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Removal of NV Weapons From DC

General mod discussion and requests.
Gribbleshnibit8
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EnderDragonFire wrote:

Post by Gribbleshnibit8 » Wed Dec 03, 2014 4:44 am

[quote=EnderDragonFire]


@Gribbles Thanks, that will make things a whole lot simpler. I have a decent amount of experience with mod making, especially leveled lists, but it still seems like a daunting task. (I was previously trying to do it using only the geck)


[/quote]


GECK sucks for LL work if you're doing a lot of merging work. It's great for creation, but that's about it. You'll want to use Edit (almost?) exclusively for this project.



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EnderDragonFire
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I still stand by my statement

Post by EnderDragonFire » Wed Dec 03, 2014 5:35 am

I still stand by my statement that the .357 magnum looks like it is about 400 years out of it's time frame. And the 9mm is not an aesthetic thing so much as a lore thing. The 10mm is supposed to be far more common than the 9mm according to the lore, but the game is actually the opposite in it's current state. Both Vault-Tec and the BATF used 10mm exclusively, while 9mm was a rare civilian caliber.


"Who are you, who do not know your history?"



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Puppettron
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well, the original design was

Post by Puppettron » Wed Dec 03, 2014 8:05 am

well, the original design was made in 1873 (it's based on the colt single action army), so yeah, it's a bit old.  but it's still in production today.


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

TJ
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EnderDragonFire wrote:The

Post by TJ » Wed Dec 03, 2014 3:22 pm

[quote=EnderDragonFire]The 10mm is supposed to be far more common than the 9mm according to the lore, but the game is actually the opposite in it's current state. [/quote]


Think about it from a game balance standpoint. Do you really want more powerful gun showing up in game before less powerful gun? Wouldn't you just remove less powerful gun entirely in that case?


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EnderDragonFire
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That is precisely why mod mod

Post by EnderDragonFire » Thu Dec 04, 2014 4:39 am

@ TJ - That is precisely why mod mod would do just this. I would make it appear only in NV, where we know that it is common. Why it is common has not been stated by the developers, always assumed that gun laws prohibited civilian handguns in DC similar to real life. But in a gaming town like Vegas, guns, regardless of legality, would be common.




@Puppet - 2277 - 1873 = 404!


... so *that* is why I feel like this gun should not be found. (and also mean it is 400 years old!)


"Who are you, who do not know your history?"



TJ
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That's not thinking about

Post by TJ » Thu Dec 04, 2014 3:21 pm

That's not thinking about game balance, that's thinking about realism. All those guns (9mm for example) would be pointless if you start out the game with a tier2 (10mm) weapon.


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LT Albrecht
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EnderDragonFire wrote:

Post by LT Albrecht » Thu Dec 04, 2014 5:39 pm

[quote=EnderDragonFire]


@Puppet - 2277 - 1873 = 404!


... so *that* is why I feel like this gun should not be found. (and also mean it is 400 years old!)


[/quote]


2277-1985 = 292 The G11 (a weapon so futuristic looking it still gets used as a prop in scifi movies occasionally) is 300 years out of date as of Fallout 3. Thanks to 200 years of nuclear apocalypse and 120 years of cultural stagnation, almost all the weapons in Fallout are a mix of what was common in the 1950's and futuristic anachronisms. Part of the point of the game is having that 'golden era of atomic energy gone wrong' vibe, which is illustrated in a small way through the weapons, Browning Hi-Powers (still service sidearms in some (developed) countries up to the early 90's) sit next to rayguns.


Lore aside, removing all the NV guns is going to be a difficult process on 2 fronts: firstly, there are a lot of levelled lists you'll need to duplicate and edit, before replacing only the ones you want to edit with the new copies. Secondly, balancing the new weapon distribution will be very difficult. Fallout 3 had a small selection of guns and a very simple armour system where higher DPM meant a weapon was simply better (taking into account accuracy, crit chance etc) whereas in NV you've got DT instead, which means you've got to take into account not only the DPM of the guns but their DAM. Starting the game with a 10mm pistol (and having 10mm ammo readily available) gives both the player and opponents powerful offensive abilities in excess of any armour available to either side. Add into the equation the fact 5.56mm guns have lower damage than 10mm and you'll find there's a large period of the game where  the only really effective weapons the player has are 10mm guns, others being either worse in some way or much rarer.


Also, if you dislike just the way the .357 looks may I suggest the WRP?


[img]http://static-4.nexusmods.com/15/mods/130/images/36616-3-1288996921.jpg[/img]


trollolololololol





 



TJ
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Hey that's what I said, I

Post by TJ » Thu Dec 04, 2014 5:57 pm

Hey that's what I said, I just simplified it. My statement didn't even look at balancing against armors, just other guns. cheeky


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EnderDragonFire
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@LT You obviously did not get

Post by EnderDragonFire » Thu Dec 04, 2014 11:28 pm

@LT You obviously did not get the joke. I Posted that equation because the number 404 is somewhat... well know on the internet. But as for why the weapon should not be in the game it is just my personal taste.


"Who are you, who do not know your history?"



TJ
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EnderDragonFire wrote:But as

Post by TJ » Fri Dec 05, 2014 2:08 pm

[quote=EnderDragonFire]But as for why the weapon should not be in the game it is just my personal taste.[/quote]


That's a good enough reason, and I wasn't trying to dissuade you. I was just pointing out balancing issues. The reasons I gave above are part of why the 9mm appears in DC.


My project Dash is on Kickstarter!



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