[REL] Weapon Mods Expanded

Post » Sat Feb 19, 2011 2:44 am

Antistar, I just noticed that the Battle Rifle you included uses the scope model for the long barrel mod.
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Michelle Smith
 
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Post » Sat Feb 19, 2011 11:57 am

Antistar, I just noticed that the Battle Rifle you included uses the scope model for the long barrel mod.


Thanks - fixed. (Specifically it was pointing at the wrong third-person model; the first-person model was alright.)
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Sarah Edmunds
 
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Post » Sat Feb 19, 2011 10:43 am

Can't wait to get my hands on that TMP...

Spoiler
...and that S.T.A.R.S. DTO reskin. Heh.

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Samantha Pattison
 
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Post » Sat Feb 19, 2011 6:50 am

WMX doesn't touch the visuals of the Laser Rifle.


Yes, but I'd be hard-pressed to find anyone who knows more about weapon mods, wouldn't I? I'm just wondering what could potentially cause the appearance of the weapon to glitch without any mods installed that change its appearance - sorry if this is the wrong place to do so.
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john palmer
 
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Post » Fri Feb 18, 2011 11:48 pm

Here are some shots of the AA-12 ('Assault Shotgun' in-game):

- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/aa12_shotgun01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/aa12_shotgun02.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/aa12_shotgun03.jpg


It can be modified with the same weapon mods as the Riot Shotgun:

Assault Shotgun
+ 12 Gauge Shotgun Choke - Decreases spread.
+ Riot Shotgun Drums - Increases ammunition capacity (+12).
+ Riot Shotgun Improved Parts - Increases condition (+50%).


I 'remastered' it a bit (compared to the WMK version), making some mesh and texture fixes/tweaks. Obviously I also made a new set of textures for the Improved Parts variants; darker polymer, with virtually no grime and less scratches.

Onto the explosive (FRAG-12) rounds next...



Can't wait to get my hands on that TMP...

Spoiler
...and that S.T.A.R.S. DTO reskin. Heh.



I know; I haven't forgotten about that DTO retex. ;) It's probably a way off yet though, sorry.



Yes, but I'd be hard-pressed to find anyone who knows more about weapon mods, wouldn't I? I'm just wondering what could potentially cause the appearance of the weapon to glitch without any mods installed that change its appearance - sorry if this is the wrong place to do so.


Yeah, not really the right place... but if you haven't already, open all your mods at once in FNVEdit (as if you were going to make an automatic merged patch) and make sure nothing's changing its appearance. You could also check in your data directory to see if there are any models or textures in there acting as replacers.
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Bambi
 
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Post » Sat Feb 19, 2011 2:06 pm

Congratulations Antistar, you just made my head explode. And you made my day. The Assault Shotgun looks awesome in game...

Have a projected release date in regards to this plugin, per chance?
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Setal Vara
 
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Post » Fri Feb 18, 2011 11:11 pm

I threw together some icons for the add-on weapons:

- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/icons11.png



Congratulations Antistar, you just made my head explode. And you made my day. The Assault Shotgun looks awesome in game...

Have a projected release date in regards to this plugin, per chance?


Thanks.

It's always hard to know for sure, but it should only be a few days... maybe a week at the outside.
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Siidney
 
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Post » Sat Feb 19, 2011 12:53 pm

Darn it... I already made a Frag12 mesh with textures (was planning on using on the vanilla shotguns) before I did the animation mod, I just couldn't make it 'rotate' when in mid flight so I just scrapped it and deleted the files :(
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Jesus Lopez
 
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Post » Sat Feb 19, 2011 4:41 am

Here are some shots of the AA-12 ('Assault Shotgun' in-game):

- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/aa12_shotgun01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/aa12_shotgun02.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/aa12_shotgun03.jpg


I was going to complain how featurless it looks, but according to a YouTube video that is how it looks like in the real world :shrug:

Personally i like the russian AK looking automatic shotgun more (forgot the name) :D

Edit: the http://en.wikipedia.org/wiki/Saiga-12
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Neliel Kudoh
 
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Post » Fri Feb 18, 2011 11:03 pm

Darn it... I already made a Frag12 mesh with textures (was planning on using on the vanilla shotguns) before I did the animation mod, I just couldn't make it 'rotate' when in mid flight so I just scrapped it and deleted the files :(


That's a shame; I was mentally prepared to make it myself anyway though, so I haven't really lost anything. ;)



I was going to complain how featurless it looks, but according to a YouTube video that is how it looks like in the real world :shrug:

Personally i like the russian AK looking automatic shotgun more (forgot the name) :D

Edit: the http://en.wikipedia.org/wiki/Saiga-12


I guess it is a sort of odd-looking gun... I like it, though.
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Kristian Perez
 
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Post » Sat Feb 19, 2011 12:08 pm

Loving that assault shotgun.

You did a good job on those icons too.
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Dark Mogul
 
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Post » Sat Feb 19, 2011 1:45 am

WMX v1.0.3 is basically ready to go now. Here's the changelog at this point:

Version 1.0.3 (xx-xx-11)
- WMX now includes fixed/tweaked vanilla weapon animations by Joefoxx.
- That Gun now looks visually distinct from the .223 Pistol.
- All weapon mod item names now have the prefix 'MOD:'.
- Weapon mod item descriptions now describe Increased Damage as a percentage increase, rather than a specific integer; improves compatibility and also interacts better with things like ammo types that affect a weapon's damage. Note that this change does not affect the damage increase gained from these weapon mods in any way.
- The above point did prompt a review of the Increased Damage mod effect values used by certain weapons, however. The following weapons had this value tweaked (increased slightly, in almost all cases): .44 Magnum, Mysterious Magnum, Anti-Materiel Rifle, Hunting Revolver, Ranger Sequoia, Light Machine Gun, Marksman Carbine, All-American and Recharger Rifle.
- In-game notes listing weapons and weapon mods updated to reflect the above changes to weapon mod item descriptions. Some minor tidying, also.
- Changed scope mod design for Brush Gun to accommodate shells being ejected from the top of the weapon if it has the Brush Gun Forged Receiver weapon mod applied; now uses scope from La Longue Carabine.
- Battle Rifle Long Barrel variant now uses correct third-person model.
- Vance's 9mm Submachine Gun (unmodified variant) now uses correct world model.
- Minor mesh fix for Hunting Revolvers (better smoothing on cylinder).
- Improved Recharger Pistol iron-sight 'zeroing'.
- Tweaked .223 Pistol/That Gun laser sight beam effect alignment.
- Reverted attack animation used by Recharcher Pistol (no longer needed to be changed, thanks to Joefoxx's animations).
- Recharger Rifle now has its own repair formlist, rather than using the Laser Rifle one (Recharger Rifles can no longer be repaired with Laser Rifles, in other words).


As you can see there, WMX now gives all weapon mods the prefix 'MOD:' - this was largely to make compatibility easier; inventory sorter compatibility patches are no longer (really) needed for the weapon mods. This would have been made even more fiddly/annoying for people once WMX-ModernWeapons is out, since it makes changes to a few weapon mod descriptions in WMX itself...

Anyway, I'm thinking of holding onto the WMX update until WMX-ModernWeapons is ready, in case it prompts anything else that should be done to WMX. Better than having to put out another WMX update when I release WMX-ModernWeapons.



Loving that assault shotgun.

You did a good job on those icons too.


Thanks. :)
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Gemma Archer
 
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Post » Sat Feb 19, 2011 12:42 am

Question: My .44 revolvers are messed up when I put mods on them. It seems to add a speed loader model right on the back of the cylinder in addition to what ever mod you put on. Is this fixable/a known problem?
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brandon frier
 
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Post » Sat Feb 19, 2011 12:09 am

That's again a vanilla bug, also happens with Grenade Launcher (a grenade can be seen in the stock sometimes). Switching ammo or reloading fixes it.
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Brandi Norton
 
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Post » Fri Feb 18, 2011 11:33 pm

http://tangentgirls.com/gallery/d/13797-1/enb2011_2_9_12_27_34.jpg
http://tangentgirls.com/gallery/d/13799-1/enb2011_2_9_12_27_41.jpg

Just to be sure, that's the bug to which you refer?
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I love YOu
 
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Post » Sat Feb 19, 2011 6:45 am

Yup, that's the one. Made me go :eek: when i first equipped a heavy frame modded .44 revolver (way before WMX).
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Patrick Gordon
 
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Post » Sat Feb 19, 2011 4:32 am

Oh good, I never did much 'nilla modding I pretty much got WMX right off.
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Alexxxxxx
 
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Post » Sat Feb 19, 2011 12:43 am

http://tangentgirls.com/gallery/d/13797-1/enb2011_2_9_12_27_34.jpg
http://tangentgirls.com/gallery/d/13799-1/enb2011_2_9_12_27_41.jpg

Just to be sure, that's the bug to which you refer?


Judging by your screenshots it may actually be caused by the Readius mod in your case (there is a similar bug in vanilla though). We were talking about it on http://www.gamesas.com/index.php?/topic/1159180-rel-weapon-mods-expanded/page__view__findpost__p__17089345.
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Queen of Spades
 
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Post » Sat Feb 19, 2011 11:28 am

No, it's not a Readius-caused bug. I have it too, and it's reported on the Vault wiki as a bug as well.
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Irmacuba
 
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Post » Sat Feb 19, 2011 11:14 am

The vanilla bug is the speedloader appearing like that (actually in a slightly different position than that seen in Andaius' screenshots; forward a bit) in third-person but not first person. With the Readius mod installed it will appear in both third-person and first-person as seen in those screenshots (and there'll be problems with other weapons besides).

That's how it manifests for me, at least. If you open up the .44 Magnum file/s in Nifskope you'll see the speedloader in a different position; that's where it appears in the vanilla bug.
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REVLUTIN
 
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Post » Fri Feb 18, 2011 11:31 pm

Well here's an update, It goes way when in first person after reloading, but if you go into 3rd person you can see the speed loader floating down by your hand, if you aim it floats out in front of you but you can't see it if you go back to first person. It also will remain in the position just behind the cylinder sometimes, but be like that only in 3rd person view and not show on 1st person. I took it through with me on a Vault 34 run. It's kinda annoying for screenshots I guess but does seem like a kinda wonky bug.
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Alexandra Ryan
 
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Post » Sat Feb 19, 2011 12:47 am

Well here's an update, It goes way when in first person after reloading, but if you go into 3rd person you can see the speed loader floating down by your hand, if you aim it floats out in front of you but you can't see it if you go back to first person. It also will remain in the position just behind the cylinder sometimes, but be like that only in 3rd person view and not show on 1st person. I took it through with me on a Vault 34 run. It's kinda annoying for screenshots I guess but does seem like a kinda wonky bug.


Yep, that's the exact behaviour I see if I have the Readius installed. I'm assuming you have it installed too?

Oh - in contrast, from memory with the vanilla bug the speedloader disappears when you first fire the weapon.
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Zoe Ratcliffe
 
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Post » Fri Feb 18, 2011 9:51 pm

Oh I see, yes I do have it installed.
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Ben sutton
 
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Post » Fri Feb 18, 2011 10:32 pm

It is not caused by Readius.. it is a vanilla bug. I just tested it myself: The speedloader sticks out the back in 1st and 3rd person until reload, in which case it is off floating.
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Alba Casas
 
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Post » Sat Feb 19, 2011 2:18 am

On your That Gun remake, did you by any chance put a second trigger on it? Can't wait to see it no matter what. Just curious. :P
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Brian Newman
 
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