All ballistic projectiles overhauled. Projectiles are no longer simple smoke trails and beams they now have actual physics (as true to life as I can make them) and individual meshes.
Though maybe in the future I might add in tracer effects since bullets are a bit hard to see since they're pretty small and really fast.
Also added a .38 conversion to the hunting rifle ¯\_(?)_/¯
Plasma projectiles are a bit faster, Fatman also has a bit more range due to projectile speed and gravity changes.
If you have any suggestions on how to improve the mod please post them. Thinking about working on energy weapons a little more next but not sure.
Modding System has new additions for all ballistic weapons, you can now change the caliber, fire mode, and ammo type for any ballistic weapon. Changing the caliber also changes the projectile, sound, ammo capacity, recoil, and damage of a weapon. Changing the ammo type not only changes the stats of a gun but also bullet decals and effects of the new ammo type. New grenades - paralyze and disarm grenade. Craftable at chem station. Combat Rifle can now be upgraded to use drum mags. Deliverer can now use reflex sights. Deliverer also now does double the normal crit damage to make up for its very low base damage and ammo capacity. Fatman can now use a targeting computer. Combat Rifle/Shotgun, submachine gun, and double barrel shotgun weight slightly reduced to closer match their real-life counterparts.
Hopefully you guys enjoy it, and if their are any bugs discovered or if you have any suggestions please report them.
For now future plans are to get patches up for some of the popular weapon mods.
After reading what this mod does, it sounds like a dream come true. 'Till I realized that it's outdated : (. Man, if this mod ever comes back with a brand new version and compatibility, I'll be singing it praises. It sounds like exactly the kind of thing I'd die for, haha.
it still works, it just edits records, I'll never understand the kind of idiocy that makes people think that mods stop working just because they are old.
@Nietkopf Sorry for the necro, it still works for the most part, but weapon caliber and fire mode modifications seem broken. (They don't show up at the weapons workbench) I'm wondering if it's working for you. I don't believe it's an issue with conflicts as I doubt there are any in my load order, and I've already made sure this mod is set to overwrite anything in the load order.
Worst case scenario I'll download gunsmith extended and see if it's working, and if it is, see what broke with WRO.
Edit: Never mind, just triple checked the load order, and it didn't save my previous edits. Placed it at the bottom of the load order and now it works fine. Still not sure what it's conflicting with, as it's the only mod that modifies gun mods.
Could u pls do a patch for pipe weapon overhaul because that mod REALLY needs it, it add so many nice mods but this guy doesn't know how weapons work pls pls pls fix this
As in description. After installing WRO + RU556 + RU556 WRO patch (loading in this order) modding menu is affected (I can for example craft standalone caliber mods for the weapon and choose fire mode for free) but barrel length doesn't seem to affect damage at all. As of now the patched RU556 with standard barrel deals ~50 damage (while a hunnting rifle with the shortest barrel in the same caliber deals 44). Changing the barrel only causes an insane increase in range (up to above 400) but has no effect on damage.
I have noticed that after installing this mod that my grenades not only have less overall damage by FAR (like... no damage whatsoever, practically) but also their radius is so small that one has to have a grenade at an NPC's feet for it to do any damage at all. I have the Immersive Molotovs mod with this, but it only edits that one explosive, so my other things should be just fine, correct?
I wanted to know if there are any plans to work on this anymore, or if you're going to toss the code up to the community. Either way, I really adore this mod but the lack of patches for some amazing new weapon mods kills my urge to keep using it.
I appreciate the time and effort you put in creating this awesome mod! However, I found some huge changes in the gameplay that would drastically change my current loadout for my character. I'm using The Problem solver and a outfitted auto radium rifle as my main weapons. The ammo changes applied by this mod basically nullified my Commando perks as these were firing non-auto shots.
161 comments
First round of patches complete:Extended Weapon Mods by Akanami, Hunting Shotgun by Deadpool 2099, M1 Garand by asXas, RU556 by FX0x01, China Lake and Holorifle by Shoeburgler and Widow Shotgun by Corvalho1.
Second round of patches complete:FN P90 by The Shiny Haxorus, SCAR-H by The Shiny Haxorus, Grease Gun SMG by Deadpool 2099, DKS-501 Sniper Rifle by LtCommander, MK14 EBR by dazzerfong requires MK14 EBR Reload Animation.
All ballistic projectiles overhauled. Projectiles are no longer simple smoke trails and beams they now have actual physics (as true to life as I can make them) and individual meshes.
Though maybe in the future I might add in tracer effects since bullets are a bit hard to see since they're pretty small and really fast.
Also added a .38 conversion to the hunting rifle ¯\_(?)_/¯
Plasma projectiles are a bit faster, Fatman also has a bit more range due to projectile speed and gravity changes.
If you have any suggestions on how to improve the mod please post them. Thinking about working on energy weapons a little more next but not sure.
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Update 2.0 is Now Live!
Modding System has new additions for all ballistic weapons, you can now change the caliber, fire mode, and ammo type for any ballistic weapon.
Changing the caliber also changes the projectile, sound, ammo capacity, recoil, and damage of a weapon.
Changing the ammo type not only changes the stats of a gun but also bullet decals and effects of the new ammo type.
New grenades - paralyze and disarm grenade. Craftable at chem station.
Combat Rifle can now be upgraded to use drum mags.
Deliverer can now use reflex sights. Deliverer also now does double the normal crit damage to make up for its very low base damage and ammo capacity.
Fatman can now use a targeting computer.
Combat Rifle/Shotgun, submachine gun, and double barrel shotgun weight slightly reduced to closer match their real-life counterparts.
Hopefully you guys enjoy it, and if their are any bugs discovered or if you have any suggestions please report them.
For now future plans are to get patches up for some of the popular weapon mods.
Sorry for the necro, it still works for the most part, but weapon caliber and fire mode modifications seem broken. (They don't show up at the weapons workbench)
I'm wondering if it's working for you. I don't believe it's an issue with conflicts as I doubt there are any in my load order, and I've already made sure this mod is set to overwrite anything in the load order.
Worst case scenario I'll download gunsmith extended and see if it's working, and if it is, see what broke with WRO.
Edit: Never mind, just triple checked the load order, and it didn't save my previous edits. Placed it at the bottom of the load order and now it works fine. Still not sure what it's conflicting with, as it's the only mod that modifies gun mods.
Seems like this mod overwrites them somehow!
As in description. After installing WRO + RU556 + RU556 WRO patch (loading in this order) modding menu is affected (I can for example craft standalone caliber mods for the weapon and choose fire mode for free) but barrel length doesn't seem to affect damage at all. As of now the patched RU556 with standard barrel deals ~50 damage (while a hunnting rifle with the shortest barrel in the same caliber deals 44). Changing the barrel only causes an insane increase in range (up to above 400) but has no effect on damage.