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Weapon mod ideas for the Fallout 3 weapons/or Vegas

General mod discussion and requests.
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Piers Arkan
Posts: 47
Joined: Sat Dec 28, 2013 2:33 pm

Weapon mod ideas for the Fallout 3 weapons/or Vegas

Post by Piers Arkan » Fri Jan 17, 2014 10:27 pm

So me and Puppetron had a discussion a while back on how a gun could get more powerful without requiring rechambering, OR a match barrel like every other gun that does that. I always like Unconventional styles of weapon upgrade or ones that arent just laser sights, magazine expansions to drums, scopes or things like that.


 


The first idea we had was about the Assault Rifle, and I proposed this: A Gauss Coil system. The Assault Rifle, and its 5.56 rounds, are pretty plentiful. But the armor can't penetrate much in the way of combat armors, much less powered armor. Rather than remake a mass amount of Ammunition to slightly less effective armor piercing rounds, why not use a gun like the Gauss Rifle? But Piers, those things take MC cells, and only one man can field a gauss rifle at a time. Ok so why not take the theory and SCIENCE of Gauss Rifles and cut a corner and do a li'l hotfix? attach gauss coils to the rifle all around the top section of the barrel, powered on the rifle's gas and an MC breeder to gauss the rifle to magnetically accelerate the round to cause more damage by just making the bullet go faster and penetrate armor like that? Puppetron countered by talking about the need for the Assault rifle to use a different type of heavier bullet to compensate, and I countered with this scenario. - exploring in a more obscure area of DC, but an area concerned with weapon development, you find a testing area with a rifle modded with the gauss coil, 200 rounds of the heavier core 5.56, and schematics for the gun as well as the ammunition. the mod has to be crafted at any workbench, but you need a gauss rifle, and will lose it in place of the mod. It can be applied to any R91 from there, in case you want to put it on companions. the Heavier core ammo would not allow for Lead in the recipe, instead it would probably be Scrap Metal. Everything else in the recipe is the same. 1 scrap for 20 rounds sounds reasonable to me.


My second one for the R91 is obscene, may be OP, but could be something to explore. So here's my pitch. The Anchorage soldier is fighting an aggresive battle against chinese. You are the American soldier, well equipped, in decent number, but a one man army. you are outnumbered, outgunned, but here's you are never out of: Ammo. The idea is to adapt the big mountain transportalponding systems to high level frequencies and create a system to channel ammunition in real time into guns, effectively creating a cloud based Magazine. You never have to reload, unless you have a jam, in which you flip a switch, and then perform standard fixing things, and flip it back and your in business. But what if the server goes down instead? I don't have time to keep reloading, I have to hold my ground. So a squad member gets a shorter range backpack transponder that can simply be put down on the firing line, or kept on the back like a minigun, and can hold probably about the whole squads rounds. But this is the atomic wasteland, no server to go to. Instead, you get the backpack and a modified magazine that, for gameplay purposes, lets you have a magazine capacity of about 100,000 rounds. No one can hit that amount easily, But the natural problem is weight. perhaps the squad member who gets to hold the backpack is powered armored, but with the backpack mod, the assault rifle becomes at least 20 pounds heavier, and on hardcore that also applies ammo weight.


 


The next one was about the Chinese Pistol. The Type-17 was based on the Mauser C96, a broomhandle pistol. While I could really enjoy some iron sights for the gun, I would think that the fully automatic feature that was mostly in Type 17s could make for a very good attachment to consider.


 


I have others, but what ideas do you guys consider would make the guns or weapons of Fallout 3, or even/especially new vegas interesting.



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LT Albrecht
Posts: 182
Joined: Wed Sep 19, 2012 8:50 pm

Alas, #2 and #3 aren't

Post by LT Albrecht » Sun Jan 26, 2014 3:50 am

Alas, #2 and #3 aren't possible. The game stops counting rounds past 255 and changing the fire animation of a gun (and flagging it as automatic) using a weapon mod is IIRC not possible.


It's a shame, as a minigun with a 1000 round belt would be cool, as would modding a C96 into an M712 Schnellfeur. Alas, not happening.


trollolololololol





 



Piers Arkan
Posts: 47
Joined: Sat Dec 28, 2013 2:33 pm

holy crap someone responded.

Post by Piers Arkan » Wed Jan 29, 2014 9:35 pm

holy crap someone responded.


 


Well, what about what happens with the K9000? When you convert it with a kit/schematic at a workbench into a completely different model weapon, you can get special effects like rechambering the gun, this allows for a semi unique weapon which could perhaps facilitate additional mods?


 


Is there a reloading animation for the BB gun? I have never seen it. is it like the one for the other lever actions?



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LT Albrecht
Posts: 182
Joined: Wed Sep 19, 2012 8:50 pm

Piers Arkan wrote:

Post by LT Albrecht » Wed Jan 29, 2014 11:08 pm

[quote=Piers Arkan]


holy crap someone responded.


Well, what about what happens with the K9000? When you convert it with a kit/schematic at a workbench into a completely different model weapon, you can get special effects like rechambering the gun, this allows for a semi unique weapon which could perhaps facilitate additional mods?


Is there a reloading animation for the BB gun? I have never seen it. is it like the one for the other lever actions?


[/quote]


The K9000 thing is a workbench recipe that uses a gun as an ingredient then gives you a different gun as product. Doing a C96->M712 swap like this would be possible, but there's only one precedent for it - the K9000 - and that's a unique. Yes, the BB gun has a 100 round magazine and reloads using an animation like lincoln's repeater. 


 


trollolololololol





 



Piers Arkan
Posts: 47
Joined: Sat Dec 28, 2013 2:33 pm

I finally looked at how the

Post by Piers Arkan » Thu Jan 30, 2014 3:40 pm

I finally looked at how the BB gun reloads, and it is so weird, I have never seen it before. It uses this little bottle thing and cocks the lever, huh.


 


Well, if ammo capacity is capped at 255, why not just bring it to 200, and just have the reload animation be something really small, like how the Alien guns work? Maybe just take a part of the reload animation, add a sound effect that sounds more...electronic(?) and ship it as the streamlined version? you basically get the player slapping the bottom of the magazine where an implied button or connection piece is, and it restarts the connection or reloads the reserve. It could be explained away as the actual flaw in the system, that the computer it runs on is running into the same error we are! Meta jokes!



Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

You can semi-sort of get

Post by Gribbleshnibit8 » Thu Jan 30, 2014 5:28 pm

You can semi-sort of get around the ammo limitation by putting a script on a weapon that detects how many rounds it has left with GetPlayerCurrentAmmoRounds, and resets it using SetPlayerCurrentAmmoRounds. It'll still show a maximum value of 255 or whatever, but you can effectively increase the ammo capacity to whatever you want.



CDTalmas
Posts: 138
Joined: Thu Feb 07, 2013 3:33 am

If it's a belt feed, why not

Post by CDTalmas » Thu Jan 30, 2014 5:29 pm

If it's a belt feed, why not just use a command to set current ammo + 1 and set back-up (clip) ammo at -1 until it eventually runs out?



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

That could be done, maybe,

Post by JaxFirehart » Thu Jan 30, 2014 6:14 pm

That could be done, maybe, would have to test the script to see. Something like:


If GetPlayerAmmoCurrentRounds < 10

     SetPlayerAmmoCurrentRounds 10

     Player.removeitem ammo 10 - currentRounds ;This line would depend on whether or not SetPlayerAmmoCurrentRounds does this already or not



Thatchor
Posts: 389
Joined: Tue Oct 15, 2013 10:31 pm

I had a perk scripted that

Post by Thatchor » Thu Jan 30, 2014 6:55 pm

I had a perk scripted that there was a 10% chance to not consume a bullet, and I'm not a scripting demon either. Someone could (probably) easily modify it so that it only consumes a bullet every four shots. As gribs mentioned though, the ammo counter would still say 250, despite the fact 1,000 bullets would come out before the gun ran out of ammo.



Piers Arkan
Posts: 47
Joined: Sat Dec 28, 2013 2:33 pm

So the next one was out of

Post by Piers Arkan » Thu Jan 30, 2014 10:03 pm

So the next one was out of Puppetron and I's discussion on increasing a gun's damage without a match barrel or rechambering. It's a bullet radar teleporter. On the 10mm in particular, you mount a computer system and radar/aser bouncing module thingy on the side that measures the distance between said radar point and what it hits. It teleports the bullet closer to the target to conserve energy lost from air resistance, which would mean it does more damage.


When the round hits something, it has the added feature of warping the air like the gauss rifle's effect to simulate the teleportation effect. Obvious effects on the gun damage include a small percentage increase in damage, but a loss in accuracy due to the use of a laser piece mounted on the side of the gun to give a point to teleport the round. This also adds about 5 pounds of weight to the pistol. 


 


However, this theory could be added to many weapons. Think about a model of this being featured on the Chinese Pistol, or the Chinese Assault Rifle.



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