[RELz[ Plasma Rifles Awesomefiedq

Post » Sun Aug 08, 2010 2:48 pm

PLASMA RIFLES AWESOMEFIED

What is the point of those portholes on the plasma weapons? You'd think you could peer inside and see more plasma... but nope.

This mod solves this by opening up the portholes and putting some hot plasma inside the chamber. Not just for the regular Plasma Rifle like the original FO3 mod, but also for the Mag Accelerator upgraded rifle as well, and even cooler... the Multiplas Rifle.

Not visible from most shooting angles, but makes for pretty screenshots, and also glows for NPCs too, which is even better in FONV since plasma rifles are more common outside the Enclave.

This mod also does some alpha property tweeks to the muzzle flash and projectiles for all plasma weapons. It also makes the magnetic accelerator upgrade less clunky looking, and adds a proper SightingNode and makes the glowing dot sight brighter.

It also adds some new sounds: a unique equip/unequip for the affected rifles, and a looping electrical sizzle SFX for projectiles.

Already put up an update before I posted here....It adds "Unstable Microfusion Cells", available only for the plasma rifle. Craftable at a workbench at E-weaps 50, for 2 overcharged MF cells, 5 standard Electron Charge Packs. Shoot one and see what happens

http://www.newvegasnexus.com/downloads/images/35678-1-1288243648.jpg

http://www.newvegasnexus.com/downloads/images/35678-2-1288243648.jpg

http://www.newvegasnexus.com/downloads/images/35678-1-1288806394.jpg

http://www.newvegasnexus.com/downloads/images/35678-1-1288252226.jpg

http://www.newvegasnexus.com/downloads/file.php?id=35678

http://www.fallout3nexus.com/downloads/file.php?id=3484
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Angela
 
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Post » Sun Aug 08, 2010 9:34 pm

Always nice to get my game all awesome'd up, thanks !
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Stace
 
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Post » Sun Aug 08, 2010 10:26 pm

Looks Great MadCat! Thanks a bunch for your effort!
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NeverStopThe
 
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Post » Sun Aug 08, 2010 2:48 pm

As always, your work looks great! Can't wait to try it out...

Already put up an update before I posted here....It adds "Unstable Microfusion Cells", available only for the plasma rifle. Craftable at a workbench at E-weaps 50, for 2 overcharged MF cells, 5 standard Electron Charge Packs. Shoot one and see what happens

OK, I haven't even bothered to open the GECK yet, so forgive me if this is just an obvious/naive question... but you can designate a custom ammo that only works for certain weapons? Ie, you could for example create a 12 gauge round that could only be used in the hunting shotgun and not in say, the riot shotgun?
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LADONA
 
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Post » Sun Aug 08, 2010 9:05 pm

You can specify ammo lists per weapon. Of course, this is pretty rapidly going to run into problems before CALIBR-NV gets running, I've already started working on some laser ammo, for example.

Anyway, awesome mod. Any plans to expand it to the Matter Modulator? It's absolutely covered in green tubes that sit empty.
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brian adkins
 
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Post » Sun Aug 08, 2010 9:59 pm

You can specify ammo lists per weapon. Of course, this is pretty rapidly going to run into problems before CALIBR-NV gets running, I've already started working on some laser ammo, for example.


Toaster's right. The weapon points to a FormList that has the ammo. I copied the MF Cell formlist and put the UMF into there. I also discovered that Index 0 is considered the "default" ammo type. Since drag 'n dropping forms into a FormList always puts the new entry in index 0, it caused a bug that I fortunately caught before the update with the UMFs was released.

Anyway, awesome mod. Any plans to expand it to the Matter Modulator? It's absolutely covered in green tubes that sit empty.


Huh? I could have sworn I saw a pic of the Matter Modulator with arcs in the side tubes.

I imagine that if I'm dissatisfied with the Matter Modulator when I get it, I'll chop it up too. May not need to, since it looks to have the same plasma chamber mesh as the basic plasma rifle.

In other news... Any interest in a mod that alters the Plasma Defender and Plasma Caster to be styled more in line with Fallout 3's plasma weapons? The Defender will be kinda like a "pint-size plasma rifle" with a more robust plasma arc chamber and an ampuole muzzle instead of having bare plasma arcs and a tiny chamber like the regular pistol, while the caster will be a big ole plasma cylinder chamber. Both with the glowing plasma arc inside, natch. Why? TBH, I don't think a lot of stuff from FO1 and FO2 aged gracefully... The only iconic thing from FO1/2 that I didn't slightly cringe at (or didn't get a makeover either) was the T-51B.
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leigh stewart
 
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Post » Sun Aug 08, 2010 10:08 pm

The MM has an arc in one tube- the front-left, that gets obscured by all the other, boring tubes :/.
I've run into the list bug too, it was pretty weird to get airblasted by flamethrower raiders. I think it also affects the default proj entry as well (so if your erroneous ammo 0 has an alternate projectile, it's always-on).

A shinier, more arc-y Defender and Caster would be great, at the minute they're a little underwhelming. Nowhere near mad science-y enough.
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Josh Lozier
 
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Post » Sun Aug 08, 2010 10:15 pm

Well, it'd be nice if the plasma caster and defender replacement was optional or separate from the main plasma revamp. I for one rather like those classic guns, but I also love what you've done with the plasma rifle here.
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C.L.U.T.C.H
 
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Post » Sun Aug 08, 2010 8:05 am

Well, there goes my effort at a custom plasma ammo. If I only spent less time trying to tweak the damn nif colors.
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Undisclosed Desires
 
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Post » Sun Aug 08, 2010 11:27 am

I wouldn't give up, CALIBR'll sort it out. I've posted about it http://www.gamesas.com/index.php?/topic/1128464-wipz-calibr-new-vegas/page__st__20 so if you or MadCat can check it out and think of anything I've overlooked it'd be helpful.
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c.o.s.m.o
 
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Post » Sun Aug 08, 2010 9:26 pm

Yaknow, looking at the Multiplas Rifle, whoever made the UVW map really had some backwards detail priorities. The largest sections of UVW mapping are put to the grips (which are covered by hands most of the time anyway), while the back end of the plasma chamber, the most visible portion of the gun in firstperson view, is almost an afterthought.

The original FO3 plasma rifle had some WONDERFUL detail in the normal maps on the back end. Those screws in the center part of the rear? Those are normal mapped. Those aren't geometry.

So... Would you like to see a splice of all the good parts of the Multiplas Rifle (namely the muzzle, but a few other bits like the trigger guard), and the main body of the Plasma Rifle put together? I can arrange the porthole cylinder thingies that stick upwards to face all the same way backwards like the Multiplas as well.

EDIT: Quick WIPpy render of the mesh in the chop shop: http://img522.imageshack.us/img522/8703/multiplasspliced.png

I spliced on the larger muzzle, obviously. I also kept the grip, the trigger guard, and the little tanky thing on the top of the stock frame and made it part of the trigger system. I rearranged the cylinder things that stick out of the port holes so they're all swept backwards like the original Multiplas.

Still mulling on whether I should cut out a forth port hole near the front of the gun...
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Charlotte X
 
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Post » Sun Aug 08, 2010 6:46 pm

http://img641.imageshack.us/img641/4899/bettermultiplas.jpg

Still doing some tweeking. The specular maps need to be dulled a bit, and there are a few mesh changes I still want to do. But the big parts are all in place.
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Chica Cheve
 
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Post » Sun Aug 08, 2010 9:09 am

Ah, looking good. I was worried the example had chopped off a few too many of the 'funnels'.
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Amy Gibson
 
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Post » Sun Aug 08, 2010 10:13 pm

Well, technically, I didn't "chop them off", as the plasma chamber and stock/frame are from the plasma rifle. I had to add the 4th chamber port hole and "funnel" by copying the middle port hole on the plasma rifle, and cutting out a see-thru on the chamber cylinder itself.

I also found out why the Matter Modulator looks so crappy: it has no 1stperson textures. They didn't forget to allocate them, they didn't forget to make a 1stperson mesh... the textures simply don't exist. The texture files I have will also allow me to easily recolor the plasma rifle textures to make proper textures for the Matter Modulator as well. :)
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Brad Johnson
 
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Post » Sun Aug 08, 2010 5:02 pm

since you are awesomeifying them, any chance you can up their power output too, make them a gun there is a point to using? I want to take down a black ranger with a modded plasma rifle. If this was FO3, I would be able to.
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Jerry Cox
 
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Post » Sun Aug 08, 2010 9:00 pm

I've considered it, I may boost the damage to be 40 for the rifle and 120 (40x3) for the multiplas.

If I come up with any ideas for more mods than just the accelerator, I may do those up too.
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Etta Hargrave
 
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Post » Sun Aug 08, 2010 10:03 pm

http://www.newvegasnexus.com/downloads/images/35678-1-1288806394.jpg is now available in V1.2! Download at Nexus.
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Stay-C
 
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Post » Sun Aug 08, 2010 10:19 pm

http://img230.imageshack.us/img230/9272/q35awesomefiedwip.jpg :D :D :D
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Danny Blight
 
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Post » Sun Aug 08, 2010 10:02 am

Just FYI, I uploaded a new version that matches the uprated characteristics of the plasma weapons implemented by the 1.2.314 patch.

Oh, and I released the Q35 update I pictured above since then too. :P
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christelle047
 
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Post » Sun Aug 08, 2010 12:18 pm

The Matter Modulator looks fan-funkin'-tastic. I'm using my own Energy Weapons mod, can I just use your .nifs and textures and not use your .esp, or will that make it show up all pink and ugly?
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Jay Baby
 
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Post » Sun Aug 08, 2010 8:08 pm

You'll need to transfer over the 1stperson statics. I also included equip/unequip sounds specially made for plasma weapons and also enabled the plasma hum idle SFX for the Multiplas. Compare in FNVEdit to see what I changed.
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Amy Melissa
 
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