Fallout 3

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skittered

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skittered

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About this mod

-NO fose- version of Zealotlees ACR - Adaptive Combat Rifle ..-.. Normal and FWE versions ..-.. Precision collision and IronSights weapons ..-.. More parts

Requirements
Permissions and credits
Changelogs
ALL versions of this esp  **REQUIRE** Zealotlees ACR - Adaptive Combat Rifle ... assets .. meshes : sound : textures

(yeah, late to the party, but here it is)

What is this?

This is a -NO fose- version, which means it works with vanilla Fallout 3.

These are also replacements for the other ZL-ACR.esp's and patches.

Why?

There were 84 +4 weapon variations, using camo type as a multiplier.
It came that way. That's a lot of type checking, even using fose.

Zealotlees Adaptive Combat Rifle is a really nice weapon.
It looks good, it sounds good, and you can carry one weapon and one ammo type and still have the ability to adapt to the situation.
How can you not like that?

.. but it kept bugging out on me ..

What's different?

Completely re-scripted .. and .. No fose required.

Stripping : Swapping : Assembly

-- each take place after you put away your pip boy
-- each require your hands .. you can look and run around while doing the task, but your hands are busy
-- each take time .. related to your small guns and repair skill .. not a whole lot of time .. but some ..
-- your newly stripped : swapped : assembled : weapon is automatically equipped
-- the assembler can be cancelled mid assembly without side effects. Nothing changed, nothing done.

ACR Kit Parts 
-- renamed to be found at the bottom of your Aid list so they don't clutter your actual Aid
-- renamed to fit a little better in the inventory screen and for easier part identification
-- more --
-- 30 round clip : 100 round drum
-- Laser pointer
-- Bipod Kit

ACR Weapons
-- renamed to fit a little better in the the inventory screen and for less (info) clutter
-- altered weapon stats for a difference between types
-- weapon values and weights are the sum of all parts attached

-- specialized repair list for each ACR type. (strip your weapons for best results)
-- Assault Rifle, Chinese Assault Rifle, SpareParts(Scrap Metal) and Abraxo added to the repair lists.

-- 168 +1 base variations, 672 +4 using camo type as a multiplier.

ACR Quick Swap
-- strip your weapon and get an Armor item .. consider it a utility belt of sorts
-- assign this Armor item to a hotkey slot
.. .. as long as you have an ACR equipped (complete or stripped)
.. .. you'll never have to consult your pip-boy to strip, swap or assemble parts again
.. .. .. QUICK .. get out there and shoot something

------------------------------------
Precision collision and IronSights weapon meshes.
World model meshes for ACR kit parts.
------------------------------------
.. some minor inconsistencies sorted out
------------------------------------
... and again.. -NO fose- ...
------------------------------------

Everyone can have a go at Zealotlees awesome Adaptive Combat Rifle right out of the box.


Usage
1.) Install Zealotlees ACR - Adaptive Combat Rifle

2.) move/rename/backup the original ZL-ACR.esp if you think you need to ..
--> Replace the ZL-ACR.esp with the version you need from here.

3a.) Vanilla Users : Install ONE of the weapons packages.

3b.) RH_IronSights Users : Install ONE of the IS weapons packages.

3c.) Iron Sights Plus Users : Install ONE of the weapons packages, then install the ACR_ISP package in Miscellaneous files


Un-Usage
.. make a Clean save then restore the original ESP and weapons meshes from the original version you prefer ..
.. or just remove the whole mod.

--Note--
this mod should not affect your bash/merge patch ..
the weapons are added to existing lists during a (new game/clean save) run once load script ..
the FormID and Leveled lists are unique to this mod and used only by the lists they are added to via the load script ..
except for the Cell Name and ID where the Camo Kits are placed, all other records in this mod are also unique


Credits

Zealotlee for the original ESP and weapon meshes.

------------------------------------------------------------------------
(stuff to read before asking questions or posting bugs)

Main details
Spoiler:  
Show

You get your Field Strip Kit when you equip your first complete ACR.
You cannot drop or sell your Field Strip Kit. It's part and parcel with your ACR.
It's use and existence in your inventory depend on whether or not you have at least ONE complete ACR.
That means you can carry 100 stripped ACRs and have no Field Strip Kit until you either pick up, or assemble a complete one, and equip it.

The exception to this is if you remove all of your ACRs from your inventory by dropping them, putting them in a container, or selling them.
You will still only ever get, or have, one Field Strip kit at a time.
<---------------------------------------->
ACR Quick Swap
The first time you strip your weapon you will get the -< ACR Quick Swap >- Armor item.
In order to keep this -NO fose- it requires a hotkey slot .. a small price to pay for convenience.

It's a half smart tool .. it can do almost everything ::
.. what it can't tell you is that you don't have a muzzle to go with the 16" LMG barrel you have in your inventory ... <- nope -
.. and it can't tell you that all of the other parts you're carrying are identical to what you already have equipped ... <- nope -
.. but it is QUICK about it

-and- You can leave it at home if you don't want to use it, or don't need it ..
.. .. .. just don't lose it; you've only got a [ 7 ]% chance of getting another .. ( % chance is the same as what the strip time global is set to)

Equipping this item while at the inventory screen does nothing, it's only useful when assigned to a hotkey slot.
It is equipped and unequipped for use by the press of its hotkey slot button while you're running around the Wasteland ..
.. it will persist in that slot as long as you keep it in your inventory, and will then always be available for use when you have an ACR equipped.

<---------------------------------------->
If you have several of the same type ACR, it's possible that one other than your exact equipped weapon may be removed.
This seems to be a  limitation of the game engine and so far as my reading has found, not even fose can prevent this without every weapon being an undroppable/unsellable Quest Item. (persistent) .. I'm not much worried about it personally, so, unless someone does know and can provide a script sample for this mod that works without fose  .. or a fose example just for the sake of looking at it .. this little detail is what it is.
---
Weapon health after modification .. it works 99% of the time .. I think it's a timing thing .. but .. it's far too difficult for me to check for 100% consistency without missing something, so this needs the attention of those who notice those details while playing.

Because this is a -No fose- version, the weapon needs to be equipped to set the health .. not that it should be done any other way .. you were just handling it to strip, swap or assemble it , you've got it in your hands .. it's equipped.

<---------------------------------------->
The pip-boy activated strip and swap confirmations can be disabled; this is a global variable so it can be manually changed in FO3Edit also.
~
set zACRMsgs to 0

..this leaves assembly confirmation and no-go notices in place.

If you have confirmations turned off, the 'no-go notices' tell you what you were doing if you click on any of the parts again, or on a stripped weapon, with no option to cancel the task .. or they tell you why you can't do something, .. because ..

.. equipping a complete ACR after starting a task and before exiting your pip boy basically cancels the task, and the task quest itself should also quit silently on it's own if you equipped a non-ACR or un-equipped the one you started with. It was slightly easier to script it that way.


Weapon Stuff
Spoiler:  
Show

Balancing weapons is a p.i.t.a .. but ..

I've balanced them using the Assault Rifle and the Chinese assault Rifle as an average base .. it's also an adaptive RIFLE, not adaptive ammo, and it's only 5.56 at that. There's only so much variance (that might make sense) in the damage a single type of round can do.

All of the weapons stats have been altered as much as seems sensible to me so that you will also be able to actually notice a difference between the different types.
<------------------------------------>
Accuracy
If you're too close to your target , all the alignment in the world isn't going to make the bullet trajectory take a right turn.

IronSights
The iron sights versions were aligned using zero drift, zero spread, with settings from Auto Aim Fix -Headshot Deluxe in an attempt to exclude all other aim altering factors. They're as accurate as I can get them, within reason, to the smallest decal that appears on metal targets.

HOWEVER ..

It seems the game doesn't like to align the weapon in hand on the first go every time, so occasionally the sights will seem out of alignment, .. THEY'RE NOT .. this happens with vanilla weapons that have been ironsights aligned as well .. it usually resolves itself after a reload or two, or holstering and readying your weapon a time or so.

I've no idea why this happens. I'd noticed it with other ironsights versions of weapons long before this mod, but being I've now aligned some myself, it's time to mention it.

ACOG and Scopes
I haven't touched their accuracy as of yet. It's supposedly based on auto-aim and/or barrel alignment .. but even with zero drift, zero spread, both sets of sight reticles show the shot hitting low and right by a millimeter or three at effective range .. on all sets of weapons. 

Unfortunately, because it uses a separate mesh for "Has Scope", and there are scope replacers out there, the only way to be sure they're accurate is to make the scopes completely unique and custom align them specifically for these weapons.

I've re-built the originals and built some other alternate scope reticles that can be found as a fomod installer in Miscellaneous files .. they seem accurate to me.
<------------------------------------>

ACR Kit Parts

Each part contributes to a small change in what's basically the stability/accuracy of the weapon.
Each part contributes its value and weight to the total of a complete weapon.
At 100% return, the value of a complete weapon and the combined value of it's separated parts should be the same.
There is only ONE of each Camo Kit in the entire Wasteland, and all other ACR parts/kits are very rare.

The Laser Pointer ..
.. .. IF you don't see the laser in game with your LP equipped weapon, it's likely that you have HDR turned off .. it may be possible to alter it so it works without HDR, but that's other work for later .. possibly.


Under the hood
Spoiler:  
Show

There is a global variable that can be changed in FO3Edit if you want to try an alternate distribution.
It affects which lists ACRs are distributed to the first time the mod is loaded.
It's only useful at the start of a new game or before playing again after a clean save.

zACRDistribute -; short (1)

;;--- (0) :Loot only ----: adds ACRs to loot/vendor lists only
;;--- (1) :Default -------: original distribution
;;--- (2) :Variety -------: adds more variety to the distributed lists and distributes to more npcs
;;--- (3) :Rare ----------: adds ACRs to the Assault Rifle, Chinese Assault Rifle, Hunting Rifle and Talon Sniper Rifle Cond*** Lists
;----------------------------: this ends up with them being even more rare, but also distributed more widely;
;----------------------------: including any DLC or other mod/npc that uses those lists
;--------------------------------------------------------------------------------------------
These values do the same thing for ALL versions.

------------------------------------
DO NOT MESS with the zACR*** FormID Lists .. ALL of the work scripts use them!!
( .....the repair lists are the only ones that are safe to mess with...... )
------------------------------------------------------------------------

ACR Kit parts have been changed to internal book type .. it was easier for scripting and error checking.
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All minor functions .. Strip Start : Swap Start : Assembly Start .. have been standardized
-- the scripting that has been duplicated has been done so because A) it was easier B) it's slightly more robust C) to keep it simple

All major functions .. Strip : Swap : Assemble .. have been centralized
-- A GameMode Questscript does the the heavy lifting and only runs when needed
-- all three tasks use the same main script to get the work done
-- the internal task stages have been set up to run in several (very short) timed sequences in an attempt to mitigate game engine quirks
-------------------
..and finally ..
-------------------
Error checking that's borderline redundant ..
-- it should quit quickly and silently if it finds nothing to do, and hopefully never get to a point of failure at can't  do.

(this of course requires testing and use by people other than me)

------------------------------------------------------------------------

Licensing/Legal
******************
Do not upload this mod to any other sites. These files are not intended for commercial use and should not be used as such.

----------
Cheers.



Spoiler:  
Show

If you really don't like the 'extra' time ..  you can effectively negate it via console ..

~
set zACRAss to 1
set zACRStrip to 1
ser zACRSwap to 1


.. these are the minimum allowed
This leaves only the internal time remaining; time to put away your pip boy and holster your weapon ;(and mitigate engine quirks)


Spoiler:  
Show

NEW part numbers - (for cheaters)

xx01705B ---10.5" Barrel
xx01705C ---14.5" Barrel
xx01705D ---18" DMR Barrel
xx01705E ---16" LMG Barrel
xx01705F --- ACOG
xx017060 --- Scope
xx017061 --- IronSights
xx017063 --- Silencer
xx038CAB -- Clip
xx038CAC -- Drum
xx03D86B -- Laser Pointer
xx05346C -- Bipod Kit

xx017065 ---Desert Camo
xx017066 ---Urban Camo
xx017067 ---Woodland Camo