Mod articles
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Unreal Launcher Design Notes - Spadey
As the 3D artist guy in this mod I think it's important to explain the design choices I and T6M made. So I made this note to explain those as well as give insight on the process.
As soon as T6M pitched the burst launcher idea, I offered my skills to him. And as soon as they contacted me about it I got to working. I had a rough model on the first day, using a mix between the Fo4 vanilla plasma and institute weapons for the assets. Probably the most noticeable is the fact that the launcher receiver is just a stripped and flipped plasma receiver. That being said, most of the models are still made from scratch by me and having reused the vanilla textures to make it fit with the receiver. For this entire project I kitbashed vanilla assets, nothing is an original asset except for the... -
Unreal Launcher Design Notes - The6thMessenger
The creation of this weapon started in the concept and context of the Burst-Fire Framework.
See, the Laser-Musket styled charging-reload does not affect explosive damage, so it must be manually adjusted by way of perk -- but that only works effectively on hit-scan as the delay of the projectiles means that the explosion that follows no longer has the boosted damage once it lands. To solve that Issue, I approached it by way of Burst-Fire instead, approaching the explosion by number of projectile. It takes advantage of the script's issue of over-firing despite not having ammunition, and is balanced by the amount of ammunition loaded thus it will never be a problem, and now it works, it's not perfect, but it works.
At first, it wasn't the Laser-Musket that was the i...