[WIP] Weapon Mods Expanded

Post » Sat May 28, 2011 6:12 pm

Back to shotguns - which I've been looking forward to:

- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/hunting_shotgun01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/hunting_shotgun_unique01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/lever_shotgun01.jpg

You'll probably need to look closely to see it in that shot, but I gave the default Dinner Bell the normal map made for the standard Hunting Shotgun, and reserved the (very smooth) normal map made for the Dinner Bell for its 'Composite Stock' weapon mod. The only difference between the two normal (and spec) maps is for the parts of the weapon/s that the Composite Stock affects, so that worked out nicely.

Credit for the Lever-Action Shotgun's 'Improved Parts' texture goes to Arenovalis again; I just added the pattern on the side.



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.


Yeah, that's what I was referring to when I said it would need to be altered.



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


The weapon I was thinking of (wish I could remember the name) fairly closely resembled the chute-looking part of the Fat Man - from memory - but unlike the Fat Man and the Davy Crockett there, it was not made for nuclear munitions.
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Lavender Brown
 
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Post » Sat May 28, 2011 9:19 pm

Back to shotguns - which I've been looking forward to:

- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/hunting_shotgun01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/hunting_shotgun_unique01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/lever_shotgun01.jpg

You'll probably need to look closely to see it in that shot, but I gave the default Dinner Bell the normal map made for the standard Hunting Shotgun, and reserved the (very smooth) normal map made for the Dinner Bell for its 'Composite Stock' weapon mod. The only difference between the two normal (and spec) maps is for the parts of the weapon/s that the Composite Stock affects, so that worked out nicely.

Credit for the Lever-Action Shotgun's 'Improved Parts' texture goes to Arenovalis again; I just added the pattern on the side.





Yeah, that's what I was referring to when I said it would need to be altered.





The weapon I was thinking of (wish I could remember the name) fairly closely resembled the chute-looking part of the Fat Man - from memory - but unlike the Fat Man and the Davy Crockett there, it was not made for nuclear munitions.



The weapon you are thinking of may be the British Anit-Tank weapon PIAT.

http://en.wikipedia.org/wiki/PIAT

A weapon so dangerous that 6 of its users were awarded Victoria Crosses.
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April
 
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Post » Sat May 28, 2011 11:08 am

Will any changes be made to vendors with respect to how many of these mods they will carry at a time? They rarely carry more than two at a time.
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Ana
 
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Post » Sat May 28, 2011 3:26 pm

Another shotgun:

- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/riot_shotgun01.jpg

Someone earlier in the thread suggested a barrel shroud/heat shield for shotguns, and I liked the idea, so here it is. The heat shield mesh was part of a trench gun mesh by RedRogueXIII - the same person who did the AA-12 mesh I textured and added to WMK as a Combat Shotgun replacer. I made some changes to it (the heat shield) and made the texture from scratch though.



Will any changes be made to vendors with respect to how many of these mods they will carry at a time? They rarely carry more than two at a time.


I mention this earlier in the thread, but yes; since there are more weapon mod types available, the number of weapon mods available from merchants will be increased. I am also still planning to have a chance to find them as loot - probably not as rare as in WMK, but still uncommon.
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Spaceman
 
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Post » Sat May 28, 2011 4:53 pm

The desire for "silenced" energy weapons is a gameplay thing, not a "realism" thing. I'd love LOVE LOVE to play an energy weapons character - energy weapons are to me quintessentially fallout - but I favour a stealthy sniper approach and without a silenced weapon many of this playstyle's tactics become impossible. High-powered lasers in the real world might well generally be unavoidably noisy, but in the Fallout world we are able to harness the power of SCIENCE! to work around these things. Quantum Noise Cancellation device, anyone?
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Christina Trayler
 
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Post » Sat May 28, 2011 9:10 pm

Someone earlier in the thread suggested a barrel shroud/heat shield for shotguns, and I liked the idea, so here it is.

So is that replacing the "Improved Parts" mod for the riot shotgun mentioned in the OP?
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Robert Devlin
 
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Post » Sat May 28, 2011 4:15 pm

The desire for "silenced" energy weapons is a gameplay thing, not a "realism" thing. I'd love LOVE LOVE to play an energy weapons character - energy weapons are to me quintessentially fallout - but I favour a stealthy sniper approach and without a silenced weapon many of this playstyle's tactics become impossible. High-powered lasers in the real world might well generally be unavoidably noisy, but in the Fallout world we are able to harness the power of SCIENCE! to work around these things. Quantum Noise Cancellation device, anyone?

I think the stealthy sniper is a bit of an overpowered built, though.
I do agree that the energy weapons could use something like a silenced pistol, though.
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Lexy Dick
 
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Post » Sat May 28, 2011 12:17 pm

I think the stealthy sniper is a bit of an overpowered built, though.
I do agree that the energy weapons could use something like a silenced pistol, though.

Yeah, as fun as a build as it can be to play, it is certainly overpowered.

...of course it was the same way in FO3... and while it has been a while since I've played any of them, my recollection is that it was also generally the most powerful way to go in FO1, FO2, and even FT.

(Damage wise it might not have always been as "bad" as it is in FO3/FNV, but with long range and AP based combat combined with 300% guns skill and called shots to the eyes...)
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Louise Andrew
 
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Post » Sat May 28, 2011 10:19 am

Yeah, as fun as a build as it can be to play, it is certainly overpowered.

...of course it was the same way in FO3... and while it has been a while since I've played any of them, my recollection is that it was also generally the most powerful way to go in FO1, FO2, and even FT.

(Damage wise it might not have always been as "bad" as it is in FO3/FNV, but with long range and AP based combat combined with 300% guns skill and called shots to the eyes...)

Actually the other games didn't really have a stealthy sniper built. Sure sniping was powerful in FO3, but you didn't stay hidden.
Also energy weapons were the way to go near the end game with FO1&2 in my experience.
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Vera Maslar
 
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Post » Sat May 28, 2011 10:26 pm

Actually the other games didn't really have a stealthy sniper built.

FO1&2 it was less about sniping while stealthed, and more about using stealth to get to the ideal sniping spot unmolested, and then unloading from there.

FOT stealth was critical to getting to a position where you could snipe your target without anyone else having direct LOS to you. As long as nobody has LOS on you, you could snipe someone and remain hidden assuming a one-shot-kill.

Sure sniping was powerful in FO3, but you didn't stay hidden.

I stayed hidden all of the time while sniping in FO3. One shot kills are overpowered in the way detection works by default. *shrug*

Also energy weapons were the way to go near the end game with FO1&2 in my experience.

Depends on your play style. I admit I don't remember FO1 clearly enough at this point, but in FO2 I never felt the need to go energy weapons, as long as I had a bozar and a high enough skill to hit anyone I wanted to in the eyes... especially when combined with Better Criticals and Sniper at the end game.
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Batricia Alele
 
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Post » Sat May 28, 2011 8:02 am

If the Beam Split effect is not fixed and nothing more appropriate comes to mind, changing it to the Silencer effect is something I will seriously consider. Does anyone know if yesterday's patch fixed Beam Split?



So is that replacing the "Improved Parts" mod for the riot shotgun mentioned in the OP?


It's considered to be part of the 'Improved Parts' - it's not referred to as a heat shield in-game.
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Marcus Jordan
 
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Post » Sat May 28, 2011 4:00 pm

When you get around to the Plasma Caster, you'll need to implement the fixed ProjectileNode issue.

Basically, the Yaw and Roll values need to be set to -90 degrees.
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Milagros Osorio
 
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Post » Sat May 28, 2011 1:37 pm

I think the stealthy sniper is a bit of an overpowered built, though.
I do agree that the energy weapons could use something like a silenced pistol, though.


Sure, in the default game it is extremely overpowered, and as others have mentioned this was the same in FO3. I use other mods to change the way enemy AI works, particularly as regards stealth, and it makes it far more challenging - so challenging, in fact, that without a silenced option, energy weapons simply aren't viable for the playstyle any more.
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Mandi Norton
 
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Post » Sat May 28, 2011 8:56 am

Here are the last two shotguns:

- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/sawed_off_shotgun01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/sawed_off_shotgun_unique01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/single_shotgun01.jpg

I made some minor changes to it to fit the associated mesh changes, but the 'Improved Parts' texture for the Single Shotgun is again courtesy of Arenovalis.

On to rifles next. This is the biggest category, I think.



When you get around to the Plasma Caster, you'll need to implement the fixed ProjectileNode issue.

Basically, the Yaw and Roll values need to be set to -90 degrees.


Done - and thanks for the heads-up. :)
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Budgie
 
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Post » Sat May 28, 2011 2:07 pm

If the Beam Split effect is not fixed and nothing more appropriate comes to mind, changing it to the Silencer effect is something I will seriously consider. Does anyone know if yesterday's patch fixed Beam Split?


According to this post:

http://www.gamesas.com/index.php?/topic/1149236-why-didnt-the-patch-fix-this/

the beam splitter is not fixed as of the Dec 13th patch.
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kasia
 
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Post » Sat May 28, 2011 10:56 pm

Antistar, I think the Big Boomer and regular Sawed off Shotgun look too similar in those pictures.

Maybe if you made all the wood and metal darker or something on the Big Boomer to show the difference.
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Josephine Gowing
 
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Post » Sat May 28, 2011 4:53 pm

@Antistar
Everything is looking terrific so far, I look forward to a release of WMX. Keep up the good work.

Questions:-
Will WMX be compatible with Arenovalis' lovely weapon reskins? What would be the appropriate install order - WMX first with Arenovalis' skins overwriting or the other way around?

Thanks in advance.
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Zualett
 
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Post » Sat May 28, 2011 10:53 pm

Idea:

For the recharger weapons, change the recycler mod effect from "regen ammo (shots)" to "regen ammo (seconds)" and put in a negative number for the value (for example a value of -0.25 for a reduction in recharge time per shot of a quarter of a second). That should speed up regen evenly which would make more sense for a self-recharging weapon. Maybe give it its own mod and call it "Fast Breeder Controller" or something similar.

Anyway, just a thought ^_^
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Dylan Markese
 
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Post » Sat May 28, 2011 8:25 pm

According to this post:

http://www.gamesas.com/index.php?/topic/1149236-why-didnt-the-patch-fix-this/

the beam splitter is not fixed as of the Dec 13th patch.


That's a shame.



Antistar, I think the Big Boomer and regular Sawed off Shotgun look too similar in those pictures.

Maybe if you made all the wood and metal darker or something on the Big Boomer to show the difference.


That's exactly what I did, actually. The diffuse map for the fully modified Big Boomer is noticeably darker than that of the fully modified Sawed-off Shotgun; however the spec map is not (so it looks quite a bit brighter due to the lighting in that shot). The reason for this - and the reason the Big Boomer's diffuse map is not darker than it already is - is that if it's too dark, the details of the texture won't be visible; particularly with the variable lighting in the game. This is a problem seen with a lot of the quick and dirty "I made it black" retextures seen on the Nexus, for example; it's just a black mess - you can't see anything.

That's for the metal. For the wood, well it is maple - a relatively light-coloured wood - and also if it's made too dark, there won't be enough contrast with the branded 'Big Boomer' text on the side.

Trust me; I did weigh all these things up. ;) Having said that, there's always the possibility for tweaking things... but I don't know if it's strictly necessary here. In this thread you can look at those two pictures side by side and compare them, but it would be very unusual to be looking at a fully-modified Sawed-off Shotgun right next to a fully-modified Big Boomer in-game.



@Antistar
Everything is looking terrific so far, I look forward to a release of WMX. Keep up the good work.

Questions:-
Will WMX be compatible with Arenovalis' lovely weapon reskins? What would be the appropriate install order - WMX first with Arenovalis' skins overwriting or the other way around?

Thanks in advance.


WMX doesn't overwrite/replace any files, so install order won't matter. However, a number of modified weapon variants use altered textures based on vanilla textures. If Arenovalis continues releasing retextures at his (remarkable) pace, it may come to be that a number of the modified variants will not match the texture of their unmodified version (if someone is using replacer textures).

It's worth noting that WMX forces the Caravan Shotgun to use vanilla Obsidian textures; except for the 'Improved Parts' variants, which use modified versions of Arenovalis' textures. The vanilla textures could still be replaced by Arenovalis' textures though, if the user really wanted.

Anyway. I can envision an optional WMX 'retexture pack' possibly being something a lot of people will want in the future. It could include the relevant WMX textures remade using Arenovalis' textures as a base; as long as he is fine with that, of course. That's just speculation right now though, at any rate.



Edit:

Idea:

For the recharger weapons, change the recycler mod effect from "regen ammo (shots)" to "regen ammo (seconds)" and put in a negative number for the value (for example a value of -0.25 for a reduction in recharge time per shot of a quarter of a second). That should speed up regen evenly which would make more sense for a self-recharging weapon. Maybe give it its own mod and call it "Fast Breeder Controller" or something similar.

Anyway, just a thought ^_^


Something like that did occur to me when I was working on it, but I haven't tried it. We'll see. :)
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Bad News Rogers
 
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Post » Sat May 28, 2011 9:07 pm

Hey, I just noticed that a couple bits on the Multiplas Rifle mods have bad TanSpace on them. The Discharge Init Cappys/Mag Stabilizer combo has a bad TanSpace on the wire coming out of the cappy that's on top of the frame.
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Kayla Keizer
 
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Post » Sat May 28, 2011 6:33 pm

Hey, I just noticed that a couple bits on the Multiplas Rifle mods have bad TanSpace on them. The Discharge Init Cappys/Mag Stabilizer combo has a bad TanSpace on the wire coming out of the cappy that's on top of the frame.


I'm not actually sure what you mean; I just looked at it in the GECK and in Nifskope and I can't see anything that looks out of order. I must be missing something.
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Katy Hogben
 
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Post » Sat May 28, 2011 2:48 pm

You can't see them in NIFSkope, and the GECK window is pretty small. Mod a Multiplas with the Init Cappys and the Mag Stabilizer and inspect in-game. The problem is around the wires that go into the back of the chamber. One of the wires has a black segment, indicating a bad TanSpace in the region. It's fixed by right-clicking it and selecting RightClick>Mesh> Update Tangent Space in NifSkope.
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kristy dunn
 
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Post » Sat May 28, 2011 9:14 pm

Anyway. I can envision an optional WMX 'retexture pack' possibly being something a lot of people will want in the future. It could include the relevant WMX textures remade using Arenovalis' textures as a base; as long as he is fine with that, of course. That's just speculation right now though, at any rate.

I know it is way too early to really think too much about this, but for the record, add one vote to the "Yes please!" category.
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pinar
 
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Post » Sat May 28, 2011 11:33 pm

Something like that did occur to me when I was working on it, but I haven't tried it. We'll see. :)


I just tried it and it worked. I changed the mod effect and set the time to (1 / clip size) - 1 and when I equipped it lo and behold it fully charged in 1 second which is correct for that value. I tried other values and used a stop watch to verify.
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Janeth Valenzuela Castelo
 
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Post » Sat May 28, 2011 8:44 am

I'll reply to those in the new thread, because we've hit the post limit here.

http://www.gamesas.com/index.php?/topic/1150151-wip-weapon-mods-expanded/


No more posts in this thread, please; I might miss them, and it will probably be locked shortly anyway.
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Chelsea Head
 
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