[REL] Weapon Mod Kits (Thread 02)

Post » Tue Sep 01, 2009 8:53 pm

Hey man,

Any plans for adding Energy Weapon and Big Gun modkits in the near future? I'd be your best friend... ;)

Seriously, well done for getting to Number One on falloutnexus, you easily deserved it.

You've made a good game that much better :)

Attentater
User avatar
Andrew Tarango
 
Posts: 3454
Joined: Wed Oct 17, 2007 10:07 am

Post » Tue Sep 01, 2009 4:09 pm

Well, Attentator. Looking at the FAQ the big guns and energy weapons mod will come. It's just a lot of work so it'll be a while.

Oh and nice model shot in the interview, Antistar :D

EDIT: Oh sweet. Another Australian modder. Represent! Haha and you were on Good Game.

:o And you were the modder that made Hoarfrost. I freaking love you, man.

*Ahem* In a brotherly, modder way, of course :)
User avatar
Olga Xx
 
Posts: 3437
Joined: Tue Jul 11, 2006 8:31 pm

Post » Tue Sep 01, 2009 5:14 pm

Just downloaded 1.03 - been using your mod for a few weeks and think it is fantastic.

Don't know if it has been mentioned before but I noticed that after I added a scope to the old Lincoln's rifle that when I holstered the weapon, the laser remained on. I think it might be the only one that does that (I think I have now added a laser to everything that can accept one).

Looking forward to further upgrades. IMO, this one along with two other favorites, MMM and XFO, should be considered essential.
User avatar
Fam Mughal
 
Posts: 3468
Joined: Sat May 26, 2007 3:18 am

Post » Wed Sep 02, 2009 1:43 am

That is a known bug by-tor. It is under investigation, and should be fixed soon enough.
User avatar
Cameron Wood
 
Posts: 3384
Joined: Wed Oct 31, 2007 3:01 pm

Post » Tue Sep 01, 2009 6:09 pm

Well, Attentator. Looking at the FAQ the big guns and energy weapons mod will come. It's just a lot of work so it'll be a while.

Oh and nice model shot in the interview, Antistar :D

EDIT: Oh sweet. Another Australian modder. Represent! Haha and you were on Good Game.

:o And you were the modder that made Hoarfrost. I freaking love you, man.

*Ahem* In a brotherly, modder way, of course :)


That's Attentater to you, boy! :P

Yeah, I read the FAQ shortly afterwards, but I was too embarassed/lazy to come and edit it. I would still love to know how far in progress this particular part is, though :)

@Antistar and Smokindan: Go Australia! Woo!! *Runs around in circles yelling, "Aussie Aussie Aussie!" in convention Australian accent*. Just had kangaroo for dinner, by the way. I really need to eat more of that stuff: I'm addicted!
User avatar
Roddy
 
Posts: 3564
Joined: Fri Jun 15, 2007 11:50 pm

Post » Wed Sep 02, 2009 5:26 am

Just two things regarding the new version:

1. I assume I can upgrade to the new version by just overwriting everything and making sure the .esp is still checked in FOMM. I won't have to unattach WMKs that are already on weapons that I use?

2. Is it normal to get about 5 or 6 WMKs from the Outcast's Outpost for Operation Anchorage? I've been playing for about 15 hours prior to OA and got 1 scope, 1 laser, 1 silencer, 3 autofires and 2 extended mags, after looting the rather small outpost I got at least one of each type of mod! Seems like alot for an area with only about 30 or 40 lootable containers.

Thanks,
User avatar
Samantha Jane Adams
 
Posts: 3433
Joined: Mon Dec 04, 2006 4:00 pm

Post » Tue Sep 01, 2009 7:27 pm

Just two things regarding the new version:

1. I assume I can upgrade to the new version by just overwriting everything and making sure the .esp is still checked in FOMM. I won't have to unattach WMKs that are already on weapons that I use?

2. Is it normal to get about 5 or 6 WMKs from the Outcast's Outpost for Operation Anchorage? I've been playing for about 15 hours prior to OA and got 1 scope, 1 laser, 1 silencer, 3 autofires and 2 extended mags, after looting the rather small outpost I got at least one of each type of mod! Seems like alot for an area with only about 30 or 40 lootable containers.

Thanks,


well, they are supposed to have more of the advanced tech, so I guess it would fit in.
User avatar
Tyler F
 
Posts: 3420
Joined: Mon Aug 27, 2007 8:07 pm

Post » Tue Sep 01, 2009 11:07 pm

RTM

I did. Sorry, but it's just not possible. At all.
User avatar
Cassie Boyle
 
Posts: 3468
Joined: Sun Nov 05, 2006 9:33 am

Post » Tue Sep 01, 2009 4:59 pm

Well yesterday I wandered down to Rivet City from the Flooded (Arlington) Metro via the Library and ran into several sets of Raiders (including about 12 at the raider camp opposite the Flooded Metro) and a few of them had WMKs and Lever Rifles on them or in the boxes nearby. I did go from level 6 to level 8 while in OA, so I'm guessing I have leveled up enough for them to become more common.

Anyway, I would still like the answer to my second question:

2. Is it normal to get about 5 or 6 WMKs from the Outcast's Outpost for Operation Anchorage? I've been playing for about 15 hours prior to OA and got 1 scope, 1 laser, 1 silencer, 3 autofires and 2 extended mags, after looting the rather small outpost I got at least one of each type of mod! Seems like alot for an area with only about 30 or 40 lootable containers.


As for the whole silenced revolvers, yes it is possible and people have pointed out that particular model of Russian revolver, however it requires special ammunition to get the gas-seal correctly, it also has a special firing mechanism when the barrel rotates and is very slow to reload, none of which are present on the FO3 revolver. I am with the crowd that says it shouldn't have a silencer because a revolver with a silencer is the exception, not the rule. However its not my mod so if I ever get a revolver in the game I just won't put a silencer on it. Not that I have found one yet!

Thanks,
User avatar
TIhIsmc L Griot
 
Posts: 3405
Joined: Fri Aug 03, 2007 6:59 pm

Post » Tue Sep 01, 2009 7:16 pm

I did. Sorry, but it's just not possible. At all.

*Ahem*
Q) Can I criticise you for implementing something in WMK in an 'unrealistic' way?
A) Well I can't stop you, but I might save you from wasting your time by telling you now that I won't care. This mod does not attempt to be perfectly 'realistic' - it is intended to make gameplay additions to Fallout 3; no more or less.

User avatar
Lexy Dick
 
Posts: 3459
Joined: Mon Feb 12, 2007 12:15 pm

Post » Tue Sep 01, 2009 11:14 pm

*Ahem*


I'm just saying it's not possible.
If you want to have something unrealistic in your mod that's you.
I'm just letting you know that it doesn't make sense.
User avatar
liz barnes
 
Posts: 3387
Joined: Tue Oct 31, 2006 4:10 am

Post » Wed Sep 02, 2009 6:24 am

I'm just saying it's not possible.
If you want to have something unrealistic in your mod that's you.
I'm just letting you know that it doesn't make sense.

And i'm just telling you that antistar made it clear that he doesn't care about realism or possible.
User avatar
Mylizards Dot com
 
Posts: 3379
Joined: Fri May 04, 2007 1:59 pm

Post » Tue Sep 01, 2009 5:22 pm

Is it normal nowadays that people keep whining about realism in Fallout 3 Oo

Great mod by the way. :D
User avatar
Lou
 
Posts: 3518
Joined: Wed Aug 23, 2006 6:56 pm

Post » Tue Sep 01, 2009 7:00 pm

I think I noticed a problemo with the 10mm SMG now >_> I have the extended clip + Laser sight + Silencer combo on it only and....well, the reload animation seems very odd overall. I can't describe it really. Just sort of looks like you pull the gun off-screen in first person and that's it.
User avatar
Jennifer Rose
 
Posts: 3432
Joined: Wed Jan 17, 2007 2:54 pm

Post » Wed Sep 02, 2009 4:34 am

...
I am with the crowd that says it shouldn't have a silencer because a revolver with a silencer is the exception, not the rule. However its not my mod so if I ever get a revolver in the game I just won't put a silencer on it. Not that I have found one yet!

Thanks,


Then don't put a silencer on your own revolver.
:shrug: The game makes many leaps from realism to fantasy, and in the end fun is the most important factor.
User avatar
Avril Churchill
 
Posts: 3455
Joined: Wed Aug 09, 2006 10:00 am

Post » Wed Sep 02, 2009 6:56 am

I am with the crowd that says it shouldn't have a silencer because a revolver with a silencer is the exception, not the rule.


Eh...

*looks around at the posts*

What crowd?

Seriously, this is a mod you don't have to use you know. And if you do use it, don't put a silencer on your revolver.
User avatar
Nick Pryce
 
Posts: 3386
Joined: Sat Jul 14, 2007 8:36 pm

Post » Tue Sep 01, 2009 7:19 pm

I know you probably have more ideas than time, but I wanted to give some energy weapon kit ideas...

Power Converter Kit
Changes the ammo type of the weapon to a higher output battery, increasing Damage, but also greatly increasing Durability damage per shot. (Energy Cell -> Microfusion Cell -> Electron Charge Pack -> Fission Battery)

Faceted Focusing Crystal
A crystal that can be rotated to either focus or disperse the laser, giving it a mode switch. (More accurate to long range but less damage, adequate for energy sniping; Good damage at moderate range; And a very powerful but scattered "Protectron's Gaze" shotgun-style)

Waste Heat Capture Kit
This small battery charger powers the battery with the wasted heat from firing. (less energy/shot)

Auto-Fire Kit
Self-explanatory (Col Autumn's e-pistol has one)
User avatar
Sheila Esmailka
 
Posts: 3404
Joined: Wed Aug 22, 2007 2:31 am

Post » Wed Sep 02, 2009 4:39 am

maybe rechambering? a .308 assault rifle would be neat, here are my idea's

barrel rechamber kit[ rechambers your weapon to another type of ammo.

stabelizing stock[ this stock make's it easyer for you to aime so your accurry wil go up by ** (fill in yourself)
User avatar
Assumptah George
 
Posts: 3373
Joined: Wed Sep 13, 2006 9:43 am

Post » Tue Sep 01, 2009 6:47 pm

Thanks for the comments and suggestions, everyone. :)

I just released an optional add-on for WMK that I've been working on: a visual replacer for the Combat Shotgun - replacing it with an AA-12 Shotgun. It's available from the same download locations as the main mod. A quote from the readme:

This is an optional add-on for Weapon Mod Kits (WMK) that replaces the Combat Shotgun from vanilla Fallout 3 with an AA-12 Shotgun (Auto Assault-12 Shotgun).

AA-12 Wikipedia entry: http://en.wikipedia.org/wiki/Atchisson_Assault_Shotgun
AA-12 demonstration video: http://www.youtube.com/watch?v=hhstuvzMiB0

It is a visual replacer only: the stats of the Combat Shotgun remain the same as in vanilla Fallout 3 (and WMK). I made this replacer for a few reasons:

1) I think the AA-12 Shotgun is pretty cool.
2) The model used for the Combat Shotgun in vanilla Fallout 3 is very nice, but it is not a shotgun: it is a Russian PPSh-41 submachine gun (http://en.wikipedia.org/wiki/PPSH).
3) This neatly gets around the animation problems encountered when making the vanilla Combat Shotgun an auto-fire weapon.
4) The AA-12 is designed to use a smaller-capacity box magazine or a larger-capacity drum magazine, which lends itself well to implementation in WMK.


A few notes:

The real AA-12 can be fired in semi-automatic or fully-automatic mode by default, but the default AA-12 Combat Shotgun with this replacer installed is still semi-automatic only (though it can be modified with an Auto-Fire Mod Kit, of course). Let's just assume that the majority of the AA-12 Combat Shotguns found in the Wasteland are civilian sporting models that had their fully-automatic firing mode disabled in the factory. ;-)

The drum magazine for the real AA-12 features a transparent back, so that the user can see how many rounds are left in the magazine - but to the best of my knowledge, at this stage (and maybe always) a feature like that is impossible in Fallout 3. So instead I made the drum magazine completely opaque - the same as the (real) box magazine.

The AA-12 Combat Shotgun will reload slightly faster than the vanilla Combat Shotgun, due to a different animation type being used.


Screenshots:

http://i21.photobucket.com/albums/b300/jlollback/fallout3/wmk_aa12_promo01.jpg
http://i21.photobucket.com/albums/b300/jlollback/fallout3/wmk_aa12_shotgun01.jpg


Well, Attentator. Looking at the FAQ the big guns and energy weapons mod will come. It's just a lot of work so it'll be a while.

Oh and nice model shot in the interview, Antistar :D

EDIT: Oh sweet. Another Australian modder. Represent! Haha and you were on Good Game.

:o And you were the modder that made Hoarfrost. I freaking love you, man.

*Ahem* In a brotherly, modder way, of course :)


:biglaugh: Thanks. Yeah, on the plane over to the GDC, it turned out I was sitting behind the producer of Good Game. She and I (and some of the other guys on the team) got to talking, and so then when she spotted me one day at the conference she pulled me aside for an interview. So I ended up being on Good Game for about 15 seconds. ;) The GDC was awesome.

I'm glad to hear you like Hoarfrost Castle - oh, and you made the Trophy mods for the player houses; I use those. Nice work. :tops:


Just downloaded 1.03 - been using your mod for a few weeks and think it is fantastic.

Don't know if it has been mentioned before but I noticed that after I added a scope to the old Lincoln's rifle that when I holstered the weapon, the laser remained on. I think it might be the only one that does that (I think I have now added a laser to everything that can accept one).

Looking forward to further upgrades. IMO, this one along with two other favorites, MMM and XFO, should be considered essential.


I haven't been able to fix the laser sight staying on with the Lever Rifle so far. Madcat, I don't suppose you've had any sudden insights or epiphanies on this? I don't know if you saw it, but I mentioned over at TESEyeCandy that the beam effect being on an animated part of the weapon wasn't what was causing it to not turn off. It seems to be linked to the animation type selected for the weapon, because simply changing a Lever Rifle to 'twohandautomatic' made the beam effect switch off properly - but meant that the weapon wouldn't fire properly (or at all, I can't remember). This would make sense since I had to copy the 'invisnode' thing from the plasma rifle (rather than the plasma pistol) to the assault rifles and sniper rifle to get the laser sight to switch off properly for those - and they use the same animation type.


Just two things regarding the new version:

1. I assume I can upgrade to the new version by just overwriting everything and making sure the .esp is still checked in FOMM. I won't have to unattach WMKs that are already on weapons that I use?

2. Is it normal to get about 5 or 6 WMKs from the Outcast's Outpost for Operation Anchorage? I've been playing for about 15 hours prior to OA and got 1 scope, 1 laser, 1 silencer, 3 autofires and 2 extended mags, after looting the rather small outpost I got at least one of each type of mod! Seems like alot for an area with only about 30 or 40 lootable containers.

Thanks,


1. You can just overwrite everything and go for it, yes. I probably should have mentioned this specifically in the readme, sorry.

2. I don't have Operation Anchorage, but it sounds like the part you're talking about would be full of 'military loot'. In WMK v1.0.3 I reduced the chance that Mod Kits will spawn in 'military loot', because - well - too many were spawning. ;)
User avatar
Sammie LM
 
Posts: 3424
Joined: Thu Nov 30, 2006 1:59 pm

Post » Wed Sep 02, 2009 12:40 am

OK, here is my request: I'd like to release a patch for this wonderful mod and Missing Unique Weapons - Enhanced, but it only makes sense to get your OK(as last time you were slightly defensive about addons for this mod), but I am certain you'll allow it.

Oh, and using http://www.fallout3nexus.com/downloads/file.php?id=4447 will allow you to edit weapons at the normal workbench, only without any conflicts with other mods that do so. It's already catching on, two mods use it, and both are fairly big(though not perfect). 100% compatible with other mods that edit the workbench, so long as they use CRAFT. I'm going to recommend this to the makers of BRASS as well.
User avatar
Ricky Meehan
 
Posts: 3364
Joined: Wed Jun 27, 2007 5:42 pm

Post » Tue Sep 01, 2009 10:49 pm

Is it normal nowadays that people keep whining about realism in Fallout 3 Oo

Great mod by the way. :D


These are the same people who complain about realism in Oblivion.
User avatar
Kaley X
 
Posts: 3372
Joined: Wed Jul 05, 2006 5:46 pm

Post » Tue Sep 01, 2009 2:50 pm

OK, here is my request: I'd like to release a patch for this wonderful mod and Missing Unique Weapons - Enhanced, but it only makes sense to get your OK(as last time you were slightly defensive about addons for this mod), but I am certain you'll allow it.

Oh, and using http://www.fallout3nexus.com/downloads/file.php?id=4447 will allow you to edit weapons at the normal workbench, only without any conflicts with other mods that do so. It's already catching on, two mods use it, and both are fairly big(though not perfect). 100% compatible with other mods that edit the workbench, so long as they use CRAFT. I'm going to recommend this to the makers of BRASS as well.


What I was 'slightly defensive' about was the possibility of you releasing something that altered or was based on WMK without asking permission first (which is what seemed to be happening at the time) - as the readme included with the mod has always specified that permission needs to be sought first. That said, going ahead with your plan is fine: as long as what you release is a plugin that is dependent on the main WMK esp - rather than a modified version of the main WMK esp.

CRAFT is something I'm considering, though there are other 'solutions' I'm considering too.


Oh - and in case anyone is interested, I started working on implementing the Energy Weapons today. Unless I have to redo things, I've got the models for the Alien Blaster and Laser Pistol done so far. :)
User avatar
The Time Car
 
Posts: 3435
Joined: Sat Oct 27, 2007 7:13 pm

Post » Wed Sep 02, 2009 3:15 am

Oh - and in case anyone is interested, I started working on implementing the Energy Weapons today. Unless I have to redo things, I've got the models for the Alien Blaster and Laser Pistol done so far. :)


This calls for celebration! What great news! Can't wait for it, even though I prefer small guns, the more options the better :D
User avatar
BaNK.RoLL
 
Posts: 3451
Joined: Sun Nov 18, 2007 3:55 pm

Post » Wed Sep 02, 2009 4:18 am

Yay, and yes, I made it dependent on your file. Took me a while, but it finally got done. Turns out what I wanted to do is much easier when you do it in FO3edit. It was just a matter of adding some masters to a esp, and copying the weapon data for Wanda and Lawdog, and editing it in the new esp.
It was always going to need the WMK file, but I couldn't get it right three times.
Anyways, file is up.
User avatar
Kaylee Campbell
 
Posts: 3463
Joined: Mon Mar 05, 2007 11:17 am

Post » Wed Sep 02, 2009 3:54 am

Aww, yay energyweapons!
What upgrades will be on them?
Scope, of course, Lazersight I guess, but you can't really silence a lazerbeam, nor expand the gun's amagazine, right? I know you don't give a poo, but hey.
Ohohoh, are we going to have Sub-Machine-Lazer-Guns? :D
User avatar
CHANONE
 
Posts: 3377
Joined: Fri Mar 30, 2007 10:04 am

PreviousNext

Return to Fallout 3