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DLX Weapons Fix - [V1.0] - Aligned Sights, Aiming directly from the SCOPE and MORE!


DanyEr12LX

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Hi guys! Thanks a lot for your feedback, it's really helpful!


At the moment, I think before I start developing new mechanisms (recoil system, improved movement system, new weapon components, etc...) I think it's best if I first fix and add these new features:

 

• Improve the Scope Vision, especially at night
• Improve the
Animation when the player takes Aim with both Iron Sights and Scopes
• Make the
running animation even more complex
• Correct some minor animation
flaws

• Add a quick command into the console so that you can reload the mod directly in-game after editing the DLX-ConfigFile.xml

 

Add Global Parameters into the DLX-ConfigFile.xml so that you can:
• Disable or reduce the weapon
raise effect when firing from the hip.
• Enable/disable
sensitivity adjustment when the player aims with the scope
• Increase/decrease (or disable) the
swing system.

 

Add Parameters for Each Weapon in DLX-ConfigFile.xml to:
• Enable/Disable (or adjust) the
muzzle smoke
• Change the FOV when the player is not aiming (default value is 45).

 

After the release of this updated version, I will be back to add new features to the mod!

 

Unfortunately I will be quite busy these days and won't be able to devote much time to mod development,

but as soon as I have some free time I will get to work!

 

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23 hours ago, TheDungslinger said:

Hi, was just wondering if there is anyway to remove the inaccuracy of guns while aiming?

 

I tried editing the global setting aimdispersion lines in DLX-ConfigFIle to no avail.


Can you be more specific. 

Do you mean how the weapons relocate to the shoulder as soon as you fire? If so, the mod author provided instructions on one of the last two pages. It works, as I made those changes.

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If you’re talking about how the viewmodel of the gun kicks up then returns slowly to the shoulder, then no, I’ve already fixed that.

 

I’m speaking to the accuracy of the gun itself and the bullet deviation. It’s most noticeable on the sniper rifle, but if you’re rapid firing especially, your bullets will go WAY off target. Try putting on a red dot sight, firing one shot off target (to trigger the random spread effect), then attempting to shoot a zombie at 20m+.  It’s the same mechanic present in vanilla.
 

The mod does a fantastic job of everything but the same random bullet deviation from vanilla is still present, greatly hampering the authors hard work. I attempted to add lines to the mod’s items.xml that should set the spread multiplier while aiming to 0, but it didn’t seem to work.

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Awesome mod, very impressive dedication. one thing though, is there a way to remove the slight blur when aiming, not asking you to remove it from mod, just direct me to a possible way that I can edit it myself. Thank you.

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Hello! I've noticed that when I use Reflex Sight mod on Lever Action Rifle, the alignment is a bit too low.

 

Screenshot-2024-08-22-062716.jpg

 

*is there any way I can upload picture directly from my PC?

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Very cool mod, i like it a lot.

It makes weapons so much more dynamic. I especially like weapon rise and run animations. I tried adding weapons from other mods to config and this animations worked, so i hope you make this system so it can support modded weapons out of the box! The scopes are also very cool, i like the delayed adjustment when you move camera while aiming.

But unfortunately it's barely playable right now because of some problems.

1. With this mod when using iron or reflex sights, the sensitivity is very high, its seems game using normal sensitivity settings instead of ADS settings.. It makes aiming basically impossible
2. The smoke effect is to intense, making shooting from same spot very hard. Its also constantly bugs out and wont stop smoking unless you remove weapon from your belt. It seems this bug occurs if you rapidly click LMB, its especially often occurring on automatic weapons like SMG. So you constantly have a visibility problem
3. Reflex sight need opacity, some of them have this red overlay through witch you basically can't see.

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On 8/8/2024 at 6:22 AM, Slinx said:

yeah that's a base thing I reccomend this for whichever gun you're talking about (from a dude named Jeffrey Haager)h39DKKL.jpeg

 

I can't make this work. The mod seems to override this setting in some way.

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I really love most of the stuff on this mod but the 2 things I would like to see is an option to turn off smoke and a "clear" reflex sight (kinda like how theres a remove dirt option for scopes) cause the white "dirt" on the reflex sight actually hinders in aiming especially if ur running on Medium to Low settings especially when ur running away from zombies.

The image below kinda shows what I mean Its hard to even see the gap between the 2 woods cause the "white" dirt messes the sight.

spacer.png

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Has anyone found a fix for the Reflex Sight? It is completely unusable with how dirty it is. I'm trying to figure out how to make it completely clear with only the red dot, none of the dirt/smoke/fog like you see in KiotheCloud's photo, but I am not finding the texture for the reflex sight anywhere.

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20 hours ago, toni_c said:

in the DLX-weapons fix located in mods folder, open DLX-configFile.xml with notepad++, at the very top change the value of "ScopeDirt" from true to false, then save.

Tried that, reflex sight still isn't clear. I don't need to make a new game do I? I wouldn't think a visual xml edit would require a new game

Capture.PNG

Capture2.PNG

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Alright, I have been digging around the mod using Asset Studio, I think I found the file. reflex_bg in assets/prefabs/tactical action rifle/a21-dlx-tacticalactionrifle.prefab has a similar appearance as the background of the reflex sight. If this file is swapped to transparent it should solve the problem. You can't edit assets and repack them in Asset Studio, not sure how to fix this myself. @DanyEr12LX could you release a clear reflex sight version with this file fully transparent?
Edit: Tried using UABE, I can decompress A21-DLX-Scopes.unity3d but A21-DLX-Weapons.unity3d and DLX-Other.unity3d crash UABE when I try to decompress. I believe this file in in Weapons, so I think I have hit the limit of what I can do to fix this myself.

reflex_bg.png

Edited by darthsawyer (see edit history)
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Ive noticed the scrap shotgun is still showing the reticule while aiming, not sure if that's intended.

 

Also on the scrap revolver, if you have the flashlight attached, it will detach from the barrel and clip into the gun when you reload.

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12 hours ago, darthsawyer said:

Alright, I have been digging around the mod using Asset Studio, I think I found the file. reflex_bg in assets/prefabs/tactical action rifle/a21-dlx-tacticalactionrifle.prefab has a similar appearance as the background of the reflex sight. If this file is swapped to transparent it should solve the problem. You can't edit assets and repack them in Asset Studio, not sure how to fix this myself. @DanyEr12LX could you release a clear reflex sight version with this file fully transparent?
Edit: Tried using UABE, I can decompress A21-DLX-Scopes.unity3d but A21-DLX-Weapons.unity3d and DLX-Other.unity3d crash UABE when I try to decompress. I believe this file in in Weapons, so I think I have hit the limit of what I can do to fix this myself.

 

[IMAGE]

 

 

Hey there!

I'm sorry for the inconvenience regarding the Reflexes... I've released a quick hotfix with Reflexes having now a transparent glass with the red dot in the center and adjusted their position (ScopeCameraOffset) for the Pipe Rifle, Hunting Rifle, Lever Action Rifle and Tactical Assault Rifle.

 

This new version is the 3.5.1

 

I just wanted to give you a quick update on the development of the mod!

 

I've managed to get the view from the scopes completely clean and clear. I finally found a way to do this.

P.S. To do this quick hotfix, I had to go back to the current released version, and oh my god, what a difference! The experimental version now has perfect visibility, even at night!

 

I had to start from scratch and rebuild ex novo the entire aiming mechanism.
Now the player can aim by following a clean,
linear path
The aiming animations are now
calculated by the game itself, so they're no longer static and ugly ones.

You can also set the aiming speed in the XML file.

 

The same mechanism will need to be applied to Reflexes.

 

In the meantime, I'm just finishing up putting a suitable Iron Sight on the Sniper Rifle.
Next up is the
Pipe Machine Gun.

 

To do all this, I had to do a lot of refactoring to my mod, which basically meant modifying all those intrinsic mechanisms by which it works.

 

As a result, the parameters for the position of the weapon when the player aims (currently written in SightsCameraOffset in items.xml and 'ScopeCameraOffset' in items_modifiers.xml) won't be needed anymore.

Instead, all this data will be written directly into the mod's configuration file, DLX-ConfigFile.xml.

 

- - - - - - - - - - - -

 

Regarding the weapon modifications (barrel extender, retracting stock, etc.),

I'm planning to implement them this way in the future:

(I'm not sure why the developers didn't think of it themselves, but whatever).

 

I would like to create a model with a different appearance depending on the tier of the weapon.

 

So, if the weapon is a 'faulty' (grey) type, then mods (like the barrel extender, foregrip, retracting stock etc.)

will have a 'rusty' and a more 'hand-crafted' look.

 

As the tier goes up (from grey, orange, yellow, etc. to purple), the gun mods will take on a more professional and polished look. 

 

Mods for pistols will look different from mods for machine guns, rifles, etc.

 

- - - - - - - - - - - -

 

I just wanted to say a big, heartfelt thank you to everyone who has supported me along the way.

Whether you've donated, sent me a direct message with advice and opinions, or posted your thoughts on this thread,

I am truly grateful for your support!

 

 

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1 hour ago, DanyEr12LX said:

Hey there!

I'm sorry for the inconvenience regarding the Reflexes... I've released a quick hotfix with Reflexes having now a transparent glass with the red dot in the center and adjusted their position (ScopeCameraOffset) for the Pipe Rifle, Hunting Rifle, Lever Action Rifle and Tactical Assault Rifle.

 

Awesome, thanks for the quick fix! I appreciate it!

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On 9/16/2024 at 8:22 PM, DanyEr12LX said:

 

 

Hey there!

I'm sorry for the inconvenience regarding the Reflexes... I've released a quick hotfix with Reflexes having now a transparent glass with the red dot in the center and adjusted their position (ScopeCameraOffset) for the Pipe Rifle, Hunting Rifle, Lever Action Rifle and Tactical Assault Rifle.

 

This new version is the 3.5.1

 

I just wanted to give you a quick update on the development of the mod!

 

I've managed to get the view from the scopes completely clean and clear. I finally found a way to do this.

P.S. To do this quick hotfix, I had to go back to the current released version, and oh my god, what a difference! The experimental version now has perfect visibility, even at night!

 

I had to start from scratch and rebuild ex novo the entire aiming mechanism.
Now the player can aim by following a clean,
linear path
The aiming animations are now
calculated by the game itself, so they're no longer static and ugly ones.

You can also set the aiming speed in the XML file.

 

The same mechanism will need to be applied to Reflexes.

 

In the meantime, I'm just finishing up putting a suitable Iron Sight on the Sniper Rifle.
Next up is the
Pipe Machine Gun.

 

To do all this, I had to do a lot of refactoring to my mod, which basically meant modifying all those intrinsic mechanisms by which it works.

 

As a result, the parameters for the position of the weapon when the player aims (currently written in SightsCameraOffset in items.xml and 'ScopeCameraOffset' in items_modifiers.xml) won't be needed anymore.

Instead, all this data will be written directly into the mod's configuration file, DLX-ConfigFile.xml.

 

- - - - - - - - - - - -

 

Regarding the weapon modifications (barrel extender, retracting stock, etc.),

I'm planning to implement them this way in the future:

(I'm not sure why the developers didn't think of it themselves, but whatever).

 

I would like to create a model with a different appearance depending on the tier of the weapon.

 

So, if the weapon is a 'faulty' (grey) type, then mods (like the barrel extender, foregrip, retracting stock etc.)

will have a 'rusty' and a more 'hand-crafted' look.

 

As the tier goes up (from grey, orange, yellow, etc. to purple), the gun mods will take on a more professional and polished look. 

 

Mods for pistols will look different from mods for machine guns, rifles, etc.

 

- - - - - - - - - - - -

 

I just wanted to say a big, heartfelt thank you to everyone who has supported me along the way.

Whether you've donated, sent me a direct message with advice and opinions, or posted your thoughts on this thread,

I am truly grateful for your support!

 

 

love seeing the devolpment! i was wondering if you planned on making the fore frip and retractable stock applicable to the desert falcon and handgun, for a "pistol rifle" type of set up. i think itd be fun! im sure itd look a bit strange tho with the foregrip sincee making new holding animations is.. alot of @%$#ing work lmao. again love the mod cant wait for the full version! itll find its way into my everyday play list!

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Hi! Just wanted to say that this mod is great and adds a lot of character and polish to this game. Unfortunately my brother is having some issues with sensitivity of scopes and reflex sights and changing the SensitivityCorrection value in the xml doesn't seem to help. It is very very slow when ADS-ing and the zoom sensitivity setting in game doesn't make a difference. The only mods we have are Izayo's AIO Gun Pack, Black Wolf's fixed and improved vanilla iron and reflex sights (plus the Izayo compatibility patch). I'm really stumped as to why he's having an issue with the sensitivity and I'm not 

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On 9/17/2024 at 6:22 AM, DanyEr12LX said:

 

 

Hey there!

I'm sorry for the inconvenience regarding the Reflexes... I've released a quick hotfix with Reflexes having now a transparent glass with the red dot in the center and adjusted their position (ScopeCameraOffset) for the Pipe Rifle, Hunting Rifle, Lever Action Rifle and Tactical Assault Rifle.

 

This new version is the 3.5.1

 

I just wanted to give you a quick update on the development of the mod!

 

I've managed to get the view from the scopes completely clean and clear. I finally found a way to do this.

P.S. To do this quick hotfix, I had to go back to the current released version, and oh my god, what a difference! The experimental version now has perfect visibility, even at night!

 

I had to start from scratch and rebuild ex novo the entire aiming mechanism.
Now the player can aim by following a clean,
linear path
The aiming animations are now
calculated by the game itself, so they're no longer static and ugly ones.

You can also set the aiming speed in the XML file.

 

The same mechanism will need to be applied to Reflexes.

 

In the meantime, I'm just finishing up putting a suitable Iron Sight on the Sniper Rifle.
Next up is the
Pipe Machine Gun.

 

To do all this, I had to do a lot of refactoring to my mod, which basically meant modifying all those intrinsic mechanisms by which it works.

 

As a result, the parameters for the position of the weapon when the player aims (currently written in SightsCameraOffset in items.xml and 'ScopeCameraOffset' in items_modifiers.xml) won't be needed anymore.

Instead, all this data will be written directly into the mod's configuration file, DLX-ConfigFile.xml.

 

- - - - - - - - - - - -

 

Regarding the weapon modifications (barrel extender, retracting stock, etc.),

I'm planning to implement them this way in the future:

(I'm not sure why the developers didn't think of it themselves, but whatever).

 

I would like to create a model with a different appearance depending on the tier of the weapon.

 

So, if the weapon is a 'faulty' (grey) type, then mods (like the barrel extender, foregrip, retracting stock etc.)

will have a 'rusty' and a more 'hand-crafted' look.

 

As the tier goes up (from grey, orange, yellow, etc. to purple), the gun mods will take on a more professional and polished look. 

 

Mods for pistols will look different from mods for machine guns, rifles, etc.

 

- - - - - - - - - - - -

 

I just wanted to say a big, heartfelt thank you to everyone who has supported me along the way.

Whether you've donated, sent me a direct message with advice and opinions, or posted your thoughts on this thread,

I am truly grateful for your support!

 

 

2,5 years later, I return to 7 Days to Die, and this is the mod I eagerly come to see where it's at. And WOW has it gotten far! Amazing job, hands down! I will definitely not be able to play without it anymore, and my only actual gripe was the Reflex Sight, which you literally fixed the next day from my initial install of the mod! 🎉

 

Are you planning on exposing more things to be set up from the .xml in the future? What I would really love, is to make the setup (or what ever it's called in English, lifting the weapon to look through the scope?) faster. I personally can setup at least a 4X scope in half the time in real life, so it feels very slow. I understand, that there are animations that might make it hard to make adjustable, and do also think it feels very immersive how it is done, but if I could adjust the speed for my personal taste, it would be great.

 

In any case, it's an amazing mod and a true achievement, the skill level and complexity of the work that has gone into this mod is unbelievable! I would want to say I'm speechless, but obviously aren't... 😅

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Hello!  I have been using this mod for a while and it worked great until this last hotfix.  Apparently I can't see any of the glass textures on any of the sights.  I see the rest of the sight on the reflex sight but nothing on the glass.  My friend can see the whole sight as is, it did mention in the logs about my gpu being unable to render glass shaders?  I have a 4090 myself, so I don't know if that is the problem or how to fix it.  Any help would be awesome :)

 

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