[REL] Weapon Mod Kits (Thread 04)

Post » Fri Feb 18, 2011 10:23 pm

Hi,

is it normal that when I add a scope to a M4 the damage is considerably reduced?


If you're talking about the Colt M4A1 Carbine, then I just checked it in WMK-FOOK2 (I happened to have it open in FO3Edit already - wink wink) and there's no difference in damage between scoped and un-scoped variants. What you're seeing is likely being caused by another mod; but I couldn't say which one/s, unfortunately.

Do make sure you have the latest versions of everything though, as ripple said.
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kirsty williams
 
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Post » Fri Feb 18, 2011 8:28 pm

I don't know if this is even possible using FOSE at all, but is there any way we could name our customised weapons from within the game? So that the players pistol will show as 'Scalptaker 10mm' in the equipment list instead of '10mm Pistol (LS, SI)', or however the player has chosen to name their personal weapon. I doubt there will often be more than one weapon with a specific modification set in the gameworld at any one time, so I suppose it wouldn't matter if it changed the name of all weapons of that configuration.
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Jani Eayon
 
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Post » Sat Feb 19, 2011 2:05 am

I don't know if this is even possible using FOSE at all, but is there any way we could name our customised weapons from within the game? So that the players pistol will show as 'Scalptaker 10mm' in the equipment list instead of '10mm Pistol (LS, SI)', or however the player has chosen to name their personal weapon. I doubt there will often be more than one weapon with a specific modification set in the gameworld at any one time, so I suppose it wouldn't matter if it changed the name of all weapons of that configuration.


I don't know if it's possible either. It's something I think would be well-suited to being a stand-alone mod, though.
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CxvIII
 
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Post » Fri Feb 18, 2011 5:52 pm

Okay, it's been a while, but here's a few updates:

WMK has been updated to v1.1.8:

Version 1.1.8 (31-01-10)
- New scope model for Lever Rifle and Lincoln's Repeater.
- Increased chances that NPCs will carry Mod Kits and modified weapons.
- Added modified variants of relevant weapons to 'SupermutantWeapons' formlist. (To be clear, this list defines which weapons Super Mutants *can* use, not necessarily which weapons they spawn with.)
- Decreased rate of fire for the Auto-Fire variants of the following weapons (and their unique variants): 10mm Pistol, Chinese Pistol, Alien Blaster, Plasma Pistol, Laser Rifle, Plasma Rifle.



http://www.fallout3nexus.com/downloads/file.php?id=4968 has been updated to v1.0.2:

Version 1.0.2 (31-01-10)
- Updated to be compatible with WMK v1.1.8 (new scope models for Henry Rifle/Lincoln's Repeater).
- Updated appearance of A3-21's Plasma Rifle and G3A3 Assault Rifle to match their appearance in FOOK2 RC1.0.
- Implemented weapons AK-47, AK-74, FN SCAR-L Mk.16, HK MP5A4, HK MP5SD5, Springfield M14 and Steyr Scout Tactical.
- Fixed shell casing model path for Annihilator Minigun (LS).
- Changed scope reticle used by P90 (SC) variants to one that works correctly.
- Various small fixes - both general fixes and fixes for the sake of compatibility with FOOK2 RC1.0.



WMK-PointLookout (vanilla and FOOK2 versions) has been updated to v1.0.1:

Version 1.0.1 (31-01-10)
- Updated to maintain compatibility with WMK v1.1.8 (added new scope model to Lever Rifle/Backwater Rifle).



Some new images (more on the Nexus download page):

- http://i21.photobucket.com/albums/b300/jlollback/fallout3/wmk_lar_promo02.jpg
- http://i21.photobucket.com/albums/b300/jlollback/fallout3/wmk_lar_promo03.jpg
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laila hassan
 
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Post » Sat Feb 19, 2011 8:47 am

Awesome! Thank you for the updates :woot:
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Avril Churchill
 
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Post » Sat Feb 19, 2011 8:50 am

Oh my science that is pretty.
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Quick Draw III
 
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Post » Fri Feb 18, 2011 9:39 pm

FOOK2 M14 moddable? You sir have won me yet again.
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Emmanuel Morales
 
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Post » Sat Feb 19, 2011 3:53 am

would it be possible to implement a menu choice that lets you take all of your upgrades off of a weapon at once?
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Laura Ellaby
 
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Post » Fri Feb 18, 2011 9:51 pm

Thanks everyone. :)

would it be possible to implement a menu choice that lets you take all of your upgrades off of a weapon at once?


No, unfortunately not.
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Sami Blackburn
 
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Post » Sat Feb 19, 2011 8:11 am

So I really like the look of the new Lever Rifle scope, it's a big improvement over the old one. However it's a bit long. While in 1st person view, I can't even see the end of the gun barrel, as it's being obscured by the scope.
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Hilm Music
 
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Post » Sat Feb 19, 2011 5:12 am

So I really like the look of the new Lever Rifle scope, it's a big improvement over the old one. However it's a bit long. While in 1st person view, I can't even see the end of the gun barrel, as it's being obscured by the scope.


That is simply what 'rifle telescopes' of this kind look like. For example:

- http://www.cornellpubs.com/Images/Malcolm%20Telescopes%201902.jpg
- http://winchestersutler.com/BCA_Scop_Henry22.jpg
- http://winchestersutler.com/BCA_Scop_Marlin_94.jpg
- http://www.circlekb.com/merchant2/graphics/00000001/H&R%20Rifle_edited500.jpg
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Jah Allen
 
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Post » Sat Feb 19, 2011 12:53 am

That is simply what 'rifle telescopes' of this kind look like. For example:

- http://www.cornellpubs.com/Images/Malcolm%20Telescopes%201902.jpg
- http://winchestersutler.com/BCA_Scop_Henry22.jpg
- http://winchestersutler.com/BCA_Scop_Marlin_94.jpg
- http://www.circlekb.com/merchant2/graphics/00000001/H&R%20Rifle_edited500.jpg


I see. The real problem now I see is the position of the scope. It's leaning over to the left of the barrel, which obscures it. In those pictures, the scope is centered along the barrel, which actually makes more sense. Your aim is always going to be a little to the left as you have it now.
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Kate Norris
 
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Post » Fri Feb 18, 2011 10:53 pm

I see. The real problem now I see is the position of the scope. It's leaning over to the left of the barrel, which obscures it. In those pictures, the scope is centered along the barrel, which actually makes more sense. Your aim is always going to be a little to the left as you have it now.


Actually if you look again at the http://www.cornellpubs.com/Images/Malcolm%20Telescopes%201902.jpg image and at http://winchestersutler.com/BCA_Scop_Winc_left_mount.jpg, you'll see scopes that are offset to the side. This is exactly what I wanted from the start, as the shell ejection port (or whatever it's called) is located on the top of the Lever Rifle. A scope sitting on top of the rifle would block it; this is also why early versions of WMK didn't have scoped Lever Rifle variants, and why I used a PSO-1 scope until now (they attach on the side).

Belanos, I'm not changing it. :lol:
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(G-yen)
 
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Post » Fri Feb 18, 2011 6:30 pm

Belanos, I'm not changing it. :lol:


OK, I'll learn to live with it. It looks better than the old version at least. I didn't like the look of that eye cup.
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El Goose
 
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Post » Sat Feb 19, 2011 8:03 am

I use FOOK2 and kept finding 10mm pistols after upgrading to this version, so I poked around in FO3Edit. It seems the WMK main plugin contains an entry for non-WMK-fied 10mm pistol. I don't know if that entry is unnecessary, but the WMK-FOOK compatibility patch is missing an overwrite entry hence the 10mm pistol is spawning in my game. Just a heads up.
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Agnieszka Bak
 
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Post » Sat Feb 19, 2011 1:31 am

I use FOOK2 and kept finding 10mm pistols after upgrading to this version, so I poked around in FO3Edit. It seems the WMK main plugin contains an entry for non-WMK-fied 10mm pistol. I don't know if that entry is unnecessary, but the WMK-FOOK compatibility patch is missing an overwrite entry hence the 10mm pistol is spawning in my game. Just a heads up.


Yeah, that shouldn't be in there. I must have accidentally marked it as modified in the GECK when I was doing the last update. Far too easy to do that in the GECK/CS... it's a bit of a bugbear.

Blerk; what a pain.
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Olga Xx
 
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Post » Fri Feb 18, 2011 7:13 pm

I really, really like the new scope :) The Lever Action Rifle is my favorite small gun, and I'm happy that it got a new scope. I found the old scope to be really ugly :)
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Jack Walker
 
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Post » Sat Feb 19, 2011 1:08 am

Yeah, that shouldn't be in there. I must have accidentally marked it as modified in the GECK when I was doing the last update. Far too easy to do that in the GECK/CS... it's a bit of a bugbear.

Blerk; what a pain.


I can imagine, with all the variants you need to keep track of just for one weapon. While you are at it, there is also an entry for the non-WMK-ified Alien Blaster in the WMK plugin.
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Adam Porter
 
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Post » Sat Feb 19, 2011 6:13 am

Would love to use the latest version since I've decided that my new character is going to use the more old-fashioned weaponry available. Will this update work with FWE or will I have to wait until the FOIP is updated?
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Solène We
 
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Post » Sat Feb 19, 2011 5:49 am

So Antistar, do you think you'll make more "unique" scopes for, say, energy weapons?
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Emily Jeffs
 
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Post » Sat Feb 19, 2011 3:33 am

This may not be possible but what about some mods for Melee weapons?

E.g Hammering nails into the baseball bat (Railway spikes?) Or doing something simiar to other wood melee weapons.
Plating steel (shabbily) to the weapon.

The Nails could increase damage but decrease the maximum duribilty. The plating increases the duribilty and increases the damge only slightly.
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Shelby McDonald
 
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Post » Fri Feb 18, 2011 6:44 pm

Just found an excess entry for the Chinese pistol in the main plugin. Sorry I didn't spot it earlier.
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Emmanuel Morales
 
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Post » Fri Feb 18, 2011 11:42 pm

I can imagine, with all the variants you need to keep track of just for one weapon. While you are at it, there is also an entry for the non-WMK-ified Alien Blaster in the WMK plugin.


Ah - thanks for letting me know. One incredibly minor tweak makes me hesitate to put out an update, but two makes me feel not quite so bad about it. ;) (Edit: And three with the Chinese Pistol is even better. I'll go through and check it for others too.)


Would love to use the latest version since I've decided that my new character is going to use the more old-fashioned weaponry available. Will this update work with FWE or will I have to wait until the FOIP is updated?


I don't use FWE so I can't say for sure, but the vast majority of it should be fine, I would imagine. There could be some visual anomalies with the Lever Rifle variants though.


So Antistar, do you think you'll make more "unique" scopes for, say, energy weapons?


Anything's possible, but nothing like that planned for now. The Lever Rifle got a unique scope because of the situation with the shell ejection port I was talking about earlier. And because I felt like it. ;)


Edit: No plans for melee weapon mods at this point, sorry.
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Monique Cameron
 
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Post » Fri Feb 18, 2011 9:05 pm

Is there going to be a compatibility patch to make modded weapon stats consistent with weapon stats from the FWE-FOOK merger?
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Sammygirl500
 
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Post » Sat Feb 19, 2011 7:11 am

Version I have here (might be old?) is dirty with regards to including data for Citadel cells which it really shouldn't have. This is causing a conflict with Fellout, which is altering the Citadel fogging, only for WMK to restore the stock fogging.
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Amysaurusrex
 
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