WARS WIP - Junk Blade 02

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antistar

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This is an image from a FO4 mod I'm working on called Weapon Addition and Replacement Suite (WARS).

The WIP thread can be found here.


Lately I've been working out how melee weapons in WARS will work. AmmoTweaks v1 has a feature I'm using/adapting that allows you to cycle between different "Attack Modes" for melee weapons. Typically "Swing", "Sweep" and "Thrust" - with different animations as appropriate. In WARS, this is done with the Fire Mode hotkey.

The different Attack Modes have different effects, depending on the weapon type:

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- 1H Small Blade - Thrust Attack
--- 25% Chance of 10 Bleed DAM/s vs DR for 5s. -40% Target DR. +25% Wear Rate.

- 1H Small Blade - Swing Attack
--- 25% Chance of 8 Bleed DAM/s vs DR for 5s. +20% AP Cost. +20% Limb Damage. -8% Reach. +150% Target DR.


- 1H Blade - Swing Attack
--- 25% Chance of 8 Bleed DAM/s vs DR for 5s. +20% Limb Damage. +150% Target DR.

- 1H Blade - Thrust Attack
--- 25% Chance of 10 Bleed DAM/s vs DR for 5s. -15% AP Cost. +12.5% Reach. -40% Target DR. +25% Wear Rate.


- 2H Blade - 2H Swing Attack
--- 25% Chance of 8 Bleed DAM/s vs DR for 5s. +20% Limb Damage. +150% Target DR.

- 2H Blade - 2H Sweep Attack
--- Hits all targets in front of you. 25% Chance of 8 Bleed DAM/s vs DR for 5s. 5% Chance to stagger. +15% Reach. -25% Damage. +25% AP Cost. +150% Target DR. +25% Wear Rate.

- 2H Blade - 1H Thrust Attack
--- 25% Chance of 10 Bleed DAM/s vs DR for 5s. +25% AP Cost. +15% Reach. -40% Target DR. +20% Wear Rate.


- 1H Blunt - Swing Attack
--- -25% Target DR.

- 1H Blunt - Thrust Attack
--- 25% Chance to stagger. -75% Damage. +25% AP Cost. +25% Target DR. +20% Wear Rate.


- 2H Small Blunt - 2H Swing Attack
--- -25% Target DR.

- 2H Small Blunt - 1H Sweep Attack
--- Hits all targets in front of you. -25% Damage. +50% AP Cost. +25% Wear Rate.

- 2H Small Blunt - 1H Thrust Attack
--- 25% Chance to stagger. -75% Damage. +25% AP Cost. +25% Target DR. +20% Wear Rate.


- 2H Large Blunt - 2H Swing Attack
--- -25% Target DR.

- 2H Large Blunt - 2H Sweep Attack
--- Hits all targets in front of you. 5% Chance to stagger. +15% Reach. -25% Damage. +25% AP Cost. +25% Wear Rate.


- 1H Axe - Swing Attack
--- 25% Chance of 8 Bleed DAM/s vs DR for 5s. +20% Limb Damage. -25% Target DR.

- 1H Axe - Thrust Attack
--- 25% Chance to stagger. -75% Damage. +25% AP Cost. +25% Target DR. +20% Wear Rate.


- 2H Axe - 2H Swing Attack
--- 25% Chance of 8 Bleed DAM/s vs DR for 5s. +20% Limb Damage. -25% Target DR.

- 2H Axe - 2H Sweep Attack
--- Hits all targets in front of you. 25% Chance of 8 Bleed DAM/s vs DR for 5s. 5% Chance to stagger. +15% Reach. -25% Damage. +25% AP Cost. +25% Wear Rate.

- 2H Axe - 1H Thrust Attack
--- 25% Chance to stagger. -75% Damage. +25% AP Cost. +25% Target DR. +20% Wear Rate.



While working on all this, I realised that Fallout 4 has both one and two-handed axe and blunt weapons, but only one-handed blade weapons - so I decided to fill that gap by adding this weapon: the "Junk Blade".

The idea is that they're forged in disparate workshops in the Wasteland, from whatever scrap steel of reasonable quality can be found. They come with one or two-handed grips, and in three different blade lengths. Depending on the blade length, it will be a "Junk Tanto", "Junk Katana" or "Junk Nodachi" - and depending on the grip length, the weapon will use one-handed or two-handed Attack Modes.

I made this from scratch, but obviously it's a relatively simple design; I didn't want to spend a lot of time on this one. I needed a bit of a break from all the CK and scripting monkey-work, though. ;)

4 comments

  1. RuinsFate
    RuinsFate
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    I like the idea, but it doesn't look very 'junky'. Perhaps reinforce the idea with something like a repurposed jar lid or steel gear as the handguard, electrical tape as the grip warp, etc?
    1. antistar
      antistar
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      This is more on the realistic side of being forged from junk - according to a simple design - rather than Fallout 4's generally more pantomime "made from junk" aesthetic. That's admittedly not super-obvious, though.

      I actually posted about this in the WIP thread earlier:

      Overall this came out a bit less "junky" than I'd first envisioned. Originally I was thinking it would have a straight grip and a straight - maybe slightly rougher-looking - blade. That nice curve that carries through both the grip and blade was too hard to resist in the end, though. Besides, since the idea is that they're being forged - rather than bolted together from lawnmower blades or whatever - I think it would make about as much sense with or without a curve to it.

      I considered calling it something other than "Junk Blade", but I'd already thought of the "Junko Blade" name for the unique, and was too attached to it.


      Funnily enough I saw some real-world examples of katanas made with gears as guards when I was collecting reference to make this. It's not the look I wanted, though; I just wanted something simple. (Partially so that it would be quicker to make.)
    2. RuinsFate
      RuinsFate
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      Ah, I getcha.

      Maybe drop some around Saugus Ironworks then, to reinforce the whole 'smelting car doors down into blades' idea?

      I just like internal consistency. :)
    3. antistar
      antistar
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      Yeah, I was thinking earlier about adding some around Saugus; I think I will do that.