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Izayo

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Izayo last won the day on October 24

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  1. I'll bring them back to use pistolperk in the next version if this will make you feel better. this will also reduce amout of work for me. so I don't have to do traditional SMG / Pistol group.
  2. replace customparticleloader back to ver 1.5.0 if you want to play in V1.0 https://www.nexusmods.com/7daystodie/mods/2036?tab=files&file_id=19116 it will work with my mod v3.0 too I think. check if you still have the "0_TFP_Harmony" in your folder check the version of your current customparticleloader it should be 1.5.1 if its still not working try clean install by remove all of my mod folders , 0-Alter_OverrideSounds , 0-CustomParticleLoader install it again.
  3. have you disable EAC ? it's a machinegun type, just using pistol caliber. SMG = sub-machinegun.
  4. Oh rigth . I keep forgetting to change. thanks for the report , I'll fix this in 3.1 next week
  5. FOV mod I think . I'll try bring it back a bit later, I usually test with vanilla FOV.
  6. not sure if the customparticleloader (1.5.1) will work with 1.0 . if not go back to use 1.4.5 you can check the version in modinfo file. customparticleloader ver 1.5.1 are included in the file you should not have this problem now. unless you have not replace it. they're stages between left and rigth swing. not actually a bug. the attack speed must fixed at 50-52 or the animation will not sync. check if you have any other mod that boost its attack speed. because I already took out any vanilla attack speed bonuses that will affect this weapon. I also notice that I forgot to make M1928 drum tommy gun craftable. I'll add in 3.1 later
  7. updated v.3.0 there is a problem with Tier 2 M1A1 thompson the hand keep missing when player wearing gloves. I'll keep this for later in v.3.1 TIP for v3.0 : you can add Automatic trigger mod into the marksman rifles like M1N , PSG-1 , SVU then it will turned into a Battle Rifle.
  8. give me another day, all the 762 gun's scopes have missing their textures . I think it's because I replaced the old file instead of the new one. it's kinda confused doing multiple guns in unity project. I also merged 7.62 High-Explosive and Frags round. so it will do both high damage and AOE in bullet because their ammo icon look too similar and I ran out of choice of colors.
  9. check in page 8 : there is a mod you have to update to play in 1.1
  10. Separated Sniper (bolt-action) , Marksman rifle (semi-auto) both uses Deadeye perk Snipers Rifle are better in long range , stationary fire , passive effect no reload movement penalty by default and can take High Explosive round / Explosive Frags Marksman Rifle are better in medium / close range , moving fire , high ammo capacity , high rate of fire , can take automatic trigger mod to turn into a battle-rifle however the gun will be degraded faster if you have the automatic trigger on ( 10 / shot ) sure it's better than all of automatic perk's guns but you gotta repair a lot. I have only XML and balancing left to do. I guess it's gonna be done in this sunday I have no mood in making L96 for now. so keep it later along with the LMG and Magnums. don't worry I'll keep update this mod untill it's done or TFP drop a very big update. this is gonna be my last project. I don't play this game anymore since my potato machine can't handle this game even in low-medium setting. (my average loading into the game now take around 10 mins. one of the reason why it took so long to make a gun) thanks for all the support.
  11. for those who want to play in 1.1 update customparticle loader here : https://www.nexusmods.com/7daystodie/mods/2036 I need 1 more week 3.0. mostly will be SMGs = MP5 (finished) Colt 9mm (finished) Thompson M1 (finished) Marksman rifle = M1N , M1N + extendmagmod = M1A or M14 (finished) , T3 PSG 1 (finished) , T4 Prototype Rifle SVU (finished) Sniper Rifle = Explosive round , T3 british Enfield Rifle , T4 L96 (If I can recover the model from previous work) LMG and Minigun will be delayed because its hard to animate this kind of weapon I have to animated one by one bullets in belt. so it's gonna take sometime I got a lot of suggestion about T4 are hard to find in loot or even trader , maybe I'll make it craftable with cost of a human soul in the next update. rightnow I'm working with the Enfield Rifle and L96
  12. yes mod ver 2.2 are not working with game ver 1.1 so better stay at game ver 1.0 until 1.1 become official.
  13. Visible Armor mods work great. it will be an option to disable this feature if you don't like the "sleeve pouches" it will. then we gotta go back to the old way, same animation just different gun models.
  14. I will remove the military / cloth gloves variants because sometime the bones (2 bones for each finger. it's supposed to be 3) doesn't sync with the animation and its look so bad tbh. I'll focus on the high detail leather gloves instead with support of visible armor mods like you see in the guns. this will aslo reduce working time / gun and reduce file size. most of v3.0 gun will be beltfed .44magnum pistol/rifle , LMG , minigun hand-held heavy machineguns , T4 melee , rework sepparated sniper / marksman rifle like the old mod pack.
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