Also I love how the hunting rifle seems to turn into a Springfield sniper rifle when fully modified!
I made the decision to make all Mod Kits have the same effects across all weapons - for the sake of consistency and simplicity, among other things. Gameplay over realism. Extended Magazine Mod Kits double the ammo capacity of a weapon: that's just what they do. Also, consider this for an example: both the unique Chinese Assault Rifle and the unique 10mm SMG are better than their non-unique counterparts because (among other reasons) they have higher ammo capacities. If I did what you are suggesting, I would be effectively gimping those weapons.
Some meshes already have it (specifically the hunting rifle, because I already set them up with that). From the looks of the G3 assault rifle, you spliced out the scope off of the Sniper Rifle. Look at the BSShaderPPLightingProperty on the Sniper Rifle's scope lens, and then imitate ALL of the settings and texture paths within from the sniper rifle's lens to the scoped G3 rifle. Then you'll get the shiny glass effect. You may need to re-do texture set overrides on it in the GECK, and it'll be obvious if you need to when you test it.
Also, some balance fixing. A silenced .44 Magnum is overpowered as far as stealth goes. Though you make the argument that revolvers can be silenced, there is one issue that got overlooked: gas pressure. Magnums get their immense power from very potent propellant in the bullet casing. Silencers work by trapping the violently expanding gases in a manner where they can't expand outward to create a flash and report. This takes its toll on a silencer. Since the Magnum has an even higher gas pressure than the average bullet, the rate in which a silenced .44 should deterioriate should be increased drastically. Use the Damage To Weapon Mult override. I just tried out setting it to 0.2, and I think it damages the weapon at a sufficient rate there.
Thanks for the tip on the environment mapping - it looks like I did miss a few settings there.
As for your suggested tweak to silenced .44 Magnums, I'll take it into consideration, but:
... raven777 basically described exactly why I might not be doing that. I disagree on the "not being able to silence the magnum from the start" part though, obviously.
Edit: I forgot to mention before - weapons with auto-fire mods are not set to degrade faster (or have worse durability) than other weapons: they only appear to degrade faster because they fire faster. It's especially noticeable with the Combat Shotgun because that weapon degrades quickly anyway.
It would be very easy for me to do this in a way that would conflict with virtually any other mod that touches the workbenches - but I want to avoid that. I'm trying to think of ways to use the default workbenches for this without actually touching them in any way - and I have some ideas, but I need to investigate them further. They may not work at all.
Yes, but the Megaton and Tenpenny Tower player homes are cramped enough as it is - even before taking into consideration the many many mods out there that make changes to those homes: there'd be conflicts up the wazoo. I chose to place WMK workbenches in logical places nearby those homes instead.
I'll do it again if you'd like. And post screenshots.
EDIT: Okay.... I may have stumbled upon a bug or something in my original test. Upon examining the screenshots, the torso chance to-hit increases drastically... but not any other body parts. Investigating further...
EDIT 2: Okay, I dunno what the heck it's doing. It reads 94% sometimes, 37% other times. I dunno what the heck I saw anymore... :confused:
Screens to prove I'm not crazy: :ahhh:
http://img23.imageshack.us/img23/5455/imnotcrazy1bz9.jpg
http://img12.imageshack.us/img12/2427/imnotcrazy2sh2.jpg
Anyhoo, there's an alternate way to give a VATS accuracy boost to laser-sighted weapons: adding and removing hidden perks that boost the VATS accuracy in OnEquip and OnUnequip script blocks.
So what the wiki said initially may be right after all. :huh: Has anyone changed it back? I suppose the default numbers in that field would bear that theory up; the missile launcher is quite easy to hit in someone else's hands, and it has quite a high number in that field, I noticed. Anyway, I'll try out the hidden perk thing. From having a brief look at one of the existing perks (the 'Commando' one, I think it was), it looks like I could just use a perk that's active all the time, with a condition that it only takes effect when certain weapons are used. There's already a form list with all the laser-sighted weapons in it in WMK, so hopefully it will all be easy (famous last words).