[REL] Weapon Mods Expanded

Post » Sat Feb 19, 2011 4:38 am

Okay, WMX - Modern Weapons is finally http://www.newvegasnexus.com/downloads/file.php?id=39651.

I added some new screenshots of it to the download page too.
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CHANONE
 
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Post » Sat Feb 19, 2011 11:42 am

Cool! New guns to play with. The TMP and AA-12 fit my Tank's fighting style :hehe:

Question about this note you have posted:
NB - If you use Laser Pistols or Rifles, you'll need to delete 2hrattack4is.kf and 1hpattack3is.kf from your Steam\steamapps\common\fallout new vegas\Data\meshes\characters\_1stperson\ directory until the next WMX update arrives; these animations require updated meshes.


This applies to 1.03 right? I've been playing with my EW character but haven't noticed any unexpected behaviour, despite regularly using AER-14. What exactly is the problem?
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Taylrea Teodor
 
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Post » Sat Feb 19, 2011 7:16 am

Okay, WMX - Modern Weapons is finally http://www.newvegasnexus.com/downloads/file.php?id=39651.

I added some new screenshots of it to the download page too.


YES! hey Antistar, if you ever decide to expand the Modern Weapons, you think we can add the WA2000 with fixed reload animations? There's no point in including the bullpup reload animation in my WAR mod, since it's got no gun to use it for in that mod, but would fit well with WMX - Modern Weapons since we've already included fixed animations in it.
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Dalley hussain
 
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Post » Fri Feb 18, 2011 11:09 pm

This applies to 1.03 right? I've been playing with my EW character but haven't noticed any unexpected behaviour, despite regularly using AER-14. What exactly is the problem?


The problem is that the firing while in iron-sight mode animation for both Laser Pistols and Rifles is messed up, because I misunderstood what Joefoxx meant about them needing mesh changes. I thought they'd be alright for the time-being if I left 'do not use 1st person iron sights' ticked. That turned out to not be the case, so I'm going to have to update those meshes now and put out another quick update...



YES! hey Antistar, if you ever decide to expand the Modern Weapons, you think we can add the WA2000 with fixed reload animations? There's no point in including the bullpup reload animation in my WAR mod, since it's got no gun to use it for in that mod, but would fit well with WMX - Modern Weapons since we've already included fixed animations in it.


I probably can. :) I've already been eyeing a particular Desert Eagle resource with a view to adding it to WMX-MW, so I can probably do the WA2000 at the same time. I've been including your animations for this stuff in WMX main rather than WMX-MW ( just to keep them all together and make things like documentation a little easier), so it would be good to add these new bullpup animations to the next WMX update I need to do (very) soon because of the stuff above. So if you can send me them as soon as they're all done and good to go, I'll add them to WMX and then have a look at that WA2000.
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Micah Judaeah
 
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Post » Sat Feb 19, 2011 3:31 am

Ah, now i see the issue. I've already modded the AER-14 with a scope, so it doesn't matter.
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Annick Charron
 
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Post » Sat Feb 19, 2011 11:29 am

I haven't made one for the rifle. but I made a laser pistol iron sights mod. RogueHallow moved the wires out of the way a bit more cleanly than I did, but I think my actual sights are better-made.

The rifle will be rather tricky because of the big ole MF cell slot in the way.
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Miss Hayley
 
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Post » Sat Feb 19, 2011 5:53 am

I haven't made one for the rifle. but I made a laser pistol iron sights mod. RogueHallow moved the wires out of the way a bit more cleanly than I did, but I think my actual sights are better-made.

The rifle will be rather tricky because of the big ole MF cell slot in the way.


Oh yes, I think you sent it to me in one of those archives. I was just going to make my own, but I'll have another look at yours too.

I guess I should fix the big holes in the underside of the Laser Rifle mesh while I'm doing all this, shouldn't I...
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Janine Rose
 
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Post » Sat Feb 19, 2011 11:12 am

The rifle will be rather tricky because of the big ole MF cell slot in the way.


Yes... it needed relatively tall sights, and it's a chunky-looking weapon so I thought it needed chunky-looking sights:

- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/laser_rifle_unique02.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/laser_rifle_unique03.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/laser_rifle_unique04.jpg

What jumped into my head to fit those criteria were the AA-12 iron sights, so that's what I used. Modified a bit and using the laser rifle's texture, of course. The design of the rear sight in particular was useful, since it had to fit in around those red jumpers (or whatever they are) on the back of the AER14. At this point I'm planning to use the same sights on the standard Laser Rifle and Laser Pistol, too. (Pew Pew is a fairly makeshift weapon, so it's going to have makeshift 'iron-sights' to match. ;))

Anyway, it may not be a work of art, but it works - and gives good visibility when looking down the sights.
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renee Duhamel
 
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Post » Sat Feb 19, 2011 10:13 am

About the bullpup animation:
http://www.mediafire.com/?u5luz3i8aufz25f

It's got a reference mesh (no real textures, but good for getting the proper alignment for a new mesh) in it cause I don't have permission from EARACHE to use the WA2000 yet. But it has a README instructions on how to use the animations. It's fully working, standing, sneaking, first person, so I thought you might find use for it with future projects.
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louise hamilton
 
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Post » Sat Feb 19, 2011 10:46 am

About the bullpup animation:
http://www.mediafire.com/?u5luz3i8aufz25f

It's got a reference mesh (no real textures, but good for getting the proper alignment for a new mesh) in it cause I don't have permission from EARACHE to use the WA2000 yet. But it has a README instructions on how to use the animations. It's fully working, standing, sneaking, first person, so I thought you might find use for it with future projects.


Great; thanks very much. :)

I thought the WA2000 I linked to was an open resource though... or did you find another one that was more suitable?
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Lauren Denman
 
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Post » Sat Feb 19, 2011 12:20 pm

Oh I didn't know it was public resource. If it is, then great!
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Code Affinity
 
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Post » Sat Feb 19, 2011 6:02 am

Yes... it needed relatively tall sights, and it's a chunky-looking weapon so I thought it needed chunky-looking sights:

- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/laser_rifle_unique02.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/laser_rifle_unique03.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/laser_rifle_unique04.jpg

What jumped into my head to fit those criteria were the AA-12 iron sights, so that's what I used. Modified a bit and using the laser rifle's texture, of course. The design of the rear sight in particular was useful, since it had to fit in around those red jumpers (or whatever they are) on the back of the AER14. At this point I'm planning to use the same sights on the standard Laser Rifle and Laser Pistol, too. (Pew Pew is a fairly makeshift weapon, so it's going to have makeshift 'iron-sights' to match. ;))

Anyway, it may not be a work of art, but it works - and gives good visibility when looking down the sights.


Hmmm, moving the sights just upward a lot may work.

Gonna do some 'sperimenting with splicing my existing laser pistol sight onto the rifle.

I also already have all the holes patched. ;) Got it in normal and focus optics flavors.

Pew Pew already has some impromptu sights: the needle bits sticking out of the two cylinder thingies on top.
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Genocidal Cry
 
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Post » Sat Feb 19, 2011 8:03 am

Oh I didn't know it was public resource. If it is, then great!


Pretty sure it is; just check its Nexus page.



Hmmm, moving the sights just upward a lot may work.

Gonna do some 'sperimenting with splicing my existing laser pistol sight onto the rifle.

I also already have all the holes patched. ;) Got it in normal and focus optics flavors.

Pew Pew already has some impromptu sights: the needle bits sticking out of the two cylinder thingies on top.


Darn, and I just fixed those holes myself last night too. :lol:

Yep, that's exactly what I was thinking, with Pew Pew.
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Samantha Wood
 
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Post » Sat Feb 19, 2011 9:31 am

The Laser Rifle, AER14 Prototype, Laser Pistol and Pew Pew are all done now. Here's some more shots:

- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/laser_rifle01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/laser_pistol02.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/laser_pistol03.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/pew_pew03.jpg


I just need to update the readme and package everything up now. I might be able to get the update out tonight.


Edit: Okay, it's http://www.newvegasnexus.com/downloads/file.php?id=39651. :) Here's the changelog:

Version 1.0.4 (15-02-11)
- Added iron-sights to Laser Pistol, Laser Rifle and AER14 Prototype meshes.
- Made various fixes to Laser Pistol, Pew Pew, Laser Rifle and AER14 Prototype meshes (mostly fixing vanilla issues left over from FO3).
- Laser Pistol, Pew Pew, Laser Rifle and AER14 Prototype now use iron-sights correctly.
- Added Joefoxx's bullpup reload animations (not used in WMX main; resource for add-ons).

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Roisan Sweeney
 
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Post » Sat Feb 19, 2011 9:55 am

Hi, love the new modern weapons! I'm looking to a good location to recreate http://www.youtube.com/watch?v=zdb_G2qqg7I :gun:

I've a of suggestion, the SMGs would better off with the varmint or 12.7smg silenced sound, the current doesn't fit them IMO.
also, I've a problem with the exploding ammo. it seems to do very little damage. when using it, it does a lot of limb damage (judging by the crippling messages) but hardly any health reduction.
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Vivien
 
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Post » Sat Feb 19, 2011 12:22 am

Hi, love the new modern weapons! I'm looking to a good location to recreate http://www.youtube.com/watch?v=zdb_G2qqg7I :gun:



That's super easy if you have IWS, just go to the Repconn Test site or anywhere else there's ghouls, they spawn by the ton
With a Laser Rifle and the Meltdown Perk, I can snipe a group of ghouls and go up an entire level with one shot.
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:)Colleenn
 
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Post » Sat Feb 19, 2011 1:43 pm

Hi, love the new modern weapons! I'm looking to a good location to recreate http://www.youtube.com/watch?v=zdb_G2qqg7I :gun:

I've a of suggestion, the SMGs would better off with the varmint or 12.7smg silenced sound, the current doesn't fit them IMO.
also, I've a problem with the exploding ammo. it seems to do very little damage. when using it, it does a lot of limb damage (judging by the crippling messages) but hardly any health reduction.


I did notice that interest in my AA-12 went up around the time that movie came out. ;)

I tried those first, but I prefer the silenced sounds I went with in the end.

The explosions for the FRAG-12 rounds do a little less damage than that for 25mm grenades (in vanilla). I (and a lot of people, it seems) think that explosions in FNV in general are somewhat underpowered... but nevertheless I balanced the FRAG-12 rounds against vanilla values. When I was testing the add-on, I took out an enemy wearing combat armour in one or two shots (using the HEAP ammo) - and lightly armoured enemies with one shot (using HEFA ammo).

There's probably a little room for me to bump up the damage though. What enemies were you fighting, out of interest? And what difficulty do you have it on? (I've got it on hard, from memory.) Were you using any mods that could have had an effect on the 'balance' of the encounter?



That's super easy if you have IWS, just go to the Repconn Test site or anywhere else there's ghouls, they spawn by the ton
With a Laser Rifle and the Meltdown Perk, I can snipe a group of ghouls and go up an entire level with one shot.


As it happens, I went there to take screenshots for WMX-MW, and found myself using the Assault Shotgun to fend off hordes of feral ghouls so that I could take screenshots in peace. :lol:
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Claire
 
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Post » Sat Feb 19, 2011 7:45 am

What enemies were you fighting, out of interest? And what difficulty do you have it on? (I've got it on hard, from memory.) Were you using any mods that could have had an effect on the 'balance' of the encounter?

I'm using Arwen's mod on Normal difficulty.

I just tried it on bighorns(!) and checked their health using 'getav health' after shots... and got trampled to death when one head butted me and I got swarmed (this wouldn't have happened with my trusty marksmanAA :facepalm:).
There's hardly any health damage (10-20), It's as if the weapon does no damage at all and only the explosion does something.

However, I do remember something similar when I using http://www.newvegasnexus.com/downloads/file.php?id=38762. It too has custom explosive ammo which didn't do the damage it was supposed to... so perhaps I've got a larger issue :confused:.
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Gwen
 
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Post » Fri Feb 18, 2011 10:38 pm

I'm using Arwen's mod on Normal difficulty.

I just tried it on bighorns(!) and checked their health using 'getav health' after shots... and got trampled to death when one head butted me and I got swarmed (this wouldn't have happened with my trusty marksmanAA :facepalm:).
There's hardly any health damage (10-20), It's as if the weapon does no damage at all and only the explosion does something.

However, I do remember something similar when I using http://www.newvegasnexus.com/downloads/file.php?id=38762. It too has custom explosive ammo which didn't do the damage it was supposed to... so perhaps I've got a larger issue :confused:.


I don't use Arwen's myself, but I did do a compatibility patch for it and WMX (for the compatibility 'grab-bag'), so I've got a copy handy. A quick look at it in FNVEdit shows that it greatly increases explosion damage for various weapons (maybe all?); double the damage in most cases, it seems.

Yeah... as mentioned above, WMX-MW is balanced against vanilla values; it's not balanced for Arwen's.
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MISS KEEP UR
 
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Post » Sat Feb 19, 2011 10:51 am

I don't use Arwen's myself, but I did do a compatibility patch for it and WMX (for the compatibility 'grab-bag'), so I've got a copy handy. A quick look at it in FNVEdit shows that it greatly increases explosion damage for various weapons (maybe all?); double the damage in most cases, it seems.

Yeah... as mentioned above, WMX-MW is balanced against vanilla values; it's not balanced for Arwen's.

I mostly do my own compatibility patches. I've a WMX + Arwen + FOOK + private tweaks patch.
But the problem is with the explosive ammo, when using regular ammo it works like any other gun.

If I shoot 3 times at a bighorn bull with the AA-12 + HEAP and nothing much happens, then 1 shot with a 357-magnum does the job... something's wrong :shrug:.
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Meghan Terry
 
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Post » Sat Feb 19, 2011 10:31 am

I mostly do my own compatibility patches. I've a WMX + Arwen + FOOK + private tweaks patch.
But the problem is with the explosive ammo, when using regular ammo it works like any other gun.

If I shoot 3 times at a bighorn bull with the AA-12 + HEAP and nothing much happens, then 1 shot with a 357-magnum does the job... something's wrong :shrug:.


I'm led to believe that for weapons firing explosive ammo, the damage value in the associated explosion record is what's used - rather than the damage value in the weapon record. To re-balance things you'll need to tweak the damage value in the explosion records as well if you're not already doing that.
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Janeth Valenzuela Castelo
 
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Post » Sat Feb 19, 2011 5:28 am

I'm led to believe that for weapons firing explosive ammo, the damage value in the associated explosion record is what's used - rather than the damage value in the weapon record. To re-balance things you'll need to tweak the damage value in the explosion records as well if you're not already doing that.

Yep, that sounds about right, I'll try that.
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Elle H
 
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Post » Sat Feb 19, 2011 11:51 am

Explosives are underpowered and the revolvers/rifles are overpowered, so that may also play into it.
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ruCkii
 
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Post » Sat Feb 19, 2011 4:08 am

I dunno man, me and my Grenade Launcher have been wrecking stuff hard with my explosives at 100.
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Jon O
 
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Post » Fri Feb 18, 2011 10:28 pm

If the projectile properties of Frag12 has Hitscan "checked" (meaning, outside of VATS, the engine computes speed,trajectory, whether a shot hits or misses, instead of creating an actual projectile that collides with an object/target) then the weapon damage and the explosion damage takes effect. So the slug does it's impact damage like a regular bullet, and then the explosion does it's own aoe damage.

If Hitscan is "unchecked" (meaning, an actual colliding projectile is spawned), then only the explosion damage takes effect, and the slug hitting a target does no damage. The weapon also doesn't do critical hit damage nor headshot bonus damage.

I personally think it's better if frag 12 has "Hitscan" checked. It still computes for projectile speed and trajectory, hit or miss, it just doesn't have actual projectile 'spawned' in the game, and it gives better control of how much damage you want the weapon to do.
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Aliish Sheldonn
 
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