I like the idea, but must comment that SOME must have different performance when suppressed. Suppressors only work on subsonic ammo as they reduce the sound of firing and spread out the remaining sound... but they ALSO do nothing to the sonic boom of supersonic weapons. My only little niggle is this: is the projectile supersonic? If so the suppressed version needs lower velocity to sub-sonic, and the range reduction this implies. sadly for balance reasons shotguns should IMO probably not get their real-life range as a solid 50 meters for a long barrel double-barrel is going to be game-breaking.
Still produces no damage for 12 Ga. Shotgun strikes. It actually looks like it's completely deleting the projectiles, as there is ZERO damage or impact registering whn fired... like shooting blanks... not fun when you have angry raiders in your face and you expect an eploding head to go with the earth-shattering kaboom... and instead ... nothing.
After not doing damage with some weapons, I did some testing with a minimal load order. It appears the 12ga shotgun shells and the .50 don't seem to be doing damage, or leave an impact when shot. The suppressed version of the .50 seems fine. This is done with the latest version
I checked the technical data for the .50 and 12ga rounds, they're the only ones to utilize an "explosion" to cause the potential knockdown effect. Damage for said explosion was set to zero so that's possibly why neither was doing any damage. I'll release a hotfix soon.
Until myself or someone else makes a patch, the suppressed .50 shares the same projectile as the suppressed Assault Rifle (5.56) as do any other rifle-caliber weapons. Likewise, the same weapons share a non-suppressed projectile as well due to corner-cutting on some programmer's part. This will be fixed in weapon reworks for the respective weapons.
Possibly but haven't tested. Project Phoenix, the overhaul mod ARES is part of, may fulfill a similar role of Horizon and because of that I won't be making any compatibility patches due them "competing" in this sense.
In the meantime, ARES itself should work fine if loaded after.
I forgot that ammo -only- has weight in Survival but that's definitely something I'll look into integrating in the near future be it for this mod or another.
As for ammo crafting, that'll be added in a companion mod to this one. I want to keep the two separate for now to reduce complexity and for ease of updating either. That said, I may combine the mods once they're in the final stages of development (as in do everything I want them to do) to reduce bloat.
Color me intrigued. So will there be different ammo types i.e. birdshot buck and slugs for shotguns and hollow points and FMJs for pistol calibers maybe green tips for 5.56? Similarly will the .223 Rem be usable in weapons chambered in 5.56Nato as well as 7.62X51Nato in .308Win. I'm still using Weapons of Fate and Loads of Ammo so it would be nice to replace those both with one updated ESP.
Indeed there will be! Pretty much all subtypes from New Vegas will be returning in future updates alongside some new ones. They'll have their own loot lists, usable by NPCs, and purchasable from vendors as well.
However, the goal right now is cover the ammo types and projectiles offered by vanilla (including DLCs) before I start tackling Legacy Ammo and the like.
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sadly for balance reasons shotguns should IMO probably not get their real-life range as a solid 50 meters for a long barrel double-barrel is going to be game-breaking.
Uninstalled and deleted. Sad.
Until myself or someone else makes a patch, the suppressed .50 shares the same projectile as the suppressed Assault Rifle (5.56) as do any other rifle-caliber weapons. Likewise, the same weapons share a non-suppressed projectile as well due to corner-cutting on some programmer's part. This will be fixed in weapon reworks for the respective weapons.
In the meantime, ARES itself should work fine if loaded after.
Does this mod allow ammunition to have weight again in all levels of difficulty (from easy to survive)?
Ammunition can be produced at the chemical workbench / ammunition workbench?
As for ammo crafting, that'll be added in a companion mod to this one. I want to keep the two separate for now to reduce complexity and for ease of updating either. That said, I may combine the mods once they're in the final stages of development (as in do everything I want them to do) to reduce bloat.
However, the goal right now is cover the ammo types and projectiles offered by vanilla (including DLCs) before I start tackling Legacy Ammo and the like.