[RELz/WIPz] Zealotlee's MP5 Pack

Post » Tue May 17, 2011 1:17 am

Well, I've got one of the guns done! Now I have to unwrap and make new textures for the MP5SD5 and the MP5K. Hopefully I can reuse a lot of the elements from the MP5A4 texture and just make sure I have the UVs aligned correctly. Anyway, here's the readme:

Name: MP5 Pack
Version: 1.0
Date: 04/05/09
Author: Zealotlee

Description:
************

Adds a MP5A4 SMG to the game through raider and talon leveled lists (via script). There is also one in the German

Town Police HQ basemant. A MP5SD5 as well as a MP5K are coming in a later release.

Installation:
*************
1. Unzip all files to c:\Program Files\Bethesda Softworks\Fallout 3\Data
2. Open up Fallout Mod Manager and activate either ZL-MP5 Pack.esp OR ZL-MP5 Pack-CALIBR.esp depending on whether or

not you use the CALIBR mod.
3. Play the game!

Uninstallation:
***************
Delete "ZL-MP5 Pack.esp" from the Data folder.
Delete "ZL-mp5a4.dds, ZL-mp5a4_n.dds, ZL-mp5mag.dds, ZL-mp5mag_n.dds" from the Textures\Weapons\2handautomatic

directory.
Delete "mp5a4.nif" from the Meshes\Weapons\2handautomatic directory.
Delete the folder "mp5" under the Sounds\fx\wpn directory.

History:
********

V 1.0: Initial Release

Possible Issues:
****************
This mod shouldn't conflict with anything that I know of. If it does, please let me know. The hand placement for

the grip is a bit off, but there wasn't much I could do. The texture is also a bit high res, but it should run fine

on most computers. As for the leveled lists, they are added to the vanilla lists by a script so there should be no

conflicts with any other mods.

Licensing/Legal:
****************
Feel free to use this mod however you wish. Be sure to give me credit where credit is due, and do not upload this

mod to any other sites. These files are not intended for commercial use and should not be used as such.

NOTE: The firing sound for the MP5 comes from the Oblivion Lost mod for STALKER. The readme did not list who the

sound was originally made by so I do not know who to credit. If anyone knows who made it, please let me know. It

was used for the P90 in the game.

Thanks To:
**********
alexscorpion
The Bethesda Fallout 3 Modding Forum


http://www.fallout3nexus.com/downloads/file.php?id=5431
(http://www.gamesas.com/bgsforums/index.php?showtopic=958036)
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luke trodden
 
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Post » Mon May 16, 2011 11:37 pm

Great work, keep it up
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Wayne W
 
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Post » Mon May 16, 2011 10:50 pm

Awesome Z, first the dragunov and now this! You're a great weaponsmith dude. :D
Any upcoming project?

http://club.guns.ru/images/bizon-1.jpg
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*Chloe*
 
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Post » Tue May 17, 2011 4:39 am

Awesome Z, first the dragunov and now this! You're a great weaponsmith dude. :D
Any upcoming project?

http://club.guns.ru/images/bizon-1.jpg


As much as I'd love to, I'd have to figure out how to make it look like it reloads properly. My next project will be something similar to the http://www.thefirearmblog.com/blog/wp-content/uploads/2008/12/matebaautorevolver6in.jpg with a few liberties taken in the design :).
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Amy Masters
 
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Post » Tue May 17, 2011 2:28 pm

Good luck with the mateba hope you evolve even more with it ;)
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David Chambers
 
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Post » Tue May 17, 2011 12:41 am

The MP5 looks excellent, thanks so much for making this!

The Mateba looks interesting enough, any chance I could persuade you to make a "unique" version of the Mateba which would be the Blade Runner inspired "223 Revolver"?

The 223 looks like it could be a heavily modified version. I know that there is one floating around but it is only availble in the Classic Fallout Weapons Beta pack, and I don't really want to use an entire pack for just 1 gun which I really want (Though I will if no one else makes a solo 223). War's solo model was taken off Nexus a while back and Vash abandoned his version.

If you don't want to or can't it's totally cool, just thought I'd ask in case you could use the Mateba as a base and bring out the 223.

Awesome job with the Dragunov and MP5! :foodndrink:
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Krystal Wilson
 
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Post » Tue May 17, 2011 10:42 am

The MP5 looks excellent, thanks so much for making this!

The Mateba looks interesting enough, any chance I could persuade you to make a "unique" version of the Mateba which would be the Blade Runner inspired "223 Revolver"?

The 223 looks like it could be a heavily modified version. I know that there is one floating around but it is only availble in the Classic Fallout Weapons Beta pack, and I don't really want to use an entire pack for just 1 gun which I really want (Though I will if no one else makes a solo 223). War's solo model was taken off Nexus a while back and Vash abandoned his version.

If you don't want to or can't it's totally cool, just thought I'd ask in case you could use the Mateba as a base and bring out the 223.

Awesome job with the Dragunov and MP5! :foodndrink:


Funny you say that, because I planned on basically combining both guns together using elements from both. In the end it will end up probably looking more like the Mateba, but it will have some of the elements of Deckard's gun.
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Astargoth Rockin' Design
 
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Post » Tue May 17, 2011 12:15 am

Funny you say that, because I planned on basically combining both guns together using elements from both. In the end it will end up probably looking more like the Mateba, but it will have some of the elements of Deckard's gun.

so it would be like the handgun from the game mace griffin?

edit: here is a vid of the game and the hand gun http://www.youtube.com/watch?v=98w6tLjY9io
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Dagan Wilkin
 
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Post » Tue May 17, 2011 12:02 am

I've added the MP5SD5. Go grab the new version now!
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Pawel Platek
 
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Post » Mon May 16, 2011 11:09 pm

Wooooo, looks great!
Perhaps you'll be able to start on that sniper soon!

Good work. :goodjob:

CS K
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Jessie
 
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Post » Tue May 17, 2011 11:38 am

Yeah, once I get this MP5K done I'm definitely going to start on the M40. I've got no problem putting of the Mateba for a little while either.

By the way, does anyone have any suggestions for any unique versions of the guns? Any ideas would help really.
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Jack Bryan
 
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Post » Tue May 17, 2011 9:54 am

The unique version of the M40 should have some sort of referrence to the USMC. Something like Sarge's Rifle would fit it perfectly and it could do more damage or critical more often
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LijLuva
 
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Post » Tue May 17, 2011 8:00 am

The unique version of the M40 should have some sort of referrence to the USMC. Something like Sarge's Rifle would fit it perfectly and it could do more damage or critical more often


I was actually refering to the MP5s :). I'll keep that in mind though.

Here's some initial ideas I've thought of:
Vault-Tec Defender (MP5A4): A re-skinned A4 model with the vault-tec insignia on it. A more powerful and durable model as well as a little less dirty.
Silent Storm (MP5SD5): A more powerful version of the SD5 model. I haven't decided what to do with it as far as a retexture goes really. Also, I was thinking of making the name in German, but I don't know what "Silent Storm" translates to. I know there are some of you on here who speak German so any help would be appreciated.
Lil' Sally (MP5K): A "raiderized" version of the MP5K. It will probably have its name written along the side along with some blood stains and various graffiti.

I haven't decided on locations for these yet really, aside from the Defender being located somewhere in one of the vaults. Evergreen Mills would be an obvious choice for Lil' Sally, but why put 2 unique weapons in the same vicinity of each other?
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vanuza
 
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Post » Tue May 17, 2011 11:40 am

New update. I've added custom sounds for the SD5 version and got rid of the muzzle flash. I also sharpened up the textures a bit. I apologize the MP5K isn't out yet, I've been busy with a lot of things lately and haven't had much time for texture work. Anyway, go grab the new version!
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Life long Observer
 
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Post » Tue May 17, 2011 1:38 am

New update. I've added custom sounds for the SD5 version and got rid of the muzzle flash. I also sharpened up the textures a bit. I apologize the MP5K isn't out yet, I've been busy with a lot of things lately and haven't had much time for texture work. Anyway, go grab the new version!


check your pms
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Rachel Eloise Getoutofmyface
 
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Post » Tue May 17, 2011 12:18 am

Thanks ninja! I just tested the sound, and it fits the gun so much better it's not even funny. I'm trying out a custom sound for the MP5K now too, so each gun should sound different.
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Laura Samson
 
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Post » Tue May 17, 2011 5:02 am

I'd like to see a Kurz version of the existing 12mm SMG. You know, something that actually fits with the FO 'verse.
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Jah Allen
 
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Post » Tue May 17, 2011 4:56 am

It seems you're a shooter IRL like me, Zealotree. So here's a post I did in the cheats hints and spoilers before i discovered the mods section...just a suggestion...

The Game already has two unique sniper weapons: The Reservist's rifle and the Victory. Both are, IMHO, completely unimaginative and un-innovative.

Futhermore, as the level of the Game rises and especially if you are playing on the harder settings, there is increasingly only one way to play the game - the sneaky, sniper's way of death.

THEREFORE I see the need for a new, unique sniper weapon. It must have both high long-range hit potential and high damage potential. And it should be PLAUSIBLE - by which I mean to say that you shouldn't just create a weapon and say "Oh, for some unexplained reason this rifle has 200% the damage and hit possibility of the ordinary sniper rifle..."

No. For the purposes of realism, this unique sniper weapon should be a weapon that might very plausibly be possible to construct in the pre-war Fallout 3 Universe of guns (read: our world, somewhere around the period 1950-2000) and one that uses the trusty .308 bullet.

I have a proposal for such a sniper weapon.

(First, a bit of explanation - I am a shooter IRL, though certainly not marksman class - and I also am something of a Gun Nut as well, having read about conventional weapons on and off for over 20 years.)

I call it "FOXY'S DOUBLEDEATH".

It is basically two guns in one - a two-barrelled -308 sniper weapon firing two bullets almost simultaneously (at a delay of about 1/100th of a second, so that the wind turbulence of the first bullet doesn't interfere with the accuracy of the second) and with a longer barrel than the ordinary sniper weapon, which increases the basic damage of each bullet by 10%.

It will weigh more than two sniper weapons - 25 pounds. The extra 5 pounds is for a hydraulic damper system to dampen the tremendous kick of a double shot.

Now, let's say an ordinary sniper rifle gives a VATS percentage of 50 at long range. The DoubleDeath will give a percentage of 100 to hit with one bullet, and 50 to hit with two bullets.

In addition to the 10% damage bonus of the single hit, the DoubleDeath offers a bonus of an extra 25% should you be lucky enough to hit with both bullets. This, again, is based on real-life experiments in terminal ballistics, where two bullets striking close together simultaneously create more synergetic damage together than two bullets hitting one after the other.

So let's say an ordinary sniper rifle gives 36 damage. The DoubleDeath will give 40 damage for a single hit, and for a twin strike it will give 80 damage plus an extra 25 % bonus, for a total of 100.

To heighten the realism even further...I propose that when you self-repair the DoubleDeath, you will need not one, but TWO sniper weapons to provide the spare parts for repair.

A great combination: DoubleDeath, Chinese Stealth Suit, Small guns 100, Finesse, Better Criticals, Commando, Grim Reaper's Sprint.

So, gamers, and any shooters IRL here, what do you think?

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Laura Tempel
 
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Post » Tue May 17, 2011 2:02 pm

I call it "FOXY'S DOUBLEDEATH".


Seems far too complicated. It's much simpler just to use a larger round, like the Barrett or other large round sniper rifles.
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BrEezy Baby
 
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Post » Tue May 17, 2011 4:45 am

'Terminal Ballistics' IRL is the reason.

At short and medium ranges, (200-400 meters) the .50 barret will punch a neat hole in your body, and punch a slightly less neater hole going out, leaving your body with about 85% of its energy intact. This is why IRL snipers do not use this round for killing people...only vehicles and other high value material targets.
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Brooks Hardison
 
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Post » Tue May 17, 2011 7:48 am

'Terminal Ballistics' IRL is the reason.

At short and medium ranges, (200-400 meters) the .50 barret will punch a neat hole in your body, and punch a slightly less neater hole going out, leaving your body with about 85% of its energy intact. This is why IRL snipers do not use this round for killing people...only vehicles and other high value material targets.

the gun is way too powerful to use against infantry.
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Kirsty Collins
 
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Post » Tue May 17, 2011 12:15 pm

'Terminal Ballistics' IRL is the reason.

At short and medium ranges, (200-400 meters) the .50 barret will punch a neat hole in your body, and punch a slightly less neater hole going out, leaving your body with about 85% of its energy intact. This is why IRL snipers do not use this round for killing people...only vehicles and other high value material targets.


I suspect it's still going to kill you either way. Besides, we're talking about the Fallout universe where people actually wear heavy powered armor. Seems just the right round for that, doesn't it?

No offense, but you're going to talk about "real life" then no one in real life is going to create a Rube Goldberg device like you are describing :) In "real life" a sniper is going to take down his target in one shot :)
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Allison C
 
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Post » Mon May 16, 2011 10:49 pm

the gun is way too powerful to use against infantry.


Not against infantry that are powered armored. After all, they are walking tanks :)
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Sammie LM
 
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Post » Tue May 17, 2011 6:36 am

I suspect it's still going to kill you either way. Besides, we're talking about the Fallout universe where people actually wear heavy powered armor. Seems just the right round for that, doesn't it?

No offense, but you're going to talk about "real life" then no one in real life is going to create a Rube Goldberg device like you are describing :) In "real life" a sniper is going to take down his target in one shot :)


The operative word in your post is the verb 'suspect' which means you don't know. Let me guess - you're neither a shooter or a warshooter IRL, right?

If you really want to know what 'Terminal Ballistics' means, the best way would be to talk to Armed Forces Doctors with RL experience in gunshot wounds. You will learn some new concepts in wound effects, such as the 'bullet straight versus bullet tumble effect'. Otherwise...well, let me put this gently...I don't talk about programming and/or modding as I know nothing of the craft of these deep subjects. I know that if I did, I would appear to be a real NooB.

Any IRL shooters or even better, warshooters here? Preferably longtime readers of "Jane's small arms and ammunition"???
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Peetay
 
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Post » Mon May 16, 2011 11:37 pm

The operative word in your post is the verb 'suspect' which means you don't know. Let me guess - you're neither a shooter or a warshooter IRL, right?


I'm just a poster on a forum talking like everyone else.

That said, from the description of your proposed weapon, I'd say you're not an arms engineer/designer either, right? :)

If we are talking about real life, then my credentials may be suspect as to real life weapons damage, but Your proposed weapon isn't very real life either :)

If you really want to know what 'Terminal Ballistics' means, the best way would be to talk to Armed Forces Doctors with RL experience in gunshot wounds. You will learn some new concepts in wound effects, such as the 'bullet straight versus bullet tumble effect'. Otherwise...well, let me put this gently...I don't talk about programming and/or modding as I know nothing of the craft of these deep subjects. I know that if I did, I would appear to be a real NooB.


I know all about bullets tumbling vs going straight. But bullets kill without tumbling, right? Bullets going straight can still kill right? Large caliber round musket balls had no "tumbling effect" but seemed rather effective at killing people, at least at close range. And a 50 cal round in the head or chest (which is where a sniper is going to be aiming) is going to do a lot of damage whether it tumbles or not right? :)

And I note you still have addressed the fact that many enemies in the game will be wearing powered armor, which calls out for an large AP round :)
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Bigze Stacks
 
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