[WIP] Weapon Mods Expanded

Post » Sat May 28, 2011 6:58 pm

Weapon Mods Expanded

So... I'm Antistar, the author of http://www.fallout3nexus.com/downloads/file.php?id=3388 (WMK) for Fallout 3. Obsidian took inspiration from WMK in their implementation of the weapon modding system in Fallout New Vegas; something which I am quite proud of and flattered by. I like Obsidian's take on it; fairly similar to mine, but still with some key differences. There are aspects of my approach that I think work well, and aspects of their approach that I think work well too.

But I like it. So much so that I wanted to add to it... expand upon it, you might say.

I'm putting this WIP thread up sooner than I would have preferred, largely because I've seen lots of weapon modding overhauls popping up on FNVNexus (none of them are quite what I want or what I've been planning though), and I thought I should let people know what I'm working on. So yes, before anyone mentions it, I am aware of the other similar mods around. I believe what I'm doing is... worthwhile, though; I'll leave it at that.

This is going to take a while to get to a state ready for release (I don't want to do multiple incremental versions with only a few weapons implemented each time), but I'll keep you all posted on my progress. :)

In the meantime, check out the screenshots below; they should hopefully give some idea of the direction I'm taking this. Comments and suggestions are welcome.


Summary

- All weapons get the maximum of three applicable weapon mods; this includes unique weapons.
- Some existing weapon mods are newly applied to weapons besides their defaults...
- But many more are newly created weapon mods.
- Some weapon mods can be applied to multiple different weapons.
- Unique weapons without a common counterpart (for example That Gun and This Machine) receive one.
- New and altered art assets to visually depict a large proportion of the new weapon mods.
- Chance to find weapon mods in loot.
- More weapon mods available from merchants (to compensate for more types being available).


Planned/potential features beyond Version 1.0

- Weapon mods for melee weapons (planned).
- The ability to remove weapon mods (if possible).


Screenshots

- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/9mm_pistol01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/maria01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/maria02.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/maria03.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/127mm_pistol01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/silenced_22_pistol01.jpg

- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/223_pistol01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/lucky01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/44magnumrevolver02.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/mysterious_magnum01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/hunting_revolver01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/hunting_revolver02.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/ranger_sequoia01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/ranger_sequoia02.jpg

- 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/127mm_smg01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/silenced_22_smg01.jpg

- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/caravan_shotgun01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/caravan_shotgun02.jpg
- 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
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/riot_shotgun01.jpg
- 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

- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/m1garand01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/m1garand02.jpg

- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/alien_blaster01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/laser_pistol01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/pew_pew01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/pew_pew02.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/plasma_defender01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/plasma_pistol01.jpg
- 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/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
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/laser_rcw01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/laser_rifle_unique01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/multiplas01.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
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/recharger_rifle01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/tri_beam01.jpg


Weapon Mod List
(May be subject to change)

Changed Weapon Mods

9mm Pistol Scope -> Small Handgun Scope
10mm Pistol Laser Sight -> Laser Sight
Grenade Rifle Long Barrel -> 40mm Launcher Long Barrel
Hunting Shotgun Choke -> 12 Gauge Shotgun Choke
Laser RCW Recycler -> Laser Recycler
Laser Rifle Beam Splitter -> AEP/AER Laser Beam Splitter
Laser Rifle Focus Optics -> AEP/AER Laser Focus Optics
Laser Rifle Scope -> AEP/AER Laser Scope
Plasma Rifle Mag. Accelerator -> Plasma Weapon Mag. Accelerator


Key

* = Vanilla weapon mod
+ = New weapon mod (or existing one newly applied)
# = Icon needed (largely for my own reference)


Handguns

.223 Pistol / That Gun
+ Laser Sight - Decreases spread, adds laser sight effect.
+ .223 Pistol Long Barrel - Increases damage (+3). #
+ Small Handgun Scope - Adds short-range scope.

.357 Magnum Revolver / Lucky
* .357 Revolver Long Barrel - Increases damage (+3).
* .357 Revolver HD Cylinder - Increases condition (+50%).
+ .357 Revolver Custom Action - 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). #

9mm Pistol / Maria
* 9mm Pistol Extended Mags - Increases ammunition capacity (+7).
* Small Handgun Scope - Adds short-range scope.
+ 9mm Silencer - Silences the weapon.

10mm Pistol
* 10mm Pistol Extended Mags - Increases ammunition capacity (+4).
* Laser Sight - Decreases spread, adds laser sight effect.
* 10mm Pistol Silencer - Silences weapon.

12.7mm Pistol
* 12.7mm Pistol Silencer - Silences the weapon.
+ 12.7mm Pistol Extended Mags - Increases ammunition capacity (+3).
+ Laser Sight - Decreases spread, adds laser sight effect.

Hunting Revolver / Ranger Sequoia
+ Hunting Revolver HD Cylinder - Increases condition (+50%).
+ Hunting Revolver Long Barrel - Increases damage (+5). #
+ Hunting Revolver Scope - Adds a close to mid range scope.

Silenced .22 Pistol
+ Sil. .22 Pistol Ext. Mags - Increases ammunition capacity (+8).
+ Laser Sight - Decreases spread, adds laser sight effect.
+ Sil. .22 Pistol Long Barrel - Increases damage (+2). #


SMGs

9mm SMG / Vance's 9mm SMG
* 9mm SMG Drums - Increases ammunition capacity (+30).
* 9mm SMG Light Bolt - Increases rate of fire.
+ 9mm Silencer - Silences the weapon.

10mm SMG
* 10mm SMG Extended Mags - Increases ammunition capacity (+10).
* 10mm SMG Recoil Comp. - Decreases spread.
+ 10mm SMG Light Bolt - Increases rate of fire.

12.7mm SMG
* 12.7mm SMG Silencer - Silences the weapon.
+ Laser Sight - Decreases spread, adds laser sight effect.
+ 12.7mm SMG Light Bolt - Increases rate of fire.

Silenced .22 SMG
* Sil. .22 SMG Exp. Drums - Increases ammunition capacity (+60).
+ Laser Sight - Decreases spread, adds laser sight effect.
+ Sil. .22 SMG Long Barrel - Increases damage (+2). #


Shotguns

Caravan Shotgun
+ 20 Gauge Shotgun Choke - Decreases spread.
+ Caravan Shotgun Improved Parts - Increases condition (+50%). #
+ 20 Gauge Sawn-off Stock - Decreases weight (C.S. -1, S.S. -3). #

Hunting shotgun / Dinner Bell
* 12 Gauge Shotgun Choke - Decreases spread.
* Hunting Shotgun Long Tube - Increases ammunition capacity (+3).
+ Hunting Shotgun Composite Stock - Decreases weight (-3.5).

Lever-action Shotgun
+ 20 Gauge Shotgun Choke - Decreases spread.
+ Lever-action Shotgun Improved Parts - Increases condition (+50%). #
+ Lever-action Shotgun Long Tube - Increases ammunition capacity (+2).

Riot Shotgun
+ 12 Gauge Shotgun Choke - Decreases spread.
+ Riot Shotgun Improved Parts - Increases condition (+50%). #
+ Riot Shotgun Improved Seals - Increases damage (+5). #

Sawed-off Shotgun / Big Boomer
+ 12 Gauge Shotgun Choke - Decreases spread.
+ Sawed-off Shotgun Improved Parts - Increases condition (+50%). #
+ Sawed-off Shotgun Maple Stock - Decreases weight (-1). #

Single Shotgun
+ 20 Gauge Shotgun Choke - Decreases spread.
+ Single Shotgun Improved Parts - Increases condition (+50%). #
+ 20 Gauge Sawn-off Stock - Decreases weight (C.S. -1, S.S. -3). #


Rifles

Anti-materiel Rifle
+ Anti-mat. Rifle Custom Action - Increases rate of fire.
+ Anti-mat. Rifle Composite Stock - Decreases weight (-5). #
+ Anti-mat. Rifle Improved Muzzle Break - Increases damage (+10). #

Assault Carbine
* Assault Carbine Extended Magazines - Increases ammunition capacity (+6).
+ Assault Carbine Light Bolt - Increases rate of fire.
+ Carbine Silencer - Silences the weapon.

Battle Rifle / This Machine
+ Battle Rifle Composite Stock - Decreases weight (-5). #
+ Battle Rifle Long Barrel - Decreases spread. #
+ Battle Rifle Scope - Adds long-range scope.

BB Gun / Abilene Kid LE BB Gun
+ BB Gun Custom Mechanism - Increases rate of fire. #
+ BB Gun Improved Parts - Increases condition (+50%). #
+ BB Gun Increased Pressure - Increases damage (+1). #

Brush Gun
* Brush Gun Forged Receiver - Increases condition (+50%).
+ Brush Gun Long Tube - Increases ammunition capacity (+2).
+ Brush Gun Scope - Adds mid-range scope.

Cowboy Repeater / La Longue Carabine (may need to consider LLC separately)
* Cby. Rep. Custom Action - Increases rate of fire.
* Cby. Rep. Long Tube - Increases ammunition capacity (+4).
* Cby. Rep. Maple Stock - Decreases weight.

Hunting Rifle
* Hunting Rifle Custom Action - Increases rate of fire.
* Hunting Rifle Extended Mag - Increases ammunition capacity (+5).
* Hunting Rifle Scope - Adds long-range scope.

Light Machine Gun
* Light MG Expanded Drums - Increases ammunition capacity (+110).
+ Light MG Improved Rifling - Increases damage (+2). #
+ Laser Sight - Decreases spread, adds laser sight effect.

Marksman Carbine / All-American
+ 5.56mm Carbine Extended Mags - Increases ammunition capacity (+6).
+ Marksman Carbine Improved Rifling - Increases damage (+2). #
+ Carbine Silencer - Silences the weapon.

Service Rifle
* Svc. Rifle Forged Receiver - Increases condition (+50%).
* Svc. Rifle Upgraded Springs - Increases rate of fire.
+ 5.56mm Carbine Extended Mags - Increases ammunition capacity (+6).

Sniper Rifle / Gobi Campaign Scout Rifle
* Sniper Rifle Carbon Fiber Parts - Decreases weight (-5).
* Sniper Rifle Suppressor - Reduces weapon noise.
+ Sniper Rifle Extended Mags - Increases ammunition capacity (+5).

Trail Carbine
* Trail Carbine Scope - Adds mid-range scope.
+ Trail Carbine Composite Stock - Decreases weight (-2.5).
+ Trail Carbine Forged Receiver - Increases condition (+50%).

Varmint Rifle / Ratslayer
* Varmint Rifle Extended Mags - Increases ammunition capacity (+3).
* Varmint Rifle Night Scope - Adds long-range night scope.
* Varmint Rifle Silencer - Silences the weapon.


Energy Weapons - Pistols

Alien Blaster
+ Alien Blaster Experimental Mag. Accel. - Increases speed of alien projectile.
+ Extended Alien Power Cells - Increases ammunition capacity (+5).
+ AEP/AER Laser Scope - Adds scope.

Plasma Defender
+ Plasma Defender External Heatsink - Increases condition (+50%). #
+ Plasma Defender Inline Mag. Accel. - Increases speed of plasma projectile. #
+ Plasma Defender Scope - Adds short-range scope. #

Plasma Pistol
+ Plasma Pistol Added Injector Cylinders - Increases rate of fire. #
+ Plasma Pistol Thickened Chamber Casing - Increases condition (+50%). #
+ Plasma Weapon Mag. Accelerator - Increases speed of plasma projectile. #

Laser Pistol / Pew Pew
+ AEP/AER Laser Beam Splitter - Creates two beams that together do increased damage (+30%). (Will almost certainly be changed, since this effect doesn't work.)
+ AEP/AER Laser Focus Optics - Increases damage (+3).
+ AEP/AER Laser Scope - Adds scope.

Pulse Gun
+ Pulse Gun Extra Battery Socket - Doubles ammunition capacity. #
+ Pulse Gun Extra Bulbs - Increases condition (+50%). #
+ Pulse Gun Recycler Core - Replenishes ammunition (1/4 shots).

Recharger Pistol
* Laser Recycler - Replenishes ammunition (1/4 shots).
+ Recharger Experimental Core - Increases ammunition capacity (+5).
+ Recharger Supercharger Coil - Increases damage (+3). #


Energy Weapons - Rifles

Gauss Rifle / YCS/186
+ Gauss Rifle Composite Stock - Decreases weight (-2). #
+ Gauss Rifle Exp. Cell Assembly - Doubles ammunition capacity. #
+ Gauss Rifle Improved Mag. Shielding - Increases condition (+50%). #

Laser RCW
* Laser Recycler - Replenishes ammunition (1/4 shots).
+ Laser RCW Composite Stock - Decreases weight (-1). #
+ Laser RCW Scope - Adds medium-range scope. #

Laser Rifle / AER14 Prototype
* AEP/AER Laser Beam Splitter - Creates two beams that together do increased damage (+30%). (Will almost certainly be changed, since this effect doesn't work.)
* AEP/AER Laser Focus Optics - Increases damage (+3).
* AEP/AER Laser Scope - Adds scope.

Plasma Rifle / Q-35 Matter Modulator
* Plasma Weapon Mag. Accelerator - Increases speed of plasma projectile.
+ Plasma Rifle Dual-Cell Harness - Doubles ammunition capacity. #
+ Plasma Rifle Synchronised Aperture Stabilisers - Increases rate of fire. #

Recharger Rifle
+ Laser Recycler - Replenishes ammunition (1/4 shots).
+ Recharger Experimental Core - Increases ammunition capacity (+5).
+ Recharger Supercharger Coil - Increases damage (+3). #

Multiplas Rifle
+ Plasma Rifle Dual-Cell Harness - Doubles ammunition capacity. #
+ Multiplas Upg. Discharge Init. Capacitors - Increases rate of fire. #
+ Multiplas Magnetic Stabiliser - Decreases Spread.

Tri-beam Laser Rifle
+ Tri-beam Laser Rifle Dual-Cell Harness - Doubles ammunition capacity. #
+ Tri-beam Laser Rifle Polished Emitter - Decreases Spread. #
+ Tri-beam Laser Rifle Sawn-off Stock - Decreases weight (-3). #


Heavy Weapons

Flamer
* Flamer Expanded Tanks - Increases ammunition capacity (+60).
+ High Pressure Fuel System - Increases rate of fire. #
+ Reinforced Fuel Hoses - Increases condition (+25%). #

Gatling Laser
* Gat. Laser CF Frame: Decreases weight (50%).
* Gat. Laser Focus Optics - Increases damage (+3).
+ Embedded Laser Sight - Decreases spread, adds laser sight effect. #

Incinerator / Heavy Incinerator
+ Incinerator Extra Tanks - Doubles ammunition capacity.
+ Incinerator Stripped Down - Decreases weight (-4). #
+ Reinforced Fuel Hoses - Increases condition (+25%). #

Minigun / CZ57 Avenger
* Minigun Damped Subframe - Reduces spread.
* Minigun High-Speed Motor - Increases rate of fire.
+ Minigun Chromed Barrels - Increases condition (+25%). #

Plasma Caster
* Plasma Caster HS Electrode - Increases rate of fire.
+ Plasma Caster Improved Parts - Increases condition (+50%). #
+ Laser Sight - Decreases spread, adds laser sight effect.

Tesla Cannon / Tesla-Beaton Prototype
+ Tesla Cannon Improved Shielding - Increases condition (+50%). #
+ Tesla Cannon Internal Battery - Doubles ammunition capacity.
+ Tesla Cannon Scope - Adds medium-range scope.


Explosive Weapons

Fat Man
* Fat Man Little Boy Kit - Decreases weight (50%).
+ Fat Man Upgraded Hydraulics - Increases range (+50%). #
+ Fat Man Improved Parts - Increases condition (+50%). #

Grenade Launcher
+ 40mm Launcher Chromed Barrel - Increases condition (+50%). #
+ 40mm Launcher Long Barrel - Increases range (+100%).
+ Grenade Launcher Composite Stock - Decreases weight (-4). #

Grenade Rifle / Thump-Thump
* 40mm Launcher Long Barrel - Increases range (+100%).
+ 40mm Launcher Chromed Barrel - Increases condition (+50%). #
+ Grenade Rifle Composite Stock - Decreases weight (-2). #

Grenade Machinegun / Mercy
* Grenade MG High-Speed Kit - Increases rate of fire.
+ Grenade MG Internal Stabiliser - Reduces spread. #
+ Grenade MG Tempered Barrel - Increases condition (+50%). #

Missile Launcher / Annabelle
* Miss. Launcher Guidance Sys. - Decreases spread.
+ Miss. Launcher Aux. Tube - Doubles ammunition capacity. #
+ Miss. Launcher Composite Frame - Decreases weight (-5). #
User avatar
kevin ball
 
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Post » Sat May 28, 2011 3:05 pm

:thumbsup:
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josie treuberg
 
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Post » Sat May 28, 2011 11:56 am

Looking forward to it :)
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A Boy called Marilyn
 
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Joined: Sat May 26, 2007 7:17 am

Post » Sat May 28, 2011 1:11 pm

I notice you're keeping the Laser RCW recycler on the Recharger weapons. I was kind of under the impression that was a GECK error on Obsidian's behalf, rather than an actual intentional design?
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Sara Johanna Scenariste
 
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Post » Sat May 28, 2011 2:09 pm

I... I knew this day would come! Yay! The saviour returns!

Just a question, since there are quite a lot weapons from F3(Chinese AR, combat shotty etc.) buried deep insinde the game files, are you also planning on "mod-kiting" them too(more like using the old WMK components, yes I know :P )?
Or maybe relasing some sort of an "Optional .esp" that works with the mods that reintroduces those weapons again?
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Chris Johnston
 
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Post » Sat May 28, 2011 6:27 pm

Looks amazing!
I eagerly await the coming of this mod with baited breath; or however that goes!
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Music Show
 
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Post » Sat May 28, 2011 9:26 pm

Trail Carbine
* Trail Carbine Scope - Adds mid-range scope.
+ Trail Carbine Composite Stock - Decreases weight (-2.5).
+ Trail Carbine Forged Receiver - Increases condition (+50%).


Sounds good :goodjob:

However Trail Carbine already has three mods in GECK: Laminate Stock and Custom Action in addition to the scope. However these are under Misc. Items instead of Weapon Mods, so i guess those aren't available in game :shrug:

Edit: they are unusable, and when dropped to the ground, appear as fission batteries :eek:
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John Moore
 
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Post » Sat May 28, 2011 10:03 am

Cool beans, look forward to the release.

One thing I was kind of thinking about while modding my weapons is that it's a shame that there isn't more variety with the mods, i.e. too bad there is not more than three mods for each weapon, so that you could customize them a bit more. Not slots, in case that's unclear (it's early), but mods. Random mumbling over.

Making the mods craftable would also be a huge plus.
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Lisa
 
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Joined: Thu Jul 13, 2006 3:57 am

Post » Sat May 28, 2011 6:25 pm

Very awesome, glad to see you working on this because to me FONV's weapon mods come off as lackluster, and thats an understatement.

About the beam splitters for the laser weapons, have you found a way to fix the issue with the beam splitter not working properly?
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Lisa
 
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Post » Sat May 28, 2011 9:47 am

OH GOD YES. RUB IT ALL OVER MY BODY.
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Dale Johnson
 
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Post » Sat May 28, 2011 10:37 am

OH GOD YES. RUB IT ALL OVER MY BODY.


...I am quite honestly scared.
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Sunnii Bebiieh
 
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Post » Sat May 28, 2011 5:54 pm

If you could add a scope to the Cowboy Repeater, I would love you forever.
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JERMAINE VIDAURRI
 
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Post » Sat May 28, 2011 1:08 pm

Flamer
* Flamer Expanded Tanks - Increases ammunition capacity (+60).
+ Increased Fuel Pressure - Increases rate of fire.
+ Reinforced Fuel Hoses - Increases condition (+25%).

Maybe "High Pressure Fuel System" or something similar (assuming you want to stay away from two mods that are "tanks")... would keep the naming convention more consistent as referring to a "think that does something" rather than simply referring to the effect itself.

Overall sounds really good. I personally am conflicted about the idea of mods on uniques, but I recognize that that is a popular thing for a lot of folks.
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Richard Thompson
 
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Post » Sat May 28, 2011 5:18 pm

Looks awesome. Any chance of adding Melee weapons to be moddable?
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Dale Johnson
 
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Post » Sat May 28, 2011 10:08 am

Edit: Forgot to mention; I do plan on implementing weapon mods for melee weapons too - just probably not for the first release.



Looks awesome. Any chance of adding Melee weapons to be moddable?


Voila :)
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Taylah Illies
 
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Post » Sat May 28, 2011 11:09 am

I dunno if you want to get some suggestions for melee weapon mods just yet, but I have a pretty badass idea for how you could mod the fireaxe. If you've watched any of the Gundam animes set in the UC era, you'll know exactly what I'm talking about. You see, while the Federation side had their swanky little plasma swords, the Zeon side had a much more badass weapon, the Heathawk. It's essentially an axe whose blade gets super heated so that it can melt through its target while it tears them apart. It essentially turns the fireaxe into the FIREaxe and doesn't seem like it'd be outside of the realm of possibility for Fallout. I figure it could either add an effect that makes the axe ignore a small portion of the target's DT or it could do a small fire effect on hit. You could easily make the superheated axe blade effect by copying the way they do the fire on the shishkebab and have the blade of the axe glow orange when it's pulled out. I guess you could also retexture the head of the axe to make it look a bit more techy, but that'd be up to you to decide of course. The other two mods could be some sort of composite handle that'd increase the weapon's condition or reduce weight and the third one could be a modified axe head that'd make it more like a crescent axe blade or something like that that'd either increase damage a bit or maybe slightly increase the weapon's crit multiplier.
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Rich O'Brien
 
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Post » Sat May 28, 2011 12:22 pm

Awesome to see you working on this, you've obviously put a lot of thought into it. Really looking forward to release!
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Emily Graham
 
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Post » Sat May 28, 2011 10:27 am

Looks awesome. Any chance of adding Melee weapons to be moddable?


I'd like to second this. I've especially wanted a moddable shovel since my character is stuck dragging one around so he can rob graves.
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Samantha Wood
 
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Post » Sat May 28, 2011 11:18 am

Read harmy52's post....
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CORY
 
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Post » Sat May 28, 2011 9:33 pm

So you are not happy enough that your mod is officially awesome and loved by the game designers, you want to expand on it? I love you. Anyways, if you would take some suggestions, hear me out:

- Make some weapons removable (silencers, scopes, etc.) and some not (stocks, barrels, etc.). Also, make it so some mods (the removable ones) can be used on the go while some need to be added using a bench.
- Add some Repair and Science requirements for Normal and Energy weapons respectively. I think it would add to the usefulness of the skills and immersion.
- Add more "perks" to modded weapons. For example, scope weapons would be better in VATS for long distances, better stocks break less and laser sights illuminate enemies that you are aiming against (like Boone's Spotter perk)
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Cameron Wood
 
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Post » Sat May 28, 2011 4:39 pm

Edit: Forgot to mention; I do plan on implementing weapon mods for melee weapons too - just probably not for the first release.



Looks awesome. Any chance of adding Melee weapons to be moddable?


I'd like to second this. I've especially wanted a moddable shovel since my character is stuck dragging one around so he can rob graves.


Voila :)
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Portions
 
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Post » Sat May 28, 2011 4:52 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?
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Vivien
 
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Post » Sat May 28, 2011 10:30 am

Hey, thanks for the encouragement, everyone. :)


I notice you're keeping the Laser RCW recycler on the Recharger weapons. I was kind of under the impression that was a GECK error on Obsidian's behalf, rather than an actual intentional design?


I've seen speculation on that too. Laser Recyclers seem to fit the theme of the Recharger weapons though... but it's something I'll be testing once I get to those weapons. If it doesn't feel right, I'll swap the Laser Recycler out for another mod on the Recharger weapons.


I... I knew this day would come! Yay! The saviour returns!

Just a question, since there are quite a lot weapons from F3(Chinese AR, combat shotty etc.) buried deep insinde the game files, are you also planning on "mod-kiting" them too(more like using the old WMK components, yes I know :P )?
Or maybe relasing some sort of an "Optional .esp" that works with the mods that reintroduces those weapons again?


I'm not planning that right now, but we'll see.


Sounds good :goodjob:

However Trail Carbine already has three mods in GECK: Laminate Stock and Custom Action in addition to the scope. However these are under Misc. Items instead of Weapon Mods, so i guess those aren't available in game :shrug:

Edit: they are unusable, and when dropped to the ground, appear as fission batteries :eek:


Interesting; I hadn't noticed those. There didn't seem to be corresponding art assets for the weapon itself though. I'll have a look, anyway; thanks for the heads-up.


Cool beans, look forward to the release.

One thing I was kind of thinking about while modding my weapons is that it's a shame that there isn't more variety with the mods, i.e. too bad there is not more than three mods for each weapon, so that you could customize them a bit more. Not slots, in case that's unclear (it's early), but mods. Random mumbling over.

Making the mods craftable would also be a huge plus.


Unfortunately it's hard-locked to three applicable mods. Or maybe not unfortunate, for me, since this is already a gargantuan amount of work. ;)

Craftable weapon mods would be cool, yes - if I could balance them well enough. Something to consider for later versions.


Very awesome, glad to see you working on this because to me FONV's weapon mods come off as lackluster, and thats an understatement.

About the beam splitters for the laser weapons, have you found a way to fix the issue with the beam splitter not working properly?


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.


Maybe "High Pressure Fuel System" or something similar (assuming you want to stay away from two mods that are "tanks")... would keep the naming convention more consistent as referring to a "think that does something" rather than simply referring to the effect itself.

Overall sounds really good. I personally am conflicted about the idea of mods on uniques, but I recognize that that is a popular thing for a lot of folks.


Ah, thanks - I was struggling with a better way to phrase that weapon mod. That'll do nicely. :)


I dunno if you want to get some suggestions for melee weapon mods just yet, but I have a pretty badass idea for how you could mod the fireaxe. If you've watched any of the Gundam animes set in the UC era, you'll know exactly what I'm talking about. You see, while the Federation side had their swanky little plasma swords, the Zeon side had a much more badass weapon, the Heathawk. It's essentially an axe whose blade gets super heated so that it can melt through its target while it tears them apart. It essentially turns the fireaxe into the FIREaxe and doesn't seem like it'd be outside of the realm of possibility for Fallout. I figure it could either add an effect that makes the axe ignore a small portion of the target's DT or it could do a small fire effect on hit. You could easily make the superheated axe blade effect by copying the way they do the fire on the shishkebab and have the blade of the axe glow orange when it's pulled out. I guess you could also retexture the head of the axe to make it look a bit more techy, but that'd be up to you to decide of course. The other two mods could be some sort of composite handle that'd increase the weapon's condition or reduce weight and the third one could be a modified axe head that'd make it more like a crescent axe blade or something like that that'd either increase damage a bit or maybe slightly increase the weapon's crit multiplier.


At the times I was toying with having mod kits for melee weapons in FO3, this is the sort of stuff I was thinking about. Also things like the electrical effect on that sword from Operation Anchorage. Unfortunately, the effects you can select for weapon mods in FNV are fairly limited, and don't include things like different damage types/effects (fire, electrical, etc). But who knows - perhaps the NVSE guys will find a way to expand the possible effects.


So you are not happy enough that your mod is officially awesome and loved by the game designers, you want to expand on it? I love you. Anyways, if you would take some suggestions, hear me out:

- Make some weapons removable (silencers, scopes, etc.) and some not (stocks, barrels, etc.). Also, make it so some mods (the removable ones) can be used on the go while some need to be added using a bench.
- Add some Repair and Science requirements for Normal and Energy weapons respectively. I think it would add to the usefulness of the skills and immersion.
- Add more "perks" to modded weapons. For example, scope weapons would be better in VATS for long distances, better stocks break less and laser sights illuminate enemies that you are aiming against (like Boone's Spotter perk)


Another thing I forgot to mention in the OP: at the moment it's not possible to remove weapon mods, but if a way is found to do it, I'll likely include it as a feature in WMX.
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T. tacks Rims
 
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Post » Sat May 28, 2011 10:32 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.
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noa zarfati
 
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Post » Sat May 28, 2011 6:10 pm

Maybe FNV mods will require FOIP patches aswell?
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Suzy Santana
 
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