Finesse Realistic Weapons Mod

Mod Progress... sfx done, havent started the proto editing (but I got it written down on paper what I am going to do, so it will be quick), I am done most of the frms (about 75%)

Does anybody have know of nice looking pics of these weapons?

Shotgun (normal, preferably pump action, wooden stock)
Saw off Shotgun
Rocket launcher
hunting rifle (just a normal hunting rifle)
scoped hunting rifle
xl70e3
bbgun LE (need new gun other than bbgun so pick a nice gun that would fit in the fallout era... I thought I let you guys pick one :))

I really prefer if the pic of the weapon is tilted a little and not just flat but if it is flat I can work with it but it better be a nice dam pic :)

Its not much but here's my fixes, spiffied up the silver minigun and pancor... added another minigun and a m249



I am going to start working on researching pics and doing some fime work... so there wont be any screenie updates for a bit. Questions?
 
Finesse, looks like you are going to be running into the same engine and editor limitations that we did when adding weapons. Some useful info:

Adding new weapon calibers
http://www.nma-fallout.com/forum/viewtopic.php?t=11149

Adding new sound codes - We added tons of sounds
http://www.nma-fallout.com/forum/viewtopic.php?t=11423

Converting weapons from FOT
http://www.nma-fallout.com/forum/viewtopic.php?t=11005

Which critters have animations for those weapons
http://www.nma-fallout.com/forum/viewtopic.php?t=11216
 
Here is the xl70e3
enfield_xl70e3.jpg


Basic shotguns
-pistol grip
http://modelguns.co.uk/images/m31pg1.jpg
-stock
http://modelguns.co.uk/images/m31pg7.jpg
 
Ohh crap! I didnt even see your post Ochrei....

Ochrei said:
Try not to use gun pics that cover the ammout of APs needed, the name of the gun, or the little Target icon for people without Fast Shot.

Ill try but if it does cover it does it really matter? to me it doesnt but ill keep that in mind and ckeck out my guns. If they are blocking them ill reposition them to a better spot if I can :)
As for the ak47... ITS a ak 74! Dam u to hell... jk! but I like the veiw of that ak74 and i gonna find a sweet ak74u for the mk2 version

Thanx Dude obj for the info... this isnt my first day doing this kinda stuff before, i have lots of mods I have made before but I just recently joined nma (finally) and decided to make my best work come to life (for me of coarse but your f2 expasion mod is good stuff).

But I didnt know how to do some of that stuff so thanx for the help :)

I have a slightly better xl70e3 that ill most likely use unless some pulls a better one out... this is it



all that stuff is great guys! thx
 
I know what you mean starfury... I dont like flat pics that much, its not very fallouty :(

Doom Marine said:
I liked the movie dont get me wrong, but I would like to see what it would come out like if it actually was any rifle sawed down to a pistol size.

If you have a good pic of one, ill put it in :)
 
This all looks very good, but i really hope that you do not forget the KATANA! :) (instead of the wakazashi)
 
But the katana is a longer sword so would want new animations.. Thats a heck of a lot of work... After seeing how much work has been put into new critters over at NWS, I don't really think its worth it for a small mod like this.
 
hey fitnese are you able to make a 2 shot burst mode for some of the shot guns? I kinda miss the double shot mode of the shotguns.
 
Brahmin said:
But the katana is a longer sword so would want new animations.. Thats a heck of a lot of work... After seeing how much work has been put into new critters over at NWS, I don't really think its worth it for a small mod like this.

I know that one, i meaned more the damage of the wakazashi sucks. It should be a bad ripper and there should be a nice katana pic instead of the wakazashi.
 
Fair nuff, but it could look kinda silly using the knife animations. I agree that the damage sucks..it should be so much more powerful.
 
I dont plan on making melee weapons... yet. I am going to release this mod in v1.0 then later do more stuff (like change ALL weapons and sfx for weapons) everything and make v1.1 and so on.

Oracle said:
hey fitnese are you able to make a 2 shot burst mode for some of the shot guns? I kinda miss the double shot mode of the shotguns.

I will try... it seems much too complicated for me to do (using a hex editor... ect) but I could tinker with it. I am not skilled in the whole hex editing thing... to much for me.
 
Why would you need to use a hex editor? There's at least one fan made editor plus the official FO2 mapper with which you can edit the weapon protos. Adding a two shot burst mode to the shotgun should be easy enough to do in the mapper.
 
Would it also be easy to put a 2 shot burst mode in witch uses the animation of the single shot? The sound of the double shot should be louder then the single shot. So that would also be nice to put in, if its doable
 
Oracle said:
Would it also be easy to put a 2 shot burst mode in witch uses the animation of the single shot? The sound of the double shot should be louder then the single shot. So that would also be nice to put in, if its doable

The best you can do is add a burst mode with two rounds, but it will use the burst animation. Corpse did some 2-shot shotgun sounds for this, and he even made the pump action sound.

You don't need a hex editor unless you want to add new calibers or add more sound codes. Unfortunately, if you add new calibers past hex value 19, and a weapon uses one of those, you cannot change any of its proto values (in the mapper) without hex editing the caliber back to an original valid value, making your other changes (range or whatever) in the mapper, then hex editing the custom caliber back. I was playing with C code reading protos last night because I am very tired of that routine.
 
Finesse said:
I would need the hex editor for adding the new double shot sound...

This is not difficult. Grab this hex editor:
http://artemis.wszib.edu.pl/~mdudek/moje/hex_setup.exe

Pick a new sound code, say the plus sign +
Find the hex value of that character here:
http://www.lookuptables.com/

You see in that chart, it's hex 2B, so open the weapon proto in hexplorer, and simply move the cursor to last byte of the proto, type 2B, and save the proto. Make your WA+,WH+,WR+,WO+ acm files, run regsnd, and you're done.
 
Thx dude obj for the 'easy tut', I suck with hex editors but I think I can handle this one now that you told me :)
 
Finesse said:
Doom Marine said:
I would like to see what it would come out like if it actually was any rifle sawed down to a pistol size.

If you have a good pic of one, ill put it in :)

Yeah, I can't find a decent picture of anything like that unfortunately. Anyone willing to help find one?


And about how close is this mod almost at completed?
 
Back
Top