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ORMtnMan's Real Guns Mod 1.242 [32.30]


ORMtnMan

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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.

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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.

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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

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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.460_scoped.jpghqdefault.jpg

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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.460_scoped.jpghqdefault.jpg

 

 

You can already attach some scopes to revolvers, so, yes

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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.460_scoped.jpghqdefault.jpg

 

 

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

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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.460_scoped.jpghqdefault.jpg

 

 

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.

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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.460_scoped.jpghqdefault.jpg

 

 

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

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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.460_scoped.jpghqdefault.jpg

 

 

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.

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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.

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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.

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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.

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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...

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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...

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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!

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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. :)

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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!

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