FourAces's Mods for OL 2.2 -1 reply

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FourAces

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16th July 2008

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#1 12 years ago

Go to the last page(s) to find the latest versions and fixes for the mods.

I have just finished working on my Guns and Ammo mod for OL 2.1.1 that you can snag from my website. There is a readme that should explain everything and a copy of the original files so that you can easily remove the mod if you do not like it.

It is a rebalance of the weapons and ammo for damage, range, weight, etc. While making it as realistic as possible, certain factors like range are inflated to keep it fun. For example clips do not weigh anything, just like boxes for larger ammo, belts for the heavy ammo, and the other various containers that are necessary for real world combat. Do not worry, since most of the weapons were too light and now weigh more.

I am still planning to rewrite the descriptions to include text based comparisons of the various stats since the green bars do not always accurately reflect the values of the weapon. This will happen after you have had a chance to chew it up and spit out any pits that managed to sneak through.

Feedback is very welcome as long as it is descriptive. Tell me what you like/hate and if there is a consensus then I will change it.




Lord Pariah

Forlorn Hopes Crusader

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10th June 2008

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#2 12 years ago

does this mod introduce any new weapons?




Abandonator

Darth Taxi

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15th April 2008

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#3 12 years ago

some screens, some info, is always more attractive ;)




FourAces

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#4 12 years ago

@Lord Pariah

No, it just make things a little more realistic. There are quite a few weapons already, but for some reason many are not being used with the average soldiers. For example the new weapons should be distributed to the AIs so that there is much more diversity. Too bad there cannot be randomized loadouts for AIs. I might mess around with this if I can find some time.

@Abandonator

I did forget one thing. The file size is only 246 KB. It is only a rebalance mod like it says, so I cannot take pictures unless you want to see my target trees (nice collection by the loner camp's graveyard from the top of the hill).

Here is an edited version of the readme (minus install info):

FourAce's Guns and Ammo mod for Oblivion Lost (works on 2.1.1).

With a speical thanks to James Blake for his weapon revamp mod which I used as a comparison when in doubt.

This mod rebalances the weapons and ammunition in the game, including the unique weapons. This covers price, weight, damage, recoil, accuracy, and range. These values were made as realistic as possible, given my personal experience or internet data sources when that was insufficient. Ranges are increased by around 40-50% over real world values as, but they are still much shorter than the original values in 2.1.1. Stance will now have a much larger role to play, and firing from the hip will not be as accurate with ANY firearm.

Cost for both weapons and ammunition is due to how common and how powerful each is. Usually this means that if it is more expensive than a similar weapon, then it is better, but there are a few weapons (super Kris V) that break this rule. Also remember that while the base cost may differ slightly, the marked-up cost from the various traders will multiply the cost to you. It is always better to scrounge than to buy. ;)

Pistols and short barreled shotguns (firing shot) are close range weapons, so do not expect to do much damage at longer ranges. Firefights will last longer, and you will generally go through more ammunition, forcing you to scrounge off the dead. You will also notice that as your weapon degrades (from useage) some types will suffer more accuracy penalties than others. It is always a good idea to keep your weapons in a good state of repair.

If it is a weapon modified to fire non-standard rounds, then expect it to have statistics that match that are closer to that particular round. For example, an MP5 firing 9x18 rounds does not have the stopping potential as the traditional one firing 9x19, but it does carry more rounds. I tried to make this a logical as possible, so you can trust you instincts instead of hoping that the description is correct. If you find something really wacky, then let me know.

One note - I just realized that my MP5 9x18 does not have a larger clip capacity due to the smaller rounds, so I have edited it and updated the file. The link is the same (above), and overwriting with the entire gamedata folder is the easiest method of installation.




sasha

Sexeh like teh gizmo

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4th July 2008

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#5 12 years ago
FourAces;4462982@Lord Pariah No, it just make things a little more realistic. There are quite a few weapons already, but for some reason many are not being used with the average soldiers. For example the new weapons should be distributed to the AIs so that there is much more diversity. Too bad there cannot be randomized loadouts for AIs. I might mess around with this if I can find some time. @Abandonator I did forget one thing. The file size is only 246 KB. It is only a rebalance mod like it says, so I cannot take pictures unless you want to see my target trees (nice collection by the loner camp's graveyard from the top of the hill). Here is an edited version of the readme (minus install info): FourAce's Guns and Ammo mod for Oblivion Lost (works on 2.1.1). With a speical thanks to James Blake for his weapon revamp mod which I used as a comparison when in doubt. This mod rebalances the weapons and ammunition in the game, including the unique weapons. This covers price, weight, damage, recoil, accuracy, and range. These values were made as realistic as possible, given my personal experience or internet data sources when that was insufficient. Ranges are increased by around 40-50% over real world values as, but they are still much shorter than the original values in 2.1.1. Stance will now have a much larger role to play, and firing from the hip will not be as accurate with ANY firearm. Cost for both weapons and ammunition is due to how common and how powerful each is. Usually this means that if it is more expensive than a similar weapon, then it is better, but there are a few weapons (super Kris V) that break this rule. Also remember that while the base cost may differ slightly, the marked-up cost from the various traders will multiply the cost to you. It is always better to scrounge than to buy. ;) Pistols and short barreled shotguns (firing shot) are close range weapons, so do not expect to do much damage at longer ranges. Firefights will last longer, and you will generally go through more ammunition, forcing you to scrounge off the dead. You will also notice that as your weapon degrades (from useage) some types will suffer more accuracy penalties than others. It is always a good idea to keep your weapons in a good state of repair. If it is a weapon modified to fire non-standard rounds, then expect it to have statistics that match that are closer to that particular round. For example, an MP5 firing 9x18 rounds does not have the stopping potential as the traditional one firing 9x19, but it does carry more rounds. I tried to make this a logical as possible, so you can trust you instincts instead of hoping that the description is correct. If you find something really wacky, then let me know. One note - I just realized that my MP5 9x18 does not have a larger clip capacity due to the smaller rounds, so I have edited it and updated the file. The link is the same (above), and overwriting with the entire gamedata folder is the easiest method of installation.

the two 9mm pistol rounds hve the same bullet and casing diameter. the mp5 9x18 would still hold 30 rounds. the main diffrence between the two is the shorter casing by 1mm and the russian round is lighter and has a diffrent shape to it.




Abandonator

Darth Taxi

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#6 12 years ago

ow ok , wel i just said it, i was too lazy to check what you exactlly made lol ^^




FourAces

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#7 12 years ago

No problem. Without knowing the file size it could have been a monster of a mod.




FourAces

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#8 12 years ago
sasha;4463033the two 9mm pistol rounds hve the same bullet and casing diameter. the mp5 9x18 would still hold 30 rounds. the main diffrence between the two is the shorter casing by 1mm and the russian round is lighter and has a diffrent shape to it.

Yes but the 9x18 puts out 181 Joules of force less that the 9x19, based on the rounds that I chose to model off of.

The extra rounds represent an extended 'game' clip to add a little value to the weapon, since most of the reconfigured weapons are not as useful as in mods where the ammo is much harder to come by. So in a few cases I took some liberties and modified the clip sizes.




sasha

Sexeh like teh gizmo

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4th July 2008

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#9 12 years ago
FourAces;4463214Yes but the 9x18 puts out 181 Joules of force less that the 9x19, based on the rounds that I chose to model off of. The extra rounds represent an extended 'game' clip to add a little value to the weapon, since most of the reconfigured weapons are not as useful as in mods where the ammo is much harder to come by. So in a few cases I took some liberties and modified the clip sizes.

thats the thing about me. i see a 30 round magazine. it better be 30 rounds in that magazine.




FourAces

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#10 12 years ago
sasha;4463243thats the thing about me. i see a 30 round magazine. it better be 30 rounds in that magazine.

Oh, it will be. I did not change the descriptions yet (except for the Desert Eagle) until I am sure that those who were unsatisfied with weapons in 2.1.1 like these. It is much easier to edit them once and get them right, than five times and screw them up.

I believe that the only weapon that upgrades its ammunition is the Desert Eagle with 9x39 rounds, so it is the only one with a clip reduction (6). All others are downgrading their ammo or laterally translating to more common rounds, so the clip size either remains the same or is greater than the standard.