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
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
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.