Will Obsidian tweak weapon mods?

Post » Sat Jul 10, 2010 10:29 pm

....to be more realistic?

For example it doesn't make any sense to not be able to mod the weapon with scope if it is already modded with silencer, damage buff etc. They are 2 completely different categories of upgrade, one is external and one is internal, one does in no way affect the existence of the other.

Such limitation is so contrived that it is blatantly silly.

Also it would make more sense if you could remove weapon mods from the weapon.

Has Obsidian talked about these issues?
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BethanyRhain
 
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Post » Sun Jul 11, 2010 3:24 am

I think Obsidian should have made the weapon upgrade system more like it was in STALKER: Clear Sky. Of course not copy from that game, I just like how it was made with the tiers and that you can't make a fast full-auto, powerful sniper rifle with extendend magazine, extra light parts and silencer. If you wanted to make your assault rifle a deadly sniper rifle, you couldn't change your mind and remake it into a deadly close range rifle.
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Alessandra Botham
 
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Post » Sat Jul 10, 2010 7:47 pm

It's a matter of resources, mostly time. Here's how the mod system works:

1. Each mod is not a distinct mesh/texture that is simply added onto the mesh/texture of you weapon.
2. Each mod entails a completely new mesh/texture of the weapon and mod together.
3. Each combination of mods entails a completely new mesh/texture of the weapon and assorted mod combinations together.

Let's look at the Hunting rifle. It has 3 available mods, Scope, Custom action and Extended Magazine. Since each combination of mods has to have it's own mesh/texture, this is all the mesh/textures that need to be designed for one weapon, the Hunting Rifle:

1. Hunting Rifle, no mods.
2. Hunting Rifle, Scope only
3. Hunting Rifle, Extended Mag only
4. Hunting Rifle, Custom Action only
5. Hunting Rifle, Scope and Extended Mag
6. Hunting Rifle, Scope and Custom Action
7. Hunting Rifle, Extended Mag and Custom Action
8. Hunting Rifle, all mods.

That's 8 different art models for only one weapon. Now extrapolate that for any additional mods. Let's say we add a suppressor, a custom stock and a match grade barrel. Here are all the models that would have to be hand crafted by the artists:

1. Hunting Rifle, no mods.
2. Hunting Rifle, Scope only
3. Hunting Rifle, Extended Mag only
4. Hunting Rifle, Custom Action only
5. Hunting Rifle, Suppressor only
6. Hunting Rifle, Custom Stock only
7. Hunting Rifle, Match Grade Barrel only
8. Hunting Rifle, Scope and Extended Mag
9. Hunting Rifle, Scope and Custom Action
10. Hunting Rifle, Scope and Suppressor
11. Hunting Rifle, Scope and Custom Stock
12. Hunting Rifle, Scope and Match Grade Barrel
13. Hunting Rifle, Extended Mag and Custom Action
14. Hunting Rifle, Extended Mag and Suppressor
15. Hunting Rifle, Extended Mag and Custom Stock
16. Hunting Rifle, Extended Mag and Match Grade Barrel
17. Hunting Rifle, Custom Action and Suppressor
18. Hunting Rifle, Custom Action and Custom Stock
19. Hunting Rifle, Custom Action and Match Grade Barrel
20. Hunting Rifle, Suppressor and Custom Stock
21. Hunting Rifle, Suppressor and Match Grade Barrel
22. Hunting Rifle, Custom Stock and Match Grade Barrel
23. Hunting Rifle, Scope, Mag and Action
24. Hunting Rifle, Scope, Mag and Suppressor
25. Hunting Rifle, Scope, Mag and Stock
26. Hunting Rifle, Scope, Mag and Barrel
27. Hunting Rifle, Scope, Action and Suppressor
28. Hunting Rifle, Scope, Action and Stock
29. Hunting Rifle, Scope, Action and Barrel
30. Hunting Rifle, Scope, Suppressor and Stock
31. Hunting Rifle, Scope, Suppressor and Barrel
32. Hunting Rifle, Scope, Stock and Barrel
33. Hunting Rifle, Mag, Action and Suppressor
34. Hunting Rifle, Mag, Action and Stock
35. Hunting Rifle, Mag, Action and Barrel
36. Hunting Rifle, Mag, Suppressor and Stock
37. Hunting Rifle, Mag, Suppressor and Barrel
38. Hunting Rifle, Mag, Stock and Barrel
39. Hunting Rifle, Action, Suppressor and Stock
40. Hunting Rifle, Action, Suppressor and Barrel
41. Hunting Rifle, Action, Stock and barrrel
42. Hunting Rifle, Supprssor, Stock and Barrel
43. Hunting Rifle, Scope, Mag, Action and Suppressor
44. Hunting Rifle, Scope, Mag, Action and Stock
45. Hunting Rifle, Scope, Mag, Action and Barrel
46. Hunting Rifle, Scope, Mag, Suppressor and Stock
47. Hunting Rifle, Scope, Mag, Suppressor and Barrel
............................And on and on and on.

OK, I'm getting bored. And I'm only about half way through all the possible permutations of this. Needless to say, a limit of 3 mods per weapon is, at the least, understandable. Anyone asking for more than 3 per weapon needs to understand just how much more work this would neccessitate. Do you really want the weapon artists to spend all their time making the 100s of meshes/textures needed so we can have 4-5-6 whatever mods per weapon, but only have time to have, say, 1 pistol, 1 SMG, 1 Rifle and 1 shotgun? Ya'll need to think about this a little. What needs to be done, and it seems it would be the way to go in Fallout:Next, would be a modular weapon system similar to other games, ie: Borderlands, where each weapon part is a distinct entity and it adds or subtracts to the whole of the weapon. A future mod system similar to this could work, but the base weapons would need to be completely redesigned to support this. I will think about this for a while and post something in the Fallout:4 Arguments Suggestions Thread.

-Gunny out.
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Angela Woods
 
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Post » Sun Jul 11, 2010 12:07 am

Still there could be mods that aren't visible, like both of the Service Rifle mods. Such could be added with a very little effort.

However Sawyer did say they wanted mods to be seen on the weapon (as was the case with the original Service Rifle mods; http://fallout.wikia.com/wiki/Service_rifle_reflex_sight and http://fallout.wikia.com/wiki/Service_rifle_bayonet), so that propably is not going to happen.
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Nims
 
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Post » Sat Jul 10, 2010 11:12 pm

Btw, is there a community mod that replaces all textures on weapons with high-res textures?

Some weapons have really poor textures from first-person view, I guess we have to thank crappy consoles for that one too..

P.S.

.46ACP, obviously a robust elegant system for customization is needed like other games have..
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no_excuse
 
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Post » Sun Jul 11, 2010 12:51 am

Btw, is there a community mod that replaces all textures on weapons with high-res textures?


http://www.newvegasnexus.com/downloads/file.php?id=38285

Highly suggested to use it in conjunction with this mod: http://www.newvegasnexus.com/downloads/file.php?id=39651
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Jani Eayon
 
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Post » Sun Jul 11, 2010 4:34 am

Their priorities should be bug fixes
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Kirsty Wood
 
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Post » Sun Jul 11, 2010 1:28 am

http://www.newvegasnexus.com/downloads/file.php?id=38285



Sigh. There is not a single energy weapon there, YCS/186 has the poorest texture and it is not there...
Also you can't download the file if you are not registered, get your sh*it in order before posting links...
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JESSE
 
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Post » Sun Jul 11, 2010 7:43 am

Did Obsidian say anything about why weapon textures are so poor?

It is pretty embarrassing that volunteers have to make things that should have been done properly in the first place..
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Monika
 
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Post » Sat Jul 10, 2010 9:47 pm

Sigh. There is not a single energy weapon there, YCS/186 has the poorest texture and it is not there...
Also you can't download the file if you are not registered, get your sh*it in order before posting links...


Well aren't you a ray of sunshine...

So sorry for not personally checking all the files to make 100% sure the exact one you needed that you never mention is in there. And the registering for the Nexus site where 99% of all NV mods are located is so very difficult, more than you can handle I'm sure.

Also I'm sorry for trying to help you out. You can rest assured I won't be making that mistake again.
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CRuzIta LUVz grlz
 
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Post » Sun Jul 11, 2010 4:29 am

For example it doesn't make any sense to not be able to mod the weapon with scope if it is already modded with silencer, damage buff etc. They are 2 completely different categories of upgrade, one is external and one is internal, one does in no way affect the existence of the other.

Technically, both are external. The only guns built with an internal silencer is the Silenced .22 Pistol and the Silence .22 SMG. The rest of the Silencer attatchments, are just that, an attatchment. An external source for noise dampening, whereas the Silenced .22 Pistol and SMG have an Internal Silencer, meaning the silence is built into the weapon itself, not attatched, and is unable to be removed through any normal means.

But I agree with you, I would love to be able to have a choice to remove Mods if I wanted to.
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Ebou Suso
 
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Post » Sun Jul 11, 2010 2:18 am

http://www.newvegasnexus.com/downloads/file.php?id=37576
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LuBiE LoU
 
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Post » Sun Jul 11, 2010 7:23 am

You have to take game play balance into account as well, having a silenced hunting rifle defeats the purpose of the silenced sniper rifle since you get the hunting rifle earlier and they serve the same role as well as making a largers portion of the game incredibly easy by giving you the ability to one hit almost any enemy without being detected at a fairly early part of the game, in addition to what gunny pointed out you'd only get one maybe 2 weapons in each category. Limiting the mods helps define a weapons role making each one stand apart.
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Lakyn Ellery
 
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Post » Sat Jul 10, 2010 6:12 pm

Is there a texture upgrade mod for hands of different suits, default ones are of pretty low resolution too...
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phil walsh
 
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Post » Sat Jul 10, 2010 7:34 pm

http://www.thenexusforums.com/index.php?/topic/382803-ycs186/
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Ian White
 
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Post » Sun Jul 11, 2010 2:37 am

You have to take game play balance into account as well, having a silenced hunting rifle defeats the purpose of the silenced sniper rifle since you get the hunting rifle earlier and they serve the same role as well as making a largers portion of the game incredibly easy by giving you the ability to one hit almost any enemy without being detected at a fairly early part of the game, in addition to what gunny pointed out you'd only get one maybe 2 weapons in each category. Limiting the mods helps define a weapons role making each one stand apart.

Not just this, but consider what would happen if you could slap a silencer or autofire mod on an AMR. Having more than about 3 mods for any one weapon runs a very high risk of turning said weapon into the 'master of all' that makes all other weapons pointless.

Hell, some weapons are already dangerously close to this: a Hunting Shotgun with the choke mod can do everything but long-range sniping and is only limited by the small magazine, and even that can be partially addressed with the long tube which adds +3 mag size. Granted you still only have 8 shots at that point, but load that puppy with Slugs and you get pretty damn close to what a Sniper Rifle can do, albeit not at the same ranges.

EDIT: @.46ACP's example above is only missing a few more configurations, as there are 56 possibilities for 6 mods with 6 mounting points, and that would be just one weapon out of the hundreds that are available in-game. Needless to say doing that for all of them would be a huge amount of work, so if you want to actually see all the modifications to your weapons the number of them will have to be kept low in order for it to be done in a reasonable time frame.
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Prisca Lacour
 
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Post » Sat Jul 10, 2010 10:12 pm

EDIT: @.46ACP's example above is only missing a few more configurations, as there are 56 possibilities for 6 mods with 6 mounting points,

Damn! And I was so close. Curse you attention deficit disorder, curse you.

-Gunny out.
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Vahpie
 
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