[WIPz] GunRunners Tactical Kits

Post » Mon Dec 27, 2010 3:38 am

The following is a readme for a mod I've been using in my game, I have several of them put together and it dawned on me that others might enjoy them, I don't know maybe not, the weapons included exist in other mods I've just edited them to suit my tastes...of course I would only release mods with original authors approval and permissions, most if not all have open permissions.
Let me know if there is any interest...if not it was just a thought ;)



Name: GunRunners Tactical Kit 1 / GRTK1
Author: Shad, Various (see credits)
Version: 1.0
Date: 12/30/2010
Cateogry: Weapons
Link: None

===============
Description:
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Add's custom weapons in kits with recipes to assemble.

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Details:
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Kit 1 Includes:
Colt M4A1 with EoTech Scope, suppressed, very accurate low spread.
M7 Bayonet
Sig Sauer P226, very accurate low spread.

When you purchase or (discover?) a kit you will get a note describing it, to use the kit just find a work bench and you will have a recipe to assemble it.
The level requierments to purchase and assemble are very low.
In this initial kit a freebie is located at the Goodsprings Gas Station, in future kits there will be a freebie but it will be hidden somewhere over the rainbow.

There will be several kits, each kit will contain preset tricked out weapons (no mods needed).
Each kit will include 1 long gun, a sidearm and a blade.
In addition the kits will have a small amount of applicable ammo to get you started, 2 Weapon Repair Kits and a whetstone to repair the blade.
If the kit introduces an ammo calibre not present in the vanilla game you will
get a recipe to create it as well as some rounds to get started with.
Each kit will loosely follow a theme, IE: assault, shotguns, sniper, stealth, cowboy, ect.

The idea is that people on repeat play throughs won't have to journey all over
to get the weapons they want, simply go to GunRunners and pick up your favorite kit(s)
The weapons will not be moddable, they will already have good stats and
be ready for serious gameplay. (Future kits may include mods to customise the looks)
If you don't want the whole kit weapons will be available as singles but they will cost more.

The weapons have been tweaked for compatibility with vanilla weapon stats and
some kits will include them as well.
The kits will not be overpowered but will allow the player to get good weapons
early in the game, (provided you have the caps) they are priced along the lines
of vanilla offerings, each kits total price is calculated via a merchant container
and then 10% is removed as a discount, as an example kit 1 is $5021 caps base.
Obviously when startng a new game you won't have the funds so you will have to pillage a bit...and you might just run across a freebie!
If you are leveled in an ongoing game then the kits will provide a standardized way to get good weapons with out running all over hell and creation to kill guy x from mod y to get a good gun.

*Note that these weapons were created for "MY" game and not really intended for the world at large, what I like and what you like may be very different, in most cases I've removed any custom sound files because they usually don't really sound any better than vanilla (IMO) and I've tweaked various other things to my tastes...my version of these weapons may be very different than what you have used before, so keep that in mind before complaining about stats you don't like, I try to keep my game fairly realistic and in keeping with the vanilla game, so there will be no god weapons... and I will not make any changes unless there is a bug present.

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Requirements:
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Fallout New Vegas, patch 1.2

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Install:
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1. Extract the files from the archive.
2. Copy files to (install folder)\FalloutNV\Data\
3. Start FalloutNV Launcher, click 'Data Files', place a checkmark beside the .esp file.

This is a fomod ready archive for FOMM users, you know what to do ;)

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Un-Install:
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1. Start FalloutNV Launcher, click Data Files, uncheck the .esp file.
2. Delete the files/folders associated with the mod.

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Compatibility:
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No compatiblity issues so far.

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Bugs/Issues:
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No known issues so far, please let me know if you find any.

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History:
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1.0 12/30/2010 - Initial Release GRTK1

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Contact:
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None

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Recommended Mods:
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Heh, too many to list ;)

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Credits:
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Thanks to Bethesda/Obsidian for creating Fallout New Vegas.
Thanks to InsanitySorrow for ReadMe Generator this readme is based on.
Thanks to The Nexus sites for providing a site to host our mods.
Thanks to the following authors for the resources to create this mod:

M4A1
Imperator3, Bushmasta101, Strelok, Vunsuta, The Noid, Twinkie Masta, SoulSlayer, Thanez, antman311, JIHAD, Mr. Brightside, Ashengrace.

M7 Bayonet
Dread Wolf, Z3RO, Sargent Bash

Sig Sauer P226
Dread Wolf, Soul_Slayer, Thanez, JIHAD, DarkFireGaming

===============
Tools Used:
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GECK
Fallout 3 ReadMe Generator
NifScope
Photoshop
FOMM
FONV Edit

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License/Legal:
===============

This file is provided as is and the author holds no responsiblity for anything that may come to happen from using this file.

If you want to use any part of this mod in your own work you "MUST" credit the above original authors, in fact why not head over to the Nexus and give them a kudo to say thanks.

Cheers
User avatar
Alkira rose Nankivell
 
Posts: 3417
Joined: Tue Feb 27, 2007 10:56 pm

Post » Mon Dec 27, 2010 5:43 am

All day and not a single comment, okay I'll drop the idea...if a mod wants to lock or delete this thread please do so.

Cheers
User avatar
TOYA toys
 
Posts: 3455
Joined: Sat Jan 13, 2007 4:22 am

Post » Mon Dec 27, 2010 4:19 am

Oh no!


I was hoping I wouldn't be the first person to say anything here... what with me actually liking the idea but not really using many weapons other than the vanilla sort anyways... but apparently if I don't, that means nobody is interested? Craaaap... that's not the case at all! I'm most definitely interested in hearing more.

In fact, I think it's a very neat idea... and if you don't do it... then I'm totally adding it to the list of things to do for my gun-smithing mod...

... and then giving you credit, anyways. Because it's awesome.


Plus... then I wouldn't have to go hunt down x-number of single mods adding one weapon a thousand different times with different varieties in order to experiment with a few cool new guns.

That's awesome too, yes?


So yes! My vote is do it!
User avatar
Marta Wolko
 
Posts: 3383
Joined: Mon Aug 28, 2006 6:51 am

Post » Mon Dec 27, 2010 12:55 am

Hmm, well, lets see how it goes. I guess if the Colonel is interested then maybe the idea has merit ;)
User avatar
Spaceman
 
Posts: 3429
Joined: Wed May 23, 2007 10:09 am

Post » Mon Dec 27, 2010 5:25 am

It's certainly an interesting idea :) I look forward to hear the details of each kit.
User avatar
CHANONE
 
Posts: 3377
Joined: Fri Mar 30, 2007 10:04 am

Post » Mon Dec 27, 2010 2:45 am

Well I've decided to go ahead with this...for now, I'll be making the first release in the coming days, others will follow as I research the permissions for the resources used.

Other kits will include variations of the M4, USP .45, Latin Cold Steel Machete, Commando Dagger and much more.

I will also be using the new Caliber - NV Modders resouce esp for custom ammo, FluidFire did an awesome job with this!
User avatar
Neliel Kudoh
 
Posts: 3348
Joined: Thu Oct 26, 2006 2:39 am

Post » Mon Dec 27, 2010 2:47 am

I see that FluidFire has also released a comprehensive reloading mod as well but I'm not sure I like it...it seems a bit over the top, adds tons of new stuff but me thinks it complicates things a bit much...I would prefer a simple recipe menu esp that only adds recipes for the new calibers without adding all the new mechanics, I think the reloading menu works fine...the game assumes that reloading dies, smelting pot ect are already included at the bench so there is no need to add those items to the game world and further complicate leveled lists...I'm not sure yet how I feel about all this...perhaps for now if any of my kits include a weapon that adds a new ammo type I will simply include Caliber.esm and recipes and breakdowns for the ammo used with my mod, the worst thing that could happen is you end up with multiple recipes for the ammo...not really an issue.
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Dan Wright
 
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Joined: Mon Jul 16, 2007 8:40 am


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