Weapon Realism Mod + Fallout NV Ammo Caliber Types v2 FINAL

by Naruto 607
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Hello everyone.

MattyDienhoff's Weapon Realism Mod + Fallout NV Ammo Caliber Types v2 FINAL by Naruto 607

Now featured in these changes and added files:
1. The lines now decompiled from Version 1 (in Document file) and written separately with Notepad into 9 different folders containing various ammo types of Fallout New Vegas for each weapon slots, so you won’t be confused with a long, nonsense article. Configuration changes are listed in each folder.
2. Now added the original MattyDienhoff’s Weapon Realism Mod and ready to be copied within your GTA IV or EFLC directory.
3. Added bonuses, such as
a. Raufoss Mk 211 Weapon Line for Barrett Rifles
b. RPG Slide Reduction and Faster Firing by robrabbitman
c. MP5 Line Changes by me: “instead treating the MP5 as two-handed in cover, I’ll treat this weapon as the real rifle gun”

Credit goes to MattyDienhoff for his Weapon Realism Mod and Bethesda Softworks for Fallout New Vegas game.

If you have the version 1 downloaded, I suggest to get this final version now.

You can rate and comment this mod for free. If you are experiencing any bugs, feel free to send me an e-mail on my email address or at Comments section in gta4-mods.com. Enjoy! Replaces: Depending on what Fallout NV Configuration in WeaponInfo.xml, WeaponInfo.xml
Rating:
2.95/10 - 19 votes
Downloads: 767
Added: August 1, 2012 8:11AM
Last Downloaded: September 1, 2014 8:17PM
File Size: 1.41 MB
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what a shit
Posted on August 1, 2012 1:40PM by LexusPL
wtf is that ???
Posted on August 1, 2012 2:22PM by adinhoa
somebody freakin explain this to me now!!! the description is confusing!!
Posted on August 1, 2012 4:21PM by The Taco Po Po
Just a small tip for all those who are gonna make/edit/release a weapon settings modification for the guns, you need to be more specific about what you change like for example write "change the range and increased it by 50%" or "increased the range from 50 to 100". It is really annoying when people post all these weaponinfo.xml mods and doesn't really specify what they did.
Posted on August 1, 2012 7:59PM by Push
what peds are those
Posted on August 2, 2012 1:20AM by witchcult
NO INFOS....NO VIDEOS....NO SCREENSHOTS.............."0/10"
Posted on August 2, 2012 2:10AM by blablablablabla
Okay, I know you all pissed off with my mod, but please, I have this shorten out and decompiled from version 1. This is what I do to recall the Fallout New Vegas game with this mod. Don't you understand about some part of weapon lines like the KSG-12 mod by CORE.MAX2010 or Karabiner Kar-98k by NikofromIndo? I did that for some fun AND to share about Fallout New Vegas recall.

If you don't like my mod as well, but you have the file, just... download the original MattyDienhoff's Weapon Realism Mod here:

http://www.gta4-mods.com/weapons/weapon-realism-mod-f2412

@Push: I did already, Push. It's available in (Game Name) Config List file in each folder. I've used percentages and numbers using my imagination and personal calculations. Here is the example if you want to prove it.

File list of changes in Assault Rifle Config List.txt

AR Armor Piercing

1. Adjusted Base Damage to 42.75

2. Adjusted Physics Force to 75

3. Armor Penetrating effects in Flags

AR Surplus

1. Adjusted Maximum Ammo to 150

2. Adjusted Base Damage to 51.75

3. Adjusted Physics Force to 50

AR .223 Ammo

1. Adjusted Base Damage to 40.5

2. Adjusted Physics Force to 66

Thompson STANAG Mag Configuration

1. Weapon Range is adjusted to 150

2. Other adjustments and bbow's defaults

Download the Thompson mod here before applying this:

http://www.gta4-mods.com/weapons/thompson-m1a1-f4142

Thompson STANAG Mag Resident Evil 4 Config

1. Uses Thompson STANAG Mag Configuration base

2. Adjusted Base Damage 3x higher than normal

3. Weapon Accuracy is adjusted 2x higher than normal

4. Pickup values (Regen Time added 20000 and AM Moon Street removed 30)

5. Armor Penetrating effects

Download the Thompson mod here before applying this:

http://www.gta4-mods.com/weapons/thompson-m1a1-f4142
Posted on August 2, 2012 2:40AM by Naruto 607
And um... I don't know how to convert videos or take screenshots and I don't have Google account to upload videos to Youtube. The only thing to take screenshot is to use Print Screen button on keyboard and paste it to a document file.

If you can teach me how to convert videos or take in-game screenshots without using Paste function, I'd really appreciated.

Cheers.
Posted on August 2, 2012 3:13AM by Naruto 607
The armor piercing effect is kinda bit of a problem in game. I tried adding that flag before and after that I get killed easily by cops and peds because the body armor is rendered useless on AP rounds so I eventually removed it. The armor piercing effect is good though for sniper rifles or semi auto battle rifles.
Posted on August 2, 2012 4:48AM by Push
@Push: Well you got that right. I had tried this many times, but it's not exactly what do I want like the Fallout New Vegas game.

If you want to use my Fallout New Vegas configuration, such as the Armor Piercing bullets or Magnum Rounds, I suggest to activate God Mode in Simple Native Trainer. I tried this on my EFLC version 1.1.1.0 and works perfectly.

Oh yeah, about the .50 BMG Incendiary weapon line and Raufoss Mk 211 Mod 0 weapon line has a little bug. The Incendiary rounds and Raufoss Mk 211 rounds fire the weapon model itself (w_psg1) instead of real projectiles and the collision is VERY close to a throwing Molotov in certain ranges.

I will fix this out, but you need to use the configurations like these ones in gta4-mods.com before I can fix the bugs. Just copy the necessary lines, as I said in the document file. Here are the links.

http://www.gta4-mods.com/weapons/grenade-launcher-f1851

http://www.gta4-mods.com/weapons/grenade-launcher-f4311

The first link is intended to replace RPG, but the second link is a bit funny; pump shotgun with grenade rounds. Back then this second link got bad comments, but as I look on the last comment, superzelle3 said that:

"i know how tmake it the gerande fly very far. set in the weapon xml. at shootgun. go to projectil. and then set at force: 450"

If you want to use .50 BMG Incendiary or Raufoss Mk 211 weapon line for Barrett Rifles, set the Physics Force to 450 or higher until I can fix the bug.

Cheers.
Posted on August 3, 2012 8:55AM by Naruto 607
Hello again.

This mod is a separated text-file format, includes all weapons (weapon line info) in GTA IV, and with variations of settings from Fallout New Vegas. I know these aren't good enough, but all of these based on the NV values for bullets loaded in the weapon selected.

Version 1 is a document-formatted, but version 2 is much detailed, and all you need to prepare is Notepad to succeed your work. You can open one of the .txt files in the folder, copy the whole line in the file, then open your IV WeaponInfo.xml and find the line you have just copied.

For example, if you have boow's M1A1 Thompson in Drum-mag version and want to apply the Resident Evil 4 configuration (if boow's mod replaces AK47), you can open the file Thompson STANAG Mag Resident Evil 4 Configuration.txt in Fallout NV Assault Rifle Configuration folder, copy the whole line until </weapon> line, open up your IV or EFLC WeaponInfo.xml, find the line <weapon type="AK47"> and paste it.

Here's the real weapon line inside Thompson STANAG Mag Resident Evil 4 Configuration.txt file if you want a proof before downloading.

<weapon type="AK47">

<data slot="RIFLE" firetype="INSTANT_HIT" damagetype="BULLET" group="SMG" targetrange="115.0" weaponrange="150.0" clipsize="50" ammomax="600" timebetweenshots="60">

<damage base="90" networkplayermod="2.0" networkpedmod="1.0"/>

<physics force="187.5"/>

<reload time="6066" fasttime="1166" crouchtime="2066"/>

<aiming accuracy="0.5">

<offset x="0.16" y="1.0" z="0.55"/>

<crouchedoffset x="0.1" y="1.0" z="0.12"/>

<reticule standing="0.55" ducked="0.46" scale="0.38"/>

</aiming>

<pickup regentime="500000" ammoonstreet="50"/>

<controller>

<rumble duration="90" intensity="0.1"/>

</controller>

<flags>

<flag>GUN</flag>

<flag>CAN_AIM</flag>

<flag>CAN_FREE_AIM</flag>

<flag>ANIM_RELOAD</flag>

<flag>ANIM_CROUCH_FIRE</flag>

<flag>2HANDED</flag>

<flag>ARMOUR_PENETRATING</flag>

</flags>

</data>

<assets model="w_ak47">

<anim group="gun@ak47">

<rates firerate="2.2" blindfirerate="2.2"/>

</anim>

<effects>

<muzzle fx="muz_machine"/>

<shell fx="weap_ejected_rifle"/>

</effects>

</assets>

</weapon>

Have fun!
Posted on September 8, 2012 10:58AM by Naruto 607
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