[WIP] ZL Armaments

Post » Sat Feb 19, 2011 10:39 am

Hey there everybody! Seems I'm a bit slow in the porting game, but life plus New Vegas itself has been slowing me down. It's time to pick it back up though!

I'm currently working on porting over my weapons to New Vegas. The SVD, MP5s, and ACR are in the process of being ported, some being easy (SVD) while some others being more of a pain in the rear. As of right now the ACR will NOT have the functionality it did for Fallout 3, mainly due to the lack of FONVSE. When it releases though I'll work on getting it back to where you can part-swap on the fly. For now however I'm just going to use NV's mod attachment system to add silencers and scopes.

I'm looking to change the feel of the ACR as well. I want each version to be different in it's own way (barrel types I mean). For instance, I have the 10.5" version being full auto and using 5mm rounds. I want the 14.5" version to behave more like the marksman carbine and the service rifle so people would be more inclined to use scopes with it, and it would use the regular 5.56 ammo. The 18" version would use .308 rounds and have a different magazine with a lower capacity and behave more like a battle rifle/sniper rifle.

Enough about the ACR though, because I've been working on http://img834.imageshack.us/img834/5166/vssb01.jpg for some time now. I plan on having 2 versions, the VSS (seen in the link) and the AS Val, which has a different stock, bigger magazine, and doesn't come with a scope. It would also be full auto while the VSS would be semi.

The other weapons will behave similar to other ingame weapons. The MP5K will use 9mm rounds, while its cousins will use 10mm rounds. Their names will be changed to MP5/10 and MP5/10 SD to reflect that. While they won't have great range they will end up being powerful weapons that are quite viable. The SVD will retain similar stats to the vanilla sniper rifle other than a larger magazine from the start.

So there's my initial plan for my upcoming "ZL Armaments" mod. As time goes on I'll add more weapons, and possibly even release each weapon/weapon set as a standalone mod if that's what everyone wants. Questions/comments/ideas are always appreciated!

EDIT: Well I'll be damned, I just saw the thread for FONVSE! Looks like we'll have a fully functional ACR after all :D
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claire ley
 
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Post » Fri Feb 18, 2011 9:46 pm

i was thinking about doing something like this for the port i made of your ACR though i haven't had time to get cracking on it. However if you're going to take it on i'll stay put and let you decide the direction you want for your rifle :)
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NIloufar Emporio
 
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Post » Sat Feb 19, 2011 8:34 am

Can't wait for your SVD! Best looking SVD for Fo3 IMO. :)

Btw, you didn't make a PP-19 Bizon did you? I can remember having one in Fo3, but not who made it.
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Valerie Marie
 
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Post » Fri Feb 18, 2011 8:40 pm

Awesome. SO AWESOME.
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Benji
 
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Post » Sat Feb 19, 2011 7:23 am

Can't wait for your SVD! Best looking SVD for Fo3 IMO. :)

Btw, you didn't make a PP-19 Bizon did you? I can remember having one in Fo3, but not who made it.


No that wasn't me I'm afraid.

Does anyone know an "easy" way to align ironsights other than trial and error and going back and forth between nifskope and ingame? It's a real pain lol.
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Setal Vara
 
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Post » Sat Feb 19, 2011 11:03 am

Bumping this just to inform everyone that I have NOT given up on this lol. I just haven't given it the attention it deserves.

Anyway, I'm running into some real troubles with the mesh for the VSS. I thought I had nifs all figured out, but I apparently don't. The scope on the VSS is invisible as well as the ejector port. Also there's some weird graphical glitch where the scope seems to float around the environment for a split second and then disappear. It's very weird. I'll be willing to send the mesh to anyone who's willing to help me figure this out.

Does anyone also know of any particular useful leveled lists for adding guns randomly to vendors and not just full condition one to the gun runners? It really annoys me when modders just add them to those guys, they're so damn expensive!
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Anna S
 
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Post » Sat Feb 19, 2011 2:57 am

Does anyone also know of any particular useful leveled lists for adding guns randomly to vendors and not just full condition one to the gun runners? It really annoys me when modders just add them to those guys, they're so damn expensive!


I would just createa Cond LL with several weapons in various states of repair and add it to VendorWeaponsGunsTier1,2 3, 4 or 5 that should spread them around to various vendors.

Will be nice to see the ACR in NV ;)
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Siobhan Thompson
 
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Post » Sat Feb 19, 2011 3:25 am

Awesome. Again.
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Becky Cox
 
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Post » Sat Feb 19, 2011 7:46 am

Whew, after a tedious amount of work the ACR is in game and looking awesome! I haven't reimplemented the breakdown function yet as it was a bit buggy to begin with, but I've made some really good progress. Here's some screenshots of the new desert camo (though not really a pattern per se, but looks better IMO).

http://img688.imageshack.us/img688/678/ssdesert02.jpg
http://img408.imageshack.us/img408/7245/ssdesert01.jpg

The magazine and silencer on the woodland camo are now olive drab to fit in with the woodland pattern.

Now, I'm pleading for some real help here. This VSS mesh is driving me crazy. I have no clue how to fix it and I really want to get it working so I can release this mod! Would anybody out there PLEASE help me figure out wtf is up with this mesh? I would greatly appreciate it and so would the rest of the community :). Here's a http://img545.imageshack.us/img545/3196/geckwtf.jpg (ignore the odd magazine texture).
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Melung Chan
 
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Post » Sat Feb 19, 2011 2:58 am

*sigh* :facepalm:

I fix one problem only to create/run into another.

So I figured the nif I started with as a base for the VSS (the chinese assault rifle) was a bit messed up to begin with. I then decided to just transfer all the mesh pieces over to my ACR mesh (which uses the G3 base). I renamed all the corresponding trees correctly so it would animate properly. I get in game and the ejector port is waaaaay outside the gun and the trigger is above the barrel. Now the only option I know of now is to just turn those 2 objects static and not have them animate at all but I don't know if I'm willing to give up and do that just yet. Does anyone know anything about adjusting animated parts? Also the parts are in completely different positions ingame and in nifskope.

EDIT: I forgot to mention that this only happens AFTER I reload. Everything is in place beforehand.

EDIT 2: http://img228.imageshack.us/img228/2510/vsswtf01.jpg. I was testing the AS Val, turns out the magazine gets displaced as well.
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Sudah mati ini Keparat
 
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Post » Sat Feb 19, 2011 1:00 am

Well so far I've had no luck with the VSS or the AS Val. I want to get this mod out soon so I'm going to leave the files in there but have it incomplete. Maybe someone in the community can figure out what the issue is.

In the mean time all the old weapons I've ported over are set to go and are even added to some leveled lists so you should see them in the world and be able to buy them. Now as for the usual tradition of placing all the weapons in the world I wanted to do something a little different. I wanted to make my own small cell and have all of them nicely on display and for the taking. I was thinking of adding a storehouse or something in Camp McCarran but I know not all players are NCR friendly. Putting it out randomly somewhere in the wastes is also an option but seems a little silly. And there's no way I'm adding a house near Goodsprings lol. Any ideas or suggestions as to where to put it? Also I don't want to put it in Nellis because boomers are all about big guns/explosives, even though the big guns skill doesn't exist anymore.
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c.o.s.m.o
 
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Post » Sat Feb 19, 2011 5:30 am

How about Vault 34 Armory? Not exactly easy to get to, and has a whole bunch of weapons already. I always thought your ACR with all the parts in Fallout 3 was a bit too easy to get to (from Hamilton's Hideaway) considering how powerful general purpose gun it is.

Anyway, i'll dump my current SVD mod the moment you release this. I hope you included The People's Dragunov too :D
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k a t e
 
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Post » Fri Feb 18, 2011 7:08 pm

That seems like too much work, that vault is literally the physical hell of all vaults.

EDIT: Maybe a Zealotlee Arms safe house, which could have a scripted door be unlockable with one of the faction safe house keys, that way you could side with either The Legion or NCR and have the actual safehouse somewhere a bit more neutral to all parties.

The safe house could be a master .esm file, with some basic stuff, such as a workbench, campfire-esque craft thing, and reloading bench, with a few tidbits about some of the arms contracts ZL had or has at certain points, and a bed, storage, and a small armory with a few well to do vanilla guns, while leaving space for your .esps to put your various plugin weapons around the safe house.
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MatthewJontully
 
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Post » Sat Feb 19, 2011 6:52 am

Apart from the constant radiation dosage it really isn't that bad, you just need to run to Camp Golf every now and then to cure radiation (or New Vegas clinic if you don't get along with NCR). But i do like your idea more, though it would take more time to get to the guns than if they were in V34.
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Manny(BAKE)
 
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Post » Sat Feb 19, 2011 2:41 am

The safe house idea actually sounds good. Personally I've never even gotten a key for any safe house from any faction (can you send your companions there too or just the Lucky 38?) but that sounds like it could work. I've never built much stuff as far as levels go with the GECK so that will be a bit of a learning process.

Also I totally forgot about The People's Dragunov, thanks for reminding me! I'll have to scout out a special hiding place for that though :)
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Prue
 
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Post » Sat Feb 19, 2011 2:53 am

I created the safe house's basic structure. What will appear to be a small industrial building with a weapons shop inside will have a small back storage area that contains a staircase leading down into the safe house bunker. The bunker itself has a larger armory room, bed room, a utility/storage room, and a ladder for easy access to the surface but it's only usable AFTER you've opened it of course.

Speaking opening the safe house, one idea I had would be to find some way to have a terminal or a NPC check the player's gun skill. If it's 75 or above they gain access to it. Another option is to just put the key in the Lucky 38 but that may be a tad bit too easy depending on how you look at it.

I have to get used to the scale of kits too. Sometimes I'll make a room that seems like it's huge bit it's actually pretty normal sized or small. As it is I may have to enlarge some rooms I have lol.
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D LOpez
 
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Post » Sat Feb 19, 2011 2:48 am

Woo, can't wait to see it.
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NEGRO
 
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Post » Sat Feb 19, 2011 6:04 am

I've been hard at work and I've got some new screens for you!
http://img89.imageshack.us/img89/826/screenshot14ll.jpg
http://img263.imageshack.us/img263/9729/screenshot13hg.jpg
This storefront area will be a small fiend den, and I'm planning to dress it up like that. I may even have them wielding my weapons because why not? I already added via script all of my weapons into certain leveled lists. I hope they'll be common enough but not too common. And no there are no more ACRs on raiders/fiends :P. You'll have a good chance to find a lot of the good weapons on NCR Rangers and some other scattered people.

http://img190.imageshack.us/img190/4092/screenshot12vh.jpg
I've added a lot of vanilla weapons for the player as well as my own weapons. There's plenty of ammo in those boxes too, but not a ridiculously huge amount.
http://img524.imageshack.us/img524/8733/screenshot11mm.jpg
These two are the newest weapons I've made for Fallout. The VSS and AS Val are very similar to each other. The VSS is more tailored to be a sniper rifle. It fires semi-auto and has a 10 round magazine. The AS Val is more of a covert assault rifle with good stopping power. It has a 20 round magazine and is fully automatic.
http://img16.imageshack.us/img16/3433/screenshot10yb.jpg
Nothing new here, just the same old SVD. Except there are two.
http://img210.imageshack.us/img210/782/screenshot9z.jpg
The MP5/10s use 10mm rounds, while the MP5K uses 9mm rounds.
http://img153.imageshack.us/img153/305/screenshot8xf.jpg
I decided to display the 3 main configurations of the ACR. All of the available mod kits (including the camos) are in that box.
http://img214.imageshack.us/img214/3011/screenshot7wl.jpg
It's a pretty small and simple living space. You'll have a bed, some lockers and a fridge for storage, and a terminal, which I may use for a future idea of ordering weapons :)

As to getting into the armory itself, it will only be unlock-able by key. I'm still not sure on how to give the key to the player or what requirements they need to meet, but for those that just want to cheat I'll put the code for it on the page/in the readme.
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Sheila Esmailka
 
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Post » Sat Feb 19, 2011 8:00 am

Hmm, Val and VSS were in S.T.A.L.K.E.R. games, but i never used them. I preferrd AK-74, AN-94 and SVD instead :shrug:

SVDs look as pretty as ever, as do the MP5's. Do you still have the camos available for the ACR, BTW?
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Esther Fernandez
 
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Post » Fri Feb 18, 2011 7:35 pm

Oh man, when I got the VSS is STALKER... people died. A lot.
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Natalie J Webster
 
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Post » Fri Feb 18, 2011 9:27 pm

Hmm, Val and VSS were in S.T.A.L.K.E.R. games, but i never used them. I preferrd AK-74, AN-94 and SVD instead :shrug:

SVDs look as pretty as ever, as do the MP5's. Do you still have the camos available for the ACR, BTW?


Yes I do. The desert camo has been replaced with a plain "tan" camo which I think looks a lot better. You can see a picture of it earlier in the thread. The urban and woodland camos are essentially the same except the silencer and magazines on the woodland camo are olive drab.
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mimi_lys
 
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Post » Sat Feb 19, 2011 12:36 am

The Tan does look beast.
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jennie xhx
 
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Post » Sat Feb 19, 2011 12:19 am

So I seem to be having an issue with a static mesh. I made a re-texture of the BoSBanner and it appears in the GECK just fine. However when I load it up in game it disappears and I get http://img522.imageshack.us/img522/7368/zlbannerwontwork.jpg when I load up the GECK after that. Does anyone know what might be causing this? I really want this to work since it's kind of a centerpiece especially in the armory.
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Kerri Lee
 
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Post » Sat Feb 19, 2011 12:16 am

FYI I'll be uplodading the mod tonight on NVNexus! Expect a thread sometime soon.
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Breautiful
 
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Post » Fri Feb 18, 2011 7:45 pm

FYI I'll be uplodading the mod tonight on NVNexus! Expect a thread sometime soon.


REALLY?!

Can't wait!
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Daniel Lozano
 
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