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ViperInfinity

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About ViperInfinity

  • Birthday September 30

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  1. Oh dang, thats really good to know. I will look into it! Are you the same person who has been saying this on every mod forum without explaining whats going on?... As far as I know no one else has had this issue. Please verify your game files via steam. Once that is complete then delete everything in your mod folder and reinstall the mod. Let me know how that turns out.
  2. Sure thing! I have attached the animation screen for the KSV. You must have an idle animation, reload animation, fire animation, and a holster animation. This little guide assumes you have animation controllers up and running. Parameters: WeaponFire, Reload, ReloadSpeed Idle Animation: can leave blank Holster animation: Identical to the Idle Animation Fire animation: The arrow going from idle to fire needs to have a condition added for WeaponFire Reload animation: The arrow going from idle to reload needs to have a condition added for Reload, no exit time. The arrow going from reload to idle needs to have an exit time and no condition. The Reload block needs to have ReloadSpeed as an activated parameter. That is what controls the reload speed animation and can be affected by the base game. Next patch going to be wild All laser sights no longer get amplified if wearing helmet light mod and a laser+flashlight combo mod. Added missing mods to appropriate guns (second pass) Beretta93R now has a muzzle flash All pistols, shotguns, and SMG's have a proper layer assigned All pistols, shotguns, and SMG's have their sights, lasers, and scopes aligned. (quality pass 1) S686 Shotgun has a better reload animation SPAS12 animations no longer slugish Saiga12K no longer ejects two shells per shot UMP reload animation is cleaned up
  3. Please read this comment
  4. Some scopes have the blue text hard coded. I am in the process of removing them. It will be included in the next patch if I can figure it out. The next patch will have a lot of bug fixes including scope and laser alignments for all weapons.
  5. Glad to hear your problem was solved
  6. The SMX patch requires SMX by Sirillion, you are missing that in your Mods folder. Specifically SMXlib SMXui I highly recommend the other modules as well
  7. If you want both then there will be two different folders in the Mods folder for Tactical Weapons in addition to the SMX mod: Link C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods\Tactical Weapons C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods\Tactical Weapons SMX
  8. It needs to be installed on both client AND server. It adds a bunch of gun models and not just XML files. Hope you have a fun time
  9. That might be a Linux issue, I cannot replicate the problem with any gun and scope combination. I am unsure how to troubleshoot Linux issues so I can't be of much help, sorry.
  10. This mod is derived from "Tristam's TacticalAction" mod. I removed a ton of unused and broken items and added a lot of missing items/features. A lot of legacy code and references were removed so it is truly just the guns and ammo now. I have since made so many changes that it warants the renaming from "TacticalAction ViperInfinity" to "Tactical Weapons". This mod adds various ranged weapons, mods, and scopes while maintaining most of the vanilla features or expanding on them. You can craft these new items at the Ammo Bench (New workstation). All credits to IvanDX for the original mod and Tristam. You can safely delete TacticalAction from your mod folder and replace it with this. If you used the TAmod modification or the Scope4xACOG_TA31_bacmod then make sure you log in and delete those items before replacing TacticalAction Downloads Tactical Weapons SMX UI Patch Backup Nexus Mirror Install in C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods Features New Mods! New Scopes! New Weapons!!! Complete Animations! Pistols MK23 Colt 1911 USP 9 P99 Beretta 93R Glock 18C Desert Eagle Raging Bull Colt M1873 SMG's MP5N MP5SD UMP KRISS Vector Shotguns M4 Super 90 SPAS12 S686 Saiga12K AA12 Assault Rifles M4A1 HK416 ACR AUG A3 G36KV SCAR L SCAR H M16A4 SA580SW Machine Guns Gatling Guns M60E4 M249 Rifles Winchester M1894 Kar98K M1 Garand M14 EBR Snipers M110 AWP MSG90A1 M82A1 Explosive Guns T1M79 China Lake MGL140 ToDo List Align some scopes and fix projected laser dot location on some weapons (Mostly assault rifles). Rework scope attachment system within the mod to bring it in-line with vanilla and remove remaining chinese text popup installation on weapons. Rework names and descriptions for various items Add more weapons like the P90 Changelog 2/5/22 Removed all pop-up chinese text when swapping to any weapon Renamed mod to Tactical Weapons some scopes also no longer install the chinese text pop up when equiped added proper groups to all weapons in items.xml Added vanilla laser sight effects to modded laser sight (non-toggable) Added vanilla light effects to modded light attachment (toggable) Fixed all weapon animations and added missing ones Removed a lot of unused particle effects and animations from all gun animations Removed un-needed XML code for attachments Replaced non-vanilla muzzle flashes All ammo and weapons show up in the proper spots in the UI Removed metal ammo boxes, ammo bundles, and ammo crates Removed TA pad modification, duplicate Scope4xACOG_TA31 modification Changed ammo bench icon to avoid confusion on where items need to be crafted Removed duplicate/unusable recipes Added missing recipes 1/29/22 My friends are really enjoying my modified TacticalAction changes so I probably will continue this past this point until it is different enough to be called something else. Removed multiple versions of the M1 Garand Fixed TacticalAction mods not unlocking properly( bipod, grip, etc…) Added several missing modifier tags to Tactical Action weapons Added proper modifier tags to all TacticalAction mods Removed custom stack counts and economic values (all were at 1 for stacks) for mods by adding in the vanilla template Removed zeroing mod Added appropriate vanilla mods to list of compatible attachments for TacticalAction guns Made the XML’s a bit more readable Raging bull revolver is now considered a revolver Added modified traders and loot xml’s from Kingston621 Added a the general silencer schematic to the lootpool Added AdvancedScopes schematic to the lootpool Removed Bipod from MGT3M60E4 picture Fixed MP5 and UMP scopes Modified hold type for 686 shotgun to help fit it in the hands a little better. Still looks wrong but it’s not as wrong anymore. Increased compatibility with other mods in regards to how it adds these modded items. 1/28/22 Removed menu elements for SMX compatibility Removed unused cooking stations Modified the ammo bench to work with SMX Removed Radio, psi, and food references Removed howling noises and other added non-weapon related noises Removed Light Sticks Removed non-weapon and non-ammo images Removed many unused items Removed a lot of legacy code
  11. fourth'd lol. I will open a new thread when I release the update.
  12. Yo Tristam, since we both are kind of working on the same thing (more or less) I wanted to let you know I was gonna release an update in a day or two with the following patch notes. I will also be releasing a proper SMX patch for both mods. I am renaming my mod to Tactical Weapons due to the large amount of changes I am making. added proper groups to all weapons in items.xml Added vanilla laser sight effects to modded laser sight (non-toggable) Added vanilla light effects to modded light attachment (toggable) Fixed all weapon animations and added missing ones Removed a lot of unused particle effects and animations from all gun animations Removed un-needed XML code for attachments Removed non-vanilla muzzle flashes Removed all pop-up chinese text when swapping to any weapon All ammo and weapons show up in the proper spots in the UI Removed metal ammo boxes, ammo bundles, and ammo crates Removed TA pad modification, duplicate Scope4xACOG_TA31 modification Changed ammo bench icon to avoid confusion on where items need to be crafted Removed duplicate/unusable recipes Added missing recipes
  13. Nitrado isn't very mod friendly. I would recommend switching to another service. I had endless issues with it on a modded Empyrion server.
  14. I mean, if I delete the weapons models they will technically be gone.
  15. Goddammit the mobile Website is making this way harder then it has to be lol. I can't seem to quote text. Ate0atw I have replied to your message but the reply is awaiting moderation and approval. All my replies are like that. Again sorry for the confusion.
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