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Posted

I've added the bandana and cards from the Rogue Ranger Helmet onto ADAM's high poly meshes:

 

oxzRqRm.jpg?1

 

Had to change the shape of the bandana, but the UV maps are good so it doesn't look bad at all. Now I need to do the same thing for the GO version (i.e. the one you see when you drop the item from your inventory) and decide how to handle the leveled list integration. I was thinking something along the lines of the original PN patch for SoL, where the helmet you find on raiders is a broken version and you can craft the fully functional version. That kinda strikes the perfect balance between the want to have something awesome-looking be good enough to actually use, and wanting to have it in leveled lists without messing up their balance.

I think that would be awesome.

Posted

Actually finished that last night, but I've not been feeling that well today so I decided to take a break and check out Automatron (Fallout 4 DLC). Will upload it later.

 

I also added gave all the appropriate helmets Advanced Recon compatibility with some help from darthbdaman.  ::):

Posted

Thanks.

 

It's up now. Most important change to be aware of is that it no longer includes the backpack patch from F&L, since I moved all my changes over to the one plugin (much easier to keep track of).

Posted (edited)

I noticed. I've asked darthbdaman if I can potentially build a plugin of off his file.

 

"I renamed all of the weapons to match the vanilla style of New Vegas." Seems someone has been influenced.  :turned:

 

Kinda curious why so many of these FG-42 mods end up including a drum magazine though. Not that it matter game-wise, but it kinda goes against the purpose of the weapon.

Edited by MonoAccipiter
Posted (edited)

I noticed. I've asked darthbdaman if I can potentially build a plugin of off his file.

 

"I renamed all of the weapons to match the vanilla style of New Vegas." Seems someone has been influenced. :turned:

 

Kinda curious why so many of these FG-42 mods end up including a drum magazine though. Not that it matter game-wise, but it kinda goes against the purpose of the weapon.

Because drums are used by tommy guns and they are cool?

 

Also from what I was able to play the Iberian pistol is great because it kind of bridges the gap between the 9 and 10mm in early game.

 

I like to think that in flnv the Iberian pistol took the place of most recognizable European pistol from the Luger. Perhaps to get really nerdy it was like a signature weapon of a American backed Spanish or portugese leader in the European wars?

Edited by Van555
Posted

Who knows! I was just enamored with the elegance of such a poorly designed weapon.  ::P:

 

Glad you like it though, I'm still not that fond of my texture skills, but at least it has a nice and desaturated look now.

 

As for the FG-42 drum mag... I'm pretty sure the gun would tilt thirty degrees to the left whenever you tried to aim down the sights.  ::D:

  • 2 weeks later...
Posted (edited)

NB: THIS POST WILL BE UPDATED THROUGH EDITS, BUT I NEED TO SLEEP.  :coffee:

 

Here's a small update with my thoughts on the "Camon and Scottmack" pack and what I will add to the pack. I'll be using the names darthbdaman has set in his plugin when referring to them here, as I'm going to be basing my own plugin on that, but will probably change them later.

 

The entirety of the Couriers Weapons pack was cut. I'm not a huge fan of mods where they just rehash parts of vanilla meshes (though sometimes they can look cool) and to me this had much lower quality overall than the rest of Scottmack's weapons.

 

Scottmack's Service Revolver was cut. The revolver didn't have a properly animated cyilnder (the casings will stay there even when you reload) which was sad because the model and texture was really cool.

 

Scottmack's Compact British Submachine Gun (Sten) was cut. I prefer the Millenia's Sten Gun. Might do a comparison shot tomorrow just to verify.

 

Scottmack's Volkssturmgewehr was cut. It didn't have an animated ejection port and the textures on the screws and bolts didn't match up with the rest of the gun.

 

Scottmack's British Rifle (Lee Enfield Mark 1) and its unique variant was cut. The wood texture wasn't all that good and the mesh had some weird seams.

 

Qt7JiLR.jpg

 

Scottmack's French Carbine was cut. The model looks a bit too thin for me, and I don't like the wood being "mushed" together towards the end of the barrel.

 

Camon's Chinese Submachine Gun was cut. The carbine version of the Chinese Assault Rifle was a cool idea, but I didn't feel it warranted an even shorter variant.

 

Camon's Combat Rifle (the G3) was cut. There's plenty of variants of this already in the game with my equipment pack installed, and Camon's version doesn't have an animated ejection port, which is annoying. Otherwise I would probably have considered replacing the Assault Rifle in Project Nevada with this model.

 

ELhhqBz.jpg

 

Camon's British Machine Gun (the Bren) was cut. It didn't have an animated ejection port and the receiver-part of the mesh did not look all that good.

 

Camon's MP5s were cut. None of them had animated ejection ports, which is a shame because they looked really good otherwise.

 

wgV8rlj.jpg

 

Camon's unique revolver, Black Heart, was cut. It's texture was a bit too low-res.

 

Camon's Burp Gun (PPSH-43) was cut. I prefer Millenia's and they don't look different enough to warrant two versions (kinda hard to balance a thousand 9mm SMGs too).

 

Camon's Storm Rifle was cut. It didn't have an animated ejection port. darthbdaman linked a better looking variant later in the thread which I've tracked.

 

Scottmack's Sewer Gun (the Bastard Gun from Metro) has had its version unique cut, and the normal version now uses the unique model as seen in the picture. They were a bit too alike for it to really be necessary with two versions, and the unique looked much better so I went with that. Haven't decided what to do with the weapon mods yet but will probably stick with the unique versions' mods. Unsure how I feel about the magazine though, as there's no real animation for bullet feed, so making it partially see-through doesn't seem like the best idea. I'm gonna say it barely made it in.

 

fzBX9JA.jpg

 

Camon's Wolf Jaw was cut and Wolf Chief will be included. I decided to cut the Wolf Jaw because it's basically a stripped-down version of WRP's Caravan Shotgun, and keep the Wolf Chief. It will be renamed though.

 

Comparison (from left to right) of WRP's Caravan Shotgun, Camon's Wolf Jaw and Camon's Wolf Chief:

 

dHN56At.jpggwLtXoQ.jpgNNVdi71.jpg

 

Camon's Mauser weapons (a carbine and one of the two pistols) are currently up for consideration. The automatic pistol has been cut as that was just the same mesh with a not-so-good-looking animation. I want to keep both since they look pretty great, but I need to figure out how to sort the cabal with Millenia's Mauser (might drop that or make Project Nevada use that model, as I prefer Camon's version). Will probably jump in-game tomorrow to make a compare between Camon's pistol and the one from WotNM.

 

Camon's Browning and LSW will be included, the Machine Rifle was cut. This category doesn't have all that many weapons in the first place, and most of the models looked pretty good. Camon's Machine Rifle was cut because the holes don't above the handlebar didn't look quite right to me, and I didn't really want too many BAR-based weapons.

 

Comparison (from left to right) of WRP's Automatic Rifle, Camon's Machine Rifle and Camon's Browning (all based on the BAR):

 

SvkboiB.jpg1joW64y.jpgcFwgHwF.jpg

 

Comparison (from left to right) of WRP's Light Machine Gun and Camon's Light Support Weapon:

 

XRpxMlL.jpgCjZyTNO.jpg

 

As you can see the LMGs are not that much similar which is good, but the BAR-based weapons I'm still a bit on the fence about keeping all three of. Should be noted that the Machine Rifle doesn't have an animated ejection port, but has a black hole where it would be, which at least is one step up from having a permanently closed one.

 

Scottmack's Enfield (Lee Enfield Number 4) will be included. It's a huge, badass, wooden rifle, what more is there to say?

 

hbHdzhD.jpg

 

Camon's German Light Support Weapon will be included. Best looking FG-42 around, and I might even be willing to turn a blind eye to the silly drum mag. Will need a rename though, because it's not a support weapon, and I also want a different inventory icon for it.

 

 tzJWhr1.jpg

 

NB: THIS POST WILL BE UPDATED THROUGH EDITS, BUT I NEED TO SLEEP.  :coffee:

Edited by MonoAccipiter
  • +1 1
  • 2 weeks later...
Posted

I'm always interested. Sometimes a bit too much.

 

Going to revisit the remaining weapons in the pack this afternoon and hopefully get a presentable idea of the finished product, though a plugin might need some more changes. I haven't looked at the balance yet, but I want it to be along the lines of what I did with WotNM: Balanced around the power of the different ammunition types when compared with vanilla weapons which are actually rather well balanced when you look at those things (probably helped that Sawyer has an above-average interest in weaponry). I mostly look at the impact energy cited on Wikipedia for the different calibers, as well as the fire rate for the real world equivalents of the guns, then I make some adjustments based on stuff like barrel length and for RPG purposes. i.e. I try to make it so different weapons using the same calibers have different upsides and downsides. One example is my Iberian Pistol which does a bit more damage than the standard 9mm Pistol, but has a smaller magazine and need to be repaired more often. Another is the Homemade Submachine Gun which fires much faster than the standard 9mm Submachine Gun, but does much less damage.

  • +1 1

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