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27 comments
Working on animations at the moment. I'm sorry about not seeing your message earlier (not getting notified somehow :-/ ).
I'm shelving this FN m1903 because this 3D model was made when I was still a beginner at this, and quite frankly, the quality of the work here doesn't meet my standards. It was nowhere near accurate, and the model was way too flat & blocky.
Also, FN m1903 is not really a powerful gun. Being a non locked breech pistol, it can't fire high pressure ammos like .45 ACP or 9 mm Para. Even though it was used by military in the early 1900s, it could only fire low pressure weak calibers. This is not a suitable gun for boss characters.
Back in February, I've made this one as a replacement instead :
It's a Colt 1909, a US military trial model before the 1911 was created. Basically, it's a 1911 in 1903 silhouette (its grip angle is still in the old style Browning), and this is the first model with the short recoil locking system implementation seen in the 1911. A super rare gun never used in any video games before. This was the first Browning pistol which could fire .45 ACP reliably.
The 3D model is in much higher quality this time, since I am better at doing this now (well, I hope I am, lol), and it's been made with animation in mind from the start, also. I'll post more about it soon.
I'm very sorry about the FN m1903, but for my project, I think this 1909 will work better. I hope you'll understand. :-)
About the consoles, I haven't looked into it yet to be honest, since I don't own a console. I think the restrictions on XB are download size and GPU usage. My 3D assets should be in line with Bethesda assets in terms of resource usage, so I don't see technical reasons for not making it for XB (although I may need to use lower res textures).
I still have a lot of work to do, however. Is it okay if I responded with, "let's talk about that after I actually finish the PC version"? I am nowhere near done with the project, and I think I should just shut up and work at this point.
Thank you so much for your interest in the project. :-)
However, I do understand that installing multiple different mods and get them working together can be a challenge, and from that point of view, I see the need for releasing these weapons separately from the main mod for easier installation. Doing standalone versions will add to my workload, though, and I'm not sure if I want to think about adding more work on top of what I have.
Meanwhile, I am not far enough into the project to talk about releasing anything. Let me just say, "I do understand why people may want standalone versions", and can I leave it at that? I really appreciate your interest in this project, Angrylil3lf! :-)
1) Use .45 ACP and give the gun higher damage output (good ammo availability and balance in game, at the cost of me getting crucified by gun enthusiasts for such a ridiculous implementation)
2) Use 9x19 mm Parabellum to have it join the rest of 9 mm family in my mod (I already have a 9mm para 3D model included in this project and it will be easy to say "the gun was converted to 9mm para by a gunsmith". The problem would be it is going to be too unconvincing to have higher damage rating than other 9x19mm guns.)
3) Use 9x20 mm SR and turn it into a magical unicorn caliber that does a lot of damage. (Good for damage balancing, but ammo availability won't be good. Gun enthusiasts won't be happy to see the high damage output.)
4) Use 9x20 mm SR and implement it as a rare caliber that doesn't perform as well as 9mm Parabellum. (More realistic, but ammo availability, low damage, and single stack mag kills the value of this gun entirely).
I am already using rare calibers like 5.7x28 mm and .300 BLK in my project, though, and maybe I shouldn't shy away from using a rare caliber in this case also. The gun shops in my project can sell another rare caliber, no problem.
My pick would be the options #1 or #3 (I need a higher damage rating for this gun as a boss weapon).
If you have any thoughts on this, please let me know. :-)
Personally, I would give it the 9x19mm parabellum caliber idea of it being converted by a gunsmith with the option of .45 caliber ammunition through the crafting/weapon-modding system of FO4 and perhaps even making .38 caliber ammo as an option as well.
There aren't too many gun enthusiasts who are anal about the whole damage output ammunition types do, so you could have the 9x20 be a unicorn round that does damage on par with 9 para rounds. Another idea would be to have it also take 10mm rounds and 10mm is readily available in the game. Ultimately, it's up to you, I'm just asking questions and making suggestions.
Also, an unrelated question: do you know of anyone on here who can make sword mods for Fallout 4? I have one or two ideas for a sword mod for Fallout 4, but I haven't been able to find anyone willing to make one or they haven't responded to my enquiries.
I think being careful about calibers is important because this part pretty much decides the characteristics of guns. I totally understand why gun enthusiasts can be critical about these things, and I'd like to respect that side of things as much as I can.
About swords, I don't know to be honest. Many of us making mods and art assets usually have ideas of what we want to learn from working on projects, and subjects we work on are usually picked from that perspective. So, I'd imagine most mod authors already have projects based on personal goals, and may not be open to taking requests.
Yeah, the reason I asked is because I have some ideas for what I want in Fallout 4 and a couple of other games, but I don't have the skill or talent to pull them off. Still, I'll ask around and see if someone is willing to help me with it :-)
I've been working on lots of stuff, but I think it's going to be a while before I'd post about the progress. Some things are being reworked, and also the new assets aren't quite ready to show. I'll post a few shots, though -
Walther MPK (short version) with wire stock :
Revised PM57 + Trijicon MRO and ACOG (TA-44, the smallest x1.5 version for close/mid range) :
I've also decided to add Beretta PM12S :
This one is almost ready for texturing. I just need to optimize the UV maps before baking.
A couple of props :
The concept for this reverse osmosis water filter is that it was pulled out from Boston Navy Yard in Charlestown, and I thought an imaginary Irish American brand for this asset was appropriate.
Meanwhile, I've been finding that lots of stuff in the project needing revising/polish. I guess the nature of my posts is that my project is WIP, but I don't want to post about things that aren't concrete yet for now. Maybe I can do a big post next month.
I really appreciate your interest in my project, liquidlethe. Thank you. :-)