Makeshift weaponry?

Post » Tue Apr 12, 2011 6:32 am

EDIT: Well, problem solved, I made my own. I present to you Phinius Master's Makeshift Weaponry!

Link

http://www.fallout3nexus.com/downloads/file.php?id=12307

Including...

Pipe Gun - with 10mm, 556mm, and 32cal variants. Aim is terrible and requires reload after every shot. Uses hunting rifle animations.
Pool Cue Spear - with lawnmower blade, knife, and combat knife variants.

Bat Axe - a baseball bat and a lawnmower blade, what else could you want?

Brass Claw - for the hand to hand enthusiasts.

Stop Sign - Super mutant only, unplayable weapon.
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*Chloe*
 
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Post » Mon Apr 11, 2011 9:42 pm

FWE adds pipe rifles and such. Other than that IDK.
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Elizabeth Falvey
 
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Post » Tue Apr 12, 2011 5:31 am

Scavanger Armors has a pretty decent "makeshift" gun.

And of course there's always FOOK. But FOOK adds those "pristine" guns too, so I don't know if you want that.
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sally coker
 
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Post » Tue Apr 12, 2011 4:27 am

http://www.fallout3nexus.com/downloads/file.php?id=7695 has alot of makeshift weapons only downside is they use the same model as the dartgun gun and railway rifle shishkebab and other Schematics

example there is a rubberband gun, steampunk rifle, baseball rifle, lawnmower blade sword and some more I cant remember now?

but you are right we need a good makeshift weapons mod as there are very few out right now

hope that helps
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Allison Sizemore
 
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Post » Mon Apr 11, 2011 6:02 pm

Thanks for the replies guys!

Some awesome news...I realized I could make them by simply combining meshes in Nifskope! Which I AM able to do yay my first Nifskope victory. :celebration: lol

So yeah, I've added to my game so far...

Pipe Gun - with 10mm, 556mm, and 32cal variants. Aim is terrible and requires reload after every shot. Uses point lookout rifle animations.
http://i314.photobucket.com/albums/ll406/Aradoth/MM4.jpg?t=1271817323

Pool Cue Spear
http://i314.photobucket.com/albums/ll406/Aradoth/MM3.jpg?t=1271817339

Bat Axe
http://i314.photobucket.com/albums/ll406/Aradoth/MM2.jpg?t=1271817348

Broken Minigun
http://i314.photobucket.com/albums/ll406/Aradoth/MM1.jpg?t=1271817356

Stop Sign (Unique Variant)
http://i314.photobucket.com/albums/ll406/Aradoth/MM5.jpg?t=1271817286

Maybe if an admin or moderator or whatever could throw a [WIP] in front of the title that'd be great.
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Emily Jones
 
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Post » Mon Apr 11, 2011 10:41 pm

I like the looks of those, maybe make them CRAFTable?

I'm always on the lookout for makeshift weapons, the mod community has come up a bit short on that front. The Junk Weapons mod was a good first step but we need more variety.
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Oscar Vazquez
 
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Post » Tue Apr 12, 2011 1:14 am

I like the looks of those, maybe make them CRAFTable?

I'm always on the lookout for makeshift weapons, the mod community has come up a bit short on that front. The Junk Weapons mod was a good first step but we need more variety.


I am so with you on that one. I used to spend all my time in Physics class sketching makeshift weapons, I must have had a good 20 at least. When I tried making them at first I totally failed and threw out all the sketches in frustration, I think I remember quite a bit though. And is it easy to make stuff CRAFTable?
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marina
 
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Post » Mon Apr 11, 2011 4:49 pm

Thanks for the replies guys!

Some awesome news...I realized I could make them by simply combining meshes in Nifskope! Which I AM able to do yay my first Nifskope victory. :celebration: lol

So yeah, I've added to my game so far...

Pipe Gun - with 10mm, 556mm, and 32cal variants. Aim is terrible and requires reload after every shot. Uses point lookout rifle animations.
http://i314.photobucket.com/albums/ll406/Aradoth/MM4.jpg?t=1271817323

Pool Cue Spear
http://i314.photobucket.com/albums/ll406/Aradoth/MM3.jpg?t=1271817339

Bat Axe
http://i314.photobucket.com/albums/ll406/Aradoth/MM2.jpg?t=1271817348

Broken Minigun
http://i314.photobucket.com/albums/ll406/Aradoth/MM1.jpg?t=1271817356

Stop Sign (Unique Variant)
http://i314.photobucket.com/albums/ll406/Aradoth/MM5.jpg?t=1271817286

Maybe if an admin or moderator or whatever could throw a [WIP] in front of the title that'd be great.


I'd download this in a heartbeat. Very creative, and something Fallout needs. Keep 'em coming!

Cheers,

Coleen.
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Aaron Clark
 
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Post » Tue Apr 12, 2011 6:12 am

Alrighty. As of now they're in a massive esp that I use for all my custom additions, and it's very late and I have school in the morning, so tomorrow night you can expect to see an upload, around 6 or 7 my time, 18 hours from now. Until then, think of other weapons or objects I could combine to make neat stuff, as my ideas are only so many. Cheers guys.
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Emily Jones
 
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Post » Mon Apr 11, 2011 11:19 pm

http://www.fallout3nexus.com/downloads/file.php?id=7786
http://www.fallout3nexus.com/downloads/file.php?id=4455

I use this - they fit the vibe of the game.

I've seen three extensions of CRAFT each with good features - I just wish however that CRAFT would be updated to incorporate those changes instead of three different extensions that I cannot get to work together.
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Valerie Marie
 
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Post » Tue Apr 12, 2011 4:52 am

http://www.fallout3nexus.com/downloads/file.php?id=7786
http://www.fallout3nexus.com/downloads/file.php?id=4455

I use this - they fit the vibe of the game.

I've seen three extensions of CRAFT each with good features - I just wish however that CRAFT would be updated to incorporate those changes instead of three different extensions that I cannot get to work together.


It looks like I have some downloading to do, thanks!

I would like to see some more schematics for Unarmed. Just look at all those cool hand weapons in those gladiator movies. Or my favorite, wrapping up your hand and arm and jamming it into a toaster. When people look at you their first thought is: Hey, did you just jam your hand in a toas-WHAM!! :evil:

Not that I would ever actually do something like that. :angel:
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Brian LeHury
 
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Post » Mon Apr 11, 2011 9:19 pm

hey those look excellent PhiniusMaster, please do share when you get time, really like the pipe gun! nice work there

psymon thanks for bringing those to our attention, will try them out for sure
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Austin Suggs
 
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Post » Tue Apr 12, 2011 9:40 am

hey those look excellent PhiniusMaster, please do share when you get time, really like the pipe gun! nice work there

psymon thanks for bringing those to our attention, will try them out for sure


Hey thanks, look for them tonight. And those were all super easy to make thanks to Nifskope, just copied the mesh branches onto the base weapon (pool cue or bat, etc), so look for more to come. I'm not bad with textures either so I expect I'll be adding re-textures of those just for variation,
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Carlitos Avila
 
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Post » Mon Apr 11, 2011 11:27 pm

hey those look excellent PhiniusMaster, please do share when you get time, really like the pipe gun! nice work there


i completely agree; those designs are very simple yet very well thought-out. i have made http://picasaweb.google.com/Falcon8204/WIPFO3House?authkey=Gv1sRgCNuR-cP4zoLaogE#5384892327669114386 rather unique http://picasaweb.google.com/Falcon8204/BFG# myself; it makes me wonder why i didn't think of these. :D :P

if you need help with modeling i might be able to lend a hand. just PM me and i'll see what i can do.
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Sophie Louise Edge
 
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Post » Mon Apr 11, 2011 11:44 pm

Alright, awesomesauce, I've thrown together a bunch more weapons, including variants of the spear that are made using the game's various knives instead of a mower blade, as well as some nifty hand to hand weapons for the few hand to hand players out there. ;)

Check it out at the Nexus:
http://www.fallout3nexus.com/downloads/file.php?id=12307
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Kortknee Bell
 
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Post » Tue Apr 12, 2011 1:33 am

Could a moderator please change the title to "[RELz] Makeshift Weaponry" then delete this post? Thanks a bunch!
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xemmybx
 
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Post » Tue Apr 12, 2011 4:18 am

I have always felt that the majority of pristine and hi-tech weapons found on the nexus don't really fit the gritty wasteland atmosphere of Fallout, and agree that there is a shortage of makeshift weapons.
However, I also want the weapons to look practical and plausible. For this reason I have never really liked or used any of the schematic weapons. I always found them a bit cartoonish and could never suspend my disbelief that they could ever actually work.
In terms of makeshift firearms, there really doesn't seem to be much to choose from. The classic fallout weapons pack has a pipe rifle which I think isn't bad (despite the fact it lacks a proper breechblock), though I did reskin it to remove some of the overly heavy rust and crud.
http://i237.photobucket.com/albums/ff292/VonGrantoven/Piperifle.jpg
It would be nice to have a few more in this vein, though.
I would also really like to see a decent crossbow. I did manage to find one, but it was extremely hi-tech also.

In terms of melee weapons, there are a few decent axes, a machete, and of course the Classic fallout spear, but unfortunately there are no animations for thrusting.

Actually, I am not thinking about these types of weapons so much for my own use, as to give the raiders a bit of extra but appropriate firepower.
Unfortunately, I'm not sure how to add these into the weapons pool the raiders and SMs select from.
Can any body give me a description of how to do this?
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Talitha Kukk
 
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Post » Mon Apr 11, 2011 11:15 pm

Actually, I am not thinking about these types of weapons so much for my own use, as to give the raiders a bit of extra but appropriate firepower.
Unfortunately, I'm not sure how to add these into the weapons pool the raiders and SMs select from.
Can any body give me a description of how to do this?


I agree on the issue of makeshift weaponry.
But you have a point here - they should be added to leveled lists to make any sense.
Why should I use a mediocre DIY weapon when I have a almost pristine pre-war assault/laser/plasma rifle to use?

As long as a big portion of your enemies uses normal weaponry - in addition to all the hand-placed ones you can find by exploring whats the reason to use them?
Now, I would like a game where, at least in the beginning those makeshift weapons are all you get (similiar to the early parts in FO2).
But for this to work, getting any pre-war weapon from a leveled list needs to be extremely unlikely in the early stages of the game.
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Emmanuel Morales
 
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Post » Tue Apr 12, 2011 2:34 am

I agree on the issue of makeshift weaponry.
But you have a point here - they should be added to leveled lists to make any sense.
Why should I use a mediocre DIY weapon when I have a almost pristine pre-war assault/laser/plasma rifle to use?

As long as a big portion of your enemies uses normal weaponry - in addition to all the hand-placed ones you can find by exploring whats the reason to use them?
Now, I would like a game where, at least in the beginning those makeshift weapons are all you get (similiar to the early parts in FO2).
But for this to work, getting any pre-war weapon from a leveled list needs to be extremely unlikely in the early stages of the game.


Well this was something I noticed before I actually got around to making this mod. I decided I was fed up with everyone having working 200 year old weapons, so I basically stripped the raider leveled lists of anything more powerful than a Chinese pistol, made talon slightly better but still nothing compared to how they are now, and reserved working pre-war stuff for the outcast, gave enclave only plasma stuff, and the BoS only laser stuff, miniguns, and flamers. It works quite nicely, but I found there to be a rather poor selection of melee, and thought that over time raiders would have thrown together different weapons to make better ones, so I basically set out to solve that problem. That mod can be found over at NEXUS too as a modular esp in my BRUTE mod pack.
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Avril Louise
 
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Post » Tue Apr 12, 2011 5:18 am

Well this was something I noticed before I actually got around to making this mod. I decided I was fed up with everyone having working 200 year old weapons, so I basically stripped the raider leveled lists of anything more powerful than a Chinese pistol, made talon slightly better but still nothing compared to how they are now, and reserved working pre-war stuff for the outcast, gave enclave only plasma stuff, and the BoS only laser stuff, miniguns, and flamers. It works quite nicely, but I found there to be a rather poor selection of melee, and thought that over time raiders would have thrown together different weapons to make better ones, so I basically set out to solve that problem. That mod can be found over at NEXUS too as a modular esp in my BRUTE mod pack.

That sounds cool, Phinius.
Currently I am using and really enjoying Stevedogs Savage Wasteland mod, and it sounds like the two mods do basically the same thing.
Any idea how your changes compare with the ones in that mod?
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tegan fiamengo
 
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Post » Tue Apr 12, 2011 6:57 am

I'm not too sure how they would differ gurachn, as I've only taken a glance at his mod, but his is probably more up to date, I made mine last year and took a break from modding to focus on school and stuff, and now that I'm back I'm looking at doing other things (namely figuring out how to make weapons, as it seems nearly impossible to get it to work right). All that I can say is that mine is kind of hit or miss, as it is quite drastic, so some enthusiasts love it and some people think its down right crap, lol.
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BRIANNA
 
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Post » Mon Apr 11, 2011 10:40 pm

Well BRUTE does so much more than just the weapon rarity. I really like the holding your breath as part of the sniper perk part. But I believe that for weapon rarity BRUTE makes changes by adding melee weapons and broken guns to the leveled lists, where Savage Wasteland adds Melee and Unarmed NPCs to the spawn lists. They each achive similar results, but by taking two seperate paths. Which means there is no conflict between the two. So I say use them both!
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Charlie Sarson
 
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Post » Mon Apr 11, 2011 8:36 pm

So I say use them both!


Hey if it works without conflicts then that sounds like probably the best route to take.
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laila hassan
 
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Post » Tue Apr 12, 2011 8:33 am

Hey if it works without conflicts then that sounds like probably the best route to take.

How would that work?
Would it be like a progressive filter leaving raiders with almost no weapons?
Or would items removed by one mod be added in by the other if loaded later?
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anna ley
 
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Post » Tue Apr 12, 2011 12:35 am

The effects would stack, Savage Wasteland will limit the chance of gun raiders spawning and BRUTE will give gun raiders a chance to spawn without guns. BRUTE also gives a chance that raiders will spawn with broken weapons, which goes along nicely with Unfound Guns - Extreme, likewise Unfound Ammo works well with BRUTEs increase in ammo pricing. You will still have the issue of being the only one with a gun in the fight, but you'll soon find that you have more targets than bullets.
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Claire
 
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