[WIP] Weapon Mods Expanded

Post » Sat May 28, 2011 9:38 am

So looking forward to this.
WMK was in my top three FO3 Mods.
Any rough ETA?
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Courtney Foren
 
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Post » Sat May 28, 2011 6:07 pm

I already mentioned this to Antistar, but I hope he doesn't mind me asking for opinions here.

How would people feel about a silencer on a revolver and maybe the Trail Carbine for those using the Cowboy perk?

Logically it seems odd, but it would be very useful...especially as a holdout weapon.

On the other hand, the Cowboy perk does cover knives which are also a holdout weapon.
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Peter lopez
 
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Post » Sat May 28, 2011 11:43 am

Silencers don't work at all on revolvers unless the revolver was specifically designed with a silencer in mind.
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Marguerite Dabrin
 
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Post » Sat May 28, 2011 7:34 am

Silencers don't work at all on revolvers unless the revolver was specifically designed with a silencer in mind.


So what? Didn't stop him from making one for the .44 in FO3, shouldn't stop him here either.
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Richus Dude
 
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Post » Sat May 28, 2011 11:41 am

I already mentioned this to Antistar, but I hope he doesn't mind me asking for opinions here.

How would people feel about a silencer on a revolver and maybe the Trail Carbine for those using the Cowboy perk?

Logically it seems odd, but it would be very useful...especially as a holdout weapon.

On the other hand, the Cowboy perk does cover knives which are also a holdout weapon.


If this was the old system with 5 standard mods, then I would say yes. But each weapon can only have three mods, so I vote no.
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adame
 
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Post » Sat May 28, 2011 8:55 pm

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.


Putting nails through the end of the baseball bat is the first thing that sprang to mind when I considered melee weapon mods, yes. :lol:


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)


Heh, no; not quite that long. Think more like the vanilla long barrel mod for the .357 revolver.


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:


Aww - I like it precisely because it looks ungainly and makeshift. ;) Like I said before, side-by-side is a possibility, but would probably require a large chunk of the mesh to be rearranged, since I don't think there's room for it as it is now.

I got your PM - thanks. :) Yeah, I remember the inlet; that's one of the things I was thinking of when I said "requires more work".


So looking forward to this.
WMK was in my top three FO3 Mods.
Any rough ETA?


I can't really give an ETA at this point; it'll be a while yet.


If this was the old system with 5 standard mods, then I would say yes. But each weapon can only have three mods, so I vote no.


That's pretty much my thinking on this - sorry showler.

Actually I got the .357 Magnum Revolver and Lucky done yesterday - with 'Custom Action' (increases rate of fire) being the new mod. It fits quite nicely into the trope of 'firing a single action army really quickly'. It's just a pity there's no 'http://www.midwayusa.com/guntecdictionary.exe/showterm?TermID=2290' animation. ;)
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barbara belmonte
 
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Post » Sat May 28, 2011 9:51 am

Worth the wait.
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Claire
 
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Post » Sat May 28, 2011 5:04 pm

Putting nails through the end of the baseball bat is the first thing that sprang to mind when I considered melee weapon mods, yes. :lol:




Heh, no; not quite that long. Think more like the vanilla long barrel mod for the .357 revolver.




Aww - I like it precisely because it looks ungainly and makeshift. ;) Like I said before, side-by-side is a possibility, but would probably require a large chunk of the mesh to be rearranged, since I don't think there's room for it as it is now.

I got your PM - thanks. :) Yeah, I remember the inlet; that's one of the things I was thinking of when I said "requires more work".




I can't really give an ETA at this point; it'll be a while yet.




That's pretty much my thinking on this - sorry showler.

Actually I got the .357 Magnum Revolver and Lucky done yesterday - with 'Custom Action' (increases rate of fire) being the new mod. It fits quite nicely into the trope of 'firing a single action army really quickly'. It's just a pity there's no 'http://www.midwayusa.com/guntecdictionary.exe/showterm?TermID=2290' animation. ;)


For the custom action on the .357 are you going to give it a hallow hammer or ring hammer like on some custom semi autos( M1911 comes to mind)
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Siidney
 
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Post » Sat May 28, 2011 8:36 pm

wow!
i already like it :)

btw, there`s a mod with craftable weapon mods (and quite a few nice additions to the crafting system) :
http://www.newvegasnexus.com/downloads/file.php?id=35919

anyhow: cool that you are working on New Vegas, Antistar, i`m looking forward to it :)

btw, please make a esm/esp package (not "just" an esp). I think newly added weapons will/can profit from this aswell.
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Kill Bill
 
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Post » Sat May 28, 2011 4:56 pm

A couple of new shots:

- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/44magnumrevolver01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/mysterious_magnum01.jpg




For the custom action on the .357 are you going to give it a hallow hammer or ring hammer like on some custom semi autos( M1911 comes to mind)


At the moment it doesn't have a visible aspect, but a mesh change for the hammer might be a good idea, yeah; thanks for the suggestion.


wow!
i already like it :)

btw, there`s a mod with craftable weapon mods (and quite a few nice additions to the crafting system) :
http://www.newvegasnexus.com/downloads/file.php?id=35919

anyhow: cool that you are working on New Vegas, Antistar, i`m looking forward to it :)

btw, please make a esm/esp package (not "just" an esp). I think newly added weapons will/can profit from this aswell.


Thanks. :)

It doesn't need to be an esm to be able to have add-ons made for it, though. You yourself made one for WMK, of course, which is an esp. ;)
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kat no x
 
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Post » Sat May 28, 2011 9:54 am

hmm ok, your right *g*

edit: nice work on the .44 btw
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MISS KEEP UR
 
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Post » Sat May 28, 2011 7:32 am

I think for alot of the shotguns with improved parts would look great with a barrel jacket like on the 1897 Winchester Trench gun. Thanks for taking up this very ambitious Mod. BTW Maria and the Mysterous Magnum look amazing. Exellent work.
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Devils Cheek
 
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Post » Sat May 28, 2011 4:05 pm

Any chance for a drum-magazined(ext.mags) All American? Not a big fan of the original Carbine extented magazine that looks like.. hmm not really sure what it looks like! :sadvaultboy:
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^_^
 
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Post » Sat May 28, 2011 12:54 pm

I had a small question. Is there any way you can make the .44 magnum's scope look, er, better with a heavy frame mod? It kinda looks weird with both the scope and the heavy frame, know what I mean?

I mean, it's much better with the unique because it blends better, but, for some reason, the regular .44 just doesn't look right with both. I dunno.
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He got the
 
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Post » Sat May 28, 2011 8:44 pm

I think for alot of the shotguns with improved parts would look great with a barrel jacket like on the 1897 Winchester Trench gun. Thanks for taking up this very ambitious Mod. BTW Maria and the Mysterous Magnum look amazing. Exellent work.


I like that idea; thanks. :)


Any chance for a drum-magazined(ext.mags) All American? Not a big fan of the original Carbine extented magazine that looks like.. hmm not really sure what it looks like! :sadvaultboy:


Probably not, sorry; there's already suitable art assets there, and with the amount of work WMX will require, I really need to pick and choose my battles with these things.


I had a small question. Is there any way you can make the .44 magnum's scope look, er, better with a heavy frame mod? It kinda looks weird with both the scope and the heavy frame, know what I mean?

I mean, it's much better with the unique because it blends better, but, for some reason, the regular .44 just doesn't look right with both. I dunno.


That's how the .44 Magnum with heavy frame and scope looks by default of course (the only new thing in that shot is the long barrel), but I agree with you, so I'll probably fix it. Should be easy enough. :)

While you're here, are you still up for making some icons for the new weapon mods? :hubbahubba: I updated the OP with which mods will need new icons. A lot of them are more for future reference; I wouldn't expect you to know what to make for the ones I haven't made yet, obviously. ;)

There are a lot there though, so if you don't have time, that's fine.

Edit: Forgot to say - if you'd like copies of the meshes and textures so you can look at them in Nifskope, let me know.



Oh - for everyone else - there were some minor updates to the weapon mod list included in the edit to the OP I just made. Some name changes, the 9mm pistol scope being changed to a 'small handgun scope'; that sort of thing.
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Ice Fire
 
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Post » Sat May 28, 2011 2:53 pm

Probably not, sorry; there's already suitable art assets there, and with the amount of work WMX will require, I really need to pick and choose my battles with these things.


Ah, I see... well, that's unfortunate... But hey, your mod, your battle plan. I am pretty sure I'll see my drum baby sometime in future. Like the AA12. :celebration:
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Jonathan Egan
 
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Post » Sat May 28, 2011 7:28 pm

Here are some new shots, including the .44 Magnum Revolver (heavy frame + scope) with tweaked scope texture:

- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/44magnumrevolver02.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/127mm_pistol01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/plasma_rifle01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/plasma_rifle_unique01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/plasma_rifle_dualcell02.jpg
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Emmie Cate
 
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Post » Sat May 28, 2011 11:57 pm

I love you. This stuff is awesome, man. I always used WMK in my FO3 mod setups when I would play. :D I was tracking this thread, but I was always at a loss for words.

Ya know, one thing I would love to see with crafting, unless this is impossible: When you create a weapon mod or an overall weapon in general (or really any item) it triggers a box for you to type in a name for your item. I mean, that'd be pretty cool, but I don't know if it's that possible. I mean, it'd be pretty cool, and I've seen it in some MMO's like SWG (sadly the only RPG I've really seen this in to date). But that would also usually accompany you adjusting your own weapons stats, however there would also be some kind of success or failure rate for crafting said items so you would either fail at amplifying the effects or succeed, and you would either craft a very good weapon or a very crappy one. I think depending on certain skills this would either assist in success or failure. But again, I don't know if that's possible.

I guess the thought is still cool regardless of if it's doable or not and it's amusing what people might call their own custom weapons.

I hope I don't sound stupid or anything. :laugh:
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Jessica Phoenix
 
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Post » Sat May 28, 2011 9:31 am

But again, I don't know if that's possible.
Sadly that's not doable, as names are stored on the weapon Base Form- what you have in inventory is just a record of "1x Marksman Carbine Base Form, Has Mod 1, Has Mod 2". Change the name of yours, and it'll rename everyone's. OBSE had the ability to create and save new base forms in Oblivion that you could edit without editing anything else, but they removed the code they were using for it from the engine in FO3/NV.
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Elea Rossi
 
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Post » Sat May 28, 2011 4:44 pm

Sadly that's not doable, as names are stored on the weapon Base Form- what you have in inventory is just a record of "1x Marksman Carbine Base Form, Has Mod 1, Has Mod 2". Change the name of yours, and it'll rename everyone's. OBSE had the ability to create and save new base forms in Oblivion that you could edit without editing anything else, but they removed the code they were using for it from the engine in FO3/NV.


Yep. Unfortunately as I had figured. *sigh* Would have been cool though, right? This is why I wish I was more knowledgeable of how things work in the G.E.C.K. because I'd know what's possible and what's not, but it's just been too overwhelming. I suppose I could try stuff in it again. I always feel useless to modding communities.

Thanks for that confirmation.
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Cathrine Jack
 
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Post » Sat May 28, 2011 10:27 am

Just FYI... The Q35 already had accelerated plasma shots. It uses a different projectile object than the basic plasma rifle that has a faster innate projectile speed.

Also... http://img21.imageshack.us/img21/8524/multiplasbarrelchoke.jpg

Proposing the Axial Alignment Apparatus: basically a barrel choke for the Multiplas.

What other mods? How exactly does the RCW Recycler work? Maybe something like that can reduce the amount of ammo consumed per shot for the Multiplas. The visual for that could be something involving a new MF cell inlet.

I don't think it really needs a magazine expander, as it already has more shots in a mag than any of the Guns shotguns, short of the riot shottie. The mag size would be expanded by the above weapmod anyway.

Maybe a RoF booster? I could try to splice more of the Multiplas's trigger wiring in the stockframe into the Plasma Rifle mesh.

EDIT: It seems that the RCW Recycler effect works by making one out of every X shots not use any ammo. I was hoping for a flat "take off the top" effect. :(
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Joe Bonney
 
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Post » Sat May 28, 2011 11:30 pm

Just FYI... The Q35 already had accelerated plasma shots. It uses a different projectile object than the basic plasma rifle that has a faster innate projectile speed.

Also... http://img21.imageshack.us/img21/8524/multiplasbarrelchoke.jpg

Proposing the Axial Alignment Apparatus: basically a barrel choke for the Multiplas.

What other mods? How exactly does the RCW Recycler work? Maybe something like that can reduce the amount of ammo consumed per shot for the Multiplas. The visual for that could be something involving a new MF cell inlet.

I don't think it really needs a magazine expander, as it already has more shots in a mag than any of the Guns shotguns, short of the riot shottie. The mag size would be expanded by the above weapmod anyway.

Maybe a RoF booster? I could try to splice more of the Multiplas's trigger wiring in the stockframe into the Plasma Rifle mesh.

EDIT: It seems that the RCW Recycler effect works by making one out of every X shots not use any ammo. I was hoping for a flat "take off the top" effect. :(


Heh - nice work on the Multiplas choke. I've already fitted the Magnetic Accelerator to the Multiplas in a slightly different way, but I like the idea of widening the 'muzzle' a bit (though I don't think I'll have it 'trumpet' out like that). At this point I'm planning to have the Mag. Accel. and Dual-Cell Harness on the Multiplas for the sake of consistency; it looks like it should support them. It also means those two weapon mods can be used across three weapons.

The third weapon mod for the Multiplas though... at the moment I've still got 'Plasma Rifle Limiter Chip Bypass - Increases rate of fire' in the list, but I would like to improve on that. I'll give it some thought; thanks for the suggestions.

Oh - still on the Multiplas; I just noticed that one of the hoses on the left side is mis-aligned. Something we should both fix on our versions, I guess. :)


And thanks for the heads-up on the Q35 projectile; I didn't think to check that. It fits with what Obsidian did with many of the unique weapons though, having them basically pre-modded with the same or similar effects to a modded version of their common counterpart.

I've been debating what to do about that (now I'm talking to everyone, for the record; not just MadCat). At this stage my thinking is that WMX will remove the 'integrated' mods from the relevant unique weapons - and they can be added using the same weapon mods as their common counterparts. Basically as the list in the OP has indicated. How I intend to balance this (in fact how I've already done it for a couple of them) is that the stats of a given unique weapon will be the same as - or slightly nerfed when compared to - what they are in vanilla (but only to maintain consistency and believability). However, once fully modded, they will be more powerful than they are in vanilla.

This gives a concrete benefit to modifying them, and also adds the gameplay involved in seeking out mods for them and then modifying them (which is a large part of the appeal for me).

I'd be interested in knowing what people think about this approach. :)



Edit: Well how about that. http://www.engravingglossary.com/images/Renaissance%20Browning%20.jpg looks somewhat http://i21.photobucket.com/albums/b300/jlollback/falloutnv/maria01.jpg, wouldn't you say? ;)
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Kayleigh Mcneil
 
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Post » Sat May 28, 2011 6:27 pm

Eh... It makes the Multiplas seem too much like the regular plas if you just have all the same ones. It needs some diversification. It's not meant to be a rangefighting weapon, so the plasma bolt speed isn't as much of an issue and thus it doesn't really need a mag accelerator. It does, however, spread pretty badly. I have to be standing pretty close to my target to ensure all three hit, because at least one bolt skews way off.
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John N
 
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Post » Sat May 28, 2011 3:41 pm

I'm still interested, yeah.
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Heather Kush
 
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Post » Sat May 28, 2011 10:24 am

At this stage my thinking is that WMX will remove the 'integrated' mods from the relevant unique weapons - and they can be added using the same weapon mods as their common counterparts.


This is how it worked in WMK, and I like it that way. Right now I am using Moddable Unique Weapons--a valiant attempt to make unique weapons moddable. But mods for weapons cannot be used for the unique varient, and instead require unique mods. Some vendor lists have been edited to sell mods for uniques, so there is always a unique mod kit when the vendor inventory respawns (just not always the ones you are looking for), and it...feels very weird.
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Isaac Saetern
 
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