[WIPz] Weapon of Choice

Post » Sun Feb 14, 2010 11:14 am

For the past few months, I've been experimenting with making weapons in the GECK, as well as messing around with meshes in NifSkope. Some of those people who helped me out, mainly in the scripting department, may recall some of my (frequent) questions, all pertaining to weapon scripts and whatnot. So, without further adieu, here is the result of all those inquiries, my lofty work in progress, Weapon of Choice. Please note that this WILL require FOSE. There's nothing I can do about that.


Purpose

What is the reason behind this madness, you ask? Simple. Using a formula similar to Antistar's Weapon Mod Kits, the player will be able to customize their own weapon. However, this goes quite a bit deeper. Instead of adding attachments to any old weapon, this mod will allow the player's weapon to 'grow' with the player. At the start of the game, after leaving Vault 101, the player will select a weapon to use. The choices decided so far are the FN FAL assault rifle, M1918 Browning Automatic Rifle, Winchester 1897 shotgun, Colt 1911 pistol, and the M14 sniper rifle/M1 Garand. As you can tell, I opted to use older guns. That's simply because I felt that this mod would work better with them. And because I like those guns, of course. The player will select one (only one!) weapon, and can upgrade it in various ways, some logical, others not so much.

Upgrades

Now, of course, comes the time to mention the various attachments and improvements that can be done. Each weapon has different upgrades, and all start out unupgraded and worse than their normal counterparts. The FAL will be badly damaged and missing a full magazine, the BAR will also be in bad shape and will not have a fully automatic fire setting, the M14 won't have a scope, etc. The player will find attachments at shops, in dungeons, and on some NPCs. Using the Work Bench, these attachments can be added, as per Weapon Mod Kits. However, with high repair and small guns skills, the player can make changes such as altering the choke on the Winchester, upgrading firing speed, changing ammo types, swapping the barrel, improving cooling systems, and making the ammunition caseless. And those are only some of the improvements. I'll post a list once I've gotten the base weapons, without scripts, made in the GECK. In addition, the player can rename the weapon to whatever they want.



So, suggest upgrades or whatever that you want to see. I will not accept weapon suggestions, however. I've got a lot to do already for this long-term mod. Discuss away!
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Nicholas C
 
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Post » Sun Feb 14, 2010 6:32 pm

Would you have to start a new game for this to work right?
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Betsy Humpledink
 
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Post » Sun Feb 14, 2010 11:37 am

That is one of my favorite all time videos.
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FLYBOYLEAK
 
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Post » Sun Feb 14, 2010 4:32 am

No, making a new game most likely won't be required. The player will receive a note about a weapons cache, and the note will only be added once the first quest is complete. I believe that the Alternate Start mod automatically completes that quest, so there shouldn't be any problems there.
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Marie
 
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Post » Sun Feb 14, 2010 3:01 am

Wow cool idea. For weapon upgrades I suggest extended magazines.
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Lovingly
 
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Post » Sun Feb 14, 2010 4:28 am

Silencer????

Also if possible, the fire method change thingy. When you press a button it changes from Fully Automatic, to Burst fire, to Single Round Fire etc.
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Princess Johnson
 
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Post » Sun Feb 14, 2010 2:36 pm

Ah, I dunno about the burst fire/single round/full auto switch. I could ask Pelinor if I could borrow his script, but otherwise, I most likely won't be able to.

Edit: and for the attachments, yes there will be extended magazines (multiple kinds) as well as silencers. However, silencers lower bullet damage, and large magazines are much heavier.
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KU Fint
 
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Post » Sun Feb 14, 2010 2:10 pm

A bipod for the M14 that further improves accuracy when kneeling. One for the FALO(*) as well.

(*) The Fal (Fusil Automatique L?ger, light automatic rifle) by Fabrique Nationale de Herstal is actually a semi automatic rifle only. A selective fire version of the weapon; the Falo, was issued to selected parties (Dutch Marine Corps being one of them)

thought you might like to know. It's a commonly made mistake :)

Love this idea!!
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kasia
 
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Post » Sun Feb 14, 2010 8:52 am

Christopher Walken must be a option..... I NEED MORE COW BELL!
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Mistress trades Melissa
 
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Post » Sun Feb 14, 2010 12:48 pm

Ueah, Andy, I know the regular issue FAL is only semi-auto. I'm not using the FALO, though, because the variant that I am using (the L1A1 used by Commonwealth countries) is selective fire. In addition, I guess I should also mention that the Winchester is the military WWI version, with heat shield and bayonet lug (at least, once the player adds them ;)). It won't matter either way, however, as the selective fire modes will have to be added to the FAL ingame by the player.
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naome duncan
 
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Post » Sun Feb 14, 2010 3:00 pm

Update!!!!!

As promised, here's the list of all weapon improvements/attachments, for each weapon as well as their descriptions. If you notice, I decided on the final weapon: the H&K MP5 submachinegun.


-----------------------------
FN FAL L1A1 Assault Rifle and M1918 B.A.R.
-----------------------------

1. Laser Sight
This device increases your accuracy, but also counts against your weapon's silence level.

2. Silencer
The silencer makes your weapon completely silent, but decreases its damage and makes rifle grenades unusable.

3. Extended Magazine
This comes in three variants: medium magazine (30 rounds), large magazine (50 rounds) and extra-large magazine (100 rounds). The larger magazines are much heavier.

4. Flash Supressor
The flash supressor counts toward your weapon's silence level without having any drawbacks.

5. Heat Shield
The heat shield simply makes faster firing rates possible, and increases weapon durability.

6. Muzzle Brake
This upgrade decreases your weapon's spread and increases durability.

7. Underbarrel Grenade Launcher
The popular grenade launcher attachment lets you fire high explosive, flash, and incendiary grenades. It is incompatible with the underbarrel shotgun and bayonet attachments.

8. Underbarrel Shotgun
This attachment is incompatible with the grenade launcher and bayonet, but can be upgraded to a double underbarrel shotgun.

9. Reflex Sight
The reflex sight slightly increases range and decreases spread.

10. Rifle Grenade Stick
This simple metal rod allows you to fire rifle grenades, but prevents the use of a silencer.

11. Caseless Ammunition
With caseless ammo, your weapon's magazines are much lighter, and your weapon is more silent due to the lack of casings.

12. Bayonet
A big knife at the end of your gun that is incompatible with the shotgun and underbarrel grenade launcher. However, it does quite a bit of damage compared to the standard rifle butt (see below).

13. Hardened Stock
This upgrade makes the regular rifle butt do more damage and knock the enemy down on criticals. The weapon's durability is also increased.

14. Increased Firing Rates
Your gun can fire faster. This requires a heat shield, and a large magazine is recommended.

15. Selective Fire
Tired of plain old full auto? Now you can switch firing modes to single shot and possibly burst fire.

16. Scope
This allows you to hit enemies better from a longer range. Incompatible with the reflex sight.

17. Bipod/Front Handle
Both of these upgrades decrease your weapon's spread. However, they are incompatible with each other.


------------------------------------------
Heckler & Koch MP5 Submachinegun
------------------------------------------

1. Laser Sight
This device increases your accuracy, but also counts against your weapon's silence level.

2. Silencer
The silencer makes your weapon completely silent, but decreases its damage and makes rifle grenades unusable.

3. Extended Magazine
This increases the number of rounds each magazine holds.

4. Flash Supressor
The flash supressor counts toward your weapon's silence level without having any drawbacks.

5. Heat Shield
The heat shield simply makes faster firing rates possible, and increases weapon durability.

6. Muzzle Brake
This upgrade decreases your weapon's spread and increases durability.

7. Reflex Sight
The reflex sight slightly increases range and decreases spread.

8. Extended Stock
With an extended Stock, you can fire two handed or one handed, and have decreased spread..

9. Caseless Ammunition
With caseless ammo, your weapon's magazines are much lighter, and your weapon is more silent due to the lack of casings.

10. Bayonet
A big knife at the end of your gun that is incompatible with the shotgun and underbarrel grenade launcher. However, it does quite a bit of damage compared to the standard rifle butt (see below).

11. Hardened Stock
This upgrade makes the regular rifle butt do more damage and knock the enemy down on criticals. The weapon's durability is also increased. This requires an Extended Stock.

12. Increased Firing Rates
Your gun can fire faster. This requires a heat shield, and a large magazine is recommended.

13. Selective Fire
Tired of plain old full auto? Now you can switch firing modes to single shot and possibly burst fire.

14. Scope
This allows you to hit enemies better from a longer range. Incompatible with the reflex sight.

15. High-Penetration Bullets
All bullets fired from the MP5 now pierce armor much better.


------------------------------------------------
Winchester 1897 Pump-Action Shotgun
------------------------------------------------

1. Laser Sight
This device increases your accuracy, but also counts against your weapon's silence level.

2. Silencer
The silencer makes your weapon completely silent, but decreases its damage.

3. Extended Magazine
Depending on your Repair and Small Guns skills, you will add one, two or three shells to the shotgun's capacity.

4. Flash Supressor
The flash supressor counts toward your weapon's silence level without having any drawbacks.

5. Heat Shield
The heat shield simply makes faster firing rates possible, and increases weapon durability.

6. Alter Barrel Choke
This upgrade decreases or increases your weapon's spread.

7. Reflex Sight
The reflex sight slightly increases range and decreases spread.

8. Bayonet
A big knife at the end of your gun that is incompatible with the shotgun and underbarrel grenade launcher. However, it does quite a bit of damage compared to the standard rifle butt (see below).

9. Hardened Stock
This upgrade makes the regular rifle butt do more damage and knock the enemy down on criticals. The weapon's durability is also increased.

10. Slamfiring
This is actually a perk that you can choose. It allows the player to switch into slamfiring mode, where you fire much faster, with increased spread.

11. Scope
This allows you to hit enemies better from a longer range. Incompatible with the reflex sight.


------------------
Colt 1911 Pistol
------------------

1. Laser Sight
The exact same as the ones for the other guns.

2. Ext. Magazine
The magazine capacity is doubled.

3. Re-Caliber
You can change the weapon's caliber from .45 ACP to .22 LR (quieter, less damage and recoil, cheaper) or to .50 Action Express (louder, more damage and recoil, more expensive).

4. Scope
The same as for the other weapons.

5. Automatic Fire
The pistol is now fully automatic.

6. Silencer
Same as the other guns.

7. Subsonic Rounds
These bullets are slowever, but are silent without the need for a silencer.


------------------
M14 Battle Rifle
------------------

1. Laser Sight
This device increases your accuracy, but also counts against your weapon's silence level.

2. Silencer
The silencer makes your weapon completely silent, but decreases its damage and makes rifle grenades unusable.

3. Extended Magazine
This comes in two variants: medium magazine (30 rounds), large magazine (50 rounds) and extra-large magazine (100 rounds). The larger magazines are much heavier.

4. Flash Supressor
The flash supressor counts toward your weapon's silence level without having any drawbacks.

5. Heat Shield
The heat shield simply makes faster firing rates possible, and increases weapon durability.

6. Muzzle Brake
This upgrade decreases your weapon's spread and increases durability.

7. Reflex Sight
The reflex sight slightly increases range and decreases spread.

8. Rifle Grenade Stick
This simple metal rod allows you to fire rifle grenades, but prevents the use of a silencer.

9. Caseless Ammunition
With caseless ammo, your weapon's magazines are much lighter, and your weapon is more silent due to the lack of casings.

10. Bayonet
A big knife at the end of your gun, it does quite a bit of damage compared to the standard rifle butt (see below).

11. Hardened Stock
This upgrade makes the regular rifle butt do more damage and knock the enemy down on criticals. The weapon's durability is also increased.

12. Increased Firing Rates
Your gun can fire faster. This requires a heat shield, and a large magazine is recommended.

13. Selective Fire
Tired of plain old full auto? Now you can switch firing modes to single shot and possibly burst fire.

14. Scope
This allows you to hit enemies better from a longer range. Incompatible with the reflex sight. The scope on the M14 is much better than the other guns.

15. Bipod/Front Handle
Both of these upgrades decrease your weapon's spread. However, they are incompatible with each other.

16. Anti-Material and Anti-Personnel Rounds
This changes the bullets to be stronger against either organic targets or inorganic targets. Anti-material bullets pierce armor, while anti-personnel bullets do more damage.



As you can see, the assault rifles are meant to be more versatile, the pistol and submachinegun are the most tactical, and the shotgun and sniper rifle are more specialized. I may add more to this list in the future, and remember that all of the weapons have multiple ammo types available.
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Mariaa EM.
 
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Post » Sun Feb 14, 2010 12:53 pm

If you don't mind my suggestion, I would like to say that for a shotgun that can be highly customizable and effective your better off with the worlds most popular shotgun the Remington 870. It's sold 10 million worldwide and ind it can be customized for all purposes.The 870 is incredible durable which i know from personal experience, due to my uncle taking me to the range an forcing me to fire it even though it hadn't been cleaned in months, It's pump action is incredible reliable and rare if ever fails to satisfy .Also i recommend a an extra shotgun enhancement in the form of saboted slug rounds to increase the range or decrease the spread in some way or form lower the projectiles fire into one armor-piercing round or add a rifled barrel attachment which increase accuracy and is required for slugs to be used.The use of slugs and rifled barrels should lower the weapons health that being said the shotgun should have the highest health followed closely by the 1911 (which cant be made fully automatic unless its an airsoft gun) if you want a gun capable of all those customizations I recommend a glock(or just remove auto fire or ignore this suggestion). I'm also wondering how are you going to manage incorporate the melee attacks for the two handed weapons or is it going to involve a quick weapon switch triggered by a hotkey? And I know this seems random but since it is suggested that the mp5 is one handed by default are you going to use a stockless mp5k for the starter mp5?

I apologize if this is to much I'm just a nice gun nut attempting to help you out. :D
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Gaelle Courant
 
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Post » Sun Feb 14, 2010 12:08 pm

Will the bayonet, shotgun, and grenade launcher attachments be usable?
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BRAD MONTGOMERY
 
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Post » Sun Feb 14, 2010 10:12 am

Darmani: As I stated in my fisrt post, the reason why I chose the 1897 was because I like the gun. Plus, it's the only gun I actually own :P. Plus, the Winchester can slamfire, a feat that is difficult to perform on more modern shotguns. And yes, there will be rifled barrels, as well as slugs. I'll make the 1911 able to become fully automatic because face it: these upgrades are being made at a very high Small Guns and Repair skill levels. It is highly likely that the PC, with extreme knowledge of firearms, could pull it off. And yes, the starter MP5 will be bare-bones, as per the other weapons, and will have no stock.

FALLOUTFTW: Yes, the grenade launcher, bayonet and shotgun will be fully usable. This is something that I have thoroughly tested and found to work very well. The bayonet is the only problem, though. The character's hand grip looks odd, but it can't really be fixed.
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Pumpkin
 
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Post » Sun Feb 14, 2010 12:47 pm

Darmani: As I stated in my fisrt post, the reason why I chose the 1897 was because I like the gun. Plus, it's the only gun I actually own :P. Plus, the Winchester can slamfire, a feat that is difficult to perform on more modern shotguns. And yes, there will be rifled barrels, as well as slugs. I'll make the 1911 able to become fully automatic because face it: these upgrades are being made at a very high Small Guns and Repair skill levels. It is highly likely that the PC, with extreme knowledge of firearms, could pull it off. And yes, the starter MP5 will be bare-bones, as per the other weapons, and will have no stock.

FALLOUTFTW: Yes, the grenade launcher, bayonet and shotgun will be fully usable. This is something that I have thoroughly tested and found to work very well. The bayonet is the only problem, though. The character's hand grip looks odd, but it can't really be fixed.


Oh sorry about I'm not one for using fast firing methods like slam firing so I'm pretty ignorant in that subject. Your assumption on the m1911 seems perfect I just read the list like it was a easily obtainable set of upgrades (ala:WMK) and forgot your statement about the weapon growing with you. My knowledge may be limited but if you need any help on any small things I'm capable of a little scripting but if you want serious help I would pm Kai Hoshiro. Also on last thought what about melee weapons? not saying this needs to be addressed now since your in the process of working on the mod but evolving melee/unarmed weapons would be godsend for the of us that don't practice http://www.youtube.com/watch?v=q1qR85kb4wA . Just trying to help you out so please don't take any of this the wrong way and that suggestion above about melee weapons is ignorable since I may develop a mod that does just that.
Sorry, If I'm nagging you I just find this concept very promising. :coolvaultboy:
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Guy Pearce
 
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Post » Sun Feb 14, 2010 5:18 pm

Actually, the rifle butt/pistol whip attack might not be too hard to implement. For the time being, the attack will just be a separate weapon that the player equips from a menu list activated with a key press. The weapon will just be a knife animation with pistol mesh, and the rifle butt will use the pool cue animation, same with the bayonet.

As for a key press attack, well, I think that a script that equips the melee version of the weapon, attacks (FireWeapon?) and then re-equipping the previous, regular version of the gun. I doubt it will be that easy, though. :(

I won't be implementing melee or unarmed weapons. Sometime in the future I might, but really don't count on it.

Oh, and an update of the mod itself: I have the base weapons ready in the GECK. No scripting or anything, just the stats. I'll make the meshes next, then I'll finally get around to adding the scripts. It will take some time to get it all done. I hope I'll have some proof of concept or something done soon!
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Steve Smith
 
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Post » Sun Feb 14, 2010 12:48 pm

Might I suggest that the standard .32 hunting rifle be included in the mod? Sure we can modify it with WMK but the Hunting Rifle is like the ultimate "this weapon has saved my life" weapon and was usually everyone's first weapon in the beginning.
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Tyrel
 
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Post » Sun Feb 14, 2010 1:20 pm

Might I suggest that the standard .32 hunting rifle be included in the mod? Sure we can modify it with WMK but the Hunting Rifle is like the ultimate "this weapon has saved my life" weapon and was usually everyone's first weapon in the beginning.


true.
anyways, looking forward to this mod, but if you did implement melee id put a long sharp spike on the end of a powerfist
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Ashley Campos
 
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Post » Sun Feb 14, 2010 8:00 am

I think C_L_Shade did something similar in oblivion. Called old friends or somesuch if I recall correctly. Too lazy to search TES nexus right now.
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Krystina Proietti
 
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Post » Sun Feb 14, 2010 10:51 am

Just a small update: I've gotten permission to use the meshes/textures and whatnot for all of the weapons planned to be in the mod. So that means I can begin messing around with the models in NifSkope, and hopefully provide some pictures.
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Rebecca Dosch
 
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Post » Sun Feb 14, 2010 10:56 am

I don't know if you've ever played any of the S.T.A.L.K.E.R. games, but in Clear Sky one was able to upgrade his weapons.

Mostly, this dealt with internal mechanics of the gun, and a few upgrades restricted the gun to ceratin modes of fire. So you could have a feature greatly enhancing firepower and accuracy, but limiting the weapon to semi automatic fire. Or on the other hand, you could modify a weapon to have an even greater rate of fire at the cost of using semi-automatic at all. Just a thought.


EDIT: Never mind, I missed the switching caliber notes.

Will you add other weapons as the mod progresses? Schofields and Colt revolvers were popular mediums for gun tinkerers in the 1800s....and I've yet to see a good Remington or Sharps lookalike ingame yet. Just a hint (though when I think on, I'm at a loss as to what attachments you will put on them).


This is a promising idea! I hope I helped some, and good luck on getting this ambitious project finished. This is one mod I'll definetely start a new game for!
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Ymani Hood
 
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Post » Sun Feb 14, 2010 5:38 am

A revolver? Possibly, but definitely not in the version I'm working on right now. I'm already very busy making all of the possible M14 meshes in NifSkope. There's a lot of them! I've made 15 so far, and that's not nearly as many as there will be, I think. I'll have to check my lidt of weapon attachments.
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Barbequtie
 
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Post » Sun Feb 14, 2010 5:23 pm

If I had Fallout on PC, I would definitely get this mod. Seems like a great idea! Good job.

Also, props on the Winchester.

EDIT: Also, help me understand the mod more... You only have this one weapon during the entire game?
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danni Marchant
 
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Post » Sun Feb 14, 2010 10:11 am

Well, when the player finds the area with the weapon, they can only choose one. So it would be a good idea to save beforehand. You don't necessarily have to use or even carry the weapon around, it's just that you can only have one, cos it'd be overpowered if you had them all. In the Wheaton Armory (the place where the weapons are found), there will be a terminal and a note. The note will simply explain how to aquire the weapon, among other things, and through the terminal, the player gets the weapon, by selecting which one to use. The weapon will appear nearby. I might add a system where you can exchange the current Weapon of Choice for another.
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Yonah
 
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Post » Sun Feb 14, 2010 6:29 am

Well, when the player finds the area with the weapon, they can only choose one. So it would be a good idea to save beforehand. You don't necessarily have to use or even carry the weapon around, it's just that you can only have one, cos it'd be overpowered if you had them all. In the Wheaton Armory (the place where the weapons are found), there will be a terminal and a note. The note will simply explain how to aquire the weapon, among other things, and through the terminal, the player gets the weapon, by selecting which one to use. The weapon will appear nearby. I might add a system where you can exchange the current Weapon of Choice for another.


Alright. I was just wondering if this mod made all other weapons in the game useless.
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Lynette Wilson
 
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