is not so good you have to amke to many weapons for a dozen or so weapon upgrades.

I'm hoping they have more generic lists that let you attach stuff easily in Geck (could be done like armor is on a person but in such a way you do not have to fiddle with to many meshes,ect) rather than the limited 4 enactments and 4 replacement meshes. I guess they could just use an upgrade list and whatever is in the list attaches to one of 5 points on a weapon model.

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~Amy~
 
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Post » Fri Nov 27, 2015 3:04 am

I'm not 100% on what you're trying to say. As far as I can tell, weapons are just a combination of parts. For energy weapons, you select the capacitor (I assume it's the EW equivalent of the magazine), the grip, the barrel, the optics, and the attachment for the base weapon. I think it's similar to games like Dragon Age Inquisition, where the materials and parts of weapons that you find are randomly generated, and you can create your own base weapons and additional parts (runes, grips, pommels, etc.) out of raw materials.

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Emma Louise Adams
 
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Post » Fri Nov 27, 2015 6:43 am

This should probably be pretty easy, just add schematics in the world or just give it to player like you gain new spells in Skyrim.

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adam holden
 
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Post » Fri Nov 27, 2015 8:45 am

Not what I mean, I am talking about making many mods/upgrades for a weapon without being limited to a finite amount like in NV. I'm talking geck/CK stuff not schematics or how things are made in game . Will it be like enchantment from Skyrim or a very limited 3 or 4 weapon mod/upgrade per weapon setup.

Skyrims enchantment system is also interesting they could do that then link it some how to a base weapon to show you have a mod/upgrade installed. What I would like to do is make up acouple dozen weapon mods you can mix and match tho the model/mesh will be vanilla stuff I am such a crappy http://zippydsmlee.tumblr.com/post/121891160290/wip-2-got-the-colors-i-like.

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stacy hamilton
 
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Post » Fri Nov 27, 2015 8:11 am

Translation, what you do is loot EVERYTHING now

that fan? its now Loot. That Iron on the Ironijng board ? thats also Loot, The Ironing board it was set on? Loot. the boxes and chest that you loot for loot? now also loot. that shelveing that held the boxes of loot that you looted so you could loot the loot boxes? loot again, Thoes fire extingushes that used to blow up if you so mutch as nicked them with a BB? More loot! The building you were just looting? THATS ALSO LOOT!

https://www.youtube.com/watch?v=XnbV0B89zwM

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Quick Draw III
 
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Post » Fri Nov 27, 2015 6:47 pm

It looks like an two step process, first was making part out of junk, probably also breaking down other weapons or armor for parts, this should require less skill.

We saw them make an scope out of junk, You could then attach this scope to an weapon.

too me it looked like weapons had slots who could be swapped, we saw that on the laser pistol part, you could change the front optic, the stock, add scope probably an bayonet and so on, however the slots are fixed much like armor slots on characters.

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Aman Bhattal
 
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Post » Fri Nov 27, 2015 4:15 am

Well, I stand by what I said before. It's nothing like Skyrim's enchantment or New Vegas's weapon mods. Strictly speaking, you're not augmenting the base weapon; you're replacing one of its components with a new one. As far as mods go, I assume you would just be creating new components for the base weapon. So I guess you would be limited to 5 upgrades per weapon unless you created a new base weapon with more than 5 components.

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Nick Swan
 
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Post » Fri Nov 27, 2015 5:43 am

*cires* you understand me! *pounce*

Tho when you get into geck I wonder how the new mod system will work I hope its a variable system and not a set in stone one like in NV. ><

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Anna Beattie
 
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Post » Fri Nov 27, 2015 4:16 pm

Yes you replace it as this is simpler however I hope you can remove stuff too, not like in new vegas where scopes could not be removed.

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Chelsea Head
 
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Post » Fri Nov 27, 2015 6:17 pm

Maybe FO4 needs a mods section already, lol.

If your trying to work out how they might go about getting all the meshes to play nicely together, I (purely speculating) think they might go about it something like this. Start with say a nif with just a handgrip mesh and a couple of bare NiNodes, we know nifs can be attached to each other by the game and in the GECK so I would imagine that the handgrip NiNodes would allow for a receiver mesh and say a trigger / guard mesh. I would assume that these then have their own NiNode / Bones within them that allow say for the receiver mesh to have a barrel, stock and sights mesh attached.

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Madison Poo
 
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Post » Fri Nov 27, 2015 4:39 am

Just drooling over the possibilities...that and leaking brains LOL

Hopefully it will be alot better than the setups they used before!

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Sabrina Schwarz
 
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