[REL] Weapon Mod Kits (Thread 04)

Post » Sat Feb 19, 2011 4:18 am

Would it be possible to make pistols have automatic fire? Without making it a rifle?
If so, I see a potential addition for the futur.

Then again... I guess it would've been made if it could be done.
Amirite?
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sam
 
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Post » Fri Feb 18, 2011 7:44 pm

Would it be possible to make pistols have automatic fire? Without making it a rifle?


In WMK you can attach AF mechanisms to pistols, can't you?

In RL there are automatic pistols as well.

Anyway, Antistar, is there any word on a FOIP compatibility patch for the FOOK beta?
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-__^
 
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Post » Fri Feb 18, 2011 8:14 pm

In WMK you can attach AF mechanisms to pistols, can't you?

In RL there are automatic pistols as well.

Anyway, Antistar, is there any word on a FOIP compatibility patch for the FOOK beta?


Yup. 10mm, Chinese, Plasma, and Laser can all accept AF mods. Stick a LS onto an AF laser pistol (to counter the spread penalty) and you have one of the funnest guns in the game. The greatest part is that it works moderately well without an EC mod since it already has a 30-shot mag. It's like having a laser SMG. :D

If you grab Colonel Autumn's laser pistol, it'll be autofire with no AF mod spread penalty since it's integrally automatic. :D
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ONLY ME!!!!
 
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Post » Sat Feb 19, 2011 9:28 am

I've done a few things to the mod myself. I quite happy with the changes I've made. Here's what I've done.

The EC clip adds 50% more damage and 50% more ammo capacity to energy weapons instead of +100% ammo capacity given to all. This makes the EC mod more valuable for a energy weapon and presents some interesting questions. More ammo for the Xuanlong rifle or more power for the Wazer?

The laser sight significantly decreases the spread of the minigun due to barrel honing and straightening while adding +5 to damage. With a 100 in Big Guns, the spread is 0.3 with the LS, without it's .7. The gun was a bit messy anyways. :shrug: The laser sight only effects the Minigun this way.
This also makes Super Mutants VERY dangerous. Especially Overlords.

Auto Fire does not increase the spread of shotguns. The round is pellet based anyways so why would it increase the spread? However the firing rate was reduced to compensate.

The EC clip adds a second barrel to the missile launcher normally allowing you to fire 2 missiles before reloading, but with a stationary firing system I thought it would be more 'accurate' to fire both missiles at once. Accurate being used loosly. :)

Still, Antistar how come when I open and then save the WMK addons Fallout will freeze on the loading screen?
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Rusty Billiot
 
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Post » Fri Feb 18, 2011 9:24 pm

Hi Antistar,

A question about the AF kits. Does it make the weapon fire more often in VATS?

If so, then shouldnt the Action Points change when you add an AF kit? Otherwise its overpowered, dont you think?


It does make it fire more often in VATS, yes; but that's part of what an AF kit is supposed to do: make the weapon fire more often. ;) I haven't found it to be overpowered during my play-testing, but I'll keep changing the action points required in mind - and maybe do some more structured testing at some point.


Anyway, Antistar, is there any word on a FOIP compatibility patch for the FOOK beta?


Where I'm up to with updating WMK-FOOK to be compatible with FOOK2 is that I've finished updating all the existing entries in the esp to be compatible. Next I'll add a couple of the new weapons from FOOK2 (more to come in the future, probably), and then do some testing. Shouldn't be too long, overall.


Still, Antistar how come when I open and then save the WMK addons Fallout will freeze on the loading screen?


Well, the WMK add-ons made by me personally were made in FO3Edit. But for the GECK, have you edited the config file to allow multiple masters?
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Manny(BAKE)
 
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Post » Fri Feb 18, 2011 9:01 pm

Well, the WMK add-ons made by me personally were made in FO3Edit. But for the GECK, have you edited the config file to allow multiple masters?


It'd also be advisable to ESMify the WMK plugin to make any derivative plugins to it.
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Gaelle Courant
 
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Post » Sat Feb 19, 2011 3:39 am

An update for people who are hanging out for the WMK-FOOK2 patch: version 1.0 is feature-complete, and I'm about to start testing. Barring any major disasters, it should be out soon. Now I said 'feature-complete', but it's not really as complete as I would like. I've updated all the stuff that was in the previous patch that's been carried over from FOOK v1.6, and added a few new weapons from FOOK2 (Glock 18c Pistol, Sig Sauer 14mm Pistol, LR-300 ML Assault Rifle), but there's a lot more I want to do (implement more weapons, plus unique versions of already implemented weapons). I'll still do that, but it will be after the release of v1.0, since people are hanging out for it so much. ;)


It'd also be advisable to ESMify the WMK plugin to make any derivative plugins to it.


You know, I'd been wondering about that. I pretty much only use FO3Edit for add-on patches, like I said, so it hadn't really come up for me before.
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Greg Cavaliere
 
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Post » Sat Feb 19, 2011 4:15 am

When I add a Auto-Fire Mechanism kit to a weapon, when you look at the damage it says it does it's a lot more than the unmodified weapon. I assume that's because of the auto-fire, meaning that you can do more damage because you can shoot quicker? So not that every single shot is now 10 times more powerful?
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Soku Nyorah
 
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Post » Fri Feb 18, 2011 6:08 pm

When I add a Auto-Fire Mechanism kit to a weapon, when you look at the damage it says it does it's a lot more than the unmodified weapon. I assume that's because of the auto-fire, meaning that you can do more damage because you can shoot quicker? So not that every single shot is now 10 times more powerful?


I am sure there isn't anything like a readme or FAQ that explains this.
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Phillip Brunyee
 
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Post » Fri Feb 18, 2011 5:38 pm

Anistar, can you add a Iron Sights mod?

Search for The Tactical Way and Alexscorpion's First Person animations.
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[Bounty][Ben]
 
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Post » Fri Feb 18, 2011 10:02 pm

Okay everyone, the WMK-FOOK2 v1.0 compatibility patch is available now: grab it from the WMK-FOOK2 http://www.fallout3nexus.com/downloads/file.php?id=4968 package. Be sure to read the included documentation thoroughly, as always - and let me know if there are any problems. :)

It's likely that more weapons from FOOK2 will be implemented in future versions, so stay tuned...
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Michelle davies
 
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Post » Fri Feb 18, 2011 6:20 pm

I have been wondering for a while now, does WMK conflict with point lookout? i meen Point Lookout and WMK both adds the Lever Rifle..
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James Potter
 
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Post » Fri Feb 18, 2011 6:31 pm

Morphan: No, they won't conflict. The Lever Rifle in WMK is a different object to the Lever Rifle in Point Lookout. The one in Point Lookout won't be modifiable with Mod Kits until I do a compatibility patch for it, though.
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Emily Jones
 
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Post » Sat Feb 19, 2011 2:13 am

okay, good to know :) thanks
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Scott
 
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Post » Fri Feb 18, 2011 8:05 pm

awesome work on the WMK/FOOK2 compatibility patch anti. :)
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*Chloe*
 
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Post » Fri Feb 18, 2011 8:25 pm

Okay everyone, the WMK-FOOK2 v1.0 compatibility patch is available now: grab it from the WMK-FOOK2 http://www.fallout3nexus.com/downloads/file.php?id=4968 package. Be sure to read the included documentation thoroughly, as always - and let me know if there are any problems. :)

It's likely that more weapons from FOOK2 will be implemented in future versions, so stay tuned...


One, I want to thank you for your mod. Secondly, I want to thank for rushing this out.

That said, I've found a bug. A-21's unique plasma rifle has become A-21's ion rifle. Not sure how that happens. That said, I much prefer the new FOOK2 plasma rifle design :)

Just thought I'd pass that along.
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Gemma Archer
 
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Post » Fri Feb 18, 2011 10:33 pm

awesome work on the WMK/FOOK2 compatibility patch anti. :)


Thanks. :) I haven't had a chance to see too much of it yet due to being so busy on WMK-FOOK2, but FOOK2 is looking fantastic so far. :goodjob:


One, I want to thank you for your mod. Secondly, I want to thank for rushing this out.

That said, I've found a bug. A-21's unique plasma rifle has become A-21's ion rifle. Not sure how that happens. That said, I much prefer the new FOOK2 plasma rifle design :)

Just thought I'd pass that along.


The appearance of A3-21's weapon in WMK-FOOK2 as an Ion Rifle rather than a standard Plasma Rifle was preserved from WMK-FOOK (for FOOK v1.6) mainly because it was faster that way. Some people like the Ion Rifle look, some people like the Plasma Rifle look. Once I get time I can make it look like a standard Plasma Rifle again if that's what a lot of people want.



For people using WMK-FOOK2, there's a (now) known issue with the SAKO TRG Sniper Rifle: an incorrect texture path. It will be fixed in the next update, but in the meantime it can be fixed on the user's side by copying the trg.dds file from:

Fallout 3\Data\FOOK\weapons\SniperRifles\TRG\

to

Fallout 3\Data\textures\weapons\2handrifle\
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Matthew Warren
 
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Post » Sat Feb 19, 2011 6:07 am

the WMK-FOOK2 v1.0 compatibility patch is available now


This is what I was waitning for! WMK is such an intregal part of my Fallout experience that I use compatability as one of my criteria for choosing new mods to try.
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kelly thomson
 
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Post » Fri Feb 18, 2011 9:46 pm

The appearance of A3-21's weapon in WMK-FOOK2 as an Ion Rifle rather than a standard Plasma Rifle was preserved from WMK-FOOK (for FOOK v1.6) mainly because it was faster that way. Some people like the Ion Rifle look, some people like the Plasma Rifle look. Once I get time I can make it look like a standard Plasma Rifle again if that's what a lot of people want.


Just so you'll know, the A-21 plasma rifle is a unique design in FOOK2, it no longer looks like the vanilla/standard plasma rifle. It comes from EVE which was incorporated into FOOK2. There is still an ion sniper rifle that looks like the one you substituted for A-21 and still the vanilla plasma rifle. I can't speak for everyone else, but I personally prefer the new A-21 design - it's pretty cool looking.
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Krystina Proietti
 
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Post » Fri Feb 18, 2011 5:48 pm

I am sure there isn't anything like a readme or FAQ that explains this.

Missed that question/answer, thanks.
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Taylah Illies
 
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Post » Sat Feb 19, 2011 6:13 am

My question is, is this compatible with Point Lookout, since it adds Lever-Action Rifles as well? I'm really tempted to download this mod, but I'm just not sure if I want to take of Point Lookout (If that's whats required) to have it.
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Veronica Flores
 
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Post » Sat Feb 19, 2011 5:19 am

Bump.
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Jodie Bardgett
 
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Post » Sat Feb 19, 2011 3:05 am

My question is, is this compatible with Point Lookout, since it adds Lever-Action Rifles as well? I'm really tempted to download this mod, but I'm just not sure if I want to take of Point Lookout (If that's whats required) to have it.


It works fine, you'll just have 2 different lever action rifles.
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lauren cleaves
 
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Post » Sat Feb 19, 2011 3:10 am

Thanks for the info.
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Alberto Aguilera
 
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Post » Sat Feb 19, 2011 12:52 am

I'm a long time WMK fan and FOOK user, so thanks a lot for the FOOK2-WMK CP. :)

However, I'm having problems getting it to work. Specifically, I can mod vanilla weapons (missile launcher, Chinese AR/Norinco type 57, etc,) along with the Anchorage gauss rifle, but when I try to mod any of the new FOOK2 weapons, even ones specially mentioned in the readme as complete (G36C, Desert Eagle/Desert Dragon, etc), the game doesn't let me - I go to mod it but there's no "modify my active weapon" option at the work bench, only "cancel."

My LO is thus:

Fallout3.esm
CALIBR.esm
ThePitt.esm
Anchorage.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Mart's Mutant Mod.esm
FOOK2 - Main.esm
FOOK2 - [[censored]] World And Neighbourhood Kit.esm
FOOK2 - [DIK] DLC Improvement Kit.esm
CASM.esp
DarNifiedUIF3.esp
DUIF3Extras.esp
FOOK2 - Main.esp
FOOK2 - Mothership Zeta.esp
FOOK2 - [censored] Map Markers.esp
FOOK2 - [DIK] DLC Improvement Kit.esp
FOOK2 - [EVE] Energy Visuals Enhanced.esp
WeaponModKits.esp
WeaponModKits - ThePitt.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - FOOK.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - FOOK2.esp
Mart's Mutant Mod - FOOK2 - DIK.esp
MergedPatch.esp

I've tried placing WMK - FOOK.esp both before and after the two WMK - DLC.esps, but that doesn't seem to change anything. I am using the versions of the WMK-DLC.esps that came with the FOIP pack and have the relevant FOOK2.esms as masters.

I'm using FO3edit's merged patch function as suggested in the readme, but it doesn't seem to matter whether it's ticked or not, since I have the same problem whether it's on or off.

Any idea what the problem is? Have I failed epically and missed something really obvious in the readme?

Edit: Also, in the wasteland, I'll find weapons that come premodded with scopes, extended mags, or silencers, but if I try to remove said mods from the weapon, it doesn't let me. Gives me the same lack of option that modding a non-vanilla weapon does.

Edit2: However, if the weapon is modded in vanilla, like the silenced 10mm pistol, the silencer can be removed. Also, the Pitt CP doesn't seem to work at all, since I can't mod the Metal Blaster or Infiltrator/Perforator.
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