[relz]weapon Mod Kits - Better Vats With Scope (working)

Post » Sat Jan 22, 2011 4:42 pm

This is a working version of my small fix.
Nexus: http://www.fallout3nexus.com/downloads/file.php?id=11590

1. Description
2. Requirements
3. Installation
4. Uninstallation
5. Credits

------------------------------------------------------------

1. Descrioption
This is a small mod that makes the chances of hitting with a scoped modded weapon in VATS higher. This effects all weapons with scopes (including the Sniper Rifle and uniques).
Also, the accuracy calculations are determined by distance from the target. At close range a scoped weapon will be practically useless, but at long ranges it should be much more accurate.
I recommend that you use Rafahil's "Activate VATS at Longer distances":
http://www.fallout3nexus.com/downloads/file.php?id=2820

2. Requirements
This mod requires Weapon Mod Kits by Antistar
http://www.fallout3nexus.com/downloads/file.php?id=3388

3. Installation
- Download the file
- Extract ESP to your Fallout 3/Data folder
- Using FOMM, place this mod AFTER all WMK mods

4.Uninstallation
- Uncheck this mod from FOMM
- Delete ESP file

5. Credits
- Big credits to Antistar for his amazing Weapon Mod Kits
- Me (EliteKill) for making this mod/fix

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Kayleigh Williams
 
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Post » Sat Jan 22, 2011 1:30 pm

This is a working version of my small fix.
Nexus: http://www.fallout3nexus.com/downloads/file.php?id=11590


This looks nice.

I have never liked how weapon skill affected damage instead of accuracy (Fallout 2 was that way). I'd like to give that a try. Sounds like your mod does it in part, at least for scoped weapons.
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Brooke Turner
 
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Post » Sat Jan 22, 2011 6:46 am

Well, it just bothered me that the scope was only helpful outside of VATS. I had to make it...
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Rebekah Rebekah Nicole
 
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Post » Sat Jan 22, 2011 2:43 pm

The formlist including the weapons is missing from the perk, mod wont work without it..
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Umpyre Records
 
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Post » Sat Jan 22, 2011 1:53 pm

It is? I'm checking...

EDIT: Fixed
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jodie
 
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Post » Sat Jan 22, 2011 5:52 am

It is? I'm checking...

EDIT: Fixed


I had a look at your latest esp, and while you do have WeaponModKits.esp as a master now, the hidden perk still has null entries for the formlist checks. So it's not actually fixed.
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Tessa Mullins
 
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Post » Sat Jan 22, 2011 5:12 pm

I had a look at your latest esp, and while you do have WeaponModKits.esp as a master now, the hidden perk still has null entries for the formlist checks. So it's not actually fixed.


Really? How do I fix this?

EDIT: I believe I fixed it. Uploading the new file now.
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Gwen
 
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Post » Sat Jan 22, 2011 4:09 pm

Uh... Can anyone confirm? :angel:
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Sxc-Mary
 
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Post » Sat Jan 22, 2011 12:35 pm

Really? How do I fix this?

EDIT: I believe I fixed it. Uploading the new file now.


Unfortunately, the latest version has actually gone backwards: WeaponModKits.esp is no longer a master to your esp, and the formlist fields in the perk are trying to reference a FormID in your esp that doesn't exist.

I can't remember if I mentioned in a PM, but you'll need to temporarily 'esmify' WeaponModKits.esp in FO3Edit before doing the work on your esp in the GECK. Open WeaponModKits.esp in FO3Edit, and in the File Header, edit the Record Flags field to have a tick next to 'ESM'. Save and exit. Revert that change after you've finished working on your esp in the GECK.

Also make sure bAllowMultipleMasterLoads is set to 1 in your GECKCustom.ini config file, before all this.


Once it's working and you're able to test it in-game, you may want to re-balance things. Or not; I don't know how drastic you wanted the effect to be. ;) At the moment though, if I'm reading it correctly, it seems that for anything over a couple of steps away from the player, accuracy will be doubled in VATS.
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phillip crookes
 
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Post » Sat Jan 22, 2011 8:04 am

Unfortunately, the latest version has actually gone backwards: WeaponModKits.esp is no longer a master to your esp, and the formlist fields in the perk are trying to reference a FormID in your esp that doesn't exist.

I can't remember if I mentioned in a PM, but you'll need to temporarily 'esmify' WeaponModKits.esp in FO3Edit before doing the work on your esp in the GECK. Open WeaponModKits.esp in FO3Edit, and in the File Header, edit the Record Flags field to have a tick next to 'ESM'. Save and exit. Revert that change after you've finished working on your esp in the GECK.

Also make sure bAllowMultipleMasterLoads is set to 1 in your GECKCustom.ini config file, before all this.


Once it's working and you're able to test it in-game, you may want to re-balance things. Or not; I don't know how drastic you wanted the effect to be. ;) At the moment though, if I'm reading it correctly, it seems that for anything over a couple of steps away from the player, accuracy will be doubled in VATS.

I'll try that. Also, how does the distance work? I thought the numbers represented in game meters or something... What is considered far away?
EDIT: Nevermind, ound out here:
http://cs.elderscrolls.com/constwiki/index.php/Oblivion_Units
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Annick Charron
 
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