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5.56 Weapons pack (update final ver. : added 3 new guns)


Izayo

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***Update v.Final : added 3 new guns (T4) Trader Exclusive (Can be only found in the traders) ,***

- fixed M4C , now become green 

- fixed M16DMR's lame silencered sound

 

***Update v3 : all guns are now craftable , lootable , renamed all items ,***

 

***Update v2 : Fixed m16_fire sound incompatible with "Tactical Action" mod***

- changed from  m16_fire.ogg to m16DMR_fire.ogg 

2/4 of my firearms mod pack

O13U1a.hostphoto.png

Sx7Tsp.newgun.png

 

 

Download (New) : https://drive.google.com/file/d/157c0t2DVqWddBxHOwu5PeNhvRB7ATWJi/view?usp=sharing new , Final Version

Download (Old) : https://drive.google.com/file/d/1t60tFVlangF4HQqUPKDWH-_HBbpYNkIY/view?usp=sharing v.3 link

just replace the old one

 

- added 5.56 ammo (a weaker 7.62 but higher in penetration and range) normal and AP )

- addes 7 guns that uses vanilla item mods

 

Assault Rifle

*** Carbine 15 MAC-V =  low tier automatic . low ammo capacity,ROF,durability (basically sh*test gun of this caliber)

*** AKW-556 = an AK converted to use 5.56 . state are similar as vanilla AK47 

*** Carbine M4C = a better version of Carbine 15 + faster reload. "C" stand for "cool" 

*** HK rifle = H*****r & K**h automatic rifle . best assault rifle in this pack , very high rate of fire

*** (new) XM-556 Skal = can be found only in the traders

Sniper Rifle

*** Civilian-Legal Rifle = a 5.56 Bolt action rifle for civilian . no magazine ,feed it 1 by 1 (ask TFP if you want a normal bolt action rifle LOL)

*** M16-DMR = semi-auto M16 long-range high damage (try not to make it full-auto you will have a sound problem)

*** (new) SR-556 = can be found only in the traders

Light Machinegun

*** Ameli Machinegun = you may calls "Spanish MG42" (I tried my best to make it look like the real one). very fastttttt ROF , high ammo cap. , very low modification option.

*** (new) MG249 = can be found only in the traders

 

- ammo and guns are craftable/lootale 

 

O13IHx.gunshow.jpg

 

*Special Thanks*

- Demo's Gaming . he reviewed my mod and also help me with the xml. files 

his YT channel : https://www.youtube.com/channel/UCvjrbi1F8CSOy5Qm_Fc0W9w

BFT2020 

 

- Many free models from sketchfab

- Sounds from L4D2 , CSGO , BF series

- guys who teach me how to mod , use unity

 *** Khaines Korner

 *** RussianDood

 *** David Taylor

 *** Zilox

 

Edited by Izayo (see edit history)
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8 minutes ago, Jlane409 said:

Loved the other pack. Have a question for this one though. If another mod adds the same ammo type, can these weapons use that ammo as well? Not a huge issue, jsut wondering.

yes , just change  <property name="Magazine_items" value="name of ammo"/>

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4 hours ago, quitz said:

i'm download this mods and install but i found just AKW-556 , Civilian-Legal Rifle , M16-DMR.

another gun in this mods are disapear please help me ;-;

guns will only appear in trader .so it will be random.

 

if you want to test , try in cheatmod session and search for : 

Carbine

Ameli

HK

 

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3 hours ago, Ru Melin said:

Hy thank you for a good mod. There is a bug when I used your mod and the Mod: Tactical Weapons. Crawlerstep cloth. Can you please change something so that we can use both Mods together? Please? Best regards

I have been getting that too. But i get it once then can load my game fine with both mods. My friend ont he other hand can not, and that same error message spams his error log.

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8 hours ago, Ru Melin said:

Hy thank you for a good mod. There is a bug when I used your mod and the Mod: Tactical Weapons. Crawlerstep cloth. Can you please change something so that we can use both Mods together? Please? Best regards

take a screenshot of the error log ,I may fix it , I have not use Tactical action for long time.

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@Izayo I saw that you were having an ammo issue in your OP, I will check it out to see what is going on (unless you already fixed it).

 

I will also look to publishing a modlet that people can use with your mods to add the weapons to the loot tables and allow them to be crafted.  For sure, I will tie the recipes to perk unlocks (for now, A21 is going to change that), and I may add some schematics that can be found as loot.  Depends on how adventurous I get this weekend.

 

I will also do it for your other mod (0.30-06 weapons).

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8 hours ago, Izayo said:

take a screenshot of the error log ,I may fix it , I have not use Tactical action for long time.

will this work?

 

2022-08-18T18:52:29 3885.597 INF Terminating threads
2022-08-18T18:52:29 3885.598 INF OnApplicationQuit
2022-08-18T18:52:29 3885.599 INF Terminating threads
2022-08-18T18:52:29 3885.599 INF OnApplicationQuit
2022-08-18T18:52:29 3885.627 ERR XML loader: Loading and parsing '' failed
2022-08-18T18:52:29 3885.627 EXC An item with the same key has already been added. Key: crawlerstepcloth
  at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x000c1] in <695d1cc93cca45069c528c15c9fdd749>:0 
  at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0 
  at AIDirectorData.AddNoisySound (System.String _name, AIDirectorData+Noise _noise) [0x00000] in <ffc99a688d2b435db53bb46aed82ca49>:0 
  at Audio.Manager.AddAudioData (Audio.XmlData _data) [0x000ca] in <ffc99a688d2b435db53bb46aed82ca49>:0 
  at SoundsFromXml.Parse (System.Xml.XmlNode node) [0x00711] in <ffc99a688d2b435db53bb46aed82ca49>:0 
  at SoundsFromXml.ParseNode (System.String master, System.Xml.XmlNode root) [0x00035] in <ffc99a688d2b435db53bb46aed82ca49>:0 
  at SoundsFromXml+<CreateSounds>d__0.MoveNext () [0x00042] in <ffc99a688d2b435db53bb46aed82ca49>:0 
  at ThreadManager+<CoroutineWrapperWithExceptionCallback>d__48.MoveNext () [0x00044] in <ffc99a688d2b435db53bb46aed82ca49>:0 
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
<>c__DisplayClass59_0:<handleReceivedConfigs>b__0(Exception)
<CoroutineWrapperWithExceptionCallback>d__48:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

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51 minutes ago, BFT2020 said:

@Izayo I saw that you were having an ammo issue in your OP, I will check it out to see what is going on (unless you already fixed it).

 

I will also look to publishing a modlet that people can use with your mods to add the weapons to the loot tables and allow them to be crafted.  For sure, I will tie the recipes to perk unlocks (for now, A21 is going to change that), and I may add some schematics that can be found as loot.  Depends on how adventurous I get this weekend.

 

I will also do it for your other mod (0.30-06 weapons).

Nice , thanks you

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1 hour ago, Jlane409 said:

will this work?

 

2022-08-18T18:52:29 3885.597 INF Terminating threads
2022-08-18T18:52:29 3885.598 INF OnApplicationQuit
2022-08-18T18:52:29 3885.599 INF Terminating threads
2022-08-18T18:52:29 3885.599 INF OnApplicationQuit
2022-08-18T18:52:29 3885.627 ERR XML loader: Loading and parsing '' failed
2022-08-18T18:52:29 3885.627 EXC An item with the same key has already been added. Key: crawlerstepcloth
  at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x000c1] in <695d1cc93cca45069c528c15c9fdd749>:0 
  at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0 
  at AIDirectorData.AddNoisySound (System.String _name, AIDirectorData+Noise _noise) [0x00000] in <ffc99a688d2b435db53bb46aed82ca49>:0 
  at Audio.Manager.AddAudioData (Audio.XmlData _data) [0x000ca] in <ffc99a688d2b435db53bb46aed82ca49>:0 
  at SoundsFromXml.Parse (System.Xml.XmlNode node) [0x00711] in <ffc99a688d2b435db53bb46aed82ca49>:0 
  at SoundsFromXml.ParseNode (System.String master, System.Xml.XmlNode root) [0x00035] in <ffc99a688d2b435db53bb46aed82ca49>:0 
  at SoundsFromXml+<CreateSounds>d__0.MoveNext () [0x00042] in <ffc99a688d2b435db53bb46aed82ca49>:0 
  at ThreadManager+<CoroutineWrapperWithExceptionCallback>d__48.MoveNext () [0x00044] in <ffc99a688d2b435db53bb46aed82ca49>:0 
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
<>c__DisplayClass59_0:<handleReceivedConfigs>b__0(Exception)
<CoroutineWrapperWithExceptionCallback>d__48:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

O7JlIy.efef.png

like this?

the only problem I have when I install Tactical Action is the m16's sound , look like it use the same name in prefab. 

give me a day I'll change sound name in m16's prefab. 

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3 hours ago, Izayo said:

O7JlIy.efef.png

like this?

the only problem I have when I install Tactical Action is the m16's sound , look like it use the same name in prefab. 

give me a day I'll change sound name in m16's prefab. 

sorry at work so couldnt reply sooner. The sound one seems to only pop up when playing solo. the creeper one happens when playing co-op if either player had the 5.56 weapons in. once we both removed it, the error went away.

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Whats ironic is Harrys new calibers a mod that adds several copies of the vanilla guns for the new calibers used to rename the hunting rifle to Remington700 before the hunting rifle got its current A20 model and I know R700 bolt actions hold more rounds as I've seen them in action. to make it more realistic the vanilla hunting rifle should have 5 rounds with a full loading and bolt cycling animation the lever action should have a 6 to 8 shot mag tube and the dragunov should have 10 rounds like it does in real life.

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  • Izayo changed the title to 5.56 Weapons pack (update : fixed m16 sound)
On 8/19/2022 at 11:21 AM, Jlane409 said:

sorry at work so couldnt reply sooner. The sound one seems to only pop up when playing solo. the creeper one happens when playing co-op if either player had the 5.56 weapons in. once we both removed it, the error went away.

I've fixed the sound and tested it should work now (at least in singleplayer). 

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@Izayo

 

Okay, I found some issues that might be causing your problems

 

Naming of the items

 

You should not use special characters and spaces in the names of your items:  5.56mm, 5.56mm AP, Civilian-Legal Rifle.  The game code has issues if you use special characters and spaces in your item names.  This is why TFP don't include those in the code (decimal places are strictly for values in variables).

 

I would use the same naming convention that TFP use in their vanilla items.   So

  • change 5.56mm into ammo556mmBulletBall
  • Change 5.56mm AP into ammo556mmBulletAP
  • change Civilian-Legal Rifle into gunCivilianLegalRifle
  • Continue doing the same with all of the items - These are just examples that I do in my mods, but the key is getting rid of the spaces and special characters like the decimal point and the -.

To get them to display properly in-game, we will need to add a localization file that will load up.  That is not hard to do, especially if you load it up via excel (as it splits the information into columns).  You can view the vanilla ammo and vanilla guns as examples.  Don't worry about additional languages as you can just do the English displayed name for each item.

 

I checked your loot file and it seems like it is loading correctly.  However, I would drop the loot_prob_template="guaranteed" from the lines (as anything without a probability is treated as 1 anyways).  I would also remove the one from treasure ammo since you already added it to both subgroups in that ammo group.  Addressing the issues in the names as I mentioned above might fix the loot issue you are seeing. 

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On 8/21/2022 at 2:05 PM, BFT2020 said:

@Izayo

 

Okay, I found some issues that might be causing your problems

 

Naming of the items

 

You should not use special characters and spaces in the names of your items:  5.56mm, 5.56mm AP, Civilian-Legal Rifle.  The game code has issues if you use special characters and spaces in your item names.  This is why TFP don't include those in the code (decimal places are strictly for values in variables).

 

I would use the same naming convention that TFP use in their vanilla items.   So

  • change 5.56mm into ammo556mmBulletBall
  • Change 5.56mm AP into ammo556mmBulletAP
  • change Civilian-Legal Rifle into gunCivilianLegalRifle
  • Continue doing the same with all of the items - These are just examples that I do in my mods, but the key is getting rid of the spaces and special characters like the decimal point and the -.

To get them to display properly in-game, we will need to add a localization file that will load up.  That is not hard to do, especially if you load it up via excel (as it splits the information into columns).  You can view the vanilla ammo and vanilla guns as examples.  Don't worry about additional languages as you can just do the English displayed name for each item.

 

I checked your loot file and it seems like it is loading correctly.  However, I would drop the loot_prob_template="guaranteed" from the lines (as anything without a probability is treated as 1 anyways).  I would also remove the one from treasure ammo since you already added it to both subgroups in that ammo group.  Addressing the issues in the names as I mentioned above might fix the loot issue you are seeing. 

thank you for the hard work.

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On 8/16/2022 at 12:00 PM, Izayo said:

yes , just change  <property name="Magazine_items" value="name of ammo"/>

hi, i change de ammo but de damage is to low i have undeadlegacy mod and i want to loot the ammo or craft but i dont know how and what change im new in this

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13 hours ago, SaintCrow said:

o but de damage is to

 

13 hours ago, SaintCrow said:

hi, i change de ammo but de damage is to low i have undeadlegacy mod and i want to loot the ammo or craft but i dont know how and what change im new in this

in "item" on top the first 2 item change damage of ammo here  (damage to entity)

OAn68F.wwww.png

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  • Izayo changed the title to 5.56 Weapons pack (update final ver. : added 3 new guns)

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