Khaos Posted November 10, 2015 Share Posted November 10, 2015 Good news, all the base work for the weapons page is done including all images being inserted, now onto the others. I gotta say though Fallout 4 has finally cometh I think some mutants must be slain somewhat. http://ormtnman-real-guns-mod.wikia.com/wiki/Weapons Link to comment Share on other sites More sharing options...
ORMtnMan Posted November 10, 2015 Author Share Posted November 10, 2015 Just wondering if you know about the fn p90 unable to be repaired ? I found out quickly about this after I only got 200 rounds through it. Which leads me to another suggestion. Realistic condition degrading.Not sure if it can be implemented but most guns have a good 10,000 rounds OR more depending on who made the gun etc. Just something I'm bringing up since I note a lot of guns going through just 300-400 rounds and being broken You bring up a fair point. The P90 should be able to be fixed... I'll look at that, but the general health, I need to agree with fluffe, it is a balancing feature. It is also an inaccurate system entirely and one I might tackle later. Good news, all the base work for the weapons page is done including all images being inserted, now onto the others. I gotta say though Fallout 4 has finally cometh I think some mutants must be slain somewhat. http://ormtnman-real-guns-mod.wikia.com/wiki/Weapons That is awesome! I totally understand, I will share you with Fallout. Link to comment Share on other sites More sharing options...
Jether Posted November 10, 2015 Share Posted November 10, 2015 Is there anyway you coukd make a mod for servers that is less militarized? In pvp assualt rifles are ridiculous and found everywhere even with low spawn rates. Anyway can we can get permission to take out guns from the mod and leave just the bolt action rifles and maybe semi auto assualt rifles. Seems its gottena bit gun porny lol which affects pvp servers.Probally will keep the submachine guns for police use. Link to comment Share on other sites More sharing options...
Jether Posted November 10, 2015 Share Posted November 10, 2015 On that note id love a max damage revolver like the smith and wesson .500 since the revolvers are fun as hell to use. Link to comment Share on other sites More sharing options...
ORMtnMan Posted November 10, 2015 Author Share Posted November 10, 2015 On that note id love a max damage revolver like the smith and wesson .500 since the revolvers are fun as hell to use. You can modify the lists however you want, the easiest way not to have ARs show up is to remove them from the distribution script. The S&W 500 is on the list to add already, so you will see it soon Jether 1 Link to comment Share on other sites More sharing options...
Jether Posted November 10, 2015 Share Posted November 10, 2015 On that note id love a max damage revolver like the smith and wesson .500 since the revolvers are fun as hell to use. You can modify the lists however you want, the easiest way not to have ARs show up is to remove them from the distribution script. The S&W 500 is on the list to add already, so you will see it soon Can you have it so we can add a scope onto it? I have friends who go big game hunting with them. And is there anyway to fix the speed loaders? I always get 10 reloading on my characters before i use reloaders to offset the reload time.A muzzle break would be a good attachment as well. Link to comment Share on other sites More sharing options...
ORMtnMan Posted November 11, 2015 Author Share Posted November 11, 2015 On that note id love a max damage revolver like the smith and wesson .500 since the revolvers are fun as hell to use. You can modify the lists however you want, the easiest way not to have ARs show up is to remove them from the distribution script. The S&W 500 is on the list to add already, so you will see it soon Can you have it so we can add a scope onto it? I have friends who go big game hunting with them. And is there anyway to fix the speed loaders? I always get 10 reloading on my characters before i use reloaders to offset the reload time.A muzzle break would be a good attachment as well. You can already attach some scopes to revolvers, so, yes Link to comment Share on other sites More sharing options...
Jether Posted November 11, 2015 Share Posted November 11, 2015 On that note id love a max damage revolver like the smith and wesson .500 since the revolvers are fun as hell to use. You can modify the lists however you want, the easiest way not to have ARs show up is to remove them from the distribution script. The S&W 500 is on the list to add already, so you will see it soon Can you have it so we can add a scope onto it? I have friends who go big game hunting with them. And is there anyway to fix the speed loaders? I always get 10 reloading on my characters before i use reloaders to offset the reload time.A muzzle break would be a good attachment as well. You can already attach some scopes to revolvers, so, yes The red dot sight and fiberoptic sights are the only ones. The red dot is the onky one that affects range slightly. So what other scopes am i missing? Because i have tried the 2x 4x and 8x Link to comment Share on other sites More sharing options...
ORMtnMan Posted November 12, 2015 Author Share Posted November 12, 2015 On that note id love a max damage revolver like the smith and wesson .500 since the revolvers are fun as hell to use. You can modify the lists however you want, the easiest way not to have ARs show up is to remove them from the distribution script. The S&W 500 is on the list to add already, so you will see it soon Can you have it so we can add a scope onto it? I have friends who go big game hunting with them. And is there anyway to fix the speed loaders? I always get 10 reloading on my characters before i use reloaders to offset the reload time.A muzzle break would be a good attachment as well. You can already attach some scopes to revolvers, so, yes The red dot sight and fiberoptic sights are the only ones. The red dot is the onky one that affects range slightly. So what other scopes am i missing? Because i have tried the 2x 4x and 8x Hrm, The 2x should work, but I think there is a bug with it in the current version. Regardless, yes, you will be able to once it is added. Link to comment Share on other sites More sharing options...
Jether Posted November 12, 2015 Share Posted November 12, 2015 On that note id love a max damage revolver like the smith and wesson .500 since the revolvers are fun as hell to use. You can modify the lists however you want, the easiest way not to have ARs show up is to remove them from the distribution script. The S&W 500 is on the list to add already, so you will see it soon Can you have it so we can add a scope onto it? I have friends who go big game hunting with them. And is there anyway to fix the speed loaders? I always get 10 reloading on my characters before i use reloaders to offset the reload time.A muzzle break would be a good attachment as well. You can already attach some scopes to revolvers, so, yes The red dot sight and fiberoptic sights are the only ones. The red dot is the onky one that affects range slightly. So what other scopes am i missing? Because i have tried the 2x 4x and 8x Hrm, The 2x should work, but I think there is a bug with it in the current version. Regardless, yes, you will be able to once it is added. Thats what ilike to hear! Also guns bug out and lose the repair option sometimes when you have multiple copies. And the SRM spmagazine fed shotty isnt repairable Link to comment Share on other sites More sharing options...
ORMtnMan Posted November 13, 2015 Author Share Posted November 13, 2015 On that note id love a max damage revolver like the smith and wesson .500 since the revolvers are fun as hell to use. You can modify the lists however you want, the easiest way not to have ARs show up is to remove them from the distribution script. The S&W 500 is on the list to add already, so you will see it soon Can you have it so we can add a scope onto it? I have friends who go big game hunting with them. And is there anyway to fix the speed loaders? I always get 10 reloading on my characters before i use reloaders to offset the reload time.A muzzle break would be a good attachment as well. You can already attach some scopes to revolvers, so, yes The red dot sight and fiberoptic sights are the only ones. The red dot is the onky one that affects range slightly. So what other scopes am i missing? Because i have tried the 2x 4x and 8x Hrm, The 2x should work, but I think there is a bug with it in the current version. Regardless, yes, you will be able to once it is added. Thats what ilike to hear! Also guns bug out and lose the repair option sometimes when you have multiple copies. And the SRM spmagazine fed shotty isnt repairable Well, it seems the repair thing need s a good going over. Link to comment Share on other sites More sharing options...
RicoUK Posted November 13, 2015 Share Posted November 13, 2015 The create ammo bug out of think air is becoming more widely known, if we can have a look at it being fixed next version would be great! Link to comment Share on other sites More sharing options...
ORMtnMan Posted November 13, 2015 Author Share Posted November 13, 2015 The create ammo bug out of think air is becoming more widely known, if we can have a look at it being fixed next version would be great! It will be fixed in the next version, it will just take a bit for the next version to be released. There is a lot of work and I am a busy, busy person. RicoUK 1 Link to comment Share on other sites More sharing options...
Lord Gonfalon Posted November 13, 2015 Share Posted November 13, 2015 When can we start crafting all the ammo for the guns? Sure it's been asked before. And someone help this man out! haha. Link to comment Share on other sites More sharing options...
ORMtnMan Posted November 14, 2015 Author Share Posted November 14, 2015 When can we start crafting all the ammo for the guns? Sure it's been asked before. And someone help this man out! haha. It is on the docket for further down the road. I would accept help, but, I am one of those selfish people that needs to have his things his own way. Lord Gonfalon 1 Link to comment Share on other sites More sharing options...
Jether Posted November 16, 2015 Share Posted November 16, 2015 Will we need to update the model loader for build 33? Link to comment Share on other sites More sharing options...
RickL Posted November 17, 2015 Share Posted November 17, 2015 Is it just my game or has anyone else lost firing sounds on the weapons? EDIT: I should have added that this is with the latest patch. Link to comment Share on other sites More sharing options...
TheGentleman Posted November 17, 2015 Share Posted November 17, 2015 I imagine that the latest update, with changes to how sounds work, is going to break a few things. Both sounds and the models (Model loader) are no longer functioning Link to comment Share on other sites More sharing options...
ORMtnMan Posted November 17, 2015 Author Share Posted November 17, 2015 Is it just my game or has anyone else lost firing sounds on the weapons? EDIT: I should have added that this is with the latest patch. IWBUMS? I am not supporting IWBUMS as of yet. Let me know if this is common among all users. IS may have changed the way in which sounds are handled. Will we need to update the model loader for build 33? ModelLoader and subsequently this mod does not support the IWBUMS branch. You can go ask Jab on his thread though. Link to comment Share on other sites More sharing options...
RickL Posted November 17, 2015 Share Posted November 17, 2015 Is it just my game or has anyone else lost firing sounds on the weapons? EDIT: I should have added that this is with the latest patch. IWBUMS? I am not supporting IWBUMS as of yet. Let me know if this is common among all users. IS may have changed the way in which sounds are handled.I do know that, but I did revert back to the basic weapons gfx for the mod with no model loader installed and copied the files from the 'No3dmodels' folder to the appropriate folder. I figured that sounds would not be altered in the way they get handled. All the weapons and such do show up in game and are usable, the ones I have found so far, that is. Link to comment Share on other sites More sharing options...
Lexx2k Posted November 17, 2015 Share Posted November 17, 2015 Actually the handling of sounds *did* get changed (obviously, because of the FMOD implementation). There is now a new SoundBanks.lua file, which lists all sound effects, their audio range and stuff like that. I've already tried to adjust my mod to work with it in the future, but so far I am too stupid to get it to work. Then again, I only toyed around with it now in the middle of the night... Link to comment Share on other sites More sharing options...
ORMtnMan Posted November 18, 2015 Author Share Posted November 18, 2015 Actually the handling of sounds *did* get changed (obviously, because of the FMOD implementation). There is now a new SoundBanks.lua file, which lists all sound effects, their audio range and stuff like that. I've already tried to adjust my mod to work with it in the future, but so far I am too stupid to get it to work. Then again, I only toyed around with it now in the middle of the night... Great, such is the terror of modding an in-development game... Lord Gonfalon and Jab 2 Link to comment Share on other sites More sharing options...
Khaos Posted November 18, 2015 Share Posted November 18, 2015 I'm so happy the AF2011 is on the list, I cannot wait to fuck zombies up with that thing. Regarding the wiki, Fallout has been completed and work shall be resumed once more and should hopefully have it near completion possibly by the end of the week but don't hold me to that! Link to comment Share on other sites More sharing options...
UngratefulDead Posted November 21, 2015 Share Posted November 21, 2015 First of all, this mod is great! Hadn't used it at all before playing on a server that had it but now I'm hooked! Anyway, I use it alongside Hydrocraft and I'd put together a quick mod that adds the necessary recipes so that the Hydrocraft ammunition smelting system can make the new ammo types (and so they can be broken down into gunpowder like vanilla ammo for repurposing). Somebody said you had been looking into doing something like that, so I should link it here. Link to comment Share on other sites More sharing options...
ORMtnMan Posted November 21, 2015 Author Share Posted November 21, 2015 First of all, this mod is great! Hadn't used it at all before playing on a server that had it but now I'm hooked! Anyway, I use it alongside Hydrocraft and I'd put together a quick mod that adds the necessary recipes so that the Hydrocraft ammunition smelting system can make the new ammo types (and so they can be broken down into gunpowder like vanilla ammo for repurposing). Somebody said you had been looking into doing something like that, so I should link it here. Awesome, I'll post the link to the front page! Link to comment Share on other sites More sharing options...
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