Shimmers weapon mod WIP. -1 reply

  • 1
  • 2

Please wait...

Shimmersniper

Ze goggles! Ze do notin!

50 XP

25th May 2008

0 Uploads

87 Posts

0 Threads

#1 10 years ago

As i said earlier, i'm working with the weapon files from the Oblivion lost most. Currently i'm in a rough stage of testing, changing, testing and figuring out what all the numbers mean and how much change happens when i change them.

But I'm going to go through my current basic stuff right now with how i'm editing the weapons classes.

Pistols - The pistols are going to be some of the highest handling weapon in the game. Over all they are weak, but they can easily get the job done. Eventually I plan on making some burst and automatic pistols.

Assault rifles are going to be the highest RoF weapons. Their acc is comparable with sniper rifles, but lose Acc quickly while shooting. No real plans on making some special versions here just yet.

Shotguns are going to be one of the highest damaging weapons against soft (unarmored) targets. It is my belief that they should be able to kill a soft target 2 buck shots point blank. The Sawed off and the Toz are going to be your two more reliable weapons. (How you jam a shotgun like them i will never know.) The other shotguns will have the same attack power as the Toz. The sawed off however will be slightly weaker, but able to go into the pistol slot.

Sniper rifles will be the most accurate weapons. The f2000 paratrooper rifle (i think it is...) will be the most balanced assault/sniper rifle. While the vintiz will be slower, more accurate and smaller clip size. the SDV would be the big daddy sniper rifle.

Then there is few other types i don't know what to do with just yet.




Atrocious

Oblivion Lost supplier

50 XP

25th March 2008

0 Uploads

1,448 Posts

0 Threads

#2 10 years ago

Sounds all very good! I'm interested in tweaked weapons, because I also think there are some unbalanced settings right now.




HonourableTyr

Slightly cooler than a n00b

50 XP

11th May 2008

0 Uploads

34 Posts

0 Threads

#3 10 years ago

Shimmersniper;4372070As i said earlier, i'm working with the weapon files from the Oblivion lost most. Currently i'm in a rough stage of testing, changing, testing and figuring out what all the numbers mean and how much change happens when i change them.

But I'm going to go through my current basic stuff right now with how i'm editing the weapons classes. [/quote]

Shimmersniper;4372070 Pistols - The pistols are going to be some of the highest handling weapon in the game. Over all they are weak, but they can easily get the job done. Eventually I plan on making some burst and automatic pistols. [/quote]

I have modified a few things myself. More important than anything is to get some hollow point ammo in 9mm and 0.45", I'd also think about making some 0.5" for the deagle.

I have already modified the 0.45" hydro shock hollow point rounds to be effective. I shot a bloodsucker in the body once and it want down. I was shocked. Does sweet FA against anything with armour.

Shimmersniper;4372070 Assault rifles are going to be the highest RoF weapons. Their acc is comparable with sniper rifles, but lose Acc quickly while shooting. No real plans on making some special versions here just yet.

ARs do not really have a high RoF. They are mainly designed as a medium range, medium power & high penetration. Only really used in bursts they generally fire 500-700rpm.

Range is generally 600-100m depending on the ammunition.

[quote=Shimmersniper;4372070] Shotguns are going to be one of the highest damaging weapons against soft (unarmored) targets. It is my belief that they should be able to kill a soft target 2 buck shots point blank. The Sawed off and the Toz are going to be your two more reliable weapons. (How you jam a shotgun like them i will never know.) The other shotguns will have the same attack power as the Toz. The sawed off however will be slightly weaker, but able to go into the pistol slot.

Sounds good, I've already modified the buckshot to be more effective while keeping the shotguns with staggered power which will show well in the stats bars. Buck 1 with 16 pellets, lower range but up close it f*cks sh*t up!

[quote=Shimmersniper;4372070] Sniper rifles will be the most accurate weapons. The f2000 paratrooper rifle (i think it is...) will be the most balanced assault/sniper rifle. While the vintiz will be slower, more accurate and smaller clip size. the SDV would be the big daddy sniper rifle.

The VSS Vintores is an urban combat rifle with lower range than an assault rifle. The bullet is slow and drops quickly but it is very effective against armour, 400m range.

Other sniper rifles though have a range in excess of 1km

SMGs should fir in both pistol and main slot as early game they are the main weapon and later they become good secondary weapons.

I'm currently running around with a P90 (silenced) for close range and a VSS Vintores as a rifle and a HK USP with HP rounds and SPAS12 as backup.

Need any help I'm already starting to mess about with the same things you are at the moment and I'm trying to keep them balanced for OL2.0.

Once again, I must add that hollow point rounds are amazing against mutants!!!

EDIT: This is the reason I am looking to find out what the in game units are to try and get this kind of stuff right.




Shimmersniper

Ze goggles! Ze do notin!

50 XP

25th May 2008

0 Uploads

87 Posts

0 Threads

#4 10 years ago

honorableTyr;4372686I have modified a few things myself. More important than anything is to get some hollow point ammo in 9mm and 0.45", I'd also think about making some 0.5" for the deagle.

I have already modified the 0.45" hydro shock hollow point rounds to be effective. I shot a bloodsucker in the body once and it want down. I was shocked. Does sweet FA against anything with armour.

Well for right now, i'm not going to be making any new ammo, but yeah i do got to look at what we have right now to make it more effective or whatever.

ARs do not really have a high RoF. They are mainly designed as a medium range, medium power & high penetration. Only really used in bursts they generally fire 500-700rpm.

Range is generally 600-100m depending on the ammunition.

For the weapons avaiable the AR would be the higest rpm weapons. Now if there was actually machine guns (dunno if there is just yet.) they would generally have the higher rpm. I'm going to start with RPM that is what the gun actually has, but then might slightly variate it.

Sounds good, I've already modified the buckshot to be more effective while keeping the shotguns with staggered power which will show well in the stats bars. Buck 1 with 16 pellets, lower range but up close it f*cks sh*t up!

Hmm, perhaps i should go to 16 pellets.. currently it is set to 12.

The VSS Vintores is an urban combat rifle with lower range than an assault rifle. The bullet is slow and drops quickly but it is very effective against armour, 400m range.

Other sniper rifles though have a range in excess of 1km

Hmm, I haven't been able to find the information on the Vintores too much. My biggest problem with it was that it is so bloody hard to aim at low ranges with the scope flying around everywhere. Trying to figure out how to lower that.

SMGs should fir in both pistol and main slot as early game they are the main weapon and later they become good secondary weapons.

I'm currently running around with a P90 (silenced) for close range and a VSS Vintores as a rifle and a HK USP with HP rounds and SPAS12 as backup.

Need any help I'm already starting to mess about with the same things you are at the moment and I'm trying to keep them balanced for OL2.0.

Once again, I must add that hollow point rounds are amazing against mutants!!!

EDIT: This is the reason I am looking to find out what the in game units are to try and get this kind of stuff right.

I dunno if a gun can be placed into both slots. If it can, I think every weapon that can be placed in handgun slot, should also be able to go into the rifle slot as well.

And yeah on the game units. I think the best way is just to test and test and test. It might be in Cm.

Anycase, my goal right now is to make shotguns better. (which also makes bad guys with them more dangerous.) But for tonight, i'm doing airsoft.




HonourableTyr

Slightly cooler than a n00b

50 XP

11th May 2008

0 Uploads

34 Posts

0 Threads

#5 10 years ago

Yeah aiming at someone 2m away from you with the sniper rifles is crazy. I can hold my 300mm lens (6x magnification on vision) much steadier.




HonourableTyr

Slightly cooler than a n00b

50 XP

11th May 2008

0 Uploads

34 Posts

0 Threads

#6 10 years ago

I found what affects the dancing and have changed this for the Vintores, not bothered with much else just yet. Just working out what each thing does.




IYIENACE

I don't spend enough time here

50 XP

29th May 2008

0 Uploads

27 Posts

0 Threads

#7 10 years ago

I've changed several things myself but a couple of things have me stumped. How can I repair the scopes for the SVD & SVU where they aren't aiming low? Any way to change the reload speed of the minigun? I already made it where it feels much slower and 'cumbersome' to use but the reload - I don't know where to look. Also, I tried changing the submachine guns to pistol slot but it crashes when I try to put it there. Do I have to change anything other than slot 1?




HonourableTyr

Slightly cooler than a n00b

50 XP

11th May 2008

0 Uploads

34 Posts

0 Threads

#8 10 years ago

When you make an SMG fit in the pistol slot you have to change the 'width' field from 4 to 3 otherwise the game will crash.




IYIENACE

I don't spend enough time here

50 XP

29th May 2008

0 Uploads

27 Posts

0 Threads

#9 10 years ago

Ah thanks for that.




Shimmersniper

Ze goggles! Ze do notin!

50 XP

25th May 2008

0 Uploads

87 Posts

0 Threads

#10 10 years ago

Ah thats something good to know when i make the sawed off pistol slotted.




  • 1
  • 2