FoT Weapon Conversions

PsychoSniper said:
With the Lt...........


Does he possess any death anims other than his ultra gory one ?

BA - ANIM_fall_back
BB - ANIM_fall_front
BL - ANIM_exploded_to_nothing <- fountains_of_blood for MALIEU
BO - ANIM_fall_back_blood
BP - ANIM_fall_front_blood

And he can use the same weapons as marcus.
 
PsychoSniper said:
Cant wait til this gets added!

I have Marcus wearing armor (lieutenant apperarance), and it works with Marcus' dialog combat control screen (Armor Used / Use Best Armor). If I make a FO2 version, would you be willing to test it?
 
Should I just put the armor in marcus' inventory, or should I put it somewhere in the game? I could give marcus one of the new weapons from FoT also, but he can't use most of them because most are small guns. I could give hime a lewis that bursts 5 rounds of .308. But I'd have to make sure buster and the SF shops stock that ammo type.
 
jsut to check does the lieutent model haev all the same attack options as the marcus model?
 
Wild_qwerty said:
jsut to check does the lieutent model haev all the same attack options as the marcus model?

Yeah they both have just big gun, minigun, flamer, rocket launcher, throw, and punch.
 
cool :)

yuo could of course use the following models for Marcus

1) No Armour - Basic Super Mutant Model
2) Mutant Leather Armour - Standard Marcus model
3) Mutant Metal Armour - Mutant lieuteint
4) Mutant Power Armour - Frank Horigan model (now thats nasty!)


Just an option is all :)
 
Wild_qwerty said:
yuo could of course use the following models for Marcus

1) No Armour - Basic Super Mutant Model
2) Mutant Leather Armour - Standard Marcus model
3) Mutant Metal Armour - Mutant lieuteint

Yeah I thought about this earlier today, but people will just want marcus to have the best armor he can wear. I can't see them buying him leather and then buying him metal. He's already in leather right? So I could make it removable but what's the use of that?

Wild_qwerty said:
4) Mutant Power Armour - Frank Horigan model (now thats nasty!)

This is too much ... its just not marcus ... the lieutenant still looks like marcus. Plus horrigan only has big gun and knife. So marcus loses minigun, flamer, and rockets, and gains knife when he puts on that armor .... way too big of a stretch

Unless you want to make some new power armors :) It bugs me that the enclave armor is the most powerful, and ugly as hell. I made the FOTP the best armor now, but its kinda sucky too. We really need a better cool power armor for the player, and a power armor for the mutie.
 
I thought the Mutants were meant to be equal to the PA anyway, so I'd just go with Marcus having no armour, then leather and metal. Instead of buying him the metal armour he can strip it from one of the mutants in the military base. What model does Malchior use?

The original power armour is still the best (looking)!
 
requiem_for_a_starfury said:
I thought the Mutants were meant to be equal to the PA anyway

No way. Why does marcus die so easily in the latter part of the game then? Their damage resistance/threshold is nowhere near that of power armor.

requiem_for_a_starfury said:
What model does Malchior use?
There are only 3 mutant models MAMTNT (green) and MTMTN2 (black) from FO2, and MALIEU (grey) from FO1. Melchoir is MTMTN2 I think.

EDIT: This is the difference beweteen power armor and marcus.
The first number is power armor, the second is marcus stage 1-3, the third number is marcus stage 4-5.

Normal Resistance 40 / 30 / 40
Normal Threshold 12 / 4 / 5

Laser Resistance 80 / 75 / 60
Laser Threshold 18 / 6 / 8

Fire Resistance 60 / 10 / 30
Fire Threshold 12 / 4 / 4

Plasma Resistance 40 / 20 / 50
Plasma Threshold 10 / 4 / 4

Electrical Resistance 40 / 0 / 50
Electrical Threshold 12 / 0 / 2

Explosion Resistance 50 / 25 / 40
Explosion Threshold 20 / 4 / 6

And then there is AC 25 for power armor and 18 for marcus.
 
I should of said equivilent, I didn't mean literally equal, damage resistance etc is going to be better for artifical materials than flesh. A mutant in metal armour ought to be equivilent to or better than a normal in power armour though.

Have Melchior wear the Lt.'s armour, it makes sense that he might of scavenged it from the corpse of the Lt. and then you can always give it to Marcus.
 
requiem_for_a_starfury said:
Have Melchior wear the Lt.'s armour, it makes sense that he might of scavenged it from the corpse of the Lt. and then you can always give it to Marcus.

That's a good idea. The only problem is that the military base is the first place where marcus really needs the better armor. Still, it would be a cool way to end that area, with the prize for finishing it being both the gauss pistol and new armor for marcus.
 
dude_obj said:
Question ... has anyone tried adding new ammo of new caliber, outside of the original set of calibers?

I added some new calibers for .303, 30.06, 40mm grenades (for grenade launchers), harpoon for the speargun. In the mapper proto editor, when you edit an ammo type, there is a caliber selection, there is a list of the available calibers. I haven't found a way to add new calibers to that list, and I suspect that its not possible.

For the new calibers, I set the caliber to None, but I can still set the "Ammo PID" for a weapon to point to the new ammo type I created. I noticed that they did it this way for BBs for the BB guns.

But if I have a gun that wants .308 caliber, it seems that it will actually reload both .308 and .303 caliber, probably because there is no "standard" calibers for these configured in the system. The guns work, but unfortunately they don't work quite the same as the other guns where ammo caliber was originally configured/supported. Adding new sub-types of existing calibers is no problem, for example I added 4 new 12-guage ammos and that works fine.

I'm wondering if Corpse or anyone else has encountered this limitation, and if there's anything I might be missing. Damn I wish I had the source code for the engine :(

If you use the editor to edit the prototypes you will run into this limitation; you need a hex editor to fix the ammo type hex on any new ammo and weapon prototypes after editing the basics in the editor. I was able to add 31 new ammo types this way before.

I have Marcus wearing armor (lieutenant apperarance), and it works with Marcus' dialog combat control screen (Armor Used / Use Best Armor). If I make a FO2 version, would you be willing to test it?
Cool, wait a minute; did you manage to get the combat control interface to work?... :shock: How?..
Normally I would have just scripted it to equip the armour so I am curious to know.

Just a suggestion: make 2 prototypes of the same armour; make one an armour type and the other a generic item type.

This way, you only make it available in its item form and the PC can't wear it. Then you script it so if Marcus is carrying this item PID (when you give him the armour item), it gets switched to its armour form and he can equip it.

Also you would need to script obj_dude and other party npc scripts so if a character other than marcus is carrying this armour pid, it gets switched back to its dud item pid so it can't be equipped by anyone else.

I could give hime a lewis that bursts 5 rounds of .308. But I'd have to make sure buster and the SF shops stock that ammo type.

Just nitpicking dude, the lewis should fire .303, not .308.

requiem_for_a_starfury said:
That's a good idea. The only problem is that the military base is the place where marcus really needs the better armor. Still, it would be a cool way to end that area, with the prize for finishing it being both the gauss pistol and new armor for marcus.

I suppose you could always make other armours that you find earlier in the game or you could make marcus come equipped with his own armour boosting his damage resistance from start, that way maybe you could script it so when he removes his armour his frm changes to the green mutant and make that his default 'no armour' frm.
 
Corpse said:
If you use the editor to edit the prototypes you will run into this limitation; you need a hex editor to fix the ammo type hex on any new ammo and weapon prototypes after editing the basics in the editor. I was able to add 31 new ammo types this way before.

Yes I figured that out, described it <a href=http://www.nma-fallout.com/forum/viewtopic.php?t=11149">here</a>


Cool, wait a minute; did you manage to get the combat control interface to work?... :shock: How?..
Normally I would have just scripted it to equip the armour so I am curious to know.

You know I'm puzzled because it just worked, both in the mapper and in the FO2 engine. It may be because I was using my expansion pack base which had different PID numbers. I will find out soon when I try to add this armor for marcus in FO2.

Just a suggestion: make 2 prototypes of the same armour; make one an armour type and the other a generic item type.

This way, you only make it available in its item form and the PC can't wear it. Then you script it so if Marcus is carrying this item PID (when you give him the armour item), it gets switched to its armour form and he can equip it.

Interesting idea.

Also you would need to script obj_dude and other party npc scripts so if a character other than marcus is carrying this armour pid, it gets switched back to its dud item pid so it can't be equipped by anyone else.

Yeah its actually not much different than I am already doing. In the player script I disallow equipping the mutant armor (PID == check). For marcus I disallow equipping anything but the mutant armor (PID != test).

Just nitpicking dude, the lewis should fire .303, not .308.

Crap, I was confused with the .30 cal ammo in FoT. The images were named 30 cal and 303. I made the 303 into .308 and the 30 cal into .30-06. Is it worth having all three: .303, .308, and .30-06?
Also, do these look right:

Browning Auto Rifle uses .30-06
Bren Machine Gun uses .308
M1 Garand Rifle uses .30-06
M14 Rifle uses .308

Or do I have these all messed up?
 
dude_obj said:
Corpse said:
Just nitpicking dude, the lewis should fire .303, not .308.

Crap, I was confused with the .30 cal ammo in FoT. The images were named 30 cal and 303. I made the 303 into .308 and the 30 cal into .30-06. Is it worth having all three: .303, .308, and .30-06?
Also, do these look right:

Browning Auto Rifle uses .30-06
Bren Machine Gun uses .308
M1 Garand Rifle uses .30-06
M14 Rifle uses .308

Or do I have these all messed up?

The Bren should fire .303 same as the Lewis, all the others are ok.

If you are going to add an AK-47 you are going to need a new ammo type (7.62x39mm M43); I also suggest adding 5.7x28mm to fix the P90 if you haven't already. :mrgreen:
 
The Bren should fire .303

I only have inventory images for .30-06 and .308. Do you have an image suitable for .303?

If you are going to add an AK-47 you are going to need a new ammo type (7.62x39mm M43)

The AK-47 is already set up to use 7.62mm. Are you saying I need two 7.62mm ammunitions?
If so, what do I call the other one (7.62x???) There is now a bunch of guns that use 7.62mm:

MEC Heavy Minigun (I gave it that name, it was heavy minigun in FoT)
M60 Machine Gun
FN FAL (4 versions including HPFA with 20 round burst)
H&K MSG90 Sniper Rifle

So if there are different lengths of 7.62mm, which should the above use? Also, what would be the difference in the ammo stats? If none then does it make sense to have two of them?

I also suggest adding 5.7x28mm to fix the P90 if you haven't already

The FNP90c is set up for 9mm and I have JHP, AP, and FMJ. I deleted the original H&K P90c because it doesn't make sense to have both. FNP90c was set up for 9mm in FoT. It should be 5.7mm? Got any images for this ammo?

Do you have FO ammo stats (DR adjust etc) for all of those new ammos you made?
 
dude_obj said:
The Bren should fire .303

I only have inventory images for .30-06 and .308. Do you have an image suitable for .303?

You could modify either the .3006 or .308 a bit, the cartridge is about the same size (7.7x56mm); just remember to make the cartridge bases look rimmed.

UKcarts.jpg

.303R used in WWII is the second from left, notice the rimmed base of the cartridge.
The AK-47 is already set up to use 7.62mm. Are you saying I need two 7.62mm ammunitions?
If so, what do I call the other one (7.62x???) There is now a bunch of guns that use 7.62mm:

MEC Heavy Minigun (I gave it that name, it was heavy minigun in FoT)
M60 Machine Gun
FN FAL (4 versions including HPFA with 20 round burst)
H&K MSG90 Sniper Rifle

So if there are different lengths of 7.62mm, which should the above use? Also, what would be the difference in the ammo stats? If none then does it make sense to have two of them?

Yes you need two different types of 7.62mm ammo; if you included the .3006 then you have three as that is a 7.62x63mm cartridge.

The weapons you listed above all use standard NATO 7.62x51mm ammunition (aka .308).

As to stats, 7.62x39mm is an intermediate cartridge so it wouldn't do as much damage as a full rifle cartdridge like .308; it would probably do about as much damage as a 5.56x45mm (.223) round and would be effective up to a range of 400 metres. Keep in mind .223 is highly overrated in fallout when you compare its damage to .308 weapons.

Here is a pic of the 7.62x39mm, first from left.
ExpFCAR.jpg

The FNP90c is set up for 9mm and I have JHP, AP, and FMJ. I deleted the original H&K P90c because it doesn't make sense to have both. FNP90c was set up for 9mm in FoT. It should be 5.7mm? Got any images for this ammo?

Do you have FO ammo stats (DR adjust etc) for all of those new ammos you made?

The P90 was specifically designed to fire the 5.7x28mm round; its mechanism would make it extremely difficult to accomodate 9mm rounds in a conversion. The 5.7mm round is effective up to a range of 200 metres and I would set its damage just a little less than a .223 weapon.

Here is a link to technical data on this cartridge and a picture.

ss190.gif


http://www.fnmfg.com/lawenf/ss190/ss190.htm
 
Wow this is confusing, so .....

.303 is 7.7x56mm cartridge
.303 ammo for Lewis and Bren

.30-06 is 7.62x63mm
.30-06 ammo for Browning Auto Rifle and M1 Garand

.308 is 7.62x51mm
.308 ammo for M14, FN FAL, H&K MSG90, M60, MEC Heavy Minigun

7.62x39mm M43 ammo for AK-47
5.7x28mm ammo for FNP90C

Keep in mind .223 is highly overrated in fallout when you compare its damage to .308 weapons.

The stats I came up with, by looking at some muzzle energy and and velocity stats, plus other games, plus all of the various ammo patches around:

.308
AC Adjust -8
DR Adjust -24
Damage Multiplier 3
Damage Divisor 2

.223
AC Adjust -20
DR Adjust -30
Damage Multiplier 3
Damage Divisor 2

7.62mm
AC Adjust -20
DR Adjust -40
Damage Multiplier 2
Damage Divisor 1

So with my numbers 7.62mm is now more powerful than .223, but .223 is more powerful than .308.

Now I'll have to add these new types and come up with the some new numbers. I'm definitely not a weapon expert.
 
Is it really worth having two different lengths of 7.62mm? Just put a note on the AK47 saying that it has been rechambered to one of the other 7.62mm bullets.

It will jsut get to confusing if there are two types of 7.62mm in the game, after all there are already a lot of new ammo types being added
 
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