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18 comments
I'm also liking this project because you made models for the ammunition. While Fallout 4 has many, *many* gun mods, virtually none of them have bothered to make new bullet and case models. I guess it's a minor OCD thing on my part, but I still really appreciate that you put in that bit of extra effort.
I don't think it's an OCD thing, because this part defines the characteristic of the gun. :-) I think to introduce a new caliber into the game, it is better to have anything that help players understand what they are getting. This gun is going to be used as a weapon for the security guards, and I want the NPC selling it, Alessio Carvelli (the guy with a bowler hat in the screenshot) to talk a bit about why they make it with such a caliber. I think a gun shop that like to talk about the weapons they are selling would be a nice addition to the game. Fallout 3 actually had terminal entries about histories of in-game guns if I remember correctly, and I think that sort of thing helps the game by filling in pieces of history in players' minds.
I still have to make the gun shop and mini steel mill to be more convincing/less ridiculous, but hopefully this will become an interesting place to visit. I actually have a plan to create 3D models of cold hammer forging machine for manufacturing the barrels, as well as CNC precision router, but I haven't gotten that far yet. I think it would be nice to see how guns are made in the shop, and hope to make it happen. (I guess I just don't like seeing some hobos selling 200 years old guns fished out of dumpster, lol.)
I'm liking your ideas and the beer tap is excellent.
The gun looks great and seems like it will fit well into the game. The nomenclature is beyond my ken.
The beer tap somehow really changes the look of the bar, an absolute necessity, lol. I still have to create things for a slightly weird winery making artificial wine, but these 3D models are relatively easy to make for me now. I did the beer tap in little over an hour including texturing, so I think I am getting faster at this.
The part that takes a lot of the time for me is actually researching how things are put together and technologies behind them. It’s a video game, but I think things in this virtual world would feel better when they are put together in a way they make sense, because we spend hundreds of hours in this game. It’s been a good learning experience for sure.
Anyway, thanks again for always giving me encouragement. :-)
I still haven't played the Fourville mod yet, so I can't really say, unfortunately. My mod takes place in a couple of cells in North End, which is a Little Italy part of Boston. The concept is that this area in particular was under protection from Triggermen not only because of the products they made, but because Malone wanted the Italian community untouched. That all goes out of the picture when a certain someone gets Malone killed/kicked out of gang, and North End's relation with Triggermen worsens....
I am in a process of revising the story, though, because my initial idea of "Triggermen = bad / North End = good" ended up kinda boring. :-/ I think I have a good direction now, but still trying to work out details so that the factions will be more interesting. Lots of work ahead.
An italian mafioso community is a great idea and being able to have some insight of their lives, relations, worries and business practices is a great chance to fully flesh that sometimes obscure aspect of the commonwealth economy, also i like to see more content about skinny malone but maybe you will have to keep that part a bit ambiguous because there will be players that dont kill him, maybe when FO4NV is released i make a mod that transforms Malone's vault to a fully fleshed casino after the mission where you rescue Valentine
After trying out some ideas, something I want to now avoid is a judgmental way of depicting the characters. My idea of Triggermen is now like this : many guys join Triggermen at young age because they are orphaned and have no way to support themselves otherwise, or grew up watching their parents in poverty, getting screwed over, etc.. They want to show off their power and authority over people, because they feel that they have been mistreated by the society and finally have power to get back at those who never cared about them when they needed help. Triggermen are providing opportunities for those who have nothing more to lose, and as far as they are concerned, they are the good people. …I think this sort of perspective needs to be there, so that the story won’t be one sided.
I still need to work out the relationship/power balance/dependencies of the factions to be honest. And I have to work things out in a way total destruction won’t happen, so that the shops will be functional after quests are done.
Also, I said “a couple of cells” but the size of the mod is actually a couple of worldspace cells in North End plus 10+ interior cells, and there’s already quite a bit of stuff in there. I have to be careful about not making this too big in scope, because this will mostly be a one person project aside from the parts I need other people’s help for. Everything always take longer than expected, lol, so I have to keep things at realistic size. I have many months of work ahead of me.
Isn't 5.7x28mm a pistol caliber, as opposed to 5.56x45mm?
Yeah, I did catch that P90 is classed as PDW, but I don't think non gun enthusiasts would know what that is.. To be honest, I've never realized how complicated the gun classifications are until I started to work on this mod, since I'm not a gun owner. If calling this SMG would confuse people, I would have to rethink this.
Thanks guys for your posts.
I have about 6 new guns in this mod, and I might do a sort of weapons only beta type release when things come together, so that I can get feedback and work on balance, etc.. I have a lot of work ahead of me, though, so I don't want to say much yet. :-(