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 Fo4 post ck weaponry

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mrhaos500



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PostSubject: Fo4 post ck weaponry   Sun Mar 20, 2016 3:26 am

What do you guys think some of the weapons we might see post ck? The kit isn't even out yet and we are seeing custom weapons already being introduced. personally I'd like to see usable under barrel weapons i.e grenade launcher and masterkey and more belt fed lmgs which were something fnv lacked. I already know of one mod that will most likely have a functioning gl. what do you guys want to see?
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ElderFreak



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PostSubject: Re: Fo4 post ck weaponry   Sun Mar 20, 2016 3:28 am

Millenia will probably bring all his weapons over, I hope he does a lot like he did in FNV. I'm also hoping for some guns from games like Battlefield. That would be nice.

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dazzerfong



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PostSubject: Re: Fo4 post ck weaponry   Sun Mar 20, 2016 3:39 am

@ElderFreak wrote:
Millenia will probably bring all his weapons over, I hope he does a lot like he did in FNV. I'm also hoping for some guns from games like Battlefield. That would be nice.

No he won't. FNV stuff in FO4 will look dreadful.

Post-CK won't change much on the weapons end. The -only- thing GECK -might- be able to solve is mix existing animations for somewhat better compatibility.

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mrhaos500



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PostSubject: Re: Fo4 post ck weaponry   Sun Mar 20, 2016 3:40 am

that ebr is one of my personal favorites

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geminispark262



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PostSubject: Re: Fo4 post ck weaponry   Sun Mar 20, 2016 5:11 am

@ElderFreak wrote:
Millenia will probably bring all his weapons over, I hope he does a lot like he did in FNV. I'm also hoping for some guns from games like Battlefield. That would be nice.

Millenia already has his SPAS-12 finished and will release it after CK drops. He also got AK WIP. He probably will making new weapons for Fallout 4 in the future which is very exciting!
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Havoc



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PostSubject: Re: Fo4 post ck weaponry   Sun Mar 20, 2016 9:15 am

the geck might also bring more people to release their work, i know a lot of folks that dont really want to work with FO4Edit and are just waiting for the geck

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Stormlord



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PostSubject: Re: Fo4 post ck weaponry   Sun Mar 20, 2016 2:29 pm

I hope maibatsu and millenia will work on some new projects. Also a BF4/CoD ports would be cool
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Codeblue



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PostSubject: Re: Fo4 post ck weaponry   Sun Mar 20, 2016 4:36 pm

From what it seems there are at least a few people who are waiting for the Ck to come out before attempting to mod fallout 4 so i think will may see an in flux of mods. also i think that we may see an improvement to the animations of the mods but regardless anything good that comes out of the CK be out will be cool
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mrhaos500



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PostSubject: Re: Fo4 post ck weaponry   Tue Mar 22, 2016 10:00 pm

i agree like i said before some great work is already out there pre ck i wonder if it will be on par with fnv because we do not have as many animation types b/c there are no pump action shotguns or lever action guns someone will probably implement something though to counter it definitely shows that instead of trying to one up fnv which in terms of gameplay is the better Bethesda only tried to one up their last fallout game and that i think is the issue. fo4 feels archaic like 3 in terms of the little design choices they chose to implement.

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Frosty7130



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PostSubject: Re: Fo4 post ck weaponry   Wed Mar 23, 2016 12:02 am

The animations make me curious as well. Will it be possible to add new animations for weapons where the bolt handle is on the right side of the weapon? That is one thing that bugs me about FO4. The left handed bolt action looks goofy IMO. I'd also like to see some totally new animations like Hitman is able to do, and some of his work as well if he will work on FO4.

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dazzerfong



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PostSubject: Re: Fo4 post ck weaponry   Wed Mar 23, 2016 1:21 am

@Frosty7130: Problem is that they use Havok for animations. Specifically, a 64-bit version which is incompatible with the old binary converter. That means that even if GECK were to be released, without conversion tools animations are impossible.

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Frosty7130



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PostSubject: Re: Fo4 post ck weaponry   Wed Mar 23, 2016 2:12 am

@dazzerfong wrote:
@Frosty7130: Problem is that they use Havok for animations. Specifically, a 64-bit version which is incompatible with the old binary converter. That means that even if GECK were to be released, without conversion tools animations are impossible.
That's what I was afraid of. Hopefully Bethesda or Havok's developers realize this and release a compatible set of conversion tools as well.
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dazzerfong



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PostSubject: Re: Fo4 post ck weaponry   Wed Mar 23, 2016 2:44 am

@Frosty7130 wrote:
@dazzerfong wrote:
@Frosty7130: Problem is that they use Havok for animations. Specifically, a 64-bit version which is incompatible with the old binary converter. That means that even if GECK were to be released, without conversion tools animations are impossible.
That's what I was afraid of. Hopefully Bethesda or Havok's developers realize this and release a compatible set of conversion tools as well.

They can't: it's Havok. You can't even buy Havok animation tools: you have to contact them so they'd give you a quote.

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mrhaos500



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PostSubject: Re: Fo4 post ck weaponry   Wed Mar 23, 2016 6:41 am

so in short b/c of Bethesda's refusal to get with the times we're kinds boned as far as animations go?

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dazzerfong



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PostSubject: Re: Fo4 post ck weaponry   Wed Mar 23, 2016 8:13 am

@mrhaos500: you mean Bethesda's attempt to get with the times? If so, then yeah.

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PostSubject: Re: Fo4 post ck weaponry   Today at 12:21 am

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