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    @Rippler Hey, just wanted to pop in and say that getting the taser to only stun and not kill is as easy as setting it's damage to 0 or -1. So, if you want to add that, go for it. Otherwise, I can just edit that myself. I pretty much only use that gun as a novelty anyway.

    11 augustus 2015
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    @Rippler Hey, I just wanted to say that I just started using this after having been using Refined Weapons and Gameplay for as long as I can remember. I can say without a doubt that your mod is basically just a better version of that in almost every aspect. The recoil in your mod is actually more severe, but it's more like other shooter games, where if you can handle the muzzle rise, you can still shoot with pretty good accuracy. Which I'm a much bigger fan of than massive reticle spread that you can't really do anything about. I also love the shotgun changes you made, which coincidentally, were very similar to what I would always edit mine to (saves me the trouble! =P).

    There are only 2 things I prefer about Refined Weapons and Gameplay:

    1. the way that unarmed people deal with being shot. Somehow, the author of that managed to get people that were wounded to fall over, and moan/roll around, without just dying a few seconds later or jumping back up and resuming their AI. Your mod comes very close, but more often than not, they either roll around for half a second and then just die, regardless of their health, or they just hop up almost instantly and run off.

    2. Is the way the stun gun works. If you could manage to do the same thing Refined Weapons and Gameplay did with that (i.e. not hurting/killing people shot with it) you'd have the ultimate gunplay/realism mod in my books.

    In any case, sorry for the long post, but I just wanted to express how impressed I am with your efforts and give you a nice rating. Keep up the good work!

    10 augustus 2015
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    @golem653 If you feel like doing a little editing, you can actually get the shotguns to your liking within a few minutes. I can only assume you dislike the amount of spread on them, as most other things seem pretty good. If you drag weapons.meta file out of OpenIV, you can make changes and then drag it back in. Just make sure you're in edit mode.

    For the spread, just search for "BatchSpread value=" under each shotgun type and change it to something lower. At the moment, I use values between 0.025 & 0.040 to balance the various shotguns to my liking. They have little spread at 10-15 feet and then spread more and more over distance. Give it a try and play around with it to get it perfect for your taste. The "BulletsInBatch value=" controls how many pellets come out with each shot. The pump and sawed off's names are "Name>WEAPON_PUMPSHOTGUN" and "Name>WEAPON_SAWNOFFSHOTGUN," respectively. Good luck!

    @State_of_Mind Hm... I don't think I've installed anything else recently, but I'll look through my stuff and see if I can find the source. Thanks for the reply.

    7 augustus 2015
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    @State_of_Mind Is there anything you edited in one of the more recent versions that might affect the health of wildlife and/or quest targets? I just tried to do the first elk hunting mission with Trevor and the elk you're supposed to shoot has a 50% health bar as soon as I aim at him, and is apparently, invincible. I've tried shooting him with just about every gun and he always just runs off and I get a "Trevor missed and spooked the elk" message.

    6 augustus 2015
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    You INCREASED the spread on various shotguns? I see you increased pellet count and I suppose it really doesn't matter to me, as I normally tweak the spread as it is, but man. The spread was already really bad for most of them unless people like the "point at hallway and hit everything in it" spread logic that many games have.

    I prefer to have them able to hit within something close to an inch or two spread from 10-15 feet (somewhere around 0.025-0.040 batch spread, for pump/semi-auto) and then they spread a bit more farther out. Makes them easier to hit with, but still disadvantaged vs. an assault rifle, which can quickly gun down multiple targets. You get high damage, reliably accurate shots, with lower rate of fire, range and mag sizes. I'm not sure why they ever became a super close quarters trope in games to begin with.

    (I'm not trying to rant at you, specifically. I just don't like the generic role of shotguns in games in general.)

    29 juli 2015
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    I was actually suggesting you tone down the aiming recoil to match, or be closer to the hipfire recoil, as that feels a lot more reasonable past a distance of 5-10 feet. I understand the need to burst fire with full-auto weapons, but considering the amount of recoil the assault shotgun has, it just seems like it's never worth it.

    Glad to hear you're planning to rebalance the shotguns. I've been changing the batch spread size on pretty much all of them since I started using your mod. I like almost everything about it except that, like in most games, shotguns are terrible at anything beyond 15 ft. Your mod extended the range, which was a big plus, and I just tightened the cones so that up to about 20-25 feet the spread was reasonable, but spread out more and more over distance. That also got rid of the huge annoyance of shooting at someone almost point blank and missing because none of the pellets went to the center of the reticle. Anyway, looking forward to whatever you come up with in the future!

    21 juli 2015
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    I just wanted to throw this out there, as I'm not sure if it's intentional or not. With the default FOV for your mod and current recoil and rate of fire on the assault shotgun, it's actually much, much easier to control when hip firing than aiming. That seemed a bit off to me, but I wasn't sure if that was intended or not.

    Personally, I think either the recoil for aiming should be about what it is (or to the equivalent level of control) currently while hip firing, or the rate of fire should be lower.

    21 juli 2015
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    Is there any chance you could tell me me exactly what line(s) controls the vertical recoil for the sniper rilfes? I've looked through the documentation and experimented with them, but I can't seem to figure out how to lessen the recoil. The fact that they recoil isn't my problem. It's the fact that, unlike all of the other guns, they recoil like half a second to a full second after you shoot. So, it always seems unnatural and delayed. I love pretty much every other change you've done, but the snipers feel off.

    9 juli 2015
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    Woo! I can drop the crap and not have to worry about avoiding corpses with weapons I don't want. Thanks.

    3 juli 2015
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