Updated: -Optimized every material included in the 2.0 version -Added Navmesh to Requiem Safehouse Autumn -New mesh, textures, and animation for the DG-2 -this is aimed around making it more accurate to its source material, and less taxing on systems -Loading screens should now be less intrusive -The Ray Gun teaser on the Wonder Weapons Workbench has been updated to reflect the model coming in RCA2 -The model has much less polygons and lower resolution textures than what will be in RCA2 -This is to improve performance
New: -The DG-2 (and all future wonder weapons) now has alternate skins at the workbench -This is a new system I'm calling "Palettes." This allows me (or any other mod authors) to make an alternate look for the Wonder Weapons that can be swapped at the weapons workbench. Both model and textures can be changed -Animations can also be changed with palettes, if mod authors have the technical know-how
-Reworked how the player obtains items from this mod -Added a Main Quest (Extradimensional Investigation) -Added 2 unmarked side quests (Requiem Historian and Sherwood Superfan) -Completing a Quest from this mod will reward the player with a perk each -Completing Extradimensional Investigation gives the player the DG-2 JUST 4U Perk -Unlocks multiple basic settlement objects and loading screens -Completed by Exploring the Hidden Bunker -Completing Requiem Historian gives the player the Requiem Historian Perk -Unlocks multiple unique settlement objects and loading screens -Completed by collecting all Requiem INTEL in this mod -Completing Sherwood Superfan gives the player the Sherwood Superfan Perk -Unlocks the unique [REDACTED] settlement object -Completed by [REDACTED] -The new Requiem Classified Armory tab in the workshop menu is sorted to help you find exactly what you want to craft -Made multiple adjustments to the Wunderwaffe DG-2 -Re-Made the DG-2 Animations in both 1st and 3rd person -Added 3rd person Power Armor Animations -Increased Range of the weapon and its projectile -Altered the projectile setup to (hopefully) improve its ability to chain -Altered how the player crafts items from this mod -Removed all Crafting Recipes from vanilla Workstations -Removed the Jugger-Nog Soda crafting recipe from the Cooking menus -Removed the Wunderwaffe DG-2 Compatible Vacuum Tube crafting recipe from the Chemistry menu -Added new Workstations for crafting the previously stated items -Added Jugger-Nog Soda Machine -Used to craft Jugger-Nog Soda -Added Wonder Weapons Workbench -Used to craft Wonder Weapon Ammunition -Gave the Safehouse a much-needed glow-up -Added multiple objects to improve the aesthetics of the Bunker -Small security checkpoint outside the weapons lab -Several loot containers, tools, and weapon-crafting materials inside the weapons lab -Many important-looking objects now have small descriptions when interacted with -Added new Easter Eggs to the Safehouse -Added [INTEL] prefix to all documents -Added 3 new pieces of INTEL
I hope these improvements can make this mod more enjoyable while I work on my future projects, including... REQUIEM CLASSIFIED ARMORY 2 - RAY GUN
-New set of textures and materials for the DG-2, including environment maps to help it look more like it has a metal material. -The DG-2 no longer benefits from the rifleman perk. -The DG-2 is no longer considered a rifle in the CK. -A new class of weapons has been added, the "Wonder Weapons." This will be built upon in future RCA releases, including perks that benefit the weapon class. -Unfortunately, this means the weapon no longer works with Classic Holstered Weapons System. -The base damage has been increased to 690. -Weapon weight has been reduced to 11.5 inventory units. -Enemies cannot be disintegrated or dismembered by the DG-2 anymore. -Collision for the DG-2 has been altered. It's not perfect, but it is better than it was before. -The ammo recipe has been altered, to be more expensive, but produce more per batch. -Ammo weight has been increased to 0.115 for survival mode players.
Alex F's Requiem R&D Lab Coat:
Spoiler:
Show
-The Requiem Research Coat no longer takes up all armor slots, and can be worn under conventional armor pieces. -Research Coat now provides 2 INT and 1 PER. -Research Coat now provides 15 Rad Resist and 5 Physical Damage Resist. -Value increased to 115. -Research coat accepts Ballistic Weave. (Technically, this hasn't changed, I just want to draw attention to it.)
Jugger-Nog Soda:
Spoiler:
Show
-Juggernog now requires 2500 caps less to produce a single bottle. I'm saving that reference for something in the future. -Weight of a single soda bottle changed to 1.15. -Removed the radiation damage from consuming the drink.
Misc:
Spoiler:
Show
-The loading screen text has been changed to better fit the story I'm crafting. -Wunderwaffe DG-2 blueprints can be crafted in the workshop under Decoration>Display>Weapon Racks. There are 2 variants. -A special display case for specifically the DG-2 can be crafted in the workshop under Decoration>Display>Weapon Racks. There are 2 variants. -The file-size of the mod has (somehow?) been reduced. I will chalk this up to making some textures smaller and using a different exporting process.
November 11th, 2024, and I finally figured out how to fix the spoiler tags, a little less than a year after they were broken. Jesus.
Cool mod! I retextured the Wunderwaffe DG-2 for my personal game and made new material files for it too, If you would like a copy of the new textures, material files and the nif (with the material files already plugged in to it) I will send them to you. Just let me know if you would like a copy of them. :)
Amazing mod, installing as soon as my dlc are installed; but are you going to make the apothican servant ever? As it is one of my favorite wonder weapons from cod zombies.
Probably not. I don't see the projectile being possible in the CK, let alone the work that would be required to make the mesh wriggle around as it does in BO3.
I've had multiple people report this issue, but cannot replicate it myself. Could I perchance get a modlist, and perhaps a picture of the issue? Also, is it exclusive to First Person? Or is it also invisible in Third Person?
Instantly one of my favourite mods for the game after installing, amazing particle effects, crazy satisfying to use. Ammo crafting is well balanced. I used a separate mod to nerf the damage slightly for my taste however. I'm guessing there is no way to have the weapon light up (the ammo tubes that you insert into the gun light up in CoD) in the same way it does in CoD due to engine limitations?
There *probably* is a way, using the visible ammo stuff some mods like Degenerate Dak's Metro Lolife use, but I don't know how that stuff works, or if it's compatible with the way the DG-2's Vacuum tubes look. If it turns out there is a way, I'm not opposed to coming back to update it after V2.1's release. It's something I've heard a lot of people want.
But I'm happy to hear you like it! As long as there's people to enjoy what I make, I'll enjoy making it!
121 comments
Updated:
-Optimized every material included in the 2.0 version
-Added Navmesh to Requiem Safehouse Autumn
-New mesh, textures, and animation for the DG-2
-this is aimed around making it more accurate to its source material, and less taxing on systems
-Loading screens should now be less intrusive
-The Ray Gun teaser on the Wonder Weapons Workbench has been updated to reflect the model coming in RCA2
-The model has much less polygons and lower resolution textures than what will be in RCA2
-This is to improve performance
New:
-The DG-2 (and all future wonder weapons) now has alternate skins at the workbench
-This is a new system I'm calling "Palettes." This allows me (or any other mod authors) to make an alternate look for
the Wonder Weapons that can be swapped at the weapons workbench. Both model and textures can be changed
-Animations can also be changed with palettes, if mod authors have the technical know-how
Changelog:
-Added a Main Quest (Extradimensional Investigation)
-Added 2 unmarked side quests (Requiem Historian and Sherwood Superfan)
-Completing a Quest from this mod will reward the player with a perk each
-Completing Extradimensional Investigation gives the player the DG-2 JUST 4U Perk
-Unlocks multiple basic settlement objects and loading screens
-Completed by Exploring the Hidden Bunker
-Completing Requiem Historian gives the player the Requiem Historian Perk
-Unlocks multiple unique settlement objects and loading screens
-Completed by collecting all Requiem INTEL in this mod
-Completing Sherwood Superfan gives the player the Sherwood Superfan Perk
-Unlocks the unique [REDACTED] settlement object
-Completed by [REDACTED]
-The new Requiem Classified Armory tab in the workshop menu is sorted to help you find exactly what you want to craft
-Made multiple adjustments to the Wunderwaffe DG-2
-Re-Made the DG-2 Animations in both 1st and 3rd person
-Added 3rd person Power Armor Animations
-Increased Range of the weapon and its projectile
-Altered the projectile setup to (hopefully) improve its ability to chain
-Altered how the player crafts items from this mod
-Removed all Crafting Recipes from vanilla Workstations
-Removed the Jugger-Nog Soda crafting recipe from the Cooking menus
-Removed the Wunderwaffe DG-2 Compatible Vacuum Tube crafting recipe from the Chemistry menu
-Added new Workstations for crafting the previously stated items
-Added Jugger-Nog Soda Machine
-Used to craft Jugger-Nog Soda
-Added Wonder Weapons Workbench
-Used to craft Wonder Weapon Ammunition
-Gave the Safehouse a much-needed glow-up
-Added multiple objects to improve the aesthetics of the Bunker
-Small security checkpoint outside the weapons lab
-Several loot containers, tools, and weapon-crafting materials inside the weapons lab
-Many important-looking objects now have small descriptions when interacted with
-Added new Easter Eggs to the Safehouse
-Added [INTEL] prefix to all documents
-Added 3 new pieces of INTEL
REQUIEM CLASSIFIED ARMORY 2 - RAY GUN
Changelog:
Wunderwaffe DG-2:
-The DG-2 no longer benefits from the rifleman perk.
-The DG-2 is no longer considered a rifle in the CK.
-A new class of weapons has been added, the "Wonder Weapons." This will be built upon in future RCA releases, including perks that benefit the weapon class.
-Unfortunately, this means the weapon no longer works with Classic Holstered Weapons System.
-The base damage has been increased to 690.
-Weapon weight has been reduced to 11.5 inventory units.
-Enemies cannot be disintegrated or dismembered by the DG-2 anymore.
-Collision for the DG-2 has been altered. It's not perfect, but it is better than it was before.
-The ammo recipe has been altered, to be more expensive, but produce more per batch.
-Ammo weight has been increased to 0.115 for survival mode players.
Alex F's Requiem R&D Lab Coat:
-Research Coat now provides 2 INT and 1 PER.
-Research Coat now provides 15 Rad Resist and 5 Physical Damage Resist.
-Value increased to 115.
-Research coat accepts Ballistic Weave. (Technically, this hasn't changed, I just want to draw attention to it.)
Jugger-Nog Soda:
-Weight of a single soda bottle changed to 1.15.
-Removed the radiation damage from consuming the drink.
Misc:
-Wunderwaffe DG-2 blueprints can be crafted in the workshop under Decoration>Display>Weapon Racks. There are 2 variants.
-A special display case for specifically the DG-2 can be crafted in the workshop under Decoration>Display>Weapon Racks. There are 2 variants.
-The file-size of the mod has (somehow?) been reduced. I will chalk this up to making some textures smaller and using a different exporting process.
November 11th, 2024, and I finally figured out how to fix the spoiler tags, a little less than a year after they were broken. Jesus.
Wunderwaffe DG-2 Retexture
Also, is it exclusive to First Person? Or is it also invisible in Third Person?
In all seriousness though I really hope you're able to extract the cold war weapons, the Ray K-84 feels perfect for this game.
Ammo crafting is well balanced. I used a separate mod to nerf the damage slightly for my taste however.
I'm guessing there is no way to have the weapon light up (the ammo tubes that you insert into the gun light up in CoD) in the same way it does in CoD due to engine limitations?
But I'm happy to hear you like it! As long as there's people to enjoy what I make, I'll enjoy making it!
even thought i got everything thats required
i am able to use the waffe but its just the model dosent load........ as well as jug
This should tell you how to enable Archive Invalidation, which can sometimes cause issues like yours.