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Izayo

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Posts posted by Izayo

  1. On 11/5/2023 at 10:09 PM, Black_Wolf said:

    oh wow, are you going to add some kind of PIP to your scopes Izayo? That'd be amazing especially on sniper rifles!

    Either way, i tested the demo and all of the modifications seem to be completely fine on it (the ones that are visible on the model) even in third person!

    Tested with several other mods installed on relatively low quality settings. It was fun delivering freedom to some zombie dogs ^^ 

      Hide contents

     

     

    no. PIP will probably take 10-20 fps from your game (dual render) . so I used fake-scope aiming instead , when you aim it will hide the forward parts of the scope. and show full scope when you're not aiming or 3rd person view as I mentioned above

  2. I spent a whole week  do test & try for this M16a1   (another step to the new standard) 

    - found the best way to display 2x scope without using PIP method (PIP has high performance impact) 

    - found the way to change scope's reticles without having separated asset files (for low setting people who have problems with the blurry reticle)

    - fixed shells throwning bug when you changing the gun too fast (by hiding vanilla muzzle flash)

    - new custom muzzle flash ,Strong and Punchy (custom particle loader require )  . and Silencer will hide most of the flash as its supposed to be like in IRL.

    - Bipod can now deploy when Aiming without needed of extra animations (these caused transition delay between animations like from FIRE to Reload)

     

    I made a Demo here you guys can test and give me feedbacks. 

    https://drive.google.com/file/d/1eV_5elvm3goaAYwldt8HbMu3jD-pkrLH/view?usp=sharing  around 13 mb. 

    it's not part of the 556 pack don't worry you can remove this Demo anytime  (but require the 556 pack for the ammo)

    how ever it's require :

    - EAC off

    - Custom Particle loader by closer_ex (already included in the .rar)

    - a new version of Make mod visible mod (v. 2.0) by me  (already included in the .rar)

     

    also somehow I managed to find the way to hide the vanilla muzzle flash so it's not gonna need the separated silencer anymore 

     

    OK now I'm going back to work with the Shotgun pack Final

     

    Edit : DON'T TRY THIS DEMO IN YOUR CURRENT PLAYING SAVE LOL 

     

     

     

     

  3. 19 hours ago, Scrimge said:

    Do the guns get automaticly added to the loot tables or do I need to change something? I havent found any of them yet.

    see in crafting , if you see these guns it's means they're working fine . if you can't found in loot try spend some perk point on gun slinger perk it will increase chance to find these kind of items.

  4. 6 hours ago, BFT2020 said:

     

    Password vaults.  Best invention ever.  Now I can have an unique password for every account I have, make it difficult and random, and only have to remember one password to be able to unlock all of them.

    I just realized that I can login with my google accout.  

     

    4 hours ago, Brugas said:

    Can it not be "slaved" in any way?

    I did lose some games , some homeworks😏 ,  pre-made assets like gun attachments , particles that I usually left these things on my desktop

    the completed guns are in the other HDD. it's safe

    qweqwe.jpg.fc6a91a550df88b85cb3bb8482be9afd.jpg

     

  5. 9 hours ago, Black_Wolf said:

    Hey Izayo, i love this modpack, though, i noticed that some of the weapons have an incredibly blinding muzzleflash light, i've been firing the mp5 during blood moon and it felt like i was having a rave in my horde base, it can become really tiring to your eyes to the point where it starts to hurt, any chance you can take a look at it?

    I forgot that you can just edit in item.xml   in every guns section will have these lines at the end 

    						<!--	MuzzleFlash FPV -->		
    		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
    			<requirement name="IsFPV"/>
    		</triggered_effect>
    		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
    			<requirement name="!IsFPV"/>
    		</triggered_effect>
    		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B"/>
    						<!--	MuzzleLightFPV -->		
    		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
    			<requirement name="IsFPV"/>
    		</triggered_effect>
    		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
    			<requirement name="!IsFPV"/>
    		</triggered_effect>
    		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV"/>
    	
    						<!--	EJECT_SMOKE -->		
    		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Smokeframes_test">
    			<requirement name="IsFPV"/>
    		</triggered_effect>
    		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Smokeframes_test">
    			<requirement name="!IsFPV"/>
    		</triggered_effect>
    		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Smokeframes_test"/>

    in "MuzzleLightFPV"  set every "true" value to "false" and then it will be gone.

     

  6. 16 minutes ago, Black_Wolf said:

    Hey Izayo, i love this modpack, though, i noticed that some of the weapons have an incredibly blinding muzzleflash light, i've been firing the mp5 during blood moon and it felt like i was having a rave in my horde base, it can become really tiring to your eyes to the point where it starts to hurt, any chance you can take a look at it?

    I added first person muzzle flash light as its supposed to be , but it will be an optional in the normal edition (no special effect ver.)

  7. 4 hours ago, huntersw said:

    I have a quick question. I've currently tried to download this mod through both google and mega and everytime it finishes its not a file i can extract. It gets downloaded as a .rar file. Anyway i can fix this?

    Download and install winrar or 7-zip you will get this option when you right click the .rar file

    2111231.jpg

  8. 1 hour ago, Euzio said:

    A question regarding the Silencer you've added in Izayo. 

    The IzySilencer works only for the 9mm guns yes? I tried attaching it to the Mosin Nagant from your 762 pack and it doesn't show up on the model. 

    yes for now , I'll cover for all packs in their next update

  9. 7 hours ago, Black_Wolf said:

    hey Izayo, do you think you could give the Benelli M4 a little more bullet spread? Or did you want it that way?

    yeah after played with my own mod for around 2 month , I found out that long range shotguns are sucks, I'll revert back to default stats .they will be changed only in rate of fire / mag CAP. / Damage

  10. The final update is gonna take longer than expected, I'm working on the new muzzle flash effect to make a realistic shotgun blast but they're gonna require Custom Particle Loader mod , made by closer_ex  

    - big rework / re-balance plan in the picture

    - short / original / long barrel , Silencer effect immersion

    - blocks like posters , containers (shotgun related)

     

     

    20231016061949_1.jpg

    20231016061954_1.jpg

    shotgunrework.jpg

  11. 16 hours ago, Black_Wolf said:

    Thank you for the reply. I tried fixing it myself and i just had to change the Roundsperminute of the Mosin from 29 to 50 and it now works like a charm. I love to have them separated, to be honest i would want to have a very powerful bolt action as tier 4 rather than another semi auto, but all of it is of course up to you ^^

    careful when you adjust fire rate in the sniper rifle tree  if it's too fast you will the the 3rd hand  (the bolt action cycle thing is actually 3rd hand that will only show in First person view)

  12. On 10/11/2023 at 6:02 AM, xNemesis said:

    Ok. Not to pester but could you offer a brief explanation as to why its not working? Im trying to learn mod making, made a few so far, but this has really stumped me. Trying to learn a few things lol. 
     

    thanks

    I add these effect in Unity. edit   those code just tell them when to show-up or hide     

  13. On 10/11/2023 at 10:22 PM, Black_Wolf said:

    Hey again Izayo, i hope i am not being a bother with this. I don't know if this is a bug or it is intended but i thought i'd leave it here anyway. I apologize first since i forgot to mention that when i asked to buff the bolt action snipers i didn't have the chance to explain, as due to some complications i was using the snipers without having "perception" to lvl 10 which seemed to make them struggle even with headshots.

     

    What i'd like to talk about is the Mosin Nagant, which compared to the SKS is.... really lacking behind, i'm using a lvl 3 Nagant and a lvl 2 SKS, and the SKS only deals 6 less damage than the Mosin, but not only that, i don't know if this is intended or not but the Nagant has a really slow rate of fire, slower than it should? It doesn't let you fire immediately after pulling the bolt forward, you're forced to wait an extra second, and it also only has a 5 clip size compared to the sks, the only thing that is in its favor is the extra range, but it isn't exceptionally higher. After comparing two lvl 6 Mosing Nagant and SKS, the Nagant only has 3 extra damage and 6 extra range compared to the SKS, completely not worth to use over the semi automatic one. If anything do you think you could give the Mosin Nagant some love? Either slightly better rof or slightly more damage?

     

    Much love 

    I think the best way is to nerf SKS, I don't want people to compare the guns to each other (mod gun) , but do compare to vanilla gun instead. but if I nerf the SKS damage it will does same damage as vanilla AK47.

     

    maybe I'll remove M141 in the future and replace it with SKS. as tier 2  . the tier 1 Marksman and sniper rifle will share with the same gun. I was planned to set SKS to have 5 rounds in the first place. 

     

    I also planned to remove Saika 12 and XM-12G  in shotgunpack   because it's really hard to balance (they're fully automatic shotgun) 

  14. 4 hours ago, xNemesis said:

    Hey man, really enjoy your work and your weapon packs have been a big part of my server. I tend to tweak and modify them some to fit my servers theme, and i noticed that with this pack you added the 'muzzlelightfpv' effect that creates a really awesome reflective flash when weapons are fired. i am trying currently to incorporate all of your mod packs together (5.56, 7.62, Shotgun and 9mm) which i have successfully done, however cannot figure out how to bring that same 'muzzlelightfpv' effect over to the other weapons. when i copy/paste the trigger effects over it does nothing. what else would i need to do in order to bridge that same effect over to all of the other guns?

     

    thank you so much for your work, and your time reading this.

    wait for the update. 

  15. 7 hours ago, Euzio said:

    You're a legend Izayo! 

    I can't do without any of your gun pack mods now. They just make the game so much better for me. Even in the late game, I have lots of fun just collecting the various guns and messing about with them. 

    Side question, would you be doing the .44 gun pack as well? 

    .44 mag >>> .45ACP >>> .30-06   

  16. 48 minutes ago, Black_Wolf said:

    thank you really much for the 9mm pack Izayo, i love your mods.
     

    I wanted to ask if you could give some love to the bolt action sniper rifles, as i feel they lack behind a little compared to the semi automatic ones.

    Also not related to this specific pack but i wanted to tell that the heavy 16 is a little underwhelming compared to the two guns that come before it.

    Much love! ❤️

    they do more damage than the others . I means .. I separated them in to 2 group so you guys can have more choice to choose. Damage or Rate of fire ,   yes the bolt action tree fire-rate are slow but they do higher damage (tested in Insane difficulty) most of the time it can take down a zombie with 1 shot (Head)  , 2-3 for feral / Rad.  while the Marksman tree will take 2x or more.   same as HEAVY-16 it can't have high rate of fire and ammo CAP but I do replaced this ability with damage and mobility when equip. if you want anything that fire faster than the Ameli MG it's gonna be a minigun. we did not have T4 weapons in the first place, don't take it too seriously , just think they're another T3 weapons. 

     

  17.  9mmcoverIZY.thumb.png.132437979e86693b87664082de7a1246.png

     

    9mm. Gun pack - vanilla expansion mod , new 12 guns (more in the future)  with unique stats ,balance based around the vanilla's guns

     

    - Traditional Pistol = high damage , long range(for pistol) , small mobility bonus (walk)

    - Traditional SMG =  high damage , high ammo CAP. , high durability

    - Tactical SMG = medium damage , high accuracy / longrange (for SMG) , low recoil , + extra mod slot

     

    9mmmapplan.thumb.png.87cb87abcf644d570f0fa411e1fd0f4b.png

     

     

    * Download *

     

    *Immersive Edition* (size 263mb.)

    Google drive https://drive.google.com/file/d/1X_N8h2UXsOwFfb_7q7XWnGpKZU0CI3vK/view?usp=sharing

    Mega https://mega.nz/file/ldgjkQqS#J9Em7AV_u66R4svAVirCpxnFv0jQwfho3IHcY19YHkc

     

    *Normal Edition*

    - Coming Soon

     

    0001.thumb.jpg.832484a68a0a05b7909d627fed934bdb.jpg

    tier 4 C96 can take drum magazine and trigger mod 

    0002.thumb.jpg.363e5f2d03d91be8c5490a17a91dc71c.jpg

     

    Installation :

    1. Download and Extract .rar file (with 7zip or winrar)

    2. go inside IZY_A219mmgun_PACK(1of2) you will see 3 folder and 1 txt file

    3. put 3 folders into /7 Days To Die/Mods    

    ***DO TEST MOD before you load your current played saves ***

    ***Backup save are recommended***

    ttaa.thumb.png.420ae0ea13b33452c644dfcc16eaa0bc.png

     

    new features :

    imme.thumb.jpg.6a5114613062b5c760fcc4e84370afdf.jpg

     

    from now on my gun mods will use this silencer name "IZYgunmodSilencerIMS"

    IZYgunmodSilencerIMS.png.ea66be7a0e1c59c9ab608133eeacfd2c.png

    can be crafted with vanilla silencer (also you can craft it back)

     

    Coming Soon ...

    normal edition features :

    - remove all the special effect from immersive editions

    - all gun sights will uses simple small reddot so they will not get blurry when texture are set to half / quarter  / eight

     

    Search keywords : IZY , Gun , SMG , Pistol

     

    Common problems found by users :

    Problem - missing models / icons 

    Suggestion - try re-download , install

     

     

    Problem - Gun sight are blurry with low graphic setting

    Suggestion - wait for the normal edition (soon)

     

    Problem - Crosshair is hiding when aim

    Suggestion - use toggle-on crosshair patch

     

     

    leave balance suggestions / bug / problem in the comment sections 

     

    Special Thanks :

    BFT2020  XML advisor

    xyth Unity advisor

    Guppycur Unity advisor

    bdubyah  Unity advisor

    Zilox Unity advisor

    and people in the forum

    Sketchfab free assets : models credit in the mod folder

     

    - please don't spam in my PM about release date.  report bugs , suggestion is ok 

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