Skrees_BF2142 mod

V0.19a

PLEASE READ KNOWN BUGS LIST ON THE NEXT PAGE BEFORE SUBMITTING A NEW BUG PLEASE!!!!


Contents:

1 armor suit (PAC Heavy Armor M & F)
27 weapons
	-Norinco Park50 Sniper Rifle
	-Norinco Park52 Sniper RIfle
	-Dogtagger Dagger (Unique M2000 Combat knife)
	-M2000 Combat Knife
	-J2 Combat Knife
	-Dogtag Fetcher (Unique J2 Combat knife)
	-Baur MG23
	-Baur MG-23A1 Heavy Assault Rifle
	-HK Mp83 Turcotte Rapid
	-HK Mp83K Turcotte Rapid SMG
	-Malkov C79 ESMG
	-Malkov C79SD-11 ESMG
	-Shuko K-80 LMG
	-Firesky (Unique Shuko K-80 LMG)
	-Steyr Ganz H-MG
	-Clark J-72 Heavy Infantry Shotgun
	-Clark J-72 Tactical Heavy Infantry Shotgun
	-Beretta FA6XRX Bianchi LMG
	-Xerxes (Unique Beretta FA6XRX Bianchi LMG)
	-Takao T-20 808 Double Action Handgun
	-Takao T-20 808-T Double Action Handgun
	-Lambert M57 Assault Rifle
	-Lambert M57A1 Tactical Recon Carbine
	-Krylov T-212S Assault Rifle
	-FN SCAR 714 Mod-0
	-Verdict C-77P
	-The Pereira (Unique Verdict C-77P)
5 Ammo Types
	-14mm Armor Piercing Flechette
	-.17 Cal HollowPoint
	-.309 Cal Armor Piercing Core Rigid
	-.711 Cal Armor Piercing High Explosive Rocket
	-7.62x20mm Armor Piercing
1 pair gloves (Kylonite Fibre Gloves
6 helmets (3 EU, 3 PAC)
1 hat (Balaclava)
8 backpacks (4 EU, 4 PAC)
2 factions
	-European Union
	-Pan Asian Coalition

Assorted other files for upcoming releases


Changelog:
v0.19a

New!
-Added the Baur, upgraded Baur, Park52, Park50, 2 daggers and 2 unique daggers
-Added many variations of existing weapons (LOTS)
-Added Male version of PAC Heavy Armor
-Added Pan Asian Coalition and European Union factions
-Added 4 PAC Backpacks
-Added Static versions of PAC and EU Walkers (to be used later)
-Added Static version of EU A-8 Tiger Tank (to be used later)
-Added Static Wrecked version EU Walker, PAC Type-32 Nekomata Tank (to be used later)
-Added textures for Static Wrecked version of PAC walker (coming soon)
-Added mod description in the ESP file
-Added Holodisks containing Historical annotations of the Cold War (to be used later for quest)
-Added Unique Weapon variants of all existing weapons so far. These uniques are named after the original 2142 weapons.
-Added 5 new Ammunition types to be used by the 2142 weapons

Tweaked!
-Fixed Verdict pistol, the chamber now revolves and the hammer really moves like a real revolver! oooh fancy!
-Added the missing gold visors from PAC Assault and Support helmets
-Fixed(?) missing geometry on the Malkov's Glow-scope-lens. Please lemme know if its still borked so i can "fix" it again. *shakefist*
-Renamed all weapons to more realistic designations according to their actual markings.
-Altered some existing weapons geometry to be more in line with the new 'modified versions' which will be available from supply officers later on in the mod
-Many weapons now use proprietary BF2142 ammo. This ammo is not part of the CALIBR mod, and the CALIBR mod is not needed for this mod. There should be no
compatability issues for CALIBR users however, so dont worry.
-Some of the existing weapons were nerfed slightly to make the unlockables, uniques and upgraded weapons that will replace them even more tempting.


KNOWN BUGS: 

Some items dont have Pipboy pictures, and some have wrong, vanilla or default pipboy pictures. these will be fixed soon.
Balaclava does not detach from the head for decapitations or exploding skulls. This will be fixed in time.
Combat knives have dummy models which may look like duplicates in the inventory window of the pipboy. These delete themselves on their own, just ignore them
for now til a better solution can be made. These are there to force the reverse-grip daggers back to normal position when sheathed.

Many weapons have animation/clipping/hand-pose problems, floating clips and magazines, hands not connecting to the right areas or holding the right spots.
(these will be fixed once custom animations are done for the weapons at a future date)

CLIP/MAGZINE BUGS:
Reload animation on the Malkov doesnt look very good. Hands dont grab the clip properly.
Clark Shotgun magazine sticks up into the weapon when you reload it. Upon first equip it appears properly. (Unequip then re-equip to fix)
Mag on Verdict does not dissapear when you reload, the bullets just stay in the gun. This will be fixed eventually
Mag on the Lambert rotates on a central axis when you open the chamber, causing it to clip into itself (first person view)
Mag on the lambert floats in the air after reloading it (3rd person view)

OTHER BUGS:
Ganz, Takao, Krylov and perhaps other weapons have a conflict with HDR causing the sky to light up and forcing HDR bloom to take effect when equipped (this will be fixed in time)
Clark Shotgun might be slightly overpowered, balance is ongoing.

Having Anti-Aliasing and HDR enabled may cause flickering white specks to appear around certain parts of some of the weapons when the Pip-boy light is turned on, 
or when the player is wearing a helmet that has emissive (light producing) texture details on it. This is known and fixes are coming on a weapon-to-weapon basis.




--------------------
OLDER CHANGELOGS
--------------------

Changelog:
v0.181a

Tweaked!
-Remodelled, Retextured and Conformulated the Balaclava! Now have M/F versions
-Remodelled and fixed Kylonite-Fibre Gloves, fixing many clipping issues. Now have M/F versions
-Eu and PAC helmets are now Conformulated, so this should fix many clipping issues!
-Eu and PAC helmets were tweaked to fix many small geo and texture problems.
-All wearables now have more glowy bits, as originally intended! 
-Malkov RK-11 SMG and SCARM714 got a facelift. Smoothing groups redone, minor tweaks and textures. (should fix several small cosmetic bugs)

Changelog:
v0.18a

Note: Test pack in Springvale school has been split into 2 footlockers for EU and PAC respectively. Gear shared by
both factions (ie. unlockables or ambiguous/generic stuff like gloves) is split between them fairly.
This is just for testing so theres only a pair of everything. When mod is released there will be plenty to find around!

New!
-Added PAC Heavy Armor (female only so far)
-Added PAC Support Helmet (tested with female only so far)
-Added Balaclava (female only so far) (to be worn underneath helmets) (some clipping seen on non-bf2142 armors, will fix soon)
-Added Kylonite-Fibre Gloves (to be worn with bf2142 armors)  (tested with female only so far)
-Added EU Combat Helmet (tested with female only so far)
-Added EU Recon Helmet (tested with female only so far)
-Added EU Support Helmet (tested with female only so far)
-Added EU Assault Backpack (tested with female only so far)
-Added EU Recon Backpack (tested with female only so far)
-Added EU Support Backpack (tested with female only so far)
-Added EU Engineer Backpack (tested with female only so far)

Tweaked!
-Fixed Turcotte Rapid missing geometry underneath the clip (seen while reloading). (was an empty hole)
-Fixed texture seam & smoothing groups on Turcotte front grip bottom (was stretched texture)
-Added Glowmaps to Malkov RK-11 SMG
-Tweaked glowmaps on PAC Combat Helmet and PAC Recon Helmet.
-Toned down all health on all items in the mod from 100% to 55%. (more realistic. Note that weapons will be doing less
  til repaired!)

Other under the hood changes!
-Added Object Effects for all backpack variants, helmets, armor and other wearables
-Added Object Effects for upcoming yet-to-be-released Kits. (the waist-belt area wearables for each class)
-Added GroundObjects for all wearables. Drop them in the world at your leisure! :)
-Added Pipboy icons for all new armor pieces (some are crude, dont laugh lol)
-Helmets are using 'wood' material sounds when dropped or interacted with in the world, since metal sounds
 like a frying pan is being struck. Let me know if that sounds alright.


Changelog:
v0.17a

-Added the Turcotte Rapid SMG
-Added the Malkov RK-11 SMG
-Added PAC Combat Helmet
-Added PAC Recon Helmet
-Fixed SCAR M714 AR's textures.
-Added glowmaps to Scar M714 AR.
-Fixed SCAR M714 AR mesh, bolt/hammer is now on the proper side of the weapon, and is animated
-added BF2142s 'dryfire' triggerclick sound, so far only the malkov is using it
-added BF2142 frag and emp grenade sound effects (created in a new folder in /sounds/fx/fx/explosions/ for these)
   (created in advance for upcoming additions that will be using these)
-boosted the 'health' of all bf2142 weapons and armors. HMG's have the most health, followed by assault rifles then smgs
   (due to frequent comments that 'the guns break too easily')



Changelog:
v0.16a

-Added the Shuko Firesky K-80 LMG
-Moved all resource files to different folders for ease of removal.
All mesh files associated with this mod have been moved to /fallout3/data/meshes/Skree000/BF2142/
All texture files associated with this mod have been moved to /fallout3/data/textures/Skree000/BF2142/
All sound files associated with this mod have been moved to /fallout3/data/sounds/fx/wpn/Skree000/BF2142/
IMPORTANT!!! delete all previously associated Bf2142 mod files before installing this version. The files you
are looking for will be contained within this zip file so you can track them down. This is hopefully the last
time such a tedious process will need be done since from now on all mod files are going to live in Skree000/
folders where they can be easily found.
-Reassigned all textures in each NIF file to their new locations. Some may have bugged paths. Please let me know ASAP so I can fix em.
-Moved Skree's BF2142 Test Pack footlocker to just inside Springvale school (no longer in Megaton)
-Changed laser-pointer default color to Blue on the TakaoT20_WITH_LASER.nif (this version of the pistol is unused, to enable the laser swap names
with the standard TakaoT20.nif. (Future plans for swapping out laser on the fly via keystroke will be implemented in the future)
-Almost all weapon equip sounds have been edited to shorten or lengthen the actual .wav file to match the equip speed in Fallout3. Ganz among them smile.gif
-Ganz firing sound was redone to help eliminate the 'inside a tin can' sound...
-Balancing:
-Balancing is a constant process. As feedback is collected and playtests reveal trends, weapon balance will likely change over time.
-ClarkJ72
-Reduced number shotgun projectile sub-particles from 12 to 8 (to match BF2142 actual stats)
-Reduced Force on BlueShotgun Projectile slightly, along with its speed
-Reduced max range slightly
-Reduced base damage (left Critical damage unchanged)
-Reduced Base VATS chance to hit to bring it in line with other weapons
-Bianchi
-Increased max range of weapon
-Reduced Firing rate
-Reduced Base VATS chance to hit slightly
-GanzHMG
-Increased max range of weapon
-Reduced Firing rate (trying to cut down on sound-skipping)
-LambertCarbine
-Reduced max range of weapon (since it fires very small caliber rounds anyways)
-Reduced minimum range of weapon to compensate. (better at closer ranges)
-Increased base damage slightly
-Reduced critical damage slightly (overall will do steadily more damage but will spike less high on crits)
-Reduced base VATS chance to hit (it was unusually high before)
-ScarM714
-Reduced max range of weapon slightly
-Increased base damage slightly
-Reduced firing rate slightly
-Decreased critical damage slightly
-Decreased spread and minimum spread, making it slightly more accurate
-TakaoT20
-Decreased damage and critical damage
-Decreased spread and minimum spread, making it more accurate
-Decreased AP cost to offset lower damage. (allowing more shots in vats, but less damage)
-VerdictC77P
-Increased base and critical damage slightly
-Decreased max range slightly
-Increased AP cost to offset higher damage
-Increased spread and min spread, making it less accurate (but it hits harder)

Changelog:
v0.15a

-Added the Ganz H-MG (includes all new model/textures/sounds)
-Added a footlocker container to Megaton's "Common House" which now carries all of this mods content to date, (+ammo to test them with.)
-fixed geometry hole on Clark shotgun
-fixed geometry hole(s) on Krylov
-fixed texture inconsistencies or errors on Krylov
-reduced force on Clark's shotgun shell projectiles a bit.

Changelog:
v0.14a

-Added Clark J-72 Shotgun (includes all new model/textures/sounds)

Changelog:
v0.13a

Added Bianchi FA-6 LMG
-added glowmap to Lambert Carbine
-renamed Lambert's EditorID to WeapLambertCarbine instead of just 'LambertCarbine'
-fixed geometry hole on the tip of the Verdict (thanks for the bug report!)
-Slowed ROF on the Lambert and Krylov slightly
-Increased dmg on the Takao and Lambert 
-imported actual Bf2142 'equip/deploy' sounds for most of the weapons, instead of the vanilla Fallout 'weapon-equipping' noise
-made equip/deploy sounds louder since they were too quiet before
-added a random frequency variance to the gunshot sounds from the bf2142 weapons to give them some slight audio variety and make them sound more natural

Changelog:
v0.12a

Added Takao T-20 pistol

Verdict:
Fixed weapon sounds that may have been wrong
Removed guaranteed limb-explosion-on-hit effect.
Tweaked damage and FOV angle
SCAR:
Fixed weapon sounds that may have been wrong.
increased the rate of fire
increased magazine cap to 30 rounds
tweaked damage and FOV angle
Krylov:
Krylov now fires a new projectile type with a Green Muzzle flash, as it does in the real BF2142
increased the rate of fire
increased magazine cap to 30 rounds
Lambert:
Tweaked the normal map, removing the sloppy bumpyness on the scope lens
Fixed 3rd person hold pose (thanks to Outlanders tip!) Weapon is now brought up to shoulder when fired in 3rd person
fixed weapon sounds which may have been wrong
increased rate of fire
increased magazine cap to 30 rounds
Takao:
added to mod
added laser-pointer in 2 color choices (blue and red laser)

***
NOTES ABOUT LASER POINTER:
The default Takao mesh has NO laser pointer on it. Future plans will be for a key-stroke activator for the laser. 
For now its split into 2 nif files. Only the default Laser-less version is actually hooked up to the Mod. 
IF you want the pistol with a Laser, rename TakaoT20.nif to TakaoT20_NO_LASER.nif. then rename the main one Takao_WITH_LASER.nif to TakaoT20.nif
That way it will find the pistol with no laser and ignore the other.

To change the laser color to red, look for the LaserPointer texture file in Effects/Weapons/ and swap the names of LaserPointer and LaserpointerBLUE
Like above, this will allow the mod to find the other one instead and ignore the former.

You must exit Fallout3 and reload to see the changes.



additional notes: 
Main geometry on the guns was made by DICE. Diffuse and specular textures made by DICE as well. I made the normal maps as well as remodelled the 
incomplete guns so that they can be useable in game. (I took Dice's '1stpersonhi-poly' which was an incomplete mesh (back sides removed) and completed it by adding all
the geometry, vertex by vertex, then re-welded everything and remapped the textures to accomodate the change.
Also added the front-sights to almost every weapon as well as mesh elements which were completely absent in both High and low poly models, yet present in Concept art and teaser screenshots
before it was released, so I built em from scratch and remapped textures from the existing weapon onto the new geo, hoping it would look ok.

Credits:
DICE/EA for BF2142 great game!
Bethesda Softworks for fallout3! 
Nifskope and Niftools team for your awesome apps!
FOMM for allowing us to extract vanilla assets to study and use
SpeedyB64 for teaching me Nifskope and helping me with tons of my Nifskope problems
Fallout3Nexus for being a great inspiration to modding fallout, and housing alot of great mods and infos!
Nopheros for his Laser POinter mod. (Modified it a bit, but credit goes to him for 90% of it!)
Jaysus for helping me figure out Nifskope, skinning export and a ton of other stuff
Baelkin for helping to clarify a quicker skinning export procedure to Nifskope
Andersh for helping me figure out a meatcaps-nifskope related bug

Disclaimer:
Battlfield 2142 is a trademark of Electronic Arts. Visit the official BF2142 website at: http://battlefield.ea.com/battlefield/bf2142/
Despite our best efforts, no mods will be able to accurately recreate the real fun of playing BF2142! Get your copy NOW! http://eastore.ea.com/
DICE, developers of BF2142: http://www.dice.se/