[REL/WIP] DaiShi's Classic Fallout Equipment

Post » Sat Feb 19, 2011 2:37 am

Take your time harmy, there's no need to rush things!
Wich weapons are you planning to add? There's a whole bunch if you add Tactics weaponry (They're mostly real weapons though :\ )


First I'll have to finish the first version if the mod :P And I've been playing testing all of Daishi's weapons to get a better feel of which factions should get them and how readily available ammo should be and such.

I've also been thinking about how to handle the replacers. I myself don't like the idea of having to choose between one model and another, but having two exact same weapons except for a different model also wasn't what I was looking for. So now the vanilla ones are better in one area, and the modded ones are better in another area.

For example: Plasma Grenades. Vanilla will do more damage then modded, but the modded will have a higher blast radius.

I also don't want too add weapons for the sake of adding them. I feel no need to compete with the new guy from Classic Fallout Weapons. Doesn't mean I won't add new weapons though :P
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Paula Rose
 
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Post » Sat Feb 19, 2011 10:47 am

I understand, having two models make things a little more difficult. Like I said, take your time! It's your mod and I'll trust your judgement.
Adding weapons just cause they're there wont improve your mod, I rather have a quality mod.
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steve brewin
 
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Post » Sat Feb 19, 2011 8:30 am

Just upoloaded M72 to nexus

Classic M72 Gauss Rifle
http://www.newvegasnexus.com/downloads/file.php?id=37703
Multiple mods, ammo tipes has IS, animated lights status screen, and some Paladins are carriing it. What more to ask for >(

And the raw texture files are already on my site.

Absolutely gorgeous! Love, love, LOVE it! :) :)

..that having been said, a few early comments after a little bit of playing with it...

-- I'm wondering if it is slightly larger than it should be? The trigger guard area is so far up and forward that my finger is barely in the bottom of it, and the magazine is so far forward that is clips with my hand a bit (rather than my hand fitting into the empty space left by the secondary coils. Both appear that if the gun were slightly smaller (5-10%?), with the handle being the common position point, that it would line up just fine.

-- Personal preference, but how difficult would it be to provide an alternate version without the laser pointer effect on the scope? I know some folks love it, but I've never been able to stand it...

-- I find it interesting that normal ammo will hit something, and have a pushback/havoc effect on other items nearby (ie, shooting at one bottle in the middle of many, and they all go flying) - yet despite the size of the visual effect of the antimatter ammo, it doesn't even make the bottle I shot go anywhere. I'm personally not fond of that, but thought I'd ask first if there is a reason behind that, or just an oversight or something?

-- Again personal preference, but it feels like maybe its rate of fire is just a tad too fast...

-- Because it deserves being mentioned again: this this is gorgeous... just so incredibly beautiful!
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Sarah Evason
 
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Post » Sat Feb 19, 2011 3:35 am

Also...

Poking around in main esp and looking at the recipes, I notice that the AM has the same name as APFSDS.

Ie, looking at them in FNVEdit:

formid editorID Name
xx00138e Recipe2mmDCAPM72 2mm EC APFSDS rounds (M72 mag.)
xx0024c2 Recipe2mmECAMM72 2mm EC APFSDS rounds (M72 mag.)

..haven't actually seen it in game, but doesn't the craft menu use the "Name" field for the display?
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Rebecca Clare Smith
 
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Post » Sat Feb 19, 2011 12:11 pm

Also...

Poking around in main esp and looking at the recipes, I notice that the AM has the same name as APFSDS.


hmm thx ill take a look at it.

------------------------------------------

Also I have been thinking and i seem to remember the Midwestern BoS PA had a type number (or whats it called), i seem to recall calling it T-81a or T-82a but cant remeber, anyone can confirm this or just my memories got mixed with something else?
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Channing
 
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Post » Sat Feb 19, 2011 8:46 am

http://fallout.wikia.com/wiki/Power_armor_%28Fallout_Tactics%29 you mean this one? There's no mention of its name in the vault but I suppose Ausir could answer that one for you.
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Roddy
 
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Post » Sat Feb 19, 2011 9:29 am

-- I'm wondering if it is slightly larger than it should be? The trigger guard area is so far up and forward that my finger is barely in the bottom of it, and the magazine is so far forward that is clips with my hand a bit (rather than my hand fitting into the empty space left by the secondary coils. Both appear that if the gun were slightly smaller (5-10%?), with the handle being the common position point, that it would line up just fine.

There are some problems with the sniper rig that before and after reload things tend to shift a bit, the gun and ammo position is already tweaked, originally it was far worse.

-- Personal preference, but how difficult would it be to provide an alternate version without the laser pointer effect on the scope? I know some folks love it, but I've never been able to stand it...

just as difficult as installing nifscope and deleting the whole "lasersight" branch from all 3 models.

-- I find it interesting that normal ammo will hit something, and have a pushback/havoc effect on other items nearby (ie, shooting at one bottle in the middle of many, and they all go flying) - yet despite the size of the visual effect of the antimatter ammo, it doesn't even make the bottle I shot go anywhere. I'm personally not fond of that, but thought I'd ask first if there is a reason behind that, or just an oversight or something?

i used a modified flashbang explosion instead of gauss impact on that projectile, probably forgot to add impact force to it, ill fix it on next update.

-- Again personal preference, but it feels like maybe its rate of fire is just a tad too fast...

Maybe, dont pull the trigger that fast :P

Poking around in main esp and looking at the recipes, I notice that the AM has the same name as APFSDS.

should be fixed in version 1.2

http://fallout.wikia.com/wiki/Power_armor_%28Fallout_Tactics%29 you mean this one? There's no mention of its name in the vault but I suppose Ausir could answer that one for you.

Yep i clearly remember i used a type number when talking about it, but can t find anything on google so i was wondering where it came from.
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Naughty not Nice
 
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Post » Sat Feb 19, 2011 5:28 am

Alright. You are officially awesome. I linked Thogun - creator of Apocalypse Armory - to this thread. If he chooses to, you mind if he uses your resources for his New Vegas port?

Even before then, I might have to get the gauss rifle. And engrave the base of the texture for my character. And kill [CENSORED].
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Karen anwyn Green
 
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Post » Sat Feb 19, 2011 12:53 pm

So, with it being 'equipment', is there any chance of bringing back some other items?

Electronic Lockpicks, Lockpicks, Deluxe Lockpicks, Electronic Lockpicks MkII, Toolkits, thinks like that?

Fortunately, I don't see us needing a Hy-Mag at any point.
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Margarita Diaz
 
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Post » Sat Feb 19, 2011 6:13 am

If he chooses to, you mind if he uses your resources for his New Vegas port?

Not at all as long as proper credits are given.

So, with it being 'equipment', is there any chance of bringing back some other items?
Electronic Lockpicks, Lockpicks, Deluxe Lockpicks, Electronic Lockpicks MkII, Toolkits, thinks like that?

Actually ..... thats an interresting idea, have to think on it some, but got my attention.


oh and i take no1 knows if the midwestern BoS PA had a type number?
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Roberto Gaeta
 
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Post » Sat Feb 19, 2011 1:35 am

Hold on, I'll have to ask Ausir. When he answers I'll PM with the name ok?
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Gemma Woods Illustration
 
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Post » Sat Feb 19, 2011 6:50 am

I do my best to provide ideas!

Of course, now I have this odd image of looting rubber boots...
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Charlotte Lloyd-Jones
 
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Post » Sat Feb 19, 2011 4:45 am

Ok Daishi, just got word back from Ausir. It seems the name's not mentioned in-game. Its plain old power armor.
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Danger Mouse
 
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Post » Sat Feb 19, 2011 3:09 am

Ok Daishi, just got word back from Ausir. It seems the name's not mentioned in-game. Its plain old power armor.


Thx, i figured that much from not getting any google hits on it.
I definately recall calling it t-81a or something similar, but looks like it was some misunderstanding on my part.
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Emily Jeffs
 
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Post » Sat Feb 19, 2011 1:31 am

That gives you some freedom I suppose :D You can call it whatever you want.
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GabiiE Liiziiouz
 
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Post » Sat Feb 19, 2011 7:40 am

That gives you some freedom I suppose :D You can call it whatever you want.


Just not APA II. That's apparantly up in Chicago. ;)
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Celestine Stardust
 
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Post » Sat Feb 19, 2011 4:25 am

Midwestern BOS APA? Are you planning to model it? That would pretty much turn into my hero :P
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djimi
 
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Post » Fri Feb 18, 2011 11:34 pm

Midwestern BOS APA? Are you planning to model it? That would pretty much turn into my hero :P

Actually no, i dont model armors.
I was thinking about making a retexture for the mod already made for FO3, but Hereticus offered to make a new mesh from scratch, only thing is, neither of us can rig and weight an armor properly for the gamebryo engine.

So the intention is there, we'll see how far that gets us.
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Kim Bradley
 
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Post » Sat Feb 19, 2011 9:15 am

Midwestern BOS APA? Are you planning to model it? That would pretty much turn into my hero :P


That would be scary.

I was referring to the fact that ED-E's quest shows that there's an enclave facility in Chicago, where ED-E stopped for repairs before he broke down and ended up in Primm. It's where he got the license plate bolted to him. Someone there had a sense of humor. So if there's Enclave in Chicago, there's APA II in Chicago.
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Yama Pi
 
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Post » Sat Feb 19, 2011 7:59 am

Im sure there's someone here that can help you with that! There's quite a bit of modellers around.
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Travis
 
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Post » Sat Feb 19, 2011 11:53 am

I know its not fallout but its classic and i dont want to open another thread for it,
so here are some images from the Quad Barrel Riot Shotgun ive beed working on im my very little spare time.

http://img64.imageshack.us/img64/880/qbrs02.png
http://img251.imageshack.us/img251/9221/qbrs01.png
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TASTY TRACY
 
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Post » Sat Feb 19, 2011 12:07 pm

I know its not fallout but its classic and i dont want to open another thread for it,
so here are some images from the Quad Barrel Riot Shotgun ive beed working on my very little spare time.

http://img64.imageshack.us/img64/880/qbrs02.png
http://img251.imageshack.us/img251/9221/qbrs01.png



Ooooh I assume the barrels are moving ala revolver when shooting?
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CYCO JO-NATE
 
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Post » Sat Feb 19, 2011 8:09 am

Ooooh I assume the barrels are moving ala revolver when shooting?

If i can figure it out how to make it, since none of the 2 haded rifles have rotating parts, have some ideas thou, just little time to experiment.

Worst case ill make it fire from every barrel at once :P

Edit: ok looks like barrels will rotate, but only in first person, couldnt find any weapons except railway rifle that had moving parts that didnt need special animations (eg cowboy repeater has a moving hammer but as far as i could tell only works with the special lever action shooting animation)
So im using Railway rifles indicator needle as the rig for the barrels (with modified animation), but that only works in 1st person. T_T
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Jinx Sykes
 
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Post » Sat Feb 19, 2011 7:47 am

Awesome stuff!
If you manage to make this a pack that adds this baby's to the leveled list, we will worship you!
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Dagan Wilkin
 
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Post » Sat Feb 19, 2011 10:31 am

Any chance for a 14mm to be added?

I asked joefoxx recently in another thread if he was planning on porting his from FO3 into FNV, but no joy (not because he is against it being ported, but just because he wants to focus his efforts on other / newer things). I'd take a stab at porting it myself, but know nothing about such things (and I'm already on "learning new stuff overload" with GECK issues I'm figuring out for other mods I'm working on right now).

...but... I miss my 14mm. The 12.7mm just doesn't have the same feel to it. :(
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MatthewJontully
 
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