[REL] Weapon Mod Kits (Thread 02)

Post » Tue Sep 01, 2009 9:02 pm

Can I recommend tweaking the extended mag size for the assault rifles? Today I started using XFO and decided to tweak the G3 and AK mag sizes. I ended up going with 50 for the AK with extended clip, and 30 for the G3. and tweaked the base clip sizes to 20(G3) and 30(AK) respectively. The drum magazine used on the old tommy gun comes in two sizes; 50 and 100. (I actually did not know that, I always thought it was just 100.) It makes the AR's more authentic as well as making the game more enjoyable, putting an extended clip on the G3 has actually made the difference between life and death SEVERAL times now, it also makes reloading more tactical. (as anybody who has used the G3 unlock in battlefield 2 will tell you, that thing is a beast but runs out of ammo so fast!) Of course this may be purely because of XFO, but it also seems to make the guns more balanced, but that is going more into a complete weapon overhaul than just magazine sizes. :shrug: it's no big deal for me to change clip sizes in the GECK so it's your call.

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.


Got another new mesh fix for you to consider: Environment mapping on the lenses of the scopes.

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:


This would go against the principle that every lovingly applied mod is supposed to increase durability, though. And I think effects from a mod should be the same across all weapons regardless of realism issues for one specific gun, or else it would become confusing. In my opinion, it would have been better to not being able to silence the magnum from the start.


... 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.


could you make it so that you don't need an extra "mod kit workbench" to mod ur guns, but rather just use the normal workbenches for it?


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.


is it possible to make a gun work bench buyable as a house upgrade?


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 have tested it myself. With a mod that jacks the base VATS to-hit of a weapon up to 100, I have a 94% chance to hit the body of the Megaton brahmin. With default value? 33%.

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).
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Breautiful
 
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Post » Tue Sep 01, 2009 8:06 pm

*snip*


Each of those conditionals would be running all the time. IIRC, in the GECK wiki there was a warning on conditions for Spells/Object Effects (whatever it's called now, it was "Spells" in the Oblivion days): Too many can bog down the system. IMO, having it add and remove perks would be best, or maybe flipping a new global variable that the invisible perk has a condition to with the Equip/Unequip block.

Also... Not sure if this got fixed in FO3, but in Oblivion, I discovered that two objects with the same script appended to them may have issues when equipped and unequipped in the same action (basically, clicking on a new weapon, causing an unequip to equip the new weapon).

Also, I had another weapon mod idea for ya: Hair-triggers. What do they do? They greatly decrease the cycle time for revolver weapons
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Genocidal Cry
 
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Post » Wed Sep 02, 2009 3:36 am

I recently downgraded FO3 to version 1.15 to fix the VATS issue. So I have to use FOSE beta4. Is there a version of this mod that will work with older versions of FOSE?
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Rudi Carter
 
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Post » Tue Sep 01, 2009 8:06 pm

I recently downgraded FO3 to version 1.15 to fix the VATS issue. So I have to use FOSE beta4. Is there a version of this mod that will work with older versions of FOSE?


There's the older version, 1.0, that doesn't use FOSE at all. I'm at the same place you are... I hate patch 1.1, it's screwed up VATS really badly... but my FOSE mods use FOSE 1, which requires 1.1. Stuck between a rock and a hard place....
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yermom
 
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Post » Tue Sep 01, 2009 3:50 pm

perhaps that is mod to make... if I was good enough... a vats fix patch...
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Elizabeth Davis
 
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Post » Wed Sep 02, 2009 12:40 am

Where can I download older versions?
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candice keenan
 
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Post » Tue Sep 01, 2009 2:52 pm

On the nexus download tab, it lists multiple version. Old version is that bottom one.
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Monika
 
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Post » Wed Sep 02, 2009 5:38 am

Idea:

Instead of placing an extra WMK-Workbench next to a normal Workbench, why not just place an object on the normal workbench, which, when activated, does the weaponmodding.

Like some sort of "special" tool box or something...


edit: just thought that you could also make it so that you can pick up the toolbox if you want to (altough it's heavy), carry around and use it whereever u are
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Elizabeth Davis
 
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Post » Tue Sep 01, 2009 8:31 pm

Reposting something from the previous thread...

I also discovered something: The hammer animation for two pistols don't play with the auto-fire mechanism installed. Change the attack anim back from AttackLoop to AttackRight, and then increase the Attack Multiplier in the Animation section to 2.



Thataway, the gun will still be rapid fire, and the action mechanisms will still animate. I got it working on my setup. 10mm with Auto-fire and X-Clip.
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Connie Thomas
 
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Post » Wed Sep 02, 2009 6:48 am

Could I request that you put the item ids in the next readme file? Normally I wouldn't want to cheat but if I do something like accidentaly using my fully moded out hunting rifle to repair another trash hunting rifle (doh) it would be nice to be able to add.item the mod kits back in so i can fix it (if i reload isn't handy).

Also any chance someone here could list them for me?
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Jessica Raven
 
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Post » Wed Sep 02, 2009 4:40 am

I've been loving this mod, coupled with XFO and MMM is makes it very useful!

However could someone please give me a pointer where to get a Silencer WMK?

I'm level 6 (very slow leveling mod) and have visited the majority of the map below the river, but not been 'inside' many of the locations. Also I have located many of the wreaks, shacks etc. for loot. Anyway, I have 4 Clip Extenders, 4 Auto-Fires, 2 Scopes, 2 Laser Sights but not a single Silencer! Any pointers please anyone?

Thanks,
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megan gleeson
 
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Post » Wed Sep 02, 2009 12:01 am

I've been loving this mod, coupled with XFO and MMM is makes it very useful!

However could someone please give me a pointer where to get a Silencer WMK?

I'm level 6 (very slow leveling mod) and have visited the majority of the map below the river, but not been 'inside' many of the locations. Also I have located many of the wreaks, shacks etc. for loot. Anyway, I have 4 Clip Extenders, 4 Auto-Fires, 2 Scopes, 2 Laser Sights but not a single Silencer! Any pointers please anyone?

Thanks,

I get mine off of silenced 10mm pistols, though I'm sure you could find them on modded guns later on.
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lacy lake
 
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Post » Tue Sep 01, 2009 6:27 pm

I've been loving this mod, coupled with XFO and MMM is makes it very useful!

However could someone please give me a pointer where to get a Silencer WMK?

I'm level 6 (very slow leveling mod) and have visited the majority of the map below the river, but not been 'inside' many of the locations. Also I have located many of the wreaks, shacks etc. for loot. Anyway, I have 4 Clip Extenders, 4 Auto-Fires, 2 Scopes, 2 Laser Sights but not a single Silencer! Any pointers please anyone?

Thanks,


I _think_ I got one from the Bethesda ruins indoor part...
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Steeeph
 
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Post » Tue Sep 01, 2009 9:48 pm

Idea:

Instead of placing an extra WMK-Workbench next to a normal Workbench, why not just place an object on the normal workbench, which, when activated, does the weaponmodding.

Like some sort of "special" tool box or something...


edit: just thought that you could also make it so that you can pick up the toolbox if you want to (altough it's heavy), carry around and use it whereever u are



so, what do you think bout that?
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Angus Poole
 
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Post » Tue Sep 01, 2009 7:02 pm

Idea:

Instead of placing an extra WMK-Workbench next to a normal Workbench, why not just place an object on the normal workbench, which, when activated, does the weaponmodding.

Like some sort of "special" tool box or something...


edit: just thought that you could also make it so that you can pick up the toolbox if you want to (altough it's heavy), carry around and use it whereever u are


That would still require hand-placing the toolbox everywhere it needs to go, but I may consider it if I absolutely can't find a (nicely conflict-free) way to use the original workbenches. The idea to make them portable but very heavy might be a good one, actually (and I would make them very heavy). It reminds me of what I did with the bathtubs in my 'Bathing Mod' for Oblivion, actually; I made those very heavy to discourage the player from just carting one around everywhere.

The idea that popped into my head to utilise the base workbenches without touching them was to add an object (a special wrench, maybe) that has a script on it that lets you modify weapons - but only if you're standing near a workbench. Maybe using the FOSE function 'http://fose.silverlock.org/fose_command_doc.html#GetBaseObject' somehow... but I'm not really sure about that at this point.


Reposting something from the previous thread...

I also discovered something: The hammer animation for two pistols don't play with the auto-fire mechanism installed. Change the attack anim back from AttackLoop to AttackRight, and then increase the Attack Multiplier in the Animation section to 2.

Thataway, the gun will still be rapid fire, and the action mechanisms will still animate. I got it working on my setup. 10mm with Auto-fire and X-Clip.


I tried that when first making the mod, but changed it to AttackLoop straight away: I much prefer the look of it that way. It looked like footage of someone firing a gun normally, only played at double-speed, otherwise. The way it is now, the action of the hammer (and the slide, I guess) not behaving realistically is mildly annoying, but much less noticeable, I think. You're the first person to say something about it, in fact. ;)


Could I request that you put the item ids in the next readme file? Normally I wouldn't want to cheat but if I do something like accidentaly using my fully moded out hunting rifle to repair another trash hunting rifle (doh) it would be nice to be able to add.item the mod kits back in so i can fix it (if i reload isn't handy).

Also any chance someone here could list them for me?


I intended to have unmodified weapons repairable by modified weapons just because it seemed like something that should be possible - but it doesn't actually seem to be working at the moment; for me, anyway. I might just leave it that way as a safety. It's hard to imagine anyone being in a situation where they would want to throw away a modified weapon like that to partially repair an unmodified weapon.
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Cathrine Jack
 
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Post » Tue Sep 01, 2009 8:00 pm

Alrighty, I just updated WMK to v1.0.3:

Version 1.0.3 (25-02-09)
- Lever Rifles/Lincoln's Repeater can now accept scopes.
- Reload animation on auto-fire combat shotgun improved (but still a bit of a nasty hack).
- Added dedicated silenced gunshot sounds for rifles and automatic rifles respectively (they no longer use the silenced 10mm sound).
- Reduced chance of finding a Mod Kit in 'military' loot containers.
- Weapons with laser sights are now more accurate in VATS, and weapons with auto-fire mechanisms added are now less accurate in VATS.
- Material fix for lens on scoped Assault Rifles and Chinese Assault Rifles.
- Modified 10mm SMGs are now wielded in two hands (unmodified 10mm SMG remains unchanged).
- Disabled part of WMK that allowed unmodified weapons to be repaired with modified weapons (didn't seem to work anyway, and is probably more user-friendly this way).
- Items are now correctly added to merchants' inventories again (was broken going from v1.0 to v.1.0.1).


I updated the first post - there's now a download mirror at Planet Fallout too.
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Lyd
 
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Post » Wed Sep 02, 2009 2:15 am

Just a minor thing, the readme on the file description you didn't add to the long-list of mods, scopes to lever rifle. Havent checked the included readme yet.
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David Chambers
 
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Post » Wed Sep 02, 2009 7:04 am

Thank you. Wouldn't play without your mod anymore ^_^
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Emily Shackleton
 
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Post » Tue Sep 01, 2009 7:17 pm

*EDIT* Nevermind...
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Natasha Biss
 
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Post » Tue Sep 01, 2009 5:31 pm

@ Antistar.

First of all, I'm totally noob when it comes to mods, so there might be an obvious solution to this...

Anyway, I've installed your mod Antistar, but just get this message in the Pipboy display;

PipOS Error - 26
(file not found)

Any idea what I did wrong and what should I do?
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Setal Vara
 
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Post » Wed Sep 02, 2009 3:17 am

love this mod first off!!
You said you might be doing big guns.. why not have some form of stabilizer so the accuracy of these weapons is improved. thats probbly the only thing i can think of for big guns

And i saw you mentioned repair weapons with scrap metal... not sure if you'd want to do this.. but why not add a fucntion to the bench that takes scrap metal or other metal clutter items and essential breaks them down into a kind of spare parts that can be used to fix weapons.. you could jsut add say a pistol with no damage t the users inventory. Different "parts" for different guns would require more scrap metal/clutter and would essential effect the durability of these parts. It would be easy in the sense that you wouldn't have to change any repair lists.. jsut add these "parts" to the repair list
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Silencio
 
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Post » Wed Sep 02, 2009 1:12 am

Something just occurred to me...

In unlikely event that one wants to remove WMK, the latest version will cause a CTD if a savegame is loaded without it. Why? Perks. It's been discovered that a perk will cause CTDs if the module that handles it is removed.

I recommend a menu option put onto the WMK workbenches to remove the perk in the event that someone wishes to uninstall WMK.
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Minako
 
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Post » Wed Sep 02, 2009 5:26 am

You know, it's pretty much impossible to suppress a revolver. =\
(Unless it's a Nagant revolver.)
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Jamie Lee
 
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Post » Tue Sep 01, 2009 4:36 pm

You know, it's pretty much impossible to suppress a revolver. =\
(Unless it's a Nagant revolver.)

RTM

Q) But you can't silence revolvers! Why have you included silenced revolvers?
A) While it requires more than (say) just attaching a screw-on silencer to a 44 Magnum to achieve it, there does exist such a thing as a silenced revolver (see for example the Nagant M1895 revolver) - and that was close enough for me. (See above Q&A point). There's more in those Silencer Mod Kit boxes than just a screw-on silencer, you see... ;-)

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Luis Longoria
 
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Post » Tue Sep 01, 2009 9:34 pm

Well, what do you know; this looks an awful lot like an interview with me on Planet Fallout: http://planetfallout.gamespy.com/articles/interviews/541/Fallout-3-State-of-Modding-VI

*ahem*


Just a minor thing, the readme on the file description you didn't add to the long-list of mods, scopes to lever rifle. Havent checked the included readme yet.


*slaps forehead* I knew I was forgetting something; well spotted.


@ Antistar.

First of all, I'm totally noob when it comes to mods, so there might be an obvious solution to this...

Anyway, I've installed your mod Antistar, but just get this message in the Pipboy display;

PipOS Error - 26
(file not found)

Any idea what I did wrong and what should I do?


It sounds like the mod was not installed correctly and/or you haven't enabled 'archiveinvalidation'. Check the FAQ and installation instructions in the WMK readme.


love this mod first off!!
You said you might be doing big guns.. why not have some form of stabilizer so the accuracy of these weapons is improved. thats probbly the only thing i can think of for big guns

And i saw you mentioned repair weapons with scrap metal... not sure if you'd want to do this.. but why not add a fucntion to the bench that takes scrap metal or other metal clutter items and essential breaks them down into a kind of spare parts that can be used to fix weapons.. you could jsut add say a pistol with no damage t the users inventory. Different "parts" for different guns would require more scrap metal/clutter and would essential effect the durability of these parts. It would be easy in the sense that you wouldn't have to change any repair lists.. jsut add these "parts" to the repair list


I decided against the repairing with scrap metal thing in the end: Lever Rifles are back to using the hunting rifle repair list - same as Lincoln's Repeater.


Something just occurred to me...

In unlikely event that one wants to remove WMK, the latest version will cause a CTD if a savegame is loaded without it. Why? Perks. It's been discovered that a perk will cause CTDs if the module that handles it is removed.

I recommend a menu option put onto the WMK workbenches to remove the perk in the event that someone wishes to uninstall WMK.


*Ugh* Good point; I remember reading something about that now.
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Kristina Campbell
 
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