[WIP] Weapon Mods Expanded

Post » Sat May 28, 2011 11:19 pm

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.


The mods for it on FNVNexus simply fix some bugs that the gun had (no models for the modded version weapon and then a bug that made all the modded versions use the normal version of the model).

The Weathered 10mm does have mods for it, but the textures for the mods don't match the weapon model, as seen here: http://filebeam.com/ff407328f2f95fdc5fdf091258093026.jpg

What isn't as noticeable on that picture is the fact that the clip for the pistol looks wrong as well.
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Vicki Gunn
 
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Post » Sat May 28, 2011 11:40 pm

Here's the Plasma Pistol (thanks to MadCat for the meshes):

- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/plasma_pistol01.jpg



The mods for it on FNVNexus simply fix some bugs that the gun had (no models for the modded version weapon and then a bug that made all the modded versions use the normal version of the model).

The Weathered 10mm does have mods for it, but the textures for the mods don't match the weapon model, as seen here: http://filebeam.com/ff407328f2f95fdc5fdf091258093026.jpg

What isn't as noticeable on that picture is the fact that the clip for the pistol looks wrong as well.


Ah yeah, I see what you mean. Well hopefully someone will do the required work for that one at some point; like I said, my hands are tied.



Edit: TalkieToaster, if you happen to see this, I was trying to send you a PM before - but it looks like your PM box is full. Here's what I was going to send:

Hey there. MadCat showed me a couple of pictures of a Recharger edit you made (http://img181.imageshack.us/img181/5176/backview.jpg and http://img294.imageshack.us/img294/8217/frontviewq.jpg), and said I should ask you about it. I don't suppose I could bum a copy to use (with credit of course) in WMX? The glowy spiral bit in particular would be perfect for the 'Recharger Rifle Supercharger Barrel' mod I'm planning. ;)

Thanks. :)

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Stay-C
 
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Post » Sat May 28, 2011 7:03 pm

The mods for it on FNVNexus simply fix some bugs that the gun had (no models for the modded version weapon and then a bug that made all the modded versions use the normal version of the model).

The Weathered 10mm does have mods for it, but the textures for the mods don't match the weapon model, as seen here: http://filebeam.com/ff407328f2f95fdc5fdf091258093026.jpg

What isn't as noticeable on that picture is the fact that the clip for the pistol looks wrong as well.


http://www.newvegasnexus.com/downloads/file.php?id=34794 mod has been updated so that it now works on weathered 10mm after the patch. the mod's still aren't weathered, but I actually prefer that cause why would they be? the pistol was sat in a cave for who knows how long being erroded, whereas the mod's are bought from a shop :P

really lookin forward to this releasing BTW, one question if I may: will this be compatible with mods that make weapon mod's more common? or incorporate something like that itself?

while I don't want the market flooded I don't want it to be the vanilla case of "this weapon has mod's, but you will NEVER see them! Ha ha ha!"
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Connor Wing
 
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Post » Sat May 28, 2011 5:38 pm

Here's the Plasma Defender fully modified:

- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/plasma_defender01.jpg

Originally I was going to have the Mag. Accelerator mod for the Plasma Defender be invisible, but it occurred to me today to replace those tubes on the side... and so now it gets a 'Plasma Defender Inline Mag. Accel.' mod.



really lookin forward to this releasing BTW, one question if I may: will this be compatible with mods that make weapon mod's more common? or incorporate something like that itself?

while I don't want the market flooded I don't want it to be the vanilla case of "this weapon has mod's, but you will NEVER see them! Ha ha ha!"


I intend to have the player encountering more weapon mods out of necessity, since there will be more types of weapon mods available. Whether or not you'll be more likely to find the specific mod/s you're after though is something I'm not sure of yet. Depends how balancing and testing goes.
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Craig Martin
 
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Post » Sat May 28, 2011 9:49 pm

Hmm, I've been digging in the game files and found stuff being cut from the game, mainly the bayonet and aimpoint for Service rifle. :stare:

I know about the 3-mods restriction, but it would be kinda neat having like... 2 upgrades from vanilla, and 2 from your mod and trying to decide between them. Suppressor or bigger damage? :drool:

Of course, it would be even better with removable mod kits, if possible in future. :P

Just throwing in some food for thoughts.
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Emma
 
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Post » Sat May 28, 2011 7:47 am

Here's the Plasma Defender fully modified:

- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/plasma_defender01.jpg

Originally I was going to have the Mag. Accelerator mod for the Plasma Defender be invisible, but it occurred to me today to replace those tubes on the side... and so now it gets a 'Plasma Defender Inline Mag. Accel.' mod.


Yay, classic scope! And I was curious as to what the heatsink was going to look like, nice work.

When it comes to the magnetic accelerator... those tubes were originally part of the Extended Capacity upgrade for the Fallout 2 plasma pistol, and normally I'd say that extended capacity and magnetic acceleration don't really go together...

Except for the fact that the item description for the extended capacity plasma pistol was this: This Glock 86 plasma pistol has had its magnetic housing chamber realigned to reduce the drain on its energy cell. Its efficiency has doubled, allowing it to fire more shots before the battery is expended.

So if those tubes are additions that do stuff to the magnetic housing, I guess a magnetic accelerator upgrade makes sense!
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MISS KEEP UR
 
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Post » Sat May 28, 2011 8:45 am

Just a question for compatibility. Did you modify a lot of lvl lists to increase how common the weapon mods are?
mainly the VendorWeaponmods* and the gunrunner lvl lists?

looking forward to this one :)
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Alisha Clarke
 
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Post » Sat May 28, 2011 7:59 am

A couple more Energy weapons:

- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/alien_blaster01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/laser_pistol01.jpg



Yay, classic scope! And I was curious as to what the heatsink was going to look like, nice work.

When it comes to the magnetic accelerator... those tubes were originally part of the Extended Capacity upgrade for the Fallout 2 plasma pistol, and normally I'd say that extended capacity and magnetic acceleration don't really go together...

Except for the fact that the item description for the extended capacity plasma pistol was this: This Glock 86 plasma pistol has had its magnetic housing chamber realigned to reduce the drain on its energy cell. Its efficiency has doubled, allowing it to fire more shots before the battery is expended.

So if those tubes are additions that do stuff to the magnetic housing, I guess a magnetic accelerator upgrade makes sense!


I'll pretend that wasn't a lucky coincidence, then. ;)



Just a question for compatibility. Did you modify a lot of lvl lists to increase how common the weapon mods are?
mainly the VendorWeaponmods* and the gunrunner lvl lists?

looking forward to this one :)


I haven't touched the leveled list stuff yet; still just adding content. I imagine a number of them will be edited though; automatic merged patch creation will probably be recommended.
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Charles Weber
 
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Post » Sat May 28, 2011 11:09 pm

- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/alien_blaster01.jpg
Geez, that looks like it was cobbled together with parts that don't match and duct tape.

Which is exactly how it should look since Aliens don't sell many OEM parts on Earth.
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Ricky Rayner
 
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Post » Sat May 28, 2011 9:10 pm

The cleanliness of the new muzzle and the scope kinda clashes with the dirtiness of the rest of the casing on the laser pistol.

Hey Antistar, I have textures made by Drag0ntamer that are basically cleaned up laser pistol casings that I used in my "Imma Firin Mah Lazor" mod. I have permission to re-use in FONV, but I'm not sure about others. You could ask Drag0ntamer for permission if you want, and I can send them over (or did I already with the laser pack?)

Also, those textures required some UVW map corrections. Well.. the vanilla laser pistol had UVW misalignments to begin with...
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Emma Parkinson
 
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Post » Sat May 28, 2011 11:57 am

Geez, that looks like it was cobbled together with parts that don't match and duct tape.

Which is exactly how it should look since Aliens don't sell many OEM parts on Earth.


Yeah, not every weapon is going to be a blinged-out work of art; and not everything should. ;)



The cleanliness of the new muzzle and the scope kinda clashes with the dirtiness of the rest of the casing on the laser pistol.

Hey Antistar, I have textures made by Drag0ntamer that are basically cleaned up laser pistol casings that I used in my "Imma Firin Mah Lazor" mod. I have permission to re-use in FONV, but I'm not sure about others. You could ask Drag0ntamer for permission if you want, and I can send them over (or did I already with the laser pack?)

Also, those textures required some UVW map corrections. Well.. the vanilla laser pistol had UVW misalignments to begin with...


I'll keep it in mind, but I actually like the way it looks; it puts me in mind of two-tone furniture (or what-have-you) on firearms.
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Jani Eayon
 
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Post » Sat May 28, 2011 10:09 am

Here's an idea for the service rifle:

A mid-range scope, but it completely replaces the iron sights, like, the wooden carry area would all be gone, kinda like the marksman rifle.
And a silencer.
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rae.x
 
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Post » Sat May 28, 2011 1:15 pm

Instead of "Limiter Chip Bypass" for the Multiplas, it's instead "Discharge Init Capacitor Upgrade" and I splice some more of the Multiplas's wiring inside the stock? Been considering how to go about it... I think I may have a way to splice the smaller little cylinder in now, and for additional wires into the back of the plasma chamber.

Also, the Multiplas by default doesn't have the "faint hum" that the regular Plasma rifle has. I also made some more fitting draw/holster SFX that both the regular and multiplas can use.
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Jonathan Egan
 
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Post » Sat May 28, 2011 6:30 pm

You probably already knew but the beam-split effect works with all projectile types, but obviously only makes physical sense with energy projectiles as it doesn't have any options to increase the ammo use although NVSE will fix that, so some ideas

Non-NVSE
Hay just an idea for the Multiplas Rifle and Tri-beam Laser Rifle but both could easily accept the "beam split" mod effect, as there both "shotgun" types
for the Tri-beam Laser Rifle just replace the scope as there isnt much long range use for this weapon.
For the Multiplas Rifle probably the limiter chip for shotgun type weapons #projectiles would seam more important than the rate of fire.

as for visual effects, the Tri-beam Laser Rifle could have three "beam splitters" installed onto its barrel and the Multiplas could have the extra barrels added to its end

NVSE
Service rifle three round "burst" [technicly it would be three bullets all at the same time]
mod type = beam split, but the weapon has an nvse script like this
on equipif equipped weapon has "triple fire"mod{damage = damage*3}on fireif equipped weapon has "triple fire"mod{take 2 extra ammo from clip}

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Brooke Turner
 
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Post » Sat May 28, 2011 10:26 am

Here's some more:

- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/pulse_gun01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/pulse_gun02.jpg (Ahem. I'm charging my laser.)
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/pew_pew01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/pew_pew02.jpg



Here's an idea for the service rifle:

A mid-range scope, but it completely replaces the iron sights, like, the wooden carry area would all be gone, kinda like the marksman rifle.
And a silencer.


Thanks for the suggestions, but at this stage I'm fairly set on what's laid out in the OP for the Service Rifle.



Instead of "Limiter Chip Bypass" for the Multiplas, it's instead "Discharge Init Capacitor Upgrade" and I splice some more of the Multiplas's wiring inside the stock? Been considering how to go about it... I think I may have a way to splice the smaller little cylinder in now, and for additional wires into the back of the plasma chamber.


Sounds good if you don't mind doing it. :)



You probably already knew but the beam-split effect works with all projectile types, but obviously only makes physical sense with energy projectiles as it doesn't have any options to increase the ammo use although NVSE will fix that, so some ideas

Non-NVSE
Hay just an idea for the Multiplas Rifle and Tri-beam Laser Rifle but both could easily accept the "beam split" mod effect, as there both "shotgun" types
for the Tri-beam Laser Rifle just replace the scope as there isnt much long range use for this weapon.
For the Multiplas Rifle probably the limiter chip for shotgun type weapons #projectiles would seam more important than the rate of fire.

as for visual effects, the Tri-beam Laser Rifle could have three "beam splitters" installed onto its barrel and the Multiplas could have the extra barrels added to its end


At the moment, the Beam Split effect doesn't work as advertised (as I understand it). I'm hoping it will be fixed in the next patch (or some patch before WMX is released), but if not, I'll be replacing the Beam Split effect with something else.
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Ludivine Poussineau
 
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Post » Sat May 28, 2011 8:00 am

At the moment, the Beam Split effect doesn't work as advertised (as I understand it). I'm hoping it will be fixed in the next patch (or some patch before WMX is released), but if not, I'll be replacing the Beam Split effect with something else.


The only thing it doesn't do is add the advertised damage, it still splits the beam just doesn't add the 30% so 1 100dmg projectile becomes [2 50dmg][3 33dmg][4 25dmg] etc instead of [65,43,32] etc

also you probably already know but the mod value for split beam is number of beams to add not a multiplier e.g. setting its value to to will change a 1 projectile weapon to a 3 projectile weapon
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Paula Rose
 
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Post » Sat May 28, 2011 7:43 pm

The only thing it doesn't do is add the advertised damage, it still splits the beam just doesn't add the 30% so 1 100dmg projectile becomes [2 50dmg][3 33dmg][4 25dmg] etc instead of [65,43,32] etc

also you probably already know but the mod value for split beam is number of beams to add not a multiplier e.g. setting its value to to will change a 1 projectile weapon to a 3 projectile weapon



Which is the whole purpose of the mod: higher damage, but split beam making it more susceptible to DT negation. So since the damage part is broken, it's only detrimental to the weapon.
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Siobhan Wallis-McRobert
 
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Post » Sat May 28, 2011 12:49 pm

Nice pulse gun, and nice Pew Pew. Having the scope partially obstructed by the stuff on top of the pistol is a nice detail. :)

Yeah, the beam splitter mod doesn't even let you use the laser rifle like a shotgun - it splits the beam, but the laser rifle has hardly any spread so it still looks like just one beam. Against unarmoured targets there is no difference, and against armoured targets you do less damage.
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Patrick Gordon
 
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Post » Sat May 28, 2011 10:58 am

Antistar, considering there are 2 textures in the game for the Big Boomer gun (the unique sawed off shotgun), have you considered using the one that is currently unused as a texture for one of the mods for it?

Picture comparing the 2 here: http://i56.tinypic.com/1om0ig.png
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Chenae Butler
 
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Post » Sat May 28, 2011 10:21 am

Thanks guys. :)



Antistar, considering there are 2 textures in the game for the Big Boomer gun (the unique sawed off shotgun), have you considered using the one that is currently unused as a texture for one of the mods for it?

Picture comparing the 2 here: http://i56.tinypic.com/1om0ig.png


Hey, nice; I hadn't noticed that, I don't think. Looking at those, I might use the one on the right in that image for the default Big Boomer, and use parts as appropriate from the one on the left for the 'Improved Parts' and 'Composite Stock' mods. (Currently the list in the OP says 'Maple Stock', but that's easily changed, of course.)
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Casey
 
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Post » Sat May 28, 2011 11:50 am

Hey AntiStar, I'm glad to see you're modding for New Vegas, I loved your WMK mod. I found out that some weapons from Fallout 3 are in the games data files, just not added to the game world. My question is, what are you going to do with those?
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mimi_lys
 
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Post » Sat May 28, 2011 8:47 am

Hey, nice; I hadn't noticed that, I don't think. Looking at those, I might use the one on the right in that image for the default Big Boomer, and use parts as appropriate from the one on the left for the 'Improved Parts' and 'Composite Stock' mods. (Currently the list in the OP says 'Maple Stock', but that's easily changed, of course.)


Well, the texture on the right is called "bigboomernv". The only problem with it is that it uses the old Fallout 3 sawed off shotgun texture, instead of the newly arranged New Vegas one.
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Fanny Rouyé
 
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Post » Sat May 28, 2011 11:59 am

Antistar -- I'm sure you hate this question, but I'm just looking for something ballpark-ish, nothing concrete... how close do you think you are to an initial release? I know you've been working hard and have a lot of work ahead of you still - just wondering if you're thinking late Dec, sometime in Jan, or later than that etc?


I ask partly because I'm anxious to give it a whirl myself, but also because I'm working on a series of smallish mods - a couple of which I expect will be impacted by WMX, and I'm trying to mentally lay out my strategy / order-of-operations for development of my own mods.
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Erich Lendermon
 
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Post » Sat May 28, 2011 5:46 pm

Hey AntiStar, I'm glad to see you're modding for New Vegas, I loved your WMK mod. I found out that some weapons from Fallout 3 are in the games data files, just not added to the game world. My question is, what are you going to do with those?


Thanks. :)

At this point I'm not planning to do anything with those.



Antistar -- I'm sure you hate this question, but I'm just looking for something ballpark-ish, nothing concrete... how close do you think you are to an initial release? I know you've been working hard and have a lot of work ahead of you still - just wondering if you're thinking late Dec, sometime in Jan, or later than that etc?


I ask partly because I'm anxious to give it a whirl myself, but also because I'm working on a series of smallish mods - a couple of which I expect will be impacted by WMX, and I'm trying to mentally lay out my strategy / order-of-operations for development of my own mods.


I really can't say, I'm afraid. Too many variables. You could count the number of weapons I've implemented so far, look at how long it's taken me, and then make some kind of educated guess based on how many weapons are left to do (and then add on some time for testing, documentation, screenshots, etc). ;) But that wouldn't be any more accurate than any estimate I could come up with right now.
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Crystal Clarke
 
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Post » Sat May 28, 2011 5:12 pm

A few more:

- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/recharger_pistol01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/gauss_rifle01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/gauss_rifle_unique01.jpg


The Gauss Rifle and its unique version were a bit of a mess. Each has two textures applied to them (technically I should probably call them 'materials'). One of the normal maps for the standard rifle didn't have an alpha channel, meaning no specular lighting for that half of the weapon. That was about it for the standard one, so I guess it wasn't too bad; but the unique version had a number of problems.

They didn't assign the higher-res '1stperson' textures to it (though they exist in the bsa files); only using the low-res textures for it. One of the materials just didn't have a normal map made/included, so they assigned the normal map made for the other half of the weapon to it instead; which is just as bad as it sounds. The half of the weapon that did have a normal/spec map made for it didn't actually use it; it used a file (with an appropriate name, at least) that actually had the same normal/spec as the standard version of the weapon. Finally - I think - the unique's nif file wasn't made to support environment maps and didn't have one applied or specifically made for it (so no reflection effect on the scope's lens).

Anyway. I've fixed all these things for WMX. :)
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Mélida Brunet
 
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