[RELz] Roleplaying Elements - Portable Scopes

Post » Wed Jan 13, 2016 5:31 am

This is the first publication of Roleplaying Elements, a series of mods adding a nice touch to RP but with little to no effect to gameplay.



Video: https://www.youtube.com/watch?v=yrQKemehw28



Download @ Nexus: http://www.nexusmods.com/fallout4/mods/7469



Adds 5 constructible portable scopes with 5 different zoom levels:



SHORT SCOPE 4X

MEDIUM SCOPE 6X

LONG SCOPE 10X

VERY LONG SCOPE 15X

EXTREMELY LONG SCOPE 20X



Aim stability is set to maximum. Go to any chemistry station to craft the scopes.



TODO: remove rack slide animation and ammo counters.

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Verity Hurding
 
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Post » Tue Jan 12, 2016 10:21 pm

Very nice. Just so you know, I'm enjoying the little things you're adding with each mod so far. I wonder how hard it would be once the Creation Kit comes out to script adjustable scopes, so we could use the scroll wheel while aiming to zoom in/out.

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Alberto Aguilera
 
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Post » Tue Jan 12, 2016 7:10 pm

I'd love to add adjustable scopes but I have no idea if it's feasible even with the CK. I presume a script extender will be required to detect scroll wheel movements.

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koumba
 
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Post » Wed Jan 13, 2016 4:13 am

I thought Fallout 3 and even New Vegas had zoomable scopes and binoculars.

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BRIANNA
 
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Post » Wed Jan 13, 2016 4:49 am

I would love to be able to swap scopes in the field, and not rely on a workbench.... Trying to use a Nightvision scope during the day can be problematic, depending on where the sun is in relation to you, and your target........

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Jimmie Allen
 
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Post » Wed Jan 13, 2016 12:35 am


I was in the process to mod a portable workbench for that but it looks like there's no way to restrict workbench capabilities to specific weapon mods. And I'm afraid that giving the player the ability to add/remove anything at will in the field would render the vanilla workbenches pretty much useless.. no?
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Megan Stabler
 
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Post » Wed Jan 13, 2016 1:04 am

Are you able to identify NPCs at long range with these?

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Sophie Louise Edge
 
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Post » Tue Jan 12, 2016 4:59 pm

What about silencers etc?

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James Potter
 
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Post » Wed Jan 13, 2016 7:06 am


They had scopes and binoculars (granted binoculars always seemed pretty useless in NV) but never zoomable.
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Claudz
 
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Post » Wed Jan 13, 2016 6:59 am

It must've been a mod that added zoomable scopes then. Because I distinctly remember being able to zoom in with a scope in both Fallout 3 and New Vegas.



I also rather enjoyed using the binoculars in New Vegas. I roleplayed a scout a lot.

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Charlotte X
 
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Post » Wed Jan 13, 2016 12:22 am


Do you mean tracking them in the compass with the recon scope? Haven't tried. As for visually identifying them, the 20X allows you to zoom in at an extremely long range.
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Sarah Bishop
 
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Post » Tue Jan 12, 2016 9:19 pm

Are you having issues with LOD at that level? I noticed in the vanilla game the long recon scope allows you to see and target enemies right up to the edge of the rendered world. Not sure what the zoom lvl on the vanilla scope is but i was once able to target and kill a raider(from the deck of the constitution{final resting place} looking toward bunker hill) that was at the very edge and the LOD mesh was rendered with the full world model(doing that little flickering thing that meshes do when both are trying to render their textures at the same time).



Edit: I actually made a video of it at the time and just went back and reviewed it. Upon closer inspection it seem it wasn't the LOD mesh at all that was flickering in and out but rather the decals(wall poster and ground debris).



Still 20x seems like it would take you well past the rendered world and into the LOD. Not that I care if that's the case, i was just curious.

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carly mcdonough
 
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Post » Wed Jan 13, 2016 6:32 am

No, haven't noticed any issues in that regard. Note however that the engine zooms in using a simple trick: it decreases the FOV to ridiculously low values and extends the FOVed [word?] area to the full extents of the screen, it doesn't use a "real" zoom. That is, it doesn't re-render the zoomed area. So whatever artifacts you see when you zoom in are actually already there, they are not due to the zoom kicking in. Oh almost forgot to mention, vanilla long scopes have a 15x zoom lvl.

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Sebrina Johnstone
 
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Post » Tue Jan 12, 2016 9:09 pm

Cool. Thanks for sating my curiosity.

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Adam
 
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