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Izayo

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Posts posted by Izayo

  1. 43 minutes ago, Funukemaguro said:

    I'm very impressed with your mod's gun reload animations (mainly the "Mauser C96", the M1 Garland in ".30-06 Weapons" and the auto-shotguns like the SPAS in the "SHOTGUN Pack") and the "A21_Izayo_Visible_Mods_mod" to make visible Attachments that were not displayed in vanilla.
    I would like to make my own "mods" inspired by these animations and ideas. May I make them?
     

    sure

  2. 8 hours ago, FrodoTBaggins said:

    Hola Izayo!

    Buddies and me are very entertained thanks to your great mods, as always. Much appreciation.

    One thing I wanted to report is that the x2 scope seems to be bugged across all guns from the shotgun and 556 packs. They look like the reflex sight and the scope are glued together.

    nah it's a thing in real life 

    3DMCrdN.jpg

    the rear scope thingy do magnify the front Eotech.  I don't have Picture in picture plugin so it will look weird 

    8 hours ago, Tarf said:


    Gotcha!

    The improvements in other areas are pretty nice and noticeable.

     

    I think a small damage increase between going up the tiers would be nice though especially since the base game assault rifles had their damage number linearized.

     

    Entity damage goes up by 32% going from a quality 6 AK to a quality 6 Tactical AR. Same percentage increase going from a Tactical AR to a M60.

    Since your rifles already have improvements in other areas, a 8-10% damage increase between tiers would keep progression in-line with the base game weapon progression imo.

     

    As an example with concrete numbers, here are the in-game stats for a few weapons (Q6 with full mods and a good base damage roll):

    AK

      Reveal hidden contents

    YSOAU1d.png


    Tactical AR

      Hide contents

    kWX17J4.png

     

    M60

      Hide contents

    MGqNTEB.png

     

    SMG-5

      Hide contents

    rBYEN2T.png

     

    SKAR-L (T4 Battle Carbine)

      Hide contents

    wjGMUnZ.png


    G36C (T4 Tactical Carbine)

      Hide contents

    pYgrm3V.png


    Currently, the T4 Carbines (which are much harder to get than the other weapons) do less entity damage than a T1 AK.

     

    The T4 Tactical Carbine has uniqueness in terms of mobility, but the T4 Battle Carbine is noticeably worse than that T2 Tactical AR and T3 M60 at killing tougher zombies at range.

    Imo, the advantages of the T4 Battle Carbine doesn't outweigh the 31% damage increase on the T2 Tactical AR and the 84% damage increase on the T3 M60.

     

    If Battle Carbines had a 10% damage increase per tier, then the T4 Battle Carbine would have 83.5 damage which I think is pretty in-line with the other weapons.

     

    Similarly, if Tactical Carbines had a 8% damage increase per tier (bit less since the mobility increase is pretty unique), then the T4 Tactical Carbine would have 70.4 damage which doesn't feel OP to me and keeps a sense of progression.

     

    What are you thoughts?

     

    edit: lol, I tried to figure out entity damage from the items.xml and am completely lost...

    edit2: oh, base entity damage is on the bullet, that explains a lot

    edit3: okay, figured it out

    I'll try balance this again.  I mostly base damage CAP. around AK47  (max damage around 65). especially Battle carbine it should does same damage as 762 but you will have low ammo cap and can't use magagize mods.   

    8 hours ago, MrSamuelAdams said:

    Izayo not a big deal, but I noticed with your guns only when I ADS I still get the crosshair in the sight. Is there anyway to turn it off? I have the mod to turn off crosshairs and it works for the tactical  pack and vanilla guns.

    It's just the iron sight/reflex sight having the annoying crosshairs there too. If not, not a big deal, just was wondering.

    I forgot to disable "crosshaironaim"  thanks for the report man.

  3. 2 hours ago, Tarf said:

    Nice!

    I tried out the pack and love how the guns feel and sound.

    Also, tested out buying from the trader, trader quest rewards, and general looting. Looks good!


    One thing that I noticed was that all the Tactical Carbines did the same damage regardless of tiers. Is that expected?

    Same thing with the Battle Carbines. The T1/T2/T3/T4 Battle Carbines all had the same max damage roll.

     

    Also, any plans for bulk crafting 5.56 ammo in the future?

    yes only change with run/walk speed rate of fire for TAC carbine  

    and mag capacity / lower recoil for BAT carbine 

    but still get some small damage bonus from gun mods

  4. Spoiler
    <configs>
    <!-- oooooooooooo  -->
    <!-- Group_new_MG  -->
    <!-- oooooooooooo  -->
    	<insertAfter xpath="//lootgroup[@name='groupWeaponsT3_Machinegunner']">
    	
    	<lootgroup name="groupWeaponsT1_Machinegunner_CAR15" count="all" loot_quality_template="QLTemplateT1">
    		<item name="IZYgunT1assaultrifleTacticalCarbineCAR15"/>
    	</lootgroup>
    	
    	<lootgroup name="groupWeaponsT1_Machinegunner_FNNLCAL" count="all" loot_quality_template="QLTemplateT1">
    		<item name="IZYgunT1assaultrifleBattleCarbineFNLcal"/>
    	</lootgroup>
    	
    	<lootgroup name="groupWeaponsT2_Machinegunner_M4C" count="all" loot_quality_template="QLTemplateT2">
    		<item name="IZYgunT2assaultrifleTacticalCarbineM4C"/>
    	</lootgroup>
    	
    	<lootgroup name="groupWeaponsT2_Machinegunner_HK33" count="all" loot_quality_template="QLTemplateT2">
    		<item name="IZYgunT2assaultrifleBattleCarbineHK33"/>
    	</lootgroup>
    	
    	<lootgroup name="groupWeaponsT3_Machinegunner_SOCMK1" count="all" loot_quality_template="QLTemplateT3">
    		<item name="IZYgunT3assaultrifleTacticalCarbineSOCmk1"/>
    	</lootgroup>
    	
    	<lootgroup name="groupWeaponsT3_Machinegunner_AKWA2" count="all" loot_quality_template="QLTemplateT3">
    		<item name="IZYgunT3assaultrifleBattleCarbineAKWa2"/>
    	</lootgroup>
    	
    	<lootgroup name="groupWeaponsT4_Machinegunner_SCARL" count="all" loot_quality_template="QLTemplateT3">
    		<item name="IZYgunT4assaultrifleBattleCarbineScarLight"/>
    	</lootgroup>
    	
    	</insertAfter>
    <!-- Adding new weapon groups to loot groups  -->
    
    	<append xpath="//lootgroup[@name='groupWeaponsT1_Ranged']">	
    		<item group="groupWeaponsT1_Machinegunner_CAR15"/>
    		<item group="groupWeaponsT1_Machinegunner_FNNLCAL"/>
    	</append>
    	
    	<append xpath="//lootgroup[@name='groupWeaponsT2_Ranged']">	
    		<item group="groupWeaponsT2_Machinegunner_M4C"/>
    		<item group="groupWeaponsT2_Machinegunner_HK33"/>
    	</append>
    	
    	<append xpath="//lootgroup[@name='groupWeaponsT3_Ranged']">	
    		<item group="groupWeaponsT3_Machinegunner_SOCMK1"/>
    		<item group="groupWeaponsT3_Machinegunner_AKWA2"/>
    		<!-- ooooo TIER4 ooooo  -->
    		<item group="groupWeaponsT4_Machinegunner_SCARL" prob="0.3"/>
    	</append>
    
    <!-- OOO AMMO_LOOT OOO  -->
    
    	<append xpath="//lootgroup[@name='groupQuestAmmo']">	
    		<item name="IZYammo556mmBulletBall" count="70" loot_prob_template="QuestT1Prob"/>
    		<item name="IZYammo556mmArmorpiercing" count="35" loot_prob_template="QuestT2Prob"/>
    		<item name="IZYammo556mmHighPower" count="35" loot_prob_template="QuestT2Prob"/>
    	</append>
    	
    <!-- OOO CREAT_AMMO_GROUP OOO  -->
    
    	<insertAfter xpath="//lootgroup[@name='group762mmLarge']">
    	
    		<lootgroup name="group556ammoSmall">
    			<item name="IZYammo556mmBulletBall" count="6,8" loot_stage_count_mod="0.01"/>
    		</lootgroup>
    		
    		<lootgroup name="group556ammoMedium">
    			<item name="IZYammo556mmBulletBall" count="15,20" loot_stage_count_mod="0.01"/>
    		</lootgroup>
    		
    		<lootgroup name="group556ammoLarge">
    			<item name="IZYammo556mmBulletBall" count="30,50" loot_stage_count_mod="0.01"/>
    		</lootgroup>
    
    	</insertAfter>
    
    <!-- OOO AMMO_LOOT_to_groupsize OOO  -->
    
    	<append xpath="//lootgroup[@name='groupAmmoSmall']">	
    		<item group="group556ammoSmall"/>
    	</append>
    
    	<append xpath="//lootgroup[@name='groupAmmoSmallNoArrow']">	
    		<item group="group556ammoSmall"/>
    	</append>
    
    	<append xpath="//lootgroup[@name='groupAmmoMedium']">	
    		<item group="group556ammoMedium"/>
    	</append>
    
    	<append xpath="//lootgroup[@name='groupAmmoMediumNoArrow']">	
    		<item group="group556ammoMedium"/>
    	</append>
    
    	<append xpath="//lootgroup[@name='groupAmmoLarge']">	
    		<item group="group556ammoLarge"/>
    	</append>
    
    </configs>

     

    alright I think this is the best format.  I'm gonna use this for all of my pack

    4AUdQdx.jpg

    rQTt27A.jpg

     

    5 hours ago, MrSamuelAdams said:

    Is it updated or should we wait for the final one?

     

    you just place a loot.xml file in the config and copy/paste that into it?^

     

    It's confusing because the 5.56 one already has a loot.xml (but it's called loots.xml?) is that correct? Or should I replace that folder with loot.xml and copy/paste that code from above into it?

    remove "s"  it should "loot" not "loots"  

  5. 56 minutes ago, SlashConno said:

    Some of my ideas to fill in the remaining slots could be:

    Assault Rifle Long Tier 2: FAMAS or Daewoo Precision Industries K2
    Snipers from Tier 1 to Tier 4: Ruger American Ranch Rifle, Thompson Center Compass Bolt-Action, Ruger Precision Rifle, and Q The Mini Fix

    All of these are chambered in 5.56 or can be, so they could fit. Just some ideas. I am really excited to try out what you have already made though.

    On a side note. I would love to see you make a CZ Scorpion Evo 3A1, Honey Badger, and AS Val at some point.

    no bullpup . there is no holdtype that support bullpup system  

    any .223 guns will be fine 

  6. 2 hours ago, Tarf said:

     

    Randomly guessing, but I wonder if the "loot_quality_template" need to be changed per tier as well. Otherwise, I think your items will be treated the same as a low tier piece of loot and not sure what the implications of that are.


    edit2: Also, I see in the loot.xml that there are loot groups by quest tiers as well... I assume the individual weapons need to be added to those loot groups so your weapons can show up as quest rewards.

    oh yes I forget that parts. thanks

  7. This should work ? 

    <!-- oooooooooooo  -->
    <!-- Group_new_MG  -->
    <!-- oooooooooooo  -->
    	<lootgroup name="groupWeaponsT1_Machinegunner_CAR15" count="all" loot_quality_template="QLTemplateT1">
    		<item name="IZYgunT1assaultrifleTacticalCarbineCAR15"/>
    	</lootgroup>
    	
    	<lootgroup name="groupWeaponsT1_Machinegunner_FNNLCAL" count="all" loot_quality_template="QLTemplateT1">
    		<item name="IZYgunT1assaultrifleBattleCarbineFNLcal"/>
    	</lootgroup>
    	
    	<lootgroup name="groupWeaponsT2_Machinegunner_M4C" count="all" loot_quality_template="QLTemplateT1">
    		<item name="IZYgunT2assaultrifleTacticalCarbineM4C"/>
    	</lootgroup>
    	
    	<lootgroup name="groupWeaponsT2_Machinegunner_HK33" count="all" loot_quality_template="QLTemplateT1">
    		<item name="IZYgunT2assaultrifleBattleCarbineHK33"/>
    	</lootgroup>
    	
    	<lootgroup name="groupWeaponsT3_Machinegunner_SOCMK1" count="all" loot_quality_template="QLTemplateT1">
    		<item name="IZYgunT3assaultrifleTacticalCarbineSOCmk1"/>
    	</lootgroup>
    	
    	<lootgroup name="groupWeaponsT3_Machinegunner_AKWA2" count="all" loot_quality_template="QLTemplateT1">
    		<item name="IZYgunT3assaultrifleBattleCarbineAKWa2"/>
    	</lootgroup>
    	
    	<lootgroup name="groupWeaponsT4_Machinegunner_SCARL" count="all" loot_quality_template="QLTemplateT1">
    		<item name="IZYgunT4assaultrifleBattleCarbineScarLight"/>
    	</lootgroup>
    
    <!-- Adding new weapon groups to loot groups  -->
    
    	<append xpath="//lootgroup[@name='groupWeaponsT1_Ranged']">	
    		<item group="groupWeaponsT1_Machinegunner_CAR15"/>
    		<item group="groupWeaponsT1_Machinegunner_FNNLCAL"/>
    	</append>
    	
    	<append xpath="//lootgroup[@name='groupWeaponsT2_Ranged']">	
    		<item group="groupWeaponsT2_Machinegunner_M4C"/>
    		<item group="groupWeaponsT2_Machinegunner_HK33"/>
    	</append>
    	
    	<append xpath="//lootgroup[@name='groupWeaponsT3_Ranged']">	
    		<item group="groupWeaponsT3_Machinegunner_SOCMK1"/>
    		<item group="groupWeaponsT3_Machinegunner_AKWA2"/>
    		<!-- ooooo TIER4 ooooo  -->
    		<item group="groupWeaponsT4_Machinegunner_SCARL" prob="0.3"/>
    	</append>

     

  8. v2 -1.5/3

    - added Light Machine gun class (4 guns)

    - better balance (damage now scale up each weapon's Tier)

    - Tier 4 guns are now only can be found in traders , loots ,quest rewards (crafting removed)

    - fixed some sounds (re-use)

    - reasonable recipe cost to craft

    - removed crosshair when aim 

     

    v1.1 - 1/3

    - added G36C as tier 4 Tactical Carbine

    - fixed loot and trader xml

     

    556poster280823.thumb.png.1f32aa09677ab5c8622d135093950259.png

     

    5.56 pack mod , new 12 guns (more in the future)  with unique stats ,balance based around the vanilla's guns

    new calibers 5.56x45mm

     

    556map280823.thumb.png.ae3420adfcc7329fd56203f31e13f6d6.png

     

    * Download *  (size 210mb.)

    v2  Google drive https://drive.google.com/file/d/1i8k77s7ME_JTpsLpYfF57pv2a91QbEy6/view?usp=sharing

    v2 Mega https://mega.nz/file/Nc5lzCSR#pwYd0ScGGCJYvDTtoePqymueEhWtYodN7j6ij3p1swg

     

    Installation :

    1. download and extract file

    2. go inside "IZY_A21_556gun_PACK.V2(1.5of3) you will see 2 folders

    3. put both folder into /7 Days To Die/Mods   

    *DON'T ignore "A21_Izayo_Visible_Mods_mod" it make gun mod like "grip, stock  " visible in game*

    it if already exist , do replace. (they're same in every gun pack)

     

    Important Notes :

     

    - ***BACK UP YOUR SAVE, OR AT LEAST TEST MOD IN ANOTHER WORLD(or save) BEFORE YOU LOAD YOUR CURRENT PLAYING SAVE ***

     

    20230828095247_1.thumb.jpg.f0e0d960d90d994d99346068d6e063b8.jpg

    - Display Icons in crafting-skill cause so many problems each update so...

    I removed guns Icons in crafting-kill window but it still working , uses Vanilla guns unlock as reference.

     

     

    leave balance suggestions / bug / problem in the comment sections 

     

    Special Thanks :

    BFT2020  XML 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 

  9. 36 minutes ago, vergilsparda said:

     

    They're definitely in there on my end, I'm rolling with my mod right now and everything is where it should be. It could be that the icons didn't download properly, which is completely out of my hands! (And by the way, Izayo, your shotgun mod is gorgeous! I'm not personally a shotgun user but if I was, I'd definitely choose yours)

     

    Everything on my end with regards to item structure in items.xml is also correct. I thought at first that the property "CustomIcon" and its value might have been reserved for multi-player icons (and who knows, it might be and I'm just stupid—happens often!), but I believe that's for the little closed/open book icons (among other things) in the corner of an item. Looking at Izayo's items.xml to cross-check my own, theirs seems to add ammo type to the corner—a very cool addition if I might say—so it's not that. And looking at my mediafire zip file, it definitely includes icons.

     

    Unfortunately, @MrSamuelAdams, whatever is the issue seems to be on your end. The only things I can think of is that either you or your friend (or both) are on differing alphas (my mod has worked since the second experimental version and does indeed work on stable), or one or both of you have EAC enabled, which I've read in a few places can cause custom assets not to load into the game. That's usually for dedicated servers but you could try disabling it (and also that you trust your friend quite well not to cheat), and try again. You're not on a server, so I don't think you have to manually add my Localization.txt to your own game's, but I've also read that that can cause issues. However, that seems to be related more to item names and descriptions, not icons.

     

    If all else fails, I'm so sorry, I really don't know whats going on and I feel terrible that it isn't working and that I can't help you!

    Happened to my mod as well, sometime (very rare) winrar. refused to extracting .png file.  one of the user can solved by re-download the mod and install again.  if it still doesn't work , check in the console for red or yellow error logs

     

  10. 9 hours ago, Jlane409 said:

    Maybe it's just me, but the Hexagun and the Trenchgun seem like they might be held a bit to high. I noticed it on the Trench first, the back end of the gun seemed to block alot of the sight when aiming. Didn't see this with the other shotguns I have bought so far.

    sXmCTh2.jpg

  11. 19 hours ago, LootGoblin said:

    lol, no worries mate, you have not. I don't make you responsible for any inconvenience, especially if you do such generous work ;)
    I only wanted to point out, that it might be impossible to keep track of feedback/reports if there is no tool to manage them, like a Git repo.
    I do have an own weblate instance for some other project, so im all in if someone wants to setup a weblate. But i guess, it would be a waste if it will be used only for this modlet.

    So, @Izayo how do you want us to submit possible improvements? Do you have a git?

     

    Should be no issue at all. The modlet, you talking about does clearly state it will change the vanilla weapons. This mod doesn't touch vanilla weapons

    what is "git"?  

    10 hours ago, Mk. said:

    The bolt action shotgun has no ammo capacity, it can't be reloaded.

    there are 3 peoples who have this problem.  1 of them solved by take out the mod > load the game > exit > put the mod back > load the game again .

    it may cause from the other mods , if it's doesn't work

  12. 5 hours ago, LootGoblin said:

    Now it's getting confusing. I also posted a translation but into german. Though, without your translation.
    @Izayo is there a git, where people like us can participate without leaving someone behind? Would be sad if someone translated already some strings, and then they get just ignored.

    oh I did not see sorry , most of the time I will just go straight to the last comment. please do pin my name if you want to report , suggest important thing so it will pop-up in my notification.

  13. 17 hours ago, theFlu said:

    Well.. there's a couple options.

    They make it realistic and block your entire vision with the diopter sight.

    They make it realistic and slap on a second camera for your other eye so they can paste a ghost image on top of the gun image so you can see "through" the gun.

    They make it a little unrealistic by bending the gun down, and pushing it a foot forward, allowing for single-camera vision to the surroundings.

     

    It's not realistic, but I don't really need to hate it.. :)

    I was thinking the same. they want player to have clear vision while ADS.  

  14. BigheadRR

    update solved : it's the new ammo type . I forgot the change the new path of dropmesh

    A20 uses but A21 uses @:

     

    <item name="ammoShotgunShellFlechette">
        <property name="Tags" value="ammo,shotgun"/>
        <property name="DisplayType" value="ammoShotgun"/>
        <property name="CustomIcon" value="ammo12gFlechette"/>
        <property name="HoldType" value="45"/>
        <property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
        <property name="DropMeshfile" value="
    #Other/Items?Misc/sack_droppedPrefab.prefab"/>

    they must be (for a21)

        <property name="Meshfile" value="@:Other/Items/Misc/sackPrefab.prefab"/>
        <property name="DropMeshfile" value="
    @:Other/Items/Misc/sack_droppedPrefab.prefab"/>

     

    kXDu7E8.jpg

     

    thanks for the report I'll fix this in v2  ,this saturday or sunday . 

  15. 22 hours ago, BigheadRR said:

    spacer.png

    I installed it in my mods folder and started playing.
    The console never opened, but when I opened it to check, I could see the error in the picture.
    Do you have a fix for this?

    this is also happened to me. but its doesn't affect the game . I'll try ask BFT

  16. 5 hours ago, Funukemaguro said:

    Translation into Japanese. Based on the vanilla weapon and ammo descriptions in the Japanese version, I have added my own descriptions for ammo and weapons.
    If you plan to add descriptions for the English version, I will translate them accordingly.

    Thanks for the great mod.


    (I used a translator to type some of the text, so I apologize if some of the sentences are not correct.)

    cool , but I'm not good with English grammar  . I will leave this part to someone who want help. 

    I'll add this in v2

  17. 18 hours ago, AndrewT said:

    is it intended for the 1887 lever action to boost walking speed when held or is that a bug

    yes , its trade high ammo capacity mobility and  with range and damage , remember it's a tier 1 gun its not supposed to be good

     

    edit : acutally it should be (small speed buff walk/run)

            <passive_effect name="RunSpeed" operation="perc_add" value=".05"/>
            <passive_effect name="WalkSpeed" operation="perc_add" value=".05"/>

    the value is wrong , I'll fix in the next version 

    thanks for the report

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