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Removal of NV Weapons From DC

General mod discussion and requests.
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EnderDragonFire
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Removal of NV Weapons From DC

Post by EnderDragonFire » Tue Dec 02, 2014 6:20 am

How hard would it be? As in, how many weeks and what level of skill would it take to make a mod that does this? While I appreciate all the work that the TTW team has put into making the two wastelands mesh, it just doe not feel right to me to encounter 9mm pistols, 357 magnum, etc. in DC. I will be re-adding some NV weapons alter after reviewing them on a case-by-case basis, but first I need to do a blanket removal. 


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Kainschylde
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9mm pistols and .357

Post by Kainschylde » Tue Dec 02, 2014 7:15 am

9mm pistols and .357 revolvers are two of the most common handguns in America. Why don't they make sense in DC? Varmint rifles I'd understand, as they'd be more common to rural areas. Anti-Materiel rifles I'd understand, as they'd be almost exclusively on military bases. But 9 mm and .357s? Huh?


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Puppettron
Gary
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you first have to remove all

Post by Puppettron » Tue Dec 02, 2014 8:33 am

you first have to remove all the placed ones (hand-placed or script-given), then figure out if you can make shared LLs check worldpsace before giving out NV guns otherwise you have to make fully separate LLs and then figure out how to apply them when they're being used on cross-wasteland objects.  there's probably more things that need to be done too.


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TJ
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For the shared LLs you'd have

Post by TJ » Tue Dec 02, 2014 3:20 pm

For the shared LLs you'd have to duplicate the list, then make the two of them wasteland specific. No easy task if you don't know what you're doing.


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Gribbleshnibit8
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What you'll want to do is

Post by Gribbleshnibit8 » Tue Dec 02, 2014 5:17 pm

What you'll want to do is open TTW in FNVEdit. You only need to select the TTW esm and the rest will load with it. Then expand TTW and look for the Leveled Items section. Expand that and you'll see every single leveled item that TTW edits or creates. You'll want to look through all the weapon related ones, and copy them into a new plugin to make your edits.


The easiest way to do this is to right click on the Leveled Items top level category, and choose "Deep copy as override into..." option. Select "<new file>" and then give it a name. Now you can collapse the TTW plugin and go to the new bolded plugin with the name you just made. Expand it and it will have only the Leveled Items section in it. Expand and make sure you make your edits in the LAST column to the furthest right.


Go through each list and find all the weapons you don't want. These can be the actual weapon, or something like "WithAmmoNVLaserRCWLoot" which is a loot list for the Laser RCW (what?!). Remove all of those, occasionally closing FNVEdit and saving your plugin so you don't lose anything if you make a mistake.



NILLOC 916
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Kainschylde wrote:

Post by NILLOC 916 » Tue Dec 02, 2014 11:36 pm

[quote=Kainschylde]


 


 Anti-Materiel rifles I'd understand, as they'd be almost exclusively on military bases.


[/quote]


Why wouldn't they make sense in DC then ? The capital wasteland had something like 5 military bases, the Pentagon, and the National Guard Depot. Oh, and Rivet City which was a military ship. Plus, let's not forget Raven Rock.


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Kainschylde
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Very true. And if you think

Post by Kainschylde » Tue Dec 02, 2014 11:42 pm

Very true. And if you think about it, with the proliferation of rocket launchers, miniguns, and flame throwers you'd expect something like an anti-materiel rifle to be more common due to them being slightly easier to use than a rocket launcher or minigun.


Hell, they should be standard issue for BoS and Enclave troops, since they'd be on the short list of weapons effective against power armor.


I stand corrected good sir, thank you.


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EnderDragonFire
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I was not saying that those

Post by EnderDragonFire » Wed Dec 03, 2014 12:11 am

@Kain I was not saying that those calibers do not fit. I was saying that the designs of those items, as visually seen in FNV, do not fit with the 1950s suburban theme of the DC wasteland. I personally feel that he .357 looks particularly atrocious with that antler handle. If it had a plastic or metal handle (like most real world colts do) it would be better.


 


@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)


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Kainschylde
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The Browning Hi-Power on

Post by Kainschylde » Wed Dec 03, 2014 12:44 am

The Browning Hi-Power on which the in-game 9mm pistol is based has been in production in much the same design since 1922, and the Colt M1911 on which the .45 pistol from Honest Hearts is based has been in production since 1935. So they fit into the 1950's design asthetic just fine.


As for the .357 revolver, guns of that design (if not that particular caliber) have been in production since the late 1800s. Though I do agree that the particular design of the in-game version is kinda hideous.


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Puppettron
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well, consider it from an non

Post by Puppettron » Wed Dec 03, 2014 1:40 am

well, consider it from an non-realism standpoint.  having the fnv weapons in the CW is actually immersion-breaking for some people, regardless of the logic.


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