[WIP] Weapon Mods Expanded

Post » Sat May 28, 2011 7:25 pm

gg mitch
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CArlos BArrera
 
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Post » Sat May 28, 2011 8:16 pm

Antistar, what are you going to do with the Tesla-Beaton Prototype, as it looks like the textures for it are only the third person textures, and I couldn't find first person textures in the BSAs.
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Adam Kriner
 
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Post » Sat May 28, 2011 10:24 pm

Yeah, I noticed that YCS-186 was a mess too.

Also... No firstpersons for Tesla-Beaton either? Q35, Tesla-Beaton, YCS-186, all missing 1stperson textures. WTH? :rolleyes:
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Romy Welsch
 
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Post » Sat May 28, 2011 9:45 pm

Yeah, I noticed that YCS-186 was a mess too.

Also... No firstpersons for Tesla-Beaton either? Q35, Tesla-Beaton, YCS-186, all missing 1stperson textures. WTH? :rolleyes:


QA FTW! :rolleyes:

(Of course the QA process at the software company I work for isn't any better, but still...)
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Jade
 
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Post » Sat May 28, 2011 4:06 pm

Yeah, I noticed that YCS-186 was a mess too.

Also... No firstpersons for Tesla-Beaton either? Q35, Tesla-Beaton, YCS-186, all missing 1stperson textures. WTH? :rolleyes:


I forgot about the Q35 because of your mod actually.
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jadie kell
 
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Post » Sat May 28, 2011 5:34 pm

gg mitch


Good game... Mitch? No, I give up; I don't know what you mean.



Antistar, what are you going to do with the Tesla-Beaton Prototype, as it looks like the textures for it are only the third person textures, and I couldn't find first person textures in the BSAs.


Yeah, I can't find them either. Well, at least the texture that is there is 512x512, rather than 256x256 like most 'third-person' textures in FNV. This is actually much the same as the YCS/186; its 'first-person' textures are 512x512 as well, while the standard Gauss Rifle has 1024x1024 textures. Very strange that these unique weapons were given lower-res textures...

Anyway, the Tesla Beaton will likely just have to have that 512x512 texture; unless I feel particularly ambitious at some point and feel like trying to retex the standard Tesla Cannon texture to look like the unique one. It might not be too bad, actually, looking at it. It looks like most of it could be done by recolouring, tweaking hues and levels, and adding a rust layer.
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Wayne W
 
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Post » Sat May 28, 2011 8:08 am

Fast at work at knocking out the Multiplas for you, Antistar. Gonna polish it off before I post screenies. I borrowed the dual cell harness bits since they're otherwise the same... less mesh work. :)
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Matthew Barrows
 
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Post » Sat May 28, 2011 7:46 pm

Mitch Ahlswede was lead artist for most of the weapons in FO:NV...

So you could say he was kinda sorta directly responsible for the lack of polish on most of these energy weapons like the Gauss Rifle.

Soooo... good going, eh?
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Trish
 
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Post » Sat May 28, 2011 11:51 am

And here we have it, Multiplas, fully tricked out.

Since some of you may not be aware, Antistar will be using my "Awesomefied" plasma rifles, with more visual flair.

http://img508.imageshack.us/img508/2448/multiplasbare.jpg

http://img28.imageshack.us/img28/8953/multiplasloaded.jpg (pending Antistar's approval).

Its mods are...

  • Magnetic Stabilizer: Instead of aligning the direction of magnetic force along the axis of projection (IE: the direction the plasma bolt flies in), the magnetic field is instead direct inward, to help constrict the deviation off-axis of the Multiplas rifle's shots (Basically, a "Barrel Choke" for the Multiplas).
  • Dual Cell Harness: Just like the regular Plasma rifle's, an ad-hoc rig-together of two Microfusion Cells with magnetic constrictor tubing linking the two.
  • Upgraded Discharge Initiation Capacitors: Prepare for techy talk of rectal origin... :P The Multiplas already has 8 aperture stabilizers (the cylinder thingies on the port holes) and they're already all synchronized (like the Plasma Rifle mod's), for the simple fact that the chamber has to contain so much more plasma and more stabilizers were needed to prevent chamber rupture (trust me, you do not want a plasma explosion going off right next to your face). Also because of the sheer amount of plasma discharged in a shot, the discharge buffer (the radial ampuoles near the muzzle) is more robust as well. The discharge initiation capacitor (the cylinder dealie in the plasma rifle's stock) could still press over the discharge buffer's threshold to cause a weapons discharge, but couldn't recharge fast enough to have a rate of fire of any practical use. So, the stock Multiplas rifle has an additional discharge capacitor to hasten the rate of fire. This mod further upgrades this discharge initiation capacitor system to increase the rate of fire even further. Since the Aperture Stabilizer setup on the Multiplas is over-engineered, they can already tolerate the increased rate of fire. For shortness, it's just "Upg. Discharge Init Cappys"


I got one last little nit to pick with it, concerning some ucky geometry on a wire.
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Lauren Graves
 
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Post » Sat May 28, 2011 10:41 am

Mitch Ahlswede was lead artist for most of the weapons in FO:NV...

So you could say he was kinda sorta directly responsible for the lack of polish on most of these energy weapons like the Gauss Rifle.

Soooo... good going, eh?


Ah, I see...



And here we have it, Multiplas, fully tricked out.

Since some of you may not be aware, Antistar will be using my "Awesomefied" plasma rifles, with more visual flair.

http://img508.imageshack.us/img508/2448/multiplasbare.jpg

http://img28.imageshack.us/img28/8953/multiplasloaded.jpg (pending Antistar's approval).

Its mods are...

  • Magnetic Stabilizer: Instead of aligning the direction of magnetic force along the axis of projection (IE: the direction the plasma bolt flies in), the magnetic field is instead direct inward, to help constrict the deviation off-axis of the Multiplas rifle's shots (Basically, a "Barrel Choke" for the Multiplas).
  • Dual Cell Harness: Just like the regular Plasma rifle's, an ad-hoc rig-together of two Microfusion Cells with magnetic constrictor tubing linking the two.
  • Upgraded Discharge Initiation Capacitors: Prepare for techy talk of rectal origin... :P The Multiplas already has 8 aperture stabilizers (the cylinder thingies on the port holes) and they're already all synchronized (like the Plasma Rifle mod's), for the simple fact that the chamber has to contain so much more plasma and more stabilizers were needed to prevent chamber rupture (trust me, you do not want a plasma explosion going off right next to your face). Also because of the sheer amount of plasma discharged in a shot, the discharge buffer (the radial ampuoles near the muzzle) is more robust as well. The discharge initiation capacitor (the cylinder dealie in the plasma rifle's stock) could still press over the discharge buffer's threshold to cause a weapons discharge, but couldn't recharge fast enough to have a rate of fire of any practical use. So, the stock Multiplas rifle has an additional discharge capacitor to hasten the rate of fire. This mod further upgrades this discharge initiation capacitor system to increase the rate of fire even further. Since the Aperture Stabilizers on the Multiplas are over-engineered for plasma containment, they can tolerate the increased rate of fire. For shortness, it's just "Upg. Discharge Init Cappys"


I got one last little nit to pick with it, concerning some ucky geometry one a wire.


Looks fantastic - and the weapon mods sound perfect ('Upgraded Discharge Initiation Capacitors' is better than 'Plasma Rifle Limiter Chip Bypass').

I'm currently working on the unique Laser Rifle - fixing the gaping holes in the underside, and then giving it the mods the standard Laser Rifle has. Once I've finished the Energy weapons (except for the 'heavy' ones - I feel like having a bit of a break from Energy weapons), I'll send you another package in case you guys can use anything from it for FWT.
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A Boy called Marilyn
 
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Post » Sat May 28, 2011 5:08 pm

I'm eagerly anticipating this release - leave it to the guy who inspired New Vegas' mod system to improve upon it further. :)

One question, though - seeing as the art assets for all 'cut' Fallout 3 weapons are still in FNV's files, could you port your weapon mod kits from that game? The http://www.newvegasnexus.com/downloads/file.php?id=35937 integrates these weapons into levelled lists, and http://www.newvegasnexus.com/downloads/file.php?id=36571 gives them New Vegas ironsight capability. It would be cool to see all of the classics back in action :)
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Beulah Bell
 
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Post » Sat May 28, 2011 1:50 pm

Here is the Laser RCW and (after a fair amount of fiddling) the AER14 Prototype:

- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/laser_rcw01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/laser_rifle_unique01.jpg

I fixed the large holes in the underside of the AER14, and they had the wrong texture set assigned to part of the model in the GECK, so that's fixed too.



I'm eagerly anticipating this release - leave it to the guy who inspired New Vegas' mod system to improve upon it further. :)

One question, though - seeing as the art assets for all 'cut' Fallout 3 weapons are still in FNV's files, could you port your weapon mod kits from that game? The http://www.newvegasnexus.com/downloads/file.php?id=35937 integrates these weapons into levelled lists, and http://www.newvegasnexus.com/downloads/file.php?id=36571 gives them New Vegas ironsight capability. It would be cool to see all of the classics back in action :)


I'm not planning anything like this at the moment, but who knows; maybe as an add-on or something somewhere down the line.
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Prisca Lacour
 
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Post » Sat May 28, 2011 11:19 am

Question: Could you make the RCW have red highlights instead of green, since lasers are red and plasma is green?
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neen
 
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Post » Sat May 28, 2011 2:42 pm

Question: Could you make the RCW have red highlights instead of green, since lasers are red and plasma is green?


Obviously not compatible with this mod, but in the meantime here's http://www.newvegasnexus.com/downloads/file.php?id=36165 - it recolours the glow. Absolutely indispensable :)
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natalie mccormick
 
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Post » Sat May 28, 2011 4:36 pm

Yeah I saw that, it's a nice idea which is way I suggested it. Good of you to link it though.
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Donald Richards
 
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Post » Sat May 28, 2011 2:54 pm

Obviously not compatible with this mod, but in the meantime here's http://www.newvegasnexus.com/downloads/file.php?id=36165 - it recolours the glow. Absolutely indispensable :)


When the mod only replaces the texture without renaming it, the mod will be compatible with this mod. If it renames the texture, a little bit tinkering with FNVEdit is needed to make them compatible.
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LuCY sCoTT
 
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Post » Sat May 28, 2011 10:54 am

Sorry if I missed it, but any chance to provide and Full auto module for the 9mm Pistol!

I love that that baby. Especially in the beginning of a character!

Fix it up with a extended mag, and a Full auto mechanism, and it would rule my day!
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Adam Baumgartner
 
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Post » Sat May 28, 2011 7:43 pm

Question: Could you make the RCW have red highlights instead of green, since lasers are red and plasma is green?


Dunno, that's a pretty minor thing to wholly replace a texture over... Maybe if I end up having something like an alternative texture pack.



When the mod only replaces the texture without renaming it, the mod will be compatible with this mod. If it renames the texture, a little bit tinkering with FNVEdit is needed to make them compatible.


WMX also has a new texture for the Laser RCW's Composite Stock weapon mod; it would need to be altered too.



Sorry if I missed it, but any chance to provide and Full auto module for the 9mm Pistol!

I love that that baby. Especially in the beginning of a character!

Fix it up with a extended mag, and a Full auto mechanism, and it would rule my day!


Unfortunately, 'full-auto' isn't one of the effects you can choose from for weapon mods.
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Steph
 
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Post » Sat May 28, 2011 3:23 pm

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.


I put two mini-mods on the Nexus for this. One just ups the damage by 5 pts (slightly over 30%). The other converts the beam splitter into a silencer (I renamed it the harmonic spectrum filter).

It would be nice if it gets fixed because you should get crit damage per beam which would make a properly working laser rifle with the beam splitter a good option for a EW-using sniper/stealth playthrough.
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Annick Charron
 
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Post » Sat May 28, 2011 8:54 am

A laser "silencer" doesn't make much sense, really, unless the laser spectrum is red/blue-shifted out of the visible light spectrum. Since projectile changes can't be done...

Gun silencers are kinda weird too as-is, since there's still a muzzle flash. Silencers suppress those too.
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Blessed DIVA
 
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Post » Sat May 28, 2011 3:16 pm

A laser "silencer" doesn't make much sense, really, unless the laser spectrum is red/blue-shifted out of the visible light spectrum. Since projectile changes can't be done...

Gun silencers are kinda weird too as-is, since there's still a muzzle flash. Silencers suppress those too.


If you want a truly silence a gun, you'd also need subsonic ammo. That would mean lower grain count (lower damage in-game) for nearly everything except something like .45 ammo. Even then it's still louder than the Hollywood style silenced weapons.

For the laser, if you're going for realism, the beam should be invisible (unless it passes through a dust cloud) making it inherently "silent".
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Rebecca Dosch
 
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Post » Sat May 28, 2011 7:31 am

Here are the last few Energy weapons (save the 'heavy' ones):

- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/multiplas01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/recharger_rifle01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/tri_beam01.jpg

Thanks again to MadCat for the Awesomefied Multiplas meshes (and thanks to TalkieToaster for the coil on the Recharger). :)
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^_^
 
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Post » Sat May 28, 2011 2:00 pm

For the "Fatman Upgraded Springs", I don't think it's a spring, but a hydraulic/pneumatic/steam/some-manner-of-fluid catapult that launches it.
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Peter P Canning
 
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Post » Sat May 28, 2011 11:27 pm

For the "Fatman Upgraded Springs", I don't think it's a spring, but a hydraulic/pneumatic/steam/some-manner-of-fluid catapult that launches it.


'Fatman Upgraded Hydraulics' it is, then. ;)

I was probably thinking of this launcher weapon from relatively early last century I saw in a documentary once, that looked an awful lot like the Fatman. It actually did use springs, from memory - though they said it proved to not work very well. I think this was some time before the panzerschreck and the bazooka and whatnot. But don't quote me on that.

What was I talking about?



Edit: Oh - I was going to say earlier; the Tri-beam Laser Rifle is another one that didn't have 1stperson textures assigned to it (though they were included in the bsa files).
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Dan Endacott
 
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Post » Sat May 28, 2011 8:46 pm

WMX also has a new texture for the Laser RCW's Composite Stock weapon mod; it would need to be altered too.


Then the textures have to be recolored. Still quite simple, only Gimp + DDS Import needed. May take ~30 Mins max. for so someone who did this never before.

-----------------------------------

A laser "silencer" doesn't make much sense, really, unless the laser spectrum is red/blue-shifted out of the visible light spectrum. Since projectile changes can't be done...


Even a shift would silence the laser. High powered laser beams aren't really silence, they make a clearly audible noise. Also the air around the beam would ripple, even when the beam is invisible.

-----------------------------------

If you want a truly silence a gun, you'd also need subsonic ammo. That would mean lower grain count (lower damage in-game) for nearly everything except something like .45 ammo. Even then it's still louder than the Hollywood style silenced weapons.

For the laser, if you're going for realism, the beam should be invisible (unless it passes through a dust cloud) making it inherently "silent".


Even with subsonic ammo a gun would not be completely silent. Moving parts of the gun would still make noise. Every guns which is faster than ~330 m/s would need subsonic ammo which reduces damage but also reduces the firing range of the weapon.

An invsible beam would be more realistic but many players wouldn't like the effectless nonvisible beam, also it still will not be silent.

-----------------------------------

'Fatman Upgraded Hydraulics' it is, then. ;)

I was probably thinking of this launcher weapon from relatively early last century I saw in a documentary once, that looked an awful lot like the Fatman. It actually did use springs, from memory - though they said it proved to not work very well. I think this was some time before the panzerschreck and the bazooka and whatnot. But don't quote me on that.


The Idea behind the Fatman would be the Davy Crockett Nuclear Device, details can be found here: http://en.wikipedia.org/wiki/Davy_Crockett_%28nuclear_device%29

regards,
Mr. J
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Bigze Stacks
 
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