Vintage Firearms Mod Question...

Russell

First time out of the vault
This mod...

http://members.chello.at/lisac2k/

It's compatible with both Killap's patches, does anyone know if it works with any others, without conflicting?

Amazing patch, but I'd like to use it alongside other patches to fill the experience out, if that's possible.

Anyone?
 
Well I can definitely say it doesn't work with Killaps expansion.
I get the good ol' "black screen with movement icon repeating all over the place bug".
Great looking mod though. It makes me want to find a decent weapon replacement mod.
Even if its purely cosmetic.
 
Hmm, thanks >origami<. A lot.

Would there be any potential way to make it work, someday?

The maker of the mod seemed to make it taking Killap's patches into consideration...

It plus the restoration mod would be friggin' amazing.
 
Got it to work with the MegaMod. I just had to open the pro_item.msg file and make the changes manually. Took about 30 min. Then I copied the proto files over and the art files over. Nice Mod thanks for pointing it out.
 
I am impressed with the work but puzzled with some of the choices. I think it was a good idea to dump the modern weapons and switch for weapons that were more true of the period.

But at the same time, it would have been better to be true to Fallout 1. Some of the guns created were, well, created for the game. Some guns just didn't need to be replaced.
 
rabidpulse said:
Got it to work with the MegaMod. I just had to open the pro_item.msg file and make the changes manually. Took about 30 min. Then I copied the proto files over and the art files over. Nice Mod thanks for pointing it out.

Could you explain this, please?
 
Ok I read here that people had problems just installing it over top of what ever they had. So I thought it is just a weapon mod so the only things changed would be the proto descriptions, the art, and the proto's themselves(specific damage and ammo capactiy). So I looked at what files came with the vintage mod. There was Art, proto's and a few text files. The main file that needed to be edited was pro_item.msg. This file contains all the proto names and descriptions. I simply went line by line and changed my pro_item.msg file to reflect the new weapons added by the mod. for example
Code:
800}{}{Colt}
{801}{}{A Colt 6520 10mm auto-loading pistol. Each pull of the trigger will automatically reload the firearm until the magazine is empty. Single shot only, utilizing the powerful 10mm round. Min ST: 3.}
was changed to
Code:
{800}{}{M1911A1}
{801}{}{This is the legendary Colt .45 caliber M1911A1 sidearm.  For well over a century it has represented the gold standard in stopping power and reliability.  Min ST: 4.}
I did this for all the weapons and ammo that were added by the mod about 20 or so items. Next I copied the contents of the art folder into my art folder and the contents of the proto folder into my proto folder.
Lastly I changed the dialoge entries for the four people that upgrade weapons to reflect the new weapon names.
 
So you could potentially make the Vintage Firearms mod work with almost any other mod?

I'll try it, thanks to no end rabidpulse.
 
No one else is interested in this?

It's an amazing mod, kind of came out of left field that it could be used with other mods as well.

Maybe it'll be intergrated into the megamod or some such.
 
Russell said:
Maybe it'll be intergrated into the megamod or some such.

Parts of it will be, eventually. I really like some of the new art.
 
Ah, would it be possible to add those weapons in alongside the old, or can you only introduce new weapons into the game over old ones?
 
I could do either. Maybe I'll use the weapons from this mod as items that are extremely rare. I just don't know yet.
 
Nope.

In the days Survivor was released, killap was just starting his work. Although I've already fixed many bugs in the Survivor mod, killaps patch is far more serious about squashing them all the bugs... It'd take a significant amount of time to make the Survivor mod compatible with the killaps patch, really.

On the other note, Vintage Firearms mod could be easily adjusted to work with any other mod, since there are only weapons/ammo - and that includes graphics (frms), descriptions (text files) and stats (protos) - changed.

Hell, it should work fine with other mods using modrunner utility too.
 
MIB88 said:
I could do either. Maybe I'll use the weapons from this mod as items that are extremely rare. I just don't know yet.

I'd do both, without a doubt.

All of the new weapons are potrayed excellently. They're well balanced, and fit into the Fallout universe without a problem.

Doubling the amount of weapons in Fallout, especially with some more down to Earth weapons, would be amazing.
 
Dude101 said:
Sorry to go off topic, but any news on Survivor 2? I have been looking forward to that one.
Disappointments are too often to be seen these days my friend. The production of the sequel has been aborted, with a slim chance to be continued. RL kills me.
 
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