[WIP] Weapon Mods Expanded

Post » Sat May 28, 2011 10:27 pm

Hi there, as MadCat221 said above, we're working on a big energy weapons mod called Future Weapons Today, along with Talkie Toaster. http://www.gamesas.com/index.php?/topic/1139899-wip-future-weapons-today-energy-weapons-megamod/ As well as a big overhaul of weapon stats and so-on, it also features new weapon mods for energy weapons. I'm thinking it would make sense if we pooled our resources. Of course it is possible that we might disagree about what Weapon Mods to add, but I'm sure that there will be areas of overlap. Talkie Toaster's already made a nice Focused Optics upgrade for the laser pistol, so it would be a bit silly if you had to make your own from scratch. And vice versa, would be daft for us to make a laser pistol scope if you've made one. I think Toaster might have made a some Flamer and Incinerator upgrades already too.

When it comes to your suggested upgrades... I love your Plasma Defender ones. With a scope upgrade and accelerated projectiles it will be just like the classic Fallout 1 and 2 Glock 86 that it is based on. And I'm curious to see what your heatsink upgrades for the plasma pistol will look like. We hadn't considered upgrades for the gauss or tesla or recharger weapons at all, those do sound pretty interesting!

I'm not sure about the Limiter Chip Bypass upgrade for the plasma rifle. I never imagined that the reason for a plasma rifle's slow rate of fire was some chip limiting its rate of fire. I figured it was due to needing better cooling or better injectors or better capacitors or something.

The Q-35 Matter modulator has got two sets of "porthole cylinders" on top of the rifle, while the plasma rifle has just one set of them on the right-hand-side. So I was thinking an obvious way to visually upgrade the plasma rifle woudl be to add the second set of cylinders, like on the Q-35. A "Dual Injector System" or "Dual Coolant System" or something.

And in the case of the Multiplas Rifle... that already has a massive capacity of 60 compared to 24 on the ordinary plasma rifle. In Future Weapons Today we were thinking of lowering the capacity from 60 to 48, and lowering the ammo consumption from 6 ammo per shot to 4 ammo per shot or something like that. Anyway, that means that your Dual-Cell Harness mesh woudl actually be perfect for the normal unmodded Multiplas Rifle, since the Multiplas will have double the capacity of an ordinary plasma rifle.
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Alyesha Neufeld
 
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Post » Sat May 28, 2011 12:23 pm

Well if the NVSE guys can make up a function that either finds out if there's a specific mod attached to the weapon or if a specific mod slot (1, 2, or 3) is attached and could add it to the list of enchantment conditions (that is, if you can change it at all), you could make it so that the mod itself doesn't do anything, but the fact that it's attached allow the fire effect to proc from an enchantment on the weapon.

I was also trying to think of ways to make enchantment conditions do most of the work, but I couldn't think up a way to make it so that adding the mod would make it so that that specific axe you modded would have the effect and no others. The ways I thought up would probably add the effect to the base object instead so even axes without the mod would get the effect as well. I think that the fact that mod kits can have scripts attached to them might lead to a way without needing a new NVSE function, but it'd depend on if attaching the mod to a weapon is considered using the object. It could then modify a variable on a script attached to the weapon, but I don't know if that change would only affect the specific weapon or the base weapon. I've only worked with adding scripts to one-of-a-kind types of weapons so I didn't have to worry about whether it affected the base object or not. Still, I don't know if this line of thinking leads to a dead end or if you've already thought of this, but maybe it'll help out in some way.
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Theodore Walling
 
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Post » Sat May 28, 2011 12:33 pm

The beam splitters on the laser weapons make the already-bad problem of laser weapon armor penetration (or lack thereof) even worse, I think they should be discarded altogether. Keep in mind that Overcharge/Maxcharge damage mults are http://www.gamesas.com/index.php?/topic/1141220-screenshot-evidence-that-overchargemaxcharge-means-nothing-to-dt/page__view__findpost__p__16681335__fromsearch__1 and are applied after damage is mitigated by DT.

Also... I foresee some overlapping issues with http://www.gamesas.com/index.php?/topic/1139899-wip-future-weapons-today-energy-weapons-megamod/... do you think some cooperation could be done?


Aw hell, I didn't know that issue with the Over and Max Charged ammo. Man, they really screwed up Energy Weapons.




Nope - I haven't tried out the Beam Splitter yet. I've seen mention before of it not working properly; what specifically is the problem with it? If it's not something I can fix, anyway, I'll alter that weapon mod; changing the name, at the very least.




This is the problem:

Bugs -

Attaching it to a laser rifle produces three rather than two beams, each producing 1/3rd of the original laser's damage. The 30% base damage bonus is also not applied, making a laser rifle with the beam splitter attached no better against unarmored targets and far less effective against armored ones.

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Claire
 
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Post » Sat May 28, 2011 5:26 pm

Anyhoo, Toaster, Your Evil Twin, and I


Bahahaha, I thought you were saying Toaster is Antistar's evil twin, til I saw evil twin post later.


I would appreciate compat with FWT, too... energy weapons in FNV svck right now.
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Lalla Vu
 
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Post » Sat May 28, 2011 9:30 pm

Bahahaha, I thought you were saying Toaster is Antistar's evil twin, til I saw evil twin post later.


I would appreciate compat with FWT, too... energy weapons in FNV svck right now.


That is Twin's desired effect of his name. ;)
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jessica breen
 
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Post » Sat May 28, 2011 1:20 pm

Hi there, as MadCat221 said above, we're working on a big energy weapons mod called Future Weapons Today, along with Talkie Toaster. http://www.gamesas.com/index.php?/topic/1139899-wip-future-weapons-today-energy-weapons-megamod/ As well as a big overhaul of weapon stats and so-on, it also features new weapon mods for energy weapons. I'm thinking it would make sense if we pooled our resources. Of course it is possible that we might disagree about what Weapon Mods to add, but I'm sure that there will be areas of overlap. Talkie Toaster's already made a nice Focused Optics upgrade for the laser pistol, so it would be a bit silly if you had to make your own from scratch. And vice versa, would be daft for us to make a laser pistol scope if you've made one. I think Toaster might have made a some Flamer and Incinerator upgrades already too.
Ah, it's worth pointing out my stuff is slice & rearrange. It's functional, but by no means comparable to Antistar's work.
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Jade Payton
 
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Post » Sat May 28, 2011 3:02 pm

D'oh, didn't post soon enough to get in the big comprehensive reply....

Anyhoo, Toaster, Your Evil Twin, and I are working on a comprehensive energy weapon de-nerf mod, titled "Future Weapons Today", aimed at addressing the prevailing opinion that energy weapons, particularly lower tier ones, seem anemic in comparison to comparable Guns. We've got some ideas for mods as well. This obviously would be an issue for those using both this and FWT.

It'll also be doing several bugfixes and visual improvements (such as my http://www.newvegasnexus.com/downloads/images/34847-2-1287679906.jpg mod, more http://www.newvegasnexus.com/downloads/images/35678-2-1289695597.jpg, http://www.newvegasnexus.com/downloads/images/35678-1-1289695596.jpg, fixed laser rifle meshes so there's no gaping holes on the bottom, etc). Got some of them done and in-place already.


Sorry - you posted while I was replying; I didn't see it at first.

WMX is basically going to be incompatible with other mods that alter vanilla weapons. Fortunately though, making compatibility patches for it will be much easier than it was for WMK, since it doesn't have WMK's issue with having up to sixteen times the work for each weapon because of all the extra weapon records required.

While you're here, I was actually going to ask if it would be alright if I used your Awesomefied Plasma Rifle meshes in WMX - like with WMK. The Laser Pistol iron sight looks great too. :)


Hi there, as MadCat221 said above, we're working on a big energy weapons mod called Future Weapons Today, along with Talkie Toaster. http://www.gamesas.com/index.php?/topic/1139899-wip-future-weapons-today-energy-weapons-megamod/ As well as a big overhaul of weapon stats and so-on, it also features new weapon mods for energy weapons. I'm thinking it would make sense if we pooled our resources. Of course it is possible that we might disagree about what Weapon Mods to add, but I'm sure that there will be areas of overlap. Talkie Toaster's already made a nice Focused Optics upgrade for the laser pistol, so it would be a bit silly if you had to make your own from scratch. And vice versa, would be daft for us to make a laser pistol scope if you've made one. I think Toaster might have made a some Flamer and Incinerator upgrades already too.

When it comes to your suggested upgrades... I love your Plasma Defender ones. With a scope upgrade and accelerated projectiles it will be just like the classic Fallout 1 and 2 Glock 86 that it is based on. And I'm curious to see what your heatsink upgrades for the plasma pistol will look like. We hadn't considered upgrades for the gauss or tesla or recharger weapons at all, those do sound pretty interesting!

I'm not sure about the Limiter Chip Bypass upgrade for the plasma rifle. I never imagined that the reason for a plasma rifle's slow rate of fire was some chip limiting its rate of fire. I figured it was due to needing better cooling or better injectors or better capacitors or something.

The Q-35 Matter modulator has got two sets of "porthole cylinders" on top of the rifle, while the plasma rifle has just one set of them on the right-hand-side. So I was thinking an obvious way to visually upgrade the plasma rifle woudl be to add the second set of cylinders, like on the Q-35. A "Dual Injector System" or "Dual Coolant System" or something.

And in the case of the Multiplas Rifle... that already has a massive capacity of 60 compared to 24 on the ordinary plasma rifle. In Future Weapons Today we were thinking of lowering the capacity from 60 to 48, and lowering the ammo consumption from 6 ammo per shot to 4 ammo per shot or something like that. Anyway, that means that your Dual-Cell Harness mesh woudl actually be perfect for the normal unmodded Multiplas Rifle, since the Multiplas will have double the capacity of an ordinary plasma rifle.


As with (vanilla) WMK, my plan is to not significantly change the stats of the vanilla weapons, since the aim of WMX is primarily just to add more weapon mods. So while I wouldn't want to have most of the features in FWT by default (thanks for the offer though), I certainly don't have a problem with us sharing art assets back and forth. (And like I said above, a WMX-FWT compatibility patch shouldn't be too hard to make.) I haven't got to any energy weapons yet so I don't have anything new to offer right now, but all the relevant meshes in WMK are of course free to use. Grab what you like. :)

My idea for the Plasma Rifle Limiter Chip Bypass was that the chip was there to prevent the rifle degrading too quickly, since faster firing equals faster degradation. Also, as an internal mod, it was part of an attempt to avoid having an overwhelming amount of art to do. ;) Subject to change though, like many of them.

For the Dual-Cell Harnesses, I'm intending to use the 'extended magazine' mesh work I did for the Plasma Rifle in WMK. So that one's effectively already done, if you want to grab it from WMK.


Well if the NVSE guys can make up a function that either finds out if there's a specific mod attached to the weapon or if a specific mod slot (1, 2, or 3) is attached and could add it to the list of enchantment conditions (that is, if you can change it at all), you could make it so that the mod itself doesn't do anything, but the fact that it's attached allow the fire effect to proc from an enchantment on the weapon.

I was also trying to think of ways to make enchantment conditions do most of the work, but I couldn't think up a way to make it so that adding the mod would make it so that that specific axe you modded would have the effect and no others. The ways I thought up would probably add the effect to the base object instead so even axes without the mod would get the effect as well. I think that the fact that mod kits can have scripts attached to them might lead to a way without needing a new NVSE function, but it'd depend on if attaching the mod to a weapon is considered using the object. It could then modify a variable on a script attached to the weapon, but I don't know if that change would only affect the specific weapon or the base weapon. I've only worked with adding scripts to one-of-a-kind types of weapons so I didn't have to worry about whether it affected the base object or not. Still, I don't know if this line of thinking leads to a dead end or if you've already thought of this, but maybe it'll help out in some way.


Ah - now that could be a good idea... though like you said, it requires some more thought. Quite a lot of brain-strain type thought for someone like me, who is not spectacularly good at scripting. ;)

I think the NVSE guys put in a 'GetWeaponMod' (or something) function in a recent beta, too...


Edit:

Ah, it's worth pointing out my stuff is slice & rearrange. It's functional, but by no means comparable to Antistar's work.


A lot of my work is slicing and rearranging too, really. ;)
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Phoenix Draven
 
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Post » Sat May 28, 2011 11:19 pm

Ah, it's worth pointing out my stuff is slice & rearrange. It's functional, but by no means comparable to Antistar's work.


Shush, you'll give away the fact that Antistar will be doing most of the hard work! :D

EDIT: Oh cool, Antistar you posted while I was posting. It appears all of us are online simutaniously! Yeah, I figured you probably wouldn't want to have WMK have allt he same weapon stats as FWT and stuff. So a compatability patch is probably the best route. And we'll all keep an eye on what weapon mods the other is making and share with each other.
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Javaun Thompson
 
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Post » Sat May 28, 2011 4:37 pm

Oh, sweet! I'll check it out and see if I can't think of a way to make use of it!
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Zoe Ratcliffe
 
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Post » Sat May 28, 2011 6:01 pm

You can use the Awesomefied plasma rifle assets, Antistar. And the laser pistol ironsights too, though you may want to contact me for both because I've done some tweeks since the last release on both.

On the "Dual Cell Harness", it always kinda bugged me... I think the microfusion cell didn't provide electric current per se, but plasma, which the weapon's power system extracted and did whatever with it. For lasers, it used the electromagnetically energetic plasma to generate electricity. For plasma rifles, it directly used it to fling at people.

I got an idea for an upgrade for the PlasRifle... "Synchronized Aperture Stabilizers". The little cylinder dealies attached to the portholes are properly aligned all in sync like how the Multiplas has, instead of just stuck on however. It could reduce spread.

And Toaster... my Multiplas Rifle revamp is a whole lotta splicing too. ;) It's got bits of Plasma and Multiplas all over the place, as well as some retextures of the basic plasma rifle to color-match the multiplas. I mainly did the huge job on the Multiplas because I was of the opinion that the UVW map on the original Multiplas was just really misallocated. The largest parts were the pistol grip and foregrip... which were under the hands most of the time, while the back cap, the most in-your-face part of the whole gun in 1stperson, seemed to be an afterthought with really small area on the UVW. That, and the normal maps for the basic plasma rifle are reeeeally nice. :D Those screws on the back cap aren't geometry. ;)
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Kahli St Dennis
 
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Post » Sat May 28, 2011 11:45 am

I've been wishing you'd do something like this! So excited to see you are!
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FITTAS
 
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Post » Sat May 28, 2011 7:39 pm

On the "Dual Cell Harness", it always kinda bugged me... I think the microfusion cell didn't provide electric current per se, but plasma, which the weapon's power system extracted and did whatever with it. For lasers, it used the electromagnetically energetic plasma to generate electricity. For plasma rifles, it directly used it to fling at people.


Hmm you got a point there. I argued the same thing in the FWT today thread, as a possible justifcation for individual energy charges having weight that can be depleted; a chemical battery weighs the same before and after use, but a microfusion cell turns fuel into plasma and that plasma is actually extracted. (While Small Energy Cells and Electron Charge Packs contains pre-made contained plasma, or a resevoir of electrons, or something.)

So I suppose that instead of having two microfusion cells connected in series (end-to-end), I guess it would make more sense for them to be connected in parallel (side-by-side). Dammit, your logic requires someone to do some new work!

I got an idea for an upgrade for the PlasRifle... "Synchronized Aperture Stabilizers". The little cylinder dealies attached to the portholes are properly aligned all in sync like how the Multiplas has, instead of just stuck on however. It could reduce spread.


Interesting! Though I never really noticed the plasma rifle actually having a significant amount of spread. I'll be sure to playtest the plasma spread tomorrow. :)
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emma sweeney
 
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Post » Sat May 28, 2011 6:44 pm

Im all on board for this.

But please, no autofire.

Its an awesome mode, and might work for some pistols, but the autofire plasma rifle from FO3 crashes the game.... a lot...!


-Exo
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e.Double
 
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Post » Sat May 28, 2011 10:48 pm

You can use the Awesomefied plasma rifle assets, Antistar. And the laser pistol ironsights too, though you may want to contact me for both because I've done some tweeks since the last release on both.

On the "Dual Cell Harness", it always kinda bugged me... I think the microfusion cell didn't provide electric current per se, but plasma, which the weapon's power system extracted and did whatever with it. For lasers, it used the electromagnetically energetic plasma to generate electricity. For plasma rifles, it directly used it to fling at people.

I got an idea for an upgrade for the PlasRifle... "Synchronized Aperture Stabilizers". The little cylinder dealies attached to the portholes are properly aligned all in sync like how the Multiplas has, instead of just stuck on however. It could reduce spread.


Awesome - thanks. :)

Yeah, I know what you mean about the dual cell thing. I treated them like batteries, but they don't have a... thing (terminal?) on the base. Arranging them side-by-side like your evil twin said occurred to me, but there probably wouldn't be room without altering a good chunk of the mesh. Maybe I could add a tube coming up from the lower cell, joining in a T-junction at the top of the upper cell, and feeding into the rifle. So the user reloads a pair of cells joined by a tube, basically.

I like the idea of the Synchronised Aperture Stabilisers. The Plasma Rifle and unique both already have a min spread of just 0.2, though. Hmm... I would also need to think of something else for the Multiplas Rifle, since as you say those cylinders are already aligned on it. But I do like that idea. I'll give it some thought.

Actually, since you guys could use it, I might move onto the Plasma Rifle next, rather than later, like I was planning. If you have something you can send me now, MadCat, that would be great. No rush though; the stuff I'm looking at doing should be easy to add to your awesomefied meshes later on, if need be.


Im all on board for this.

But please, no autofire.

Its an awesome mode, and might work for some pistols, but the autofire plasma rifle from FO3 crashes the game.... a lot...!


-Exo


There's no auto-fire option in the list of effects for weapon mods, so you're safe. ;)

(I never had crashes from WMK's auto-fire plasma rifle on my end though, for the record.)
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JR Cash
 
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Post » Sat May 28, 2011 9:29 am

Awesome cant wait for more weapon mods [since the vanilla offering felt massively unfinished]. I realise that the default offerings for weapon mod effects is low hence the large amount of similarity with the mods, But NVSE is going to have weapon mod related functions [if weapon mod X is equipped on my weapon do this] so would it be possible to have some more variety in the weapon mod effects, things like doubling the number of barrels on a shotgun [doubles number of projectiles and ammo use per trigger pull] or Plasma Rifle Plasma Condenser [plasma bolts act like missiles and explode on contact].

Also WRT the beam splitter, currently it doesn't add the 30% damage and just splits the beam so that weapon mod just makes the weapon mush less effective against enemies with mid to hi DT and so causes the weapon to be almost useless towards the end of the game.
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Krystina Proietti
 
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Post » Sat May 28, 2011 3:19 pm

Cool stuff Antistar, let me know if you need help with new models and textures.
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Dalley hussain
 
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Post » Sat May 28, 2011 1:46 pm

Yeah, I know what you mean about the dual cell thing. I treated them like batteries, but they don't have a... thing (terminal?) on the base. Arranging them side-by-side like your evil twin said occurred to me, but there probably wouldn't be room without altering a good chunk of the mesh. Maybe I could add a tube coming up from the lower cell, joining in a T-junction at the top of the upper cell, and feeding into the rifle. So the user reloads a pair of cells joined by a tube, basically.


I've now made the tube setup I was talking about there. I imagine I'll post a picture later on.


Cool stuff Antistar, let me know if you need help with new models and textures.


Awesome, thanks; will do, if I find myself struggling with something. :)
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Darren Chandler
 
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Post » Sat May 28, 2011 3:43 pm

I really dislike that modded .223 pistol. The laser sight is simply way too big (and the scope is probably a bit much, too, but it's less of an issue). Besides, it's already got a non-functional thing that looks an awful lot like a laser sight (the bit directly above the laser sight you put in it). Just restrict that bit to the one with the laser sight installed and call it a day instead of using such a big, completely wrong laser sight for the weapon.
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JD FROM HELL
 
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Post » Sat May 28, 2011 11:20 pm

But if that part is non-functional, how can you be sure about it being a laser sight in the first place? Furthermore, as laser sights appear to have been made generic to weapons, it only makes sense for the laser sight to be clipped onto the weapon instead of having the thing that is possibly a laser sight on the weapon be being magically activated by one.

Personally, I reckon it'd be better to slightly shift the bottom part there and put the laser sight's "barrel" onto the protrusion. Makes sense, no?
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maddison
 
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Post » Sat May 28, 2011 10:48 am

Since it doesn't fire two separate bullets, and I can't see any other purpose for a second barrel-like thing than as a laser sight, I think that may be what its intended function is. Besides, I was suggesting modifying the model to remove that part from the non-modded version and adding it in for the laser sight.
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jess hughes
 
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Post » Sat May 28, 2011 12:42 pm

Here's the new Dual-Cell thing for the plasma rifles (probably needs some more work, hence this not being an in-game shot):

- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/plasma_rifle_dualcell01.jpg


Some other new shots:

- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/9mm_smg01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/9mm_smg_unique01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/lucky01.jpg



I really dislike that modded .223 pistol. The laser sight is simply way too big (and the scope is probably a bit much, too, but it's less of an issue). Besides, it's already got a non-functional thing that looks an awful lot like a laser sight (the bit directly above the laser sight you put in it). Just restrict that bit to the one with the laser sight installed and call it a day instead of using such a big, completely wrong laser sight for the weapon.


Sorry, I disagree; it will stay as it is now.
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David John Hunter
 
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Post » Sat May 28, 2011 9:45 am

Awesome!

I'm very glad your back Antistar, I loved WMK in Fallout 3 and I can already tell you that Dinner Bell and I will love the ability to mod that baby up. :)

Looking forward to this!

Miax
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Mari martnez Martinez
 
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Post » Sat May 28, 2011 10:04 am

I imagine most melee weapon mods will be rather simple to create. For instance the player could make a spiked baseball bat with scrap metal, or improved grip with duct tape. Knives could be serrated and such too.
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Mike Plumley
 
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Post » Sat May 28, 2011 2:59 pm


.357 Magnum Revolver / Lucky
* .357 Revolver Long Barrel - Increases damage (+3).
* .357 Revolver HD Cylinder - Increases condition (+50%).
+ .357 Revolver Custom Mechanism - Increases rate of fire.

.44 magnum revolver / Mysterious Magnum
* .44 Revolver Heavy Frame - Increases condition (+50%).
* .44 Revolver Scope - Adds a close to mid range scope.
+ .44 Revolver Long Barrel - Increases damage (+3).



Do you mean by long barrel this:

http://www.newvegasnexus.com/imageshare/images/454461-1290431015.jpg

If you do that would be really cool (the stocks on the handguns would be cool to add as a mod, reduce spread add weight and slow movement, last pic is for that grip and magazine because I think they look cool)
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Khamaji Taylor
 
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Post » Sat May 28, 2011 6:06 pm

The dual cell harness ma need a bit of a tweek once you integrate the Awesomefied plasma rifles, Antistar, as I added a proper inlet for the MF cell on the bottom. Never got how the rifle tapped into the cell through the baseplate... :confused:

Maybe they could be put side by side instead? It looks long and ungainly now TBH.

Oh! That reminds me, I still need to send you the updated asset pack. :facepalm:
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Judy Lynch
 
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