[WIP] Weapon Mods Expanded

Post » Sat May 28, 2011 10:18 pm

Just a suggestion, but would you consider adding a scope to the Hunting Shotgun rather than an arbitrary - to weight? I found it odd that it didn't come with a scope by default, and there's no shotgun out there for long range slugging. Either way, this looks like a great mod, can't wait to try it out.
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Ross Zombie
 
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Post » Sat May 28, 2011 12:39 pm

Just a suggestion, but would you consider adding a scope to the Hunting Shotgun rather than an arbitrary - to weight? I found it odd that it didn't come with a scope by default, and there's no shotgun out there for long range slugging. Either way, this looks like a great mod, can't wait to try it out.


Ummmm.... Shotties are short range weapons. That is their primary purpose. A scope would serve little purpose. Even slugs aren't really accurate enough to use for sharpshooting.
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Kate Norris
 
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Post » Sat May 28, 2011 9:01 pm

Ummmm.... Shotties are short range weapons. That is their primary purpose. A scope would serve little purpose. Even slugs aren't really accurate enough to use for sharpshooting.

Maybe not for sharpshooting, but IRL at least, scopes on shotguns are not that rare - as slugs have an effective range of approximately 100 yards (at least that is what I've heard as the most commonly accepted number from experts - I've heard others say 125 yards, but many disagree with that).


At least far enough that a scope would be helpful. *shrug*

(Personally I have no major opinion one way or another for the mod - just pointing out the reality aspect)
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Shaylee Shaw
 
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Post » Sat May 28, 2011 6:46 pm

As to scopes, and I'm kind of onboard with one for the hunting shotgun, but my desire would be to see all scopes be the same upgrade. That is to say, that you can buy one scope weapon mod and use that on any one of the weapons that can use them (except the varmint rifle I suppose since that's a night vision scope). I only suggest it, because on my first playthrough, I never saw a hunting rifle scope at all until I already had the Gobi. I realize though that the scope one would put on a pistol would be different than that for a rifle, but it would be nice to see them more often.
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Eve Booker
 
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Post » Sat May 28, 2011 11:11 am

That would be because the http://fallout.wikia.com/wiki/The_Disintegrator was not added to the game world, and it seems fairly obvious that it was never intended to be (given its ridiculous stats). Sorry, not implementing that one.





Yeah, that could work, actually - leave the projectile-speed increase to the rifles. The thicker glass tube could be a good substitute for what I had planned for the 'improved heat sink' - it would probably be more visible. And it would certainly save me some work; if you're okay with me using that file you've got there, of course. ;)




so begging for it to gain a scope would be out of the question then??(only a scope)
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Liv Brown
 
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Post » Sat May 28, 2011 3:30 pm

Maybe not for sharpshooting, but IRL at least, scopes on shotguns are not that rare - as slugs have an effective range of approximately 100 yards (at least that is what I've heard as the most commonly accepted number from experts - I've heard others say 125 yards, but many disagree with that).


At least far enough that a scope would be helpful. *shrug*

(Personally I have no major opinion one way or another for the mod - just pointing out the reality aspect)


I run a Rem 870 Express with a rifled barrel and a scope and 100yd is about what I can hit reliably, but the longest shot i have made was 147yds(but i hit him almost 4in low and left, right in the hind quarter) If you deside to add alt weapon mods(ones that disable others) a rifle barrel and scope would work well instead of a choke.
Notes my gun throws shot(bad spead) with this set up
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Patrick Gordon
 
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Post » Sat May 28, 2011 11:19 am

What other mod were you planning for the pistol? I can pack that in too and get the plasma pistol completely out of the way. I may be able to do some chopshop on the mag accelerator and make a proper one that isn't "integrated". Or I can splice the second SEC socket on from the FO3 WMK model.


At the moment the mod list says this:

Plasma Pistol
+ Plasma Pistol Extra Battery Socket - Doubles ammunition capacity.
+ Plasma Pistol Improved Heatsinks - Increases condition (+50%).
+ Plasma Pistol Int. Mag. Accel. - Increases speed of plasma projectile.

But it will probably change to something like this:

Plasma Pistol
+ Plasma Pistol Extra Battery Socket - Doubles ammunition capacity.
+ Plasma Pistol Thickened Chamber Casing - Increases condition (+50%).
+ Plasma Pistol Added Injector Cylinders - Increases speed of plasma projectile.

However if you do end up making a Magnetic Accelerator that fits it, I'll seriously consider using that instead of the Extra Battery Socket, for the reasons Your Evil Twin mentioned. I'm okay with either, so you should probably only do that if you're going to use it yourself, or - you know - you just really feel like it. ;)


Trust me, I know from much experience about the multiplas's shortcomings. I always have to wait until a Deathclaw was at very dangerously close ranges before opening fire on its head, lest one bolt veer way off and not kill the thing in two full shots. A barrel choke would do much more for it than faster projectiles. ;)


I will take your word for it on that; it seems like you use Energy weapons a lot - and in comparison, I've actually never rolled an Energy weapons character before in FO3 or FNV.


Ok, as nobody has said this in a few posts time, and it's all been productive and useful, I'd just like to contribute the following to this conversation:

SQUEEEEEEEEEEEEEE CAN'TWAIT CAN'TWAIT CAN'TWAIT!!!!!!!!!!!!!!!!!!

So there.


Heh - thanks. :)



Great job on the plasma rifles. When upgraded with the two sets of aligned cylinders it looks like the original concept art and the cool real-life replica prop:

http://img.izismile.com/img/img3/20101019/640/nice_handmade_fallout_640_03.jpg
http://images4.wikia.nocookie.net/__cb20080916232451/fallout/images/9/90/F3_Plasma_Rifle.jpg
http://www.flickr.com/photos/ryanpalser/sets/72157623717376540/with/4832756121/

And that connecting hose on the dual-cell harness makes all the difference. :)

I think that the Multiplas RIfle should come with those dual cells as standard. Perhaps get rid of the tape that makes the dual-cell harness look a bit makeshift and jury rigged, instead have a metal ring or something.


Thanks. I was actually considering doing something like those http://www.google.com.au/images?hl=en&source=imghp&biw=1680&bih=950&q=dual+mag+clip&gbv=2&aq=f&aqi=&aql=&oq=&gs_rfai= for the Q-35 and possibly the Multiplas... and who knows, maybe I still will.


The Multiplas has a massive capacity (in the vanilla game it is 60, compared to 24 of a normal rifle), and yet seemingly is powered by just one ordinary microfusion cell.

I think the Plasma Defender is another weapon where an extra battery upgrade should actually be part of the standard model rather than a weapon mod... (snip)


Again, I'll leave changing the base Energy weapons to you guys (;)), but I am taking what you're saying into consideration for modded variants.



Stuff about shotguns with scopes


I know that using scopes on shotguns in real life is not that unusual, but for the role and implementation of shotguns in FNV specifically, I don't think they would be very useful.



so begging for it to gain a scope would be out of the question then??(only a scope)


The Plasma Pistol will probably not receive a scope in WMX for the same reason it didn't in WMK: its design - with dangerous-looking bits and pieces sticking out all over the place - doesn't really support attaching a scope all that well. The Plasma Defender, however, will get a scope; if all goes to plan.
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Kat Lehmann
 
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Post » Sat May 28, 2011 11:15 am

Like the Multiplas and the barrel choke, the Plasma Pistol would get more benefit from faster projectiles than a longer magazine.

I'lll see what I can do with the mag accelerator.

EDIT: OOOOOOOOOH :swear: , This thing pissed me off! Shaping it wasn't a problem, but all my translations and scales I did to the connecting rods wouldn't stick when I exported. Or even when I re-imported, fixed, and re-exported. :brokencomputer:

Some NIFSkopery fixed it though.

Hey Antistar, what are your model paths? I can probably alter them in FNVEdit and then ship off a plugin with all the 1stperson statics already prepped with 1stperson tex overrides as well as the models.

Also, I could easily fix the "horn" on the multiplas rifle barrel choke I showed off earlier to be a bit more straight and make that be the barrel choke if you want. Or do you already have a model in progress for that?

Doing some last-minute adjustments to it, I'll have some pics up soon.

EDIT 2: A pic!

http://img259.imageshack.us/img259/9223/trickedoutplasmapistol.jpg
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Big mike
 
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Post » Sat May 28, 2011 8:14 am

The Plasma Pistol will probably not receive a scope in WMX for the same reason it didn't in WMK: its design - with dangerous-looking bits and pieces sticking out all over the place - doesn't really support attaching a scope all that well. The Plasma Defender, however, will get a scope; if all goes to plan.


Please, pretty please, make it look like the scope on the classic Glock 86. :) I think it is a travesty that Obsidian would impliment a weapon modding system in the game, and then remove the scope from the classic plasma pistol and not include it as a weapon mod!

EDIT 2: A pic!

http://img259.imageshack.us/img259/9223/trickedoutplasmapistol.jpg


Ooh, that's certainly different! :D I never imagined a magnetic accelerator in front of the plasma chamber instead of around it.

It's worth pointing out that jonnyyeah's "Weapon Mod Expansion" mod already has a modded plasma pistol with a different magnetic accelerator design. http://www.newvegasnexus.com/downloads/images/37576-1-1290761359.jpg

I'm not sure which I prefer, yours or jonnyyeah's. I think that yours makes more logical sense (His just accelerates plasma in the chamber, and the actual emitters at the end are vanilla emitters.) But yours does make the weapon significantly longer. It's a Plasma Carbine! Perhaps a little awkward-looking using pistol animations.

But then that might be the perspective of that screenshot. Might look OK when truly side-on, and it'll certainly look fine in first person or the vanilla third-person camera angle. (And even if it does end up looking a bit long and cumbersome... that's to be expected when someone makes amateur modifications to make his energy weapon work beyond designed specifications! If only adding a weapon mod could actually increase the weight of the weapon slightly.)

I wan't actually aware of jonnyyeah's http://www.newvegasnexus.com/downloads/file.php?id=37576 mod until someone linked to it a page or two back. While I think many of Antistar's weapon mods are better, a few of jonnyyeah's are pretty sweet. I like what he did with the plasma rifles - some people might consider glowing green electrodes on top to be a bit too garish, but they are based on the bulbs on the front of the plasma caster, and the Recharger Pistol and Pulse Gun have also got similar glowing bulbs on top or the side. Like vacuum tubes or something. I loved that Obsidian did that with their energy weapons, so its cool having the plasma weapons using that 50s retro asthetic too. I'm not suggesting copying this idea necessarily, but I just really wanted to point it out and say "hey, this is cool."

http://www.newvegasnexus.com/downloads/images/37576-4-1290390526.jpg
http://www.newvegasnexus.com/downloads/images/37576-1-1290761218.jpg
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lillian luna
 
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Post » Sat May 28, 2011 1:54 pm

The chamber itself, with the plasma arc, I see more as a "reservoir" of plasma ready to fire, not the actual acceleration portion. That's why I put the accelerator on the front.

And yeah, those glowey bits are a bit garish.

On the subject of the Pulse Gun, the projectile accelerator is a moot point because the pulse gun's projectile is a Beam.

And the shot recycling also works weird... every Xth shot is free of charge. It's not noticeable when you're spraying everywhere with the Laser RCW with the Recycler mod, but for single shot guns, it sticks out.

The extra ammo capacity is feasible though...

Also, Antistar, did you ever get in touch with Toaster to get his "modest collection"?
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lolli
 
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Post » Sat May 28, 2011 11:06 am

The chamber itself, with the plasma arc, I see more as a "reservoir" of plasma ready to fire, not the actual acceleration portion. That's why I put the accelerator on the front.

Yeah I agree. (Though Obsidian did put accelerator around the resevoir of the plasma rifle... but the accelerator also completely replaced the rifle's nozzle, and getting rid of the cool-looking nozzle on the plasma pistol would do it a great disservice!)

On the subject of the Pulse Gun, the projectile accelerator is a moot point because the pulse gun's projectile is a Beam.

I think Antistar assumed the New Vegas pulse gun was like pulse weapon mods for Fallout 3 or the pulse pistol in Fallout 2. ;)

And the shot recycling also works weird... every Xth shot is free of charge. It's not noticeable when you're spraying everywhere with the Laser RCW with the Recycler mod, but for single shot guns, it sticks out.

Might be alright on a weapon that only uses one ammo per shot, wouldn't stand out much. But it does look odd on a weapon that uses 2 or 5 ammo per shot. (I know, I tried it myself.) I wish there was a weapon mod for reducing ammo consumption per shot, annoyingly that can only be done as a seperate weapon rather than a weapon mod.

I suppose could have a couple of weapon mods that are so sophisticated that rather than using normal weapon mod process instead you had to use a workbench and craft them? Would be best on a weapon that didn't have any "normal" weapon mods, because those weapon mods would be lost in the process of turning the old gun into the upgraded gun.

And yeah, those glowey bits are a bit garish.


Yeah, the bright green glow is a bit much. But when you just look at the mesh in the GECK (where there is no glowing effect), the bulbs/vacuum tubes look great.

Hell, forget weapon mods... I'd love my plasma weapons looking like that ALL THE TIME. I'm just in love with vacuum tubes. Might be just me though. :P

The 2009 Wolfenstein game by Raven had a particle cannon that fired a bluish green stream of disintegrating energy... and when firing there was a vacuum tube that would light up orange. It really sold it as being a 1940s death ray. http://www.youtube.com/watch?v=0rm8VVxg2kU Same goes for the Time Manipulation Game in their more recent game Singularity - it's a glove that controls space and time, and its got vacuum tubes!

Maybe if the glow was only a very faint glow. Or if they only glowed while firing, like on the recharger weapons and the pulse gun, or the Wolfenstein particle cannon.

But I'm not sure if bulbs that light while firing are doable - the recharger weapons and plasma defender can do that sort of thing, but I don't now whether the animations for the plasma rifle or plasma pistol have the right... tags or whatever.

Another way of doing the glow would be a sophisticated muzzleflash, both Dasihi and Weijesen have used that trick to make electricity arc in interesting places when a weapon is fired. But then the bulbs/vacuum tubes would have to be a permanent feature of the weapon rather than a weapon mod.

Maybe when all of this essential modding stuff is over I can get one of you guys to make custom plasma weapon meshes with vacuum tubes on, just for me! :D
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dell
 
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Post » Sat May 28, 2011 6:18 pm

Like the Multiplas and the barrel choke, the Plasma Pistol would get more benefit from faster projectiles than a longer magazine.

I'lll see what I can do with the mag accelerator.

EDIT: OOOOOOOOOH :swear: , This thing pissed me off! Shaping it wasn't a problem, but all my translations and scales I did to the connecting rods wouldn't stick when I exported. Or even when I re-imported, fixed, and re-exported. :brokencomputer:

Some NIFSkopery fixed it though.

Hey Antistar, what are your model paths? I can probably alter them in FNVEdit and then ship off a plugin with all the 1stperson statics already prepped with 1stperson tex overrides as well as the models.

Also, I could easily fix the "horn" on the multiplas rifle barrel choke I showed off earlier to be a bit more straight and make that be the barrel choke if you want. Or do you already have a model in progress for that?

Doing some last-minute adjustments to it, I'll have some pics up soon.

EDIT 2: A pic!

http://img259.imageshack.us/img259/9223/trickedoutplasmapistol.jpg


The Plasma Pistol looks great. :)

The model path would be:

WeaponModsixpanded\weapons\1handpistol\plasmapistol\


I haven't started on the Multiplas yet (currently working on the Caravan Shotgun), so an edited choke for it would be great.



Please, pretty please, make it look like the scope on the classic Glock 86. :) I think it is a travesty that Obsidian would impliment a weapon modding system in the game, and then remove the scope from the classic plasma pistol and not include it as a weapon mod!


DaishiHUN's http://www.newvegasnexus.com/downloads/file.php?id=35547 has a scope that looks fairly faithful, as far as I can tell (haven't opened it up in Nifskope or anything yet), and it has open permissions. I might be able to use it for the scope (until now I was planning to use the 9mm Pistol scope).


On the subject of the Pulse Gun, the projectile accelerator is a moot point because the pulse gun's projectile is a Beam.

And the shot recycling also works weird... every Xth shot is free of charge. It's not noticeable when you're spraying everywhere with the Laser RCW with the Recycler mod, but for single shot guns, it sticks out.

The extra ammo capacity is feasible though...

Also, Antistar, did you ever get in touch with Toaster to get his "modest collection"?


I remember having a look at the pulse gun's projectile and noting the speed before I added that projectile accelerator mod to the list, but I missed the beam part. Does that mean they always hit instantly, no matter the speed set there? I haven't had much to do with beam projectiles.

I think I said this earlier somewhere, but the Recycler mods in the mod list are some of the ones more subject to change, based on how they felt when I tested them. I've sort of been working in the order that the weapons are listed in the OP, just to have an (arbitrary) order to work to - and I haven't got to the Energy weapons proper yet. ;) After the Caravan Shotgun I might switch and do some more Energy weapons though - if you guys could possibly use anything from that - I mean there's no real reason for me to do otherwise.

I haven't got in touch with Toaster yet, no; got distracted by working on other things.
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Claudz
 
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Post » Sat May 28, 2011 10:19 pm

AFAIK, speed is an extraneous field on a beam projectile, because it just draws the beam mesh from the projectile node to the point of impact

I can check for sure tomorrow with a test, but I'm pretty certain beams are insta-hit regardless of speed.
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Pawel Platek
 
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Post » Sat May 28, 2011 10:27 am

Yeah, bring it on!

Don't think you can do wrong! :foodndrink:
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Rebecca Dosch
 
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Post » Sat May 28, 2011 8:22 am

Antistar, have you thought about making the preorder weapons use the updated mods you are planning? The Weathered 10mm should be easy, considering it uses all the same mods as the normal 10mm, but the Merc Grenade Rifle won't have the new mods you are doing (the same with the Broad Machete). The Sturdy Caravan Shotgun however doesn't use any mods at all.

The mods would need retexturing to match the weapons though.
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Baby K(:
 
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Post » Sat May 28, 2011 9:40 pm

Antistar, have you thought about making the preorder weapons use the updated mods you are planning?

I would love to see that, as I'm working on retooling the sturdy caravan and broad machete (the only two that I have) into special uniques brought out later in the game rather than at the start. Having mods for them would be a nice touch on that.
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Deon Knight
 
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Post » Sat May 28, 2011 8:37 pm


DaishiHUN's http://www.newvegasnexus.com/downloads/file.php?id=35547 has a scope that looks fairly faithful, as far as I can tell (haven't opened it up in Nifskope or anything yet), and it has open permissions. I might be able to use it for the scope (until now I was planning to use the 9mm Pistol scope).


Yep I'm very familiar with DaishiHUN's Glock 86. :D You might want to work on the textures to make it match the rest of the plasma defender texture, but mesh-wise it does look like the original item picture. And the flashing LEDs are a nice touch.

Of course, the disadvantage is that means it can no longer use the "Small Handgun Scope" which was the 9mm scope. But since in the vanilla game the Varmint Rifle, Hunting Rifle, Trail Carbine, and Laser Rifle all have their own unique scopes, and the 9mm pistol and the 44 magnum have their own scopes, it won't be weird to have a Plasma Defender Scope. (It is the energy equivalent of the 44 magnum after all.)

I'm thinking about the Laser Pistol now... could use a Small Handgun Scope, but then the Laser Rifle has its own unique scope design, so it is odd for the pistol to have a generic scope. Jonnyyeah's Weapon Mod Expansion mod has the laser pistol using a miniture version of the laser rifle scope, which is pretty logical. But it might be more interesting if only the rifle had the wide, rectangular design, while the pistol had a more conventional cylindrical scope, but looked like it was by the same manufacturer as the rifle scope.
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Mr.Broom30
 
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Post » Sat May 28, 2011 4:04 pm

My personal wishlist would have to include some option to "suppress" energy weapon fire so the possibility of a stealth/energy weapons character was viable.

Also: glass chamber on model = "AWESOME chamber", doohickys on top/sides = "AWESOME injectors". Just so's you know ;)
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SiLa
 
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Post » Sat May 28, 2011 4:09 pm

To truly achieve that would require altering the projectile, since big glowey beams/bolts tend to give your position away.

TBH the silenced weapons as-is are really not that stealthy because you still have muzzle flashes. That unfortunately is part of the Projectile form, which mods dont affect.

I had a stealth laser in FO3 that I'm gonna put into Future Weapons Today that had a "violet/ultraviolet" beam and a black box tech "photonic suppressor". But it'd require a workbench recipe, not a simple mod.
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Anna Beattie
 
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Post » Sat May 28, 2011 11:27 am

Apologies if this has been mentioned before in this thread, but could there be different types of scopes? Like for the sniper rifle -a regular high-powered scope, a less powerful night scope (like the vanilla ratslayer/varmint rifle scope), maybe even a thermal scope? The one thing I never liked when going from the Ratslayer to a better scoped weapon was losing the awesome-tastic nightvision scope. Ditto for the laser rifle scope.
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Richard Dixon
 
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Post » Sat May 28, 2011 11:58 am

Antistar, have you thought about making the preorder weapons use the updated mods you are planning? The Weathered 10mm should be easy, considering it uses all the same mods as the normal 10mm, but the Merc Grenade Rifle won't have the new mods you are doing (the same with the Broad Machete). The Sturdy Caravan Shotgun however doesn't use any mods at all.

The mods would need retexturing to match the weapons though.


I suspect this might be a thorny issue for me. The problem of course is that I only have access to one of the pre-order packs (the one with the Merc Grenade Rifle), with no legal way that I'm aware of to get the other packs. I'm sure I can do an add-on plugin to implement the Merc Grenade Rifle, but other people will probably need to make add-ons for the weapons from the other packs.



Apologies if this has been mentioned before in this thread, but could there be different types of scopes? Like for the sniper rifle -a regular high-powered scope, a less powerful night scope (like the vanilla ratslayer/varmint rifle scope), maybe even a thermal scope? The one thing I never liked when going from the Ratslayer to a better scoped weapon was losing the awesome-tastic nightvision scope. Ditto for the laser rifle scope.


The FNV weapon modding system doesn't allow for this sort of thing, unfortunately.
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Marlo Stanfield
 
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Post » Sat May 28, 2011 4:43 pm

The FNV weapon modding system doesn't allow for this sort of thing, unfortunately.


You mean multiple scopes? That's kind of odd... so could you do all scopes in the form of the Ratslayer/varmint rifle scope? NV at night, HC dawn/dusk, regular optics at daytime?
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Devin Sluis
 
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Post » Sat May 28, 2011 10:28 pm

I'd like to know how to get a sope for the disntegrator ...... or how to make it so....

and the gause scope for the AM rifle( imrpoved scope)


......... what do I click on it in the toolset to add a scope anyway.
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Catharine Krupinski
 
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Post » Sat May 28, 2011 7:26 pm

I suspect this might be a thorny issue for me. The problem of course is that I only have access to one of the pre-order packs (the one with the Merc Grenade Rifle), with no legal way that I'm aware of to get the other packs. I'm sure I can do an add-on plugin to implement the Merc Grenade Rifle, but other people will probably need to make add-ons for the weapons from the other packs.


Well, the Weathered 10mm should be the easiest for someone else to do as it uses all the same mods as the normal 10mm pistol. The mods on the weapon would just need to be retextured to fit the gun properly. The Sturdy Caravan Shotgun and the Broad Machete will be harder though, as they have no mods at all currently.
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jessica robson
 
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Post » Sat May 28, 2011 1:35 pm

Life in the physical world has been a bit rough lately so I've been a bit distracted away from WMX... but! Here's the Caravan Shotgun:

- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/caravan_shotgun01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/caravan_shotgun02.jpg

Arenovalis was kind enough to give me permission to use his http://www.newvegasnexus.com/downloads/file.php?id=36771 for the 'Improved Parts' modded version. I made some minor changes to it to fit the mesh changes I made, but the texture there is most definitely thanks to him.



You mean multiple scopes? That's kind of odd... so could you do all scopes in the form of the Ratslayer/varmint rifle scope? NV at night, HC dawn/dusk, regular optics at daytime?


Sorry, I prefer image-enhancement functionality to be part of goggles/helmets, rather than weapon scopes.



I'd like to know how to get a sope for the disntegrator ...... or how to make it so....

and the gause scope for the AM rifle( imrpoved scope)


......... what do I click on it in the toolset to add a scope anyway.


There's a range of required knowledge (don't have time to go into it, sorry), but start by looking at the Laser Rifle weapon record in the GECK. Also check out the http://geck.gamesas.com/index.php/Main_Page.



Well, the Weathered 10mm should be the easiest for someone else to do as it uses all the same mods as the normal 10mm pistol. The mods on the weapon would just need to be retextured to fit the gun properly. The Sturdy Caravan Shotgun and the Broad Machete will be harder though, as they have no mods at all currently.


Come to think of it I think the Weathered 10mm Pistol has been done already; I believe I saw it on FNVNexus a while back. It's one that shouldn't necessarily need to have anything to do with WMX.
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katsomaya Sanchez
 
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