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einherjrar
Posted on: Yesterday, 09:27 PM


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<<<Compatibility Report: IronSightMods>>>

I just this morning started the process of testing RH Ironsight, among a few others.

Currently it seems that 20thCenturyWeapons are 'partially' compatible with RH ironsights; The weapons WILL display an IronSight, BUT ONLY when aiming and actually firing; so it's not as neat as it could be.

I will be testing what can be done to influence the 20thCenturyWeapons IronSight so it will be present while aiming and won't be dependent on the gun actually firing.

All in all, The IronSights look pretty cool (even though the ironsights aren't lined up vertically (U+D).
At the very least it does give a better reference for what direction you are actually aiming when changing direction in real-time/bullet-time combat.

Creating this mod takes alot of time and effort, and I don't have time to search for cool stuff like this.
So, I really appreciate when someone takes a bit of their time to save me some effort.

Kudos to Ebby Exaspimarou for PM'ing me the links and information about the IronSight Mods;

EDIT: After only an hour of testing a problem has arisen between RH Ironsights and 20thCenturyWeapons; Weapons possessing elevated sight arrays (AR15, AR10, FAMAS, CAWS, M249, etc) will completely block player vision when readied in IronSights.

This is very likely a shortcoming that cannot be overcome.

I still love the Ironsights, but integration/compatibility between this mod and IronSights is a task I am not prepared to undertake at this time.
I still have plenty to do with integrating the WSS for v5.1 and updating the older and uglier models with a fresher look for v6.

-ein
  Forum: Uploaded Files · Post Preview: #1572199 · Replies: 1154 · Views: 4271

einherjrar
Posted on: Feb 7 2010, 09:32 PM


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Kudo's to those who have endorsed this mod;

You'd have never found this mod without endorsements, and your support of this mod will help others discover and enjoy it!

>>>Customer Service Session<<<

@SatinsHitMan26

**/em Using psychic powers**

Since you do not have the PointLookout DLC the following models will NOT display correctly (ie; they will be missing the front half of the gun):
------------------------------
Winchester M101 in 12 gauge
Silverhawk 470 Beretta in 12 gauge
M79 GL in 40mm Grenade
------------------------------

FYI - These weapons were all built on DLC animations, and without them these weapons will STILL FUNCTION PERFECTLY; however they will look a little silly if they are missing the front half of the gun.

Blame Bethesda for not releasing the animations in vanilla; There is very little I can do about this; I am truly sorry.

@Linerunner

OMG, would you please submit a list of those semi-auto weapons that function as full-auto to me so I can fix those weapons in the main file?

And yes, the Winchester1894 .44 should use .44 and not .22Mag; The "HeritageArms1894Replica .22Mag" should be the .22Mag chambered rifle.
~I must have changed stats and saved without changing the element ID first and forgot to correct the ammo.

@Ebby Exaspimaru

That's interesting information; perhaps I will test myself whether First Person IS Animations influence the ironsight mods.
BTW - Can you PM me a link to the more popular ironsight mods to test?

-ein

EDIT: For those of you who haven't been able to tell yet, the surprises included in v5 are the M4 Colt w/ Laser+M203 and the variety of .22LR and .22Mag weapons;

Anyone who's so inclined can look down their nose all they want at the .22 caliber weapons; I personally cannot imagine surviving a dystopian future armageddon without one (.22LR has more individual units of ammunition sold than any other ammunition in the world), and hunting low HP/Low DR mobs (cockroaches/molerate/bloatflies) should get slightly more interesting.
  Forum: Uploaded Files · Post Preview: #1570244 · Replies: 1154 · Views: 4271

einherjrar
Posted on: Feb 6 2010, 09:15 PM


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@cheechman636

That accusation is complete fiction; I have NOT changed 556 to 5.56 or vice versa.

I recommend you check out the forums if you are unable to console command in vanilla ammunition; if it works fine for me there is little reason it won't work for you.

@EbbyExaspimaru

That is a strange occurrence that I've not encountered yet (XP user);

I'm glad re-installation seems to have solved it and it's going good; I will keep your issue in mind when I receive reports of broken mesh/text.

To date the only other installation problems I've heard are broken installations from using the FOMM mod installer.

@The CHUCK NORRIS 2000

Read the un-installation notes in the description tab.
It's worked for everyone else.

@glewisguy

I don't know who RH is or how his ironsight mod works, but if it's anything like the other ironsight mods I've tested 20thCW WILL WORK; HOWEVER, the bullets still head toward the cursor and it is not feasible to use the sight blocks on the weapon to actually aim (that would require very delicate and perspective specific model positioning).
PM me a link to his mod and I'll look into it.

Any 20thCW should work; but how well is another question.
Oh wait, they *should* work as well as the vanilla weapons do with ironsights.
~Emphasis on *should*.

Question answered.

-ein
  Forum: Uploaded Files · Post Preview: #1567913 · Replies: 1154 · Views: 4271

einherjrar
Posted on: Feb 6 2010, 08:28 AM


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@Ebby Exaspimaru:

Several weapons you mentioned are either chopped together from other existing models or have their textures pooled into a single texture folder (most of the lever-action rifle textures are located in the 910x29mm winchester folder for example).
This is to keep the mod size small, since I get enough complaints about mod size as it is.

If the /meshes and /texture folders are present and you have maintained the correct filepath from the mod assets, there is no reason why you should not be able to see the weapons so long as you are also using an archive invalidator.

Be sure to only use ONE archiveinvalidate solution, and DO NOT INSTALL THE MOD WITH FOMM.

Finally, I encourage you to read the notes I have provided in the description tab which already has all I can really say about troubleshooting.

Thousands of people are using this mod bug free, and the same complaints are solved the same way with incredibly rare exception.

FYI - Red Exclamation points are caused by MISSING MESHES; if you are MISSING TEXTURES the skin of the gun will chameleon (constantly shift and borrow nearby textures).

-ein
  Forum: Uploaded Files · Post Preview: #1566773 · Replies: 1154 · Views: 4271

einherjrar
Posted on: Feb 6 2010, 01:23 AM


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If you are missing ALL meshes and/or all textures, it is most probable that the issue is on the user side;

If you are only missing SOME meshes and/or textures, it is most probable that the issue is with the mod itself.

-------------

If you happen to only see SOME missing models or textures, please let me know which weapons (be as specific as you can; silent/scope/ect) and I will upload a corrective update.

-ein
  Forum: Uploaded Files · Post Preview: #1566321 · Replies: 1154 · Views: 4271

einherjrar
Posted on: Feb 5 2010, 11:29 AM


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<Video added to Video Section>

I'm occasionally surprised when i find torrents or foreign sites hosting 20thCenturyWeapons; but I was unprepared for how awesome some of the video's posted on YouTube containing 20thCW are.

I've got a short list of the URL's to about 2-3 good quality videos and 4-5 fair quality videos that I'll toss up onto the page daily as I find them.
I have to weed the list of video's that are actually using FOOK weapons; it's easy to mix them up since FOOK uses a significant amount of 20thCenturyWeapon content, with the exception of the weapon audio and tracer effects which are pretty easy for me to spot.

FYI - If anyone wants to (or has already) thrown together some video's of 20thCenturyWeapons I'd love to get it hosted on this page.

Also, I've now seen either download sites or torrents for 20thCW in Russian, Polish, German, Spanish, French and some language I don't have language pack for (chinese/japanese?);
Some of them are older versions however.

Crazy. Also; Cool.

Crazy Cool?

-ein

------------------------------------------------------------

@mahoney

If you haven't found it already there is little I can do for you.

@samaban

Check the new SuperMutant Troubleshooting section in the description tab.

It's got what you need to know.

@yoshi1u2

I don't understand the problem you are experiencing;
Firearms should not disappear from your inventory unless a weapon script is bugged.

@hugodknight

Yes, also an M203 appearently (image posted today)

-ein

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  Forum: Uploaded Files · Post Preview: #1564879 · Replies: 1154 · Views: 4271

einherjrar
Posted on: Feb 5 2010, 04:35 AM


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I have given this file my endorsement.

whee!

Is it possible to create a location/building with infinite spawn?

Your Zombies give my 20th Century Weapons a workout.

-ein
  Forum: Uploaded Files · Post Preview: #1564510 · Replies: 415 · Views: 632

einherjrar
Posted on: Feb 3 2010, 10:56 PM


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@pidgeon08

The REM1187 should be dealing significantly more damage on normal attacks (approx x2), but ALL shotguns have experienced a a penalty to critical strike bonus damage.
EDIT: Oh, almost forgot; min/max spread increased, so that may be another contributing factor (fewer pellets hit the target).

That's almost certainly why you think the shotguns were nerfed; There was a complete re-balance of many (all?) weapons in this mod, and shotguns were no exception.
Plus, now that there are lower leveled shotguns it wasn't appropriate to give the semi-auto shotguns another advantage over the lever-and-pump action shotguns.

If you still want big critical damage you'll have to grab one of the double barreled shotguns which just became available.

Sorry I ruined your favorite weapon.

FYI - So long as you can open the GECK it should be a small thing to create an .esp with whatever stat changes to the 20thCenturyWeapons as you feel necessary.

@Stray Wolf

1) check that your FOMM has archiveinvalidate activated;
2) check that you installed the mod assets to the correct folder
3) If you downloaded the .bsa version on Feb 02 2010, you need to redownload the mod files. The .bsa version didn't work, so it was removed.

@HansenBen

As mentioned before recently the models will be receiving updates to base weapon, accessories and hand placement in the next version update (v6);
In the meantime I have my hands full adding the WSS scripts to 150+ weapons, so give a guy a little grace eh?

I can promise on this matter at least that your patience will be well worth it.

-ein
  Forum: Uploaded Files · Post Preview: #1562598 · Replies: 1154 · Views: 4271

einherjrar
Posted on: Feb 3 2010, 01:46 AM


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Many Thanks to everyone who has endorsed this file;
Endorsements = Advertising.
Without Endorsements you almost certainly would have never heard of this mod, so if you like what I'm doing don't forget to come back and help others find this file by using the endorse/vote buttons.

>>>Customer Service Session<<<

The .bsa packaging apparently didn't take, so if you downloaded the .bsa version, PLEASE RE-DOWNLOAD AND RE-INSTALL the mod.
This is especially true If you are experiencing missing textures or red-box errors, please re-download.

I have removed the .bsa version from the download section and added a note at the top of the description tab.

So, to sum up:
DO NOT USE THE .BSA VERSION IF YOU DOWNLOADED 20thCW V5 ON FEB 2nd 2010.
It won't break anything, but it won't work either.

FYI - If you haven't already PLEASE PLEASE PLEASE read the installation notes in the description tab; If you aren't familiar with installing mods into FO3, it is a necessity and everything I can really tell has already been said in the description tab unless you are having more generalized problems, which I can't do much about.
~Take heart, this mod has thousands of problem free users and is the most compatible mod I've seen yet, which is tremendous given it's scope and size.

If you continue having trouble please PM me, and I will offer what assistance I can.

**Reminder** - Be as specific/descriptive as possible when PM'ing me for assistance. I get enough PM's that I can't save very much in my inbox, so the RE:'s and quote boxes help remind me what I've already advised.

-ein
  Forum: Uploaded Files · Post Preview: #1561051 · Replies: 1154 · Views: 4271

einherjrar
Posted on: Feb 2 2010, 04:04 PM


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@cheechman;

Verify that you are asked to overwrite your /data folder in your ./fallout3/ folder.
"Yes to All" when asked to overwrite is necessary to preserve the filepath of mod assets.

If you have a /data folder in your /data folder, you did installed the mod wrong.

@everyone else:

<<<v5 Project Update>>>

v5 update is uploaded and should be ready for download;

Please let me know if there are any bugs with the v5 .bsa;
I've never packed a .bsa before, so I'm not 100% that it will work correctly.

If the .bsa doesn't work, the modders resource download is packaged in the standard method and should function similarly to previous versions.

-ein
  Forum: Uploaded Files · Post Preview: #1560012 · Replies: 1154 · Views: 4271

einherjrar
Posted on: Feb 2 2010, 12:53 PM


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<<<v5 Project Update>>>

v5 assets have been tested for errors, corrected, received final inspections and are being packaged as I type this.

There are several surprises in v5 that aren't listed anywhere in the comments or screenshots; Once available for upload you can either jump right in or wait for me to leak the screenshots of the goodies day by day; up to you.
~The 'Goodies' are weapons.. well, kind of anyway.
Most of the surprise content is more like an easter egg for any small game hunters out there.

I am packing everything into a .bsa file; and I hope to whatever god or gods that exist in the universe that packing the assets in the .bsa will eliminate reports of missing textures or big red box.

If not, the mod is no worse off then it was before, which is still pretty damn good and the most compatible mod available, which is a real accomplishment considering this mods' enormous size.

While there was a content addition to 20thCW, there was sadly very little done to improve existing models; further content additions will be postponed until the W.S.S. (Weapon Selector Scripts) can be completely integrated (which will clear up a ton of clutter for both end-users and yours truly).

What's already planned for v5 - v6;

After the WSS is completely integrated improvements to ugly existing models and some audio files are planned to take place before any further content additions.

Improvements to older models will include but not be limited to:
-----------------------------------
~Low poly/Low Res Scopes, Silencers and other accessories.
~Models with blocky/spotty/reverse shading.
~Any newer or higher quality model for any firearm system.
~Textureless models will either receive hacked texture or be removed.
~Accessories such as Silencers, Scopes, Drums, and Magazines will be templated whenever possible; the highest quality template will be used where redundant equipment appears between firearm systems (ex: STANAG Magazine).

Audio Improvements will include but are not limited to:
--------------------------------------
~Complete releveling/reshuffling of all audio tracks for firearms. Lower powered caliber weapons will be quieter than higher powered caliber weapons, and there may be some silenced audio improvements.

-----------------------------------

v5 should be available in an hour or two; depending on how NEXUS likes me uploading 300+ meg .zips.

FYI - This download page will be suspended until upload is completed and file description is updated.


"It's 106 miles to Arroyo, I've got a full fusion cell and half a pack of radaway; Let's Ride."

-ein

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einherjrar
Posted on: Feb 1 2010, 11:12 AM


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<<<Project Update v5>>>

20thCW v5 is on track and will be released without issue late in the evening on February 1st, 2010.

The v5 update is complete, though I am still struggling to integrate as many weapons into the WSS as possible and I will continue to add as many weapons as I can before v5 release tonight.

I know everyone is anxious for the new loots, but those extra few hours will allow me to present a superior update, and there are some fun surprises that were just added last night that even I haven't tested ingame yet (and probably won't be able to until I can catch my breath after release).

Expect v5 late tonight (Feb 1 2010);

I'll try and make your patience worth it.

-ein

P.S. - I'm Pacific Standard Time (PST), so that may impact your expectation of what 'late evening' is for me.

The above was posted @ 3:15am my time, so you can do the math.

----------

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  Forum: Uploaded Files · Post Preview: #1557866 · Replies: 1154 · Views: 4271

einherjrar
Posted on: Jan 29 2010, 02:41 PM


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Big thanks for your continued endorsements!

/em grouphug

<<<Project Mini-Update>>>

v5 is only a few days away, and there's still alot to be done.

This is a general notice that the following stats have been completely rebalanced as of last night for all included weapons across all caliber categories and versions:
-------------------------------------
~Very Mild Changes to Full-Auto Damage (BaseDmg -25% dmg)
~Very Mild Decrease to Silenced Damage (BaseDmg -10% dmg)
~Mild Changes to Loot Spawn*
*-(Human NPC's will now no longer spawn with a 20thCW automatic rifle unless they are level 12 or above;
*-(SuperMutants are unaffected)
*-(This does not apply to bolt-action rifles)
~Mild Changes to FOV and Zoom (Increased Zoom)
~Mild Changes to Crit Multiplier and Bonus Dmg formula (x1/x2/x4)
~Mild Changes to AP costs**
**-(All AP costs lowered)
**-(LowerCaliber weapons cost slightly less AP to use)
**-(1handed weapons cost slightly less AP to use)
**-(Pistol AP cost significantly lowered)
**-(Semi-Auto AP cost significantly lowered)
**-(FullAuto AP cost more than SemiAuto)
**-(Lever- and Bolt-action rifle AP significantly lowered).
**-(MachineGun AP costs slightly lowered)
~Created better name uniformity and fixed some name quirks in menus***
***-Explained 'Example A' now reads as 'Example B':
***-Example (A) Silenced CAR M635 Scoped Auto
***-Example (B) M-635 CAR Colt Drum Auto Silenced Scoped

-------------------------------------

FYI - There will be several new ALIVE plugins packaged with v5; These plugins will proliferate CALIBR/20thCW ammunition in greater quantities in the game environment, and should hopefully provide greater immersion for the player.
~Reminder~: If you are fond of MachineGun combat, Be Aware: It is incredibly unlikely that you will ever find enough ammunition to supply the MachineGun ammo vacuums.

---------------------------
What's new in v5?
---------------------------
<EDIT>
All Semi-Automatic Rifles fire faster, and the sight picture no longer bounces when fired.
<END EDIT>

The Following Weapons have had significant stat overhaul (+ROF), had new versions of that weapon added (semi, auto, scope, silence), and feature a drum fed version:

PP-19 Bizon in Mag and CylinderDrum
CAR M635 Colt in Mag and C-Mag
AEK-918 Vityaz in Mag and CylinderDrum
MP-5 Heckler&Koch in Mag and C-Mag
Sten-Gun Enfield in Mag
UMP Heckler&Koch in Mag and C-Mag
M1928 Thompson in Mag and Drum
PPSh-41 Suomi in Mag and Drum
P-90 FabriqueNational in Mag
M-1 Carbine in Mag and Drum

Hopefully these augmented weapons will be able to extend the usable life of obsolete ammunition, but there is no evading the eventual need to upgrade to higher level ammunition when facing Super-Mutants, Enclave, and eventually Reavers and Overlords.

The above weapons will now function a bit like Pistol Caliber MachineGuns (though it uses small arms instead of big guns), and should improve overall game balance in early to mid-levels especially.

FYI - None of the above weapons have WSS scripts applied to them yet.

-----------------------------

In addition to the overhauled carbine rifles, there are of course the new selection of Revolvers, Lever-Actions, Break-Action, and small variety of Bullpups to choose from and encounter in your wasteland experience.

The following models have been finished and are active in the game spawn lists:
-----------------------------
Revolvers:
-----------------------------
HeritageArms M1858 Replica in .22
No2 MkII Enfield in .38 cal
Colt Python in .357
Model29 Smith&Wesson in .44
RemingtonM1858 Army in .45 LongColt (rechambered)
SuperRedhawk Ruger in .454
Model500 Smith&Wesson in .500
-----------------------------
Lever-Action Rifles:
-----------------------------
HeritageArms 1894 Replica in .22
Marlin 1894 in .38
Marlin 1894 in .357
Marlin 1894 in .44
<no .454 Lever-Action>
<no .500 Lever-Action>
Browning BLR in .22-250
Marlin M336 in .30-30
Marlin 1895 in .45-70
Marlin 444 in .444
Winchester M1887 in 12Gauge
Winchester M1887 Sawn-Off in 12Gauge
----------------------------
Break-Action Rifles:
----------------------------
Remington 220 SPR Sawn-Off in 12Gauge (SxS)
Silverhawk 470 Beretta in 12 Gauge (SxS)
Winchester 101 in 12 Gauge (OxU)
----------------------------

There are also 4 new Automatic Bullpups available:
----------------------------
Bullpup Rifles:
----------------------------
AUG Steyr in .556
FA MAS in .556
SA80 Enfield in .556
OC-14 Groza in 9x39mm
----------------------------

--------

WeaponSelectorScripts (W.S.S.) are still being integrated, though all self-loading pistols, all break-action shotguns, all .556 selfloading and automatic rifles, and a small variety of other weapons are all completely integrated and function as intended.

I hope to include ALL self-loading, automatic and bolt-action rifles into the WSS before v5 release, but that may not be possible with the deadline looming so close.

>>>Version 5 Update ETA is February 1st, 2010<<<

-ein

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  Forum: Uploaded Files · Post Preview: #1551566 · Replies: 1154 · Views: 4271

einherjrar
Posted on: Jan 25 2010, 01:17 AM


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Thank you all for your endorsements and community support!

<<<Project Update>>>
------------------
Ammo Shortages:
------------------
The community has spoken and I am responding;
The new v5 ALIVE vendors and containers plugins should sufficiently immerse the wasteland in ammunition for your 20thCW arsenal.
FYI - Ammo distribution through vendors and creates is STILL A LEVEL BASED system, so you should not expect to find .50BMG until level 18 unless an NPC will be carrying it (who would be level 18+).

Ammo has been added into ammo containers and gun cabinets across the wasteland. It will often appear alongside vanilla ammunition in ammo containers, and gun cabinets should have enough ammo for any 20thCW weapon they spawn to reload 2-3 times (improved by scrounger perk).

Vendors should also now stock CALIBR/20thCW ammo like regular ammo, and will stock all CALIBR/20thCW ammunition in greater quantities.

As always, if you are just into fast paced combat and don't care about cheating you can always use the test containers; 50k of every ammo will let you spray lead until the cows come home.
If you somehow manage to burn through all of the ammo in those containers, I advise you rethink your play-style or entry strategies.

v5 ETA Feb, 1st, 2010.

----------------------------------------
Weapon Selector Scripts (WSS)
----------------------------------------
Applying the WSS scripts continues;
Repost - All Self-Loading Pistols, Break-Action Shotguns, and 5.56mm automatic rifles are completely integrated with WSS scripts.

I am still working on WSS for All Bolt-Action Rifles, Self-Loading Rifles, and Automatic Rifles (except 5.56);
I hope to have all rifle caliber weapons integrated into the WSS by February 1st for the v5 upload.

It is unlikely that I will be able to integrate automatic shotguns and submachine-gun/machine-pistols guns into WSS by February 1st, so expect updates to the v5 master to be uploaded sometime in the weeks following v5 release.

Screenshots of new material uploaded daily;

v5 ETA Feb, 1st, 2010.

-ein
  Forum: Uploaded Files · Post Preview: #1541140 · Replies: 1154 · Views: 4271

einherjrar
Posted on: Jan 20 2010, 07:55 AM


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I just noticed today when I was testing newly WSS integrated assault rifles that the weapons will spawn at full health even if the original weapon was near broken.

Is there a command or line that can be inserted into the scripts so the weapon being changed to will maintain the original weapon health?

All the 5.56 and 5.45 autoloading or automatic rifles are all WSS integrated as of tonight, and if there is a solution to this It'd be nice to add it into the templates now so I don't have to insert the line into every script by hand later on.

Let me know;

-ein
  Forum: Uploaded Files · Post Preview: #1530407 · Replies: 27 · Views: 30

einherjrar
Posted on: Jan 19 2010, 10:59 PM


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@flyingsub

Two things for everyone who is asking about ammo:

A) There is a new ALIVE plugin called 'ALIVE (Containers)' which adds a variety of CALIBR added ammunition into the game ammo boxes and gun cases.

It is still experimental and will only function with v5 currently, but it appears to be working as intended and will be available with 20thCW v5 on February 1st, 2010.

The ALIVE (Containers) plugin is designed to address ammo shortages experienced through legitimate gameplay, and I'm going to do what I can to the ALIVE (Vendors) plugin to make all CALIBR ammunitions used in 20thCW as available as vanilla ammo (within reason).

FYI - Please bear in mind that it is impossible to make 20thCW ammunition *as* available as vanilla ammo; with such a great diversity of ammunition being used in 20thCW you are as likely to find ammunition for weapons you abandoned levels ago as you are to find what your favorite weapon uses.
Overall it is a major improvement and there is more usable ammo in the wasteland and dungeons; Please be aware that distributing ammo will likely be an ongoing task.

B) Your assessment regarding the availability of ammunition and proposed weapon strategy is correct; Unless you are rich or cheating (or using the ALIVE test containers), it is intended that the player regard machine-guns (M249, Shrike, ect) as ammo hogs that will vaporize your wallet in a hurry; They are certainly powerful, but that power comes at a significant cost.
A wise player should know to save the higher caliber (and less available) ammunition for sniping, because there are numerous advantages to using single shot (1000% accuracy, damage +25%, x3-5 crit multipliers, x3-5 crit damage, ect).

FYI - If you are using the ALIVE plugins that were packaged with 20thCW v4 soviet weapons should appear as often as anything else (US/EU). I sometimes encounter a glut of certain national weapons in a group of enemies, but my testing experience has been one of variety.

-ein
  Forum: Uploaded Files · Post Preview: #1529608 · Replies: 1154 · Views: 4271

einherjrar
Posted on: Jan 18 2010, 09:24 PM


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@Com_Burnhardt

There is a new ALIVE plugin called 'ALIVE (Containers)' which adds a variety of CALIBR added ammunition into the game ammo boxes and gun cases.

It is still experimental and will only function with v5 currently, but it appears to be working as intended and will be available with 20thCW v5 on February 1st, 2010

@espen294

Please remember to use the endorse button; typing out your endorsement only gives me a warm fuzzy feeling but won't affect the mod rating (mod ratings also give me a warm fuzzy feeling).

@roguim (and others)

Big thanks for offering support to new and/or troubled mod users;
I'm just one guy and community support is always appreciated in any way I can find it.

@Everyone who endorsed!

Thanks!

-ein

Time for todays screenshot.
  Forum: Uploaded Files · Post Preview: #1527630 · Replies: 1154 · Views: 4271

einherjrar
Posted on: Jan 18 2010, 08:28 AM


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Joined: 21-August 07
Member No.: 505000


The following revolvers have been added to v5;

HeritageArms M1858 in .22Magnum
No2-MkII Enfield in .38 (should be 380/200 but w/e)
Colt Python in .357
Remington M1858 in .45LC
S&W Model29 in .44
S&W M500 in .454 casull
Ruger SuperRedhawk in .500 nitro

Tubal was nice enough to add .454 casull and .500 nitro into CALIBR I requested for 20thCW v5;

(Redhawk) Unfortunately, I have been unable to find a model anywhere for the superredhawk (or even the redhawk), but I am pretty certain that the vanilla blackhawk is the game representation of the Ruger Redhawk;
~Everything except the Ruger SuperRedhawk is an original compile, but currently a scopeless vanilla .44 Blackhawk is filling in for the Redhawk.
If I find a model, that will change.

(Mk14)I can definitely do a modded M14; send me a link and the specs and I'm sure I can hunt a model for one down.
~The 5.56 caliber is receiving an M4 SOPMOD (with M203); so a pimp tactical .308 rifle would fit in nicely.

(S&W performance center629); by coincidence I have a good model but I haven't compiled anything for it yet (wasn't sure I was going to get around to it).
~Is there a specific version or caliber you're interested in seeing?
I can't remember if it's two tone, but it's a pretty decent model and texture (good, not great).

I'll work what I can into v5, the rest probably in an update.

-ein
  Forum: Uploaded Files · Post Preview: #1526259 · Replies: 27 · Views: 30

einherjrar
Posted on: Jan 17 2010, 10:10 PM


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@everyone who is missing textures or displaying giant red exclamation points ingame:

I have added a new section to the description tab for troubleshooting redbox and missing textures. Thus far the causes of display errors have been caused by the same small variety of problems, but the top two reasons are:

#1 Reason: User is not using AII or FOMM for their ArchiveInvalidation.
CAUTION: USE ONE OR THE OTHER, NOT BOTH; Using both will cause display error.
FYI - Manually changing your ArchiveInvalidation value in your Fallout.ini is NOT good enough, and this mod really does require that you use a program like FOMM or AII.

#2 Reason: Mod assets are NOT installed to the correct folder.
If you have a /data folder in your .../fallout3/data folder, the mod assets do not have the correct filepath and the game will be unable to display them.
FYI - If you are NOT asked to overwrite anything, you installed it wrong.

This list will continue to be expanded, and if you have a recommendation for a common display problem/solution that would be helpful to others, please PM me.

If you are having trouble with this mod, I assure you; this mod is very well traveled with thousands of problem free users, and though you may be experiencing some hiccups right now, with the right information in your hands this mod is 100% compatible with all Official Patches, DLC, and 3rd Party mods, and may well be the largest compilation of weapons available for Fallout3 anywhere.

Many complaints or claims that the mod does not work have stemmed from new users who are also likely experiencing very generalized problem with this mod and others because they may not be aware of very general requirements that certain mods will require.
There is clearly very little I can do about this, except to encourage any who may be new to modding FO3 to do some research if they are having trouble.

I am of course available by PM if anyone requires more individual assistance, though everything I can possibly tell you is already in the description tab.

------------------------------------------------------------
<<<ProjectNews>>>

Thank you all for Endorsing this file!
It's touching to see how this project has grown to such prominence that it is becoming preferred, and that drives me to improve this mod in as many ways as I can.

Speaking of improvements..

WeaponSelectorScripts (WSS) have been integrated for all self-loading pistols and a small variety of small arms for v5, as well as every double-barreled shotgun.

v5 ETA is February 1st, 2010.

-ein

Endorse!
  Forum: Uploaded Files · Post Preview: #1525143 · Replies: 1154 · Views: 4271

einherjrar
Posted on: Jan 17 2010, 08:52 PM


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Member No.: 505000


I have given this file my endorsement.

Gah, I hit comment instead of endorse.

There ya go.

-ein
  Forum: Uploaded Files · Post Preview: #1524945 · Replies: 20 · Views: 22

einherjrar
Posted on: Jan 17 2010, 08:49 PM


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Increased compatibility between mods = worthy project.

Please PM me if you require any assistance from 20thCenturyWeapons.

-ein
  Forum: Uploaded Files · Post Preview: #1524934 · Replies: 20 · Views: 22

einherjrar
Posted on: Jan 17 2010, 12:13 AM


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@NosRhyfelwr

I have completely integrated the WSS scripts into the 20thCenturyWeapons master file, and all self-loading pistols are fully functional and function as intended, as well as a few automatic rifles and the weapons you originally applied the scripts to.

I wanted to thank you again for your work creating these templates.
~If you ever need a hand modeling something or have a request for a weapon you'd like to see, let me know.

-ein
  Forum: Uploaded Files · Post Preview: #1522833 · Replies: 27 · Views: 30

einherjrar
Posted on: Jan 16 2010, 08:39 AM


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Member No.: 505000


Many thanks to those who have endorsed this project.

<<<Project Update>>>

My living situation is resolving itself; and though the internet connection to my new home is temporary, I have internet on the main box tonight at least.

But no one cares about any of that, so:

***Points of interest in development of v5;***

~WSS scripts have been applied to all self-loading pistols, and a small variety of other weapons.
FYI - Aside from pistols, WSS script support is very limited. It will take several updates to include every weapon, but it'll be worth it.

~There are revolvers, lever action rifles, break action shotguns, pump action shotguns, and more already added into v5 (Desert Eagle, etc).

~There are several Bullpup weapons already added into v5 as well.

v5 ETA is early February;


EDIT: the credit section of this page is beginning to look a little sloppy; So I may also update the credit section in the description tab/readme.txt before v5 release.
-ein

@krimzin

Colt Python is one of several revolvers already added into v5, and I have no idea what an HK5 is (HK MP5?).

The Walther WA2000 is doable, but I have no idea where to find a derringer model, and I'll see what can be done about claymore mines.

@sleepytime

Ammo concerns are attempting to be addressed by an ALIVE plugin that will include ammo for your 20thCW in containers (ammo containers, gun cases, etc.).

I will see what I can do to include these changes into the ALIVE vendor plugin.

@luchtain

Someone mentioned that this mod is compatible with an ironsight mod available here on NEXUS, and they posted screenshots in the image section.
Check back comments and I'm sure you'll find it.

-ein

Endorse!
  Forum: Uploaded Files · Post Preview: #1521348 · Replies: 1154 · Views: 4271

einherjrar
Posted on: Jan 13 2010, 01:06 AM


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Joined: 21-August 07
Member No.: 505000


@Five_X

Very true, I should refer to them as WSS or WeaponSelectionScripts in the future.

I suppose that adding a true WMK to this mod would be an overwhelming task; 8 scripts per assault rifle is enough to put me under a mountain of work.

-ein

Endorse!
  Forum: Uploaded Files · Post Preview: #1513782 · Replies: 1154 · Views: 4271

einherjrar
Posted on: Jan 12 2010, 03:56 AM


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Joined: 21-August 07
Member No.: 505000


@MASTERANDY7

I am assuming you have read the installation, troubleshooting, recommended load list, and ALIVE explained sections of the description tab;

Are you using FOMM and ArchiveInvalidate at the same time?
~Don't.

Are you certain that you have installed the mod assets to the correct folder?
~If you weren't asked to overwrite anything in your folders, you installed incorrectly and the filepath of the mod assets are in the wrong location.

If your situation doesn't improve, PM me.

@EARACHE42

ALIVE containers.esp is coming; busy working on scripts.

Also, hosing every room in a dungeon down with lead will have an adverse effect on your ammo supply.

@Croonux

Better gear is available to higher level players through vendors, and higher level npcs and mutants.

@Everyone who endorsed;

Thank you!

<<<Project Update>>>

The 20thCenturyWeapons WMK scripts have been partially incorporated, and several weapons at this time have somewhere between 2 and 8 variable modes of operation (semi, auto, silent, scope, standard, and any combination).

the new content for v5 will be released in early february, with updates to the WMK scripts released as each category receives them.
FYI - The WMK is now integrated into nearly every self-loading pistol in 20thCW, and will be completely integrated soon, and I can begin adding other categories (MachinePistols, SMG, Bolt-action rifles, Self-loading rifles, Automatic rifles and machineguns).

Adding these scripts is a somewhat time consuming process, so expect updates to appear every week or two after v5 is released for complete integration.

-ein

  Forum: Uploaded Files · Post Preview: #1511878 · Replies: 1154 · Views: 4271

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