biosdestruction Posted January 6 Share Posted January 6 7 hours ago, BFT2020 said: As long as they don't use the same names for items and only add to the vanilla game and don't take away, they should work at the same time. Ammo will have issues as they are probably named differently between the mods. You can either just deal with that (and find / craft both ammo) or you can create a modlet that will patch it so they use the same ammo. If you go that route, you need to do the following: 1) Decide on which mod you will use the ammo from 2) Open that mod's item.xml file to see how that mod creator named their ammo 3) Create a modlet that loads up last with the following lines added (one for each weapon in the mod you are changing the ammo <set xpath="/items/item[@name='X']/property[@class='Action0']/property[@name='Magazine_items']/@value">Y</set> where X is the item name of the gun and Y is the item name of the ammo you want to use with that gun. If using multiple types of ammo, Y would be in this format <set xpath="/items/item[@name='X']/property[@class='Action0']/property[@name='Magazine_items']/@value">Y1,Y2,Y3</set> This is an example in my mod where I changed the pipe rifle to only use ball ammo and lever action rifle was changed to 44 cal ammo <set xpath="/items/item[@name='gunRifleT0PipeRifle']/property[@class='Action0']/property[@name='Magazine_items']/@value">ammo762mmBulletBall</set> <set xpath="/items/item[@name='gunRifleT2LeverActionRifle']/property[@class='Action0']/property[@name='Magazine_items']/@value">ammo44MagnumBulletBall,ammo44MagnumBulletHP,ammo44MagnumBulletAP</set> After that, you will probably also want to remove the unused ammo now from the recipes file, the loot file, and the trader file (so it doesn't show up in your world, you can leave it in the item file though) Oh big thanks but its to hard for me. i chose first method and try play with both mods, ammo type Link to comment Share on other sites More sharing options...
biosdestruction Posted January 7 Share Posted January 7 23 hours ago, BFT2020 said: I think Izayo is not working on his .30-06 mod anymore (or at least not right now) so it is not available via link. FYI, z Lam's increased MOD slot 2 won't work with Izayo's mod as it was setup to change the mod slots for vanilla weapons and Tactical weapons mod. You might try adding the following lines to the Lam's mod and it should (hopefully - I haven't tested it) change all of Izayo's guns to be the same as the others <set xpath="/tems/item[starts-with(@name,'T0')]/effect_group/passive_effect[@name='ModSlots']/@value">1,2,3,4,5,6</set> <set xpath="/tems/item[starts-with(@name,'T1')]/effect_group/passive_effect[@name='ModSlots']/@value">1,2,3,4,5,6</set> <set xpath="/tems/item[starts-with(@name,'T2')]/effect_group/passive_effect[@name='ModSlots']/@value">1,2,3,4,5,6</set> <set xpath="/tems/item[starts-with(@name,'T3')]/effect_group/passive_effect[@name='ModSlots']/@value">1,2,3,4,5,6</set> <set xpath="/tems/item[starts-with(@name,'T4')]/effect_group/passive_effect[@name='ModSlots']/@value">1,2,3,4,5,6</set> Im good doing? Link to comment Share on other sites More sharing options...
BFT2020 Posted January 7 Share Posted January 7 2 minutes ago, biosdestruction said: Im good doing? Yes. If you have any issues, it will probably be because I messed something up with the code. When you boot up your game, hit F1 and watch the console for any error or warning messages that pop up when it loads Link to comment Share on other sites More sharing options...
biosdestruction Posted January 7 Share Posted January 7 (edited) On 1/7/2023 at 3:48 AM, BFT2020 said: Yes. If you have any issues, it will probably be because I messed something up with the code. When you boot up your game, hit F1 and watch the console for any error or warning messages that pop up when it loads I think something wrong because i found Thomson 3 lvl and he have only 2 slots.. <set xpath="/items/item/effect_group/passive_effect[@name='ModSlots'][@tier='1,2,3,4,5,6']/@value">1,2,3,4,5,6</set> This work for me Edited January 10 by biosdestruction (see edit history) Link to comment Share on other sites More sharing options...
Izayo Posted January 22 Author Share Posted January 22 Update v.3 (patch) Link to comment Share on other sites More sharing options...
WilliamTBear Posted January 22 Share Posted January 22 downloaded and installed your latest update v3 but still unable to get 4x or 8x scope to work. have both files installed v2 and v3 as per install directions. Link to comment Share on other sites More sharing options...
Izayo Posted January 23 Author Share Posted January 23 (edited) 12 hours ago, WilliamTBear said: downloaded and installed your latest update v3 but still unable to get 4x or 8x scope to work. have both files installed v2 and v3 as per install directions. some gun doesn't support x2 x4 x8 . I only fixed M141A it's a sniper rifle Edited January 23 by Izayo (see edit history) Link to comment Share on other sites More sharing options...
hbk32 Posted January 23 Share Posted January 23 @Izayo I have a question. can I combine your guns mods with each other? for example: Vanilla-Expansion Weapons Pack/with/5.56 Weapons Pack and with your other mods? Link to comment Share on other sites More sharing options...
Izayo Posted January 24 Author Share Posted January 24 12 hours ago, hbk32 said: @Izayo I have a question. can I combine your guns mods with each other? for example: Vanilla-Expansion Weapons Pack/with/5.56 Weapons Pack and with your other mods? yes. all the 4 packs can use with each other no problem. (try not use .30-06 pack for now , I'm currently working on it) 1 Link to comment Share on other sites More sharing options...
hbk32 Posted January 24 Share Posted January 24 8 minutes ago, Izayo said: yes. all the 4 packs can use with each other no problem. (try not use .30-06 pack for now , I'm currently working on it) thank so much for info ❤️ Link to comment Share on other sites More sharing options...
OverlordMateus Posted January 27 Share Posted January 27 (edited) I got the v2-v3, but the tiers don't get locked. As soon as I put 1 point in a related skill, for example: boomstick, I unlock all of the shotguns at once Also, is it normal to only be able to craft a lvl 1 pipe magnum, even if I put 3 points in pistols, I cannot craft a better one. I can buy/find one, but not craft one Edited January 27 by OverlordMateus (see edit history) Link to comment Share on other sites More sharing options...
BlackJackDied Posted yesterday at 05:49 PM Share Posted yesterday at 05:49 PM Hello i have a question if some one can help me me and my friends are playing on Apocalypse Now Mod but realy love this weapon mods the 45acp the 5.56 and Vanila exp weapon pack but for some reason cannot implement them so they can be crafted higher then level 1 any one can help please. Thanks Link to comment Share on other sites More sharing options...
BFT2020 Posted yesterday at 06:11 PM Share Posted yesterday at 06:11 PM 20 minutes ago, BlackJackDied said: Hello i have a question if some one can help me me and my friends are playing on Apocalypse Now Mod but realy love this weapon mods the 45acp the 5.56 and Vanila exp weapon pack but for some reason cannot implement them so they can be crafted higher then level 1 any one can help please. Thanks Apocalypse Now is an overhaul mod which affects a lot of the components of the game, including progression and crafting. This mod is meant for the vanilla version. In order to get this mod to work with Apocalypse Now, you are going to need to create a patch. Link to comment Share on other sites More sharing options...
BlackJackDied Posted yesterday at 06:23 PM Share Posted yesterday at 06:23 PM I see but that is the problem i try to do that but with no luck so i was wondering if some one new what i need to do in terms of what lines should i change so that i can adapt this 3 mods. Link to comment Share on other sites More sharing options...
BFT2020 Posted yesterday at 07:42 PM Share Posted yesterday at 07:42 PM On 1/27/2023 at 3:35 PM, OverlordMateus said: I got the v2-v3, but the tiers don't get locked. As soon as I put 1 point in a related skill, for example: boomstick, I unlock all of the shotguns at once Also, is it normal to only be able to craft a lvl 1 pipe magnum, even if I put 3 points in pistols, I cannot craft a better one. I can buy/find one, but not craft one Not sure if the mod creator got back with you, but I think I see why the shotguns are unlocking at tier 1 (it actually affects all weapon unlocks) This is the code that he has now <append xpath="/progression/perks/perk[@name='perkBoomstick']/effect_group"> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="1,5" value="2" tags="T1shotgunM31"/> </append> <append xpath="/progression/perks/perk[@name='perkBoomstick']/effect_group"> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="1,5" value="2" tags="T2shotgun870police"/> </append> <append xpath="/progression/perks/perk[@name='perkBoomstick']/effect_group"> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="1,5" value="3" tags="T3shotgunM4terminator"/> </append> I haven't tried it yet (at work), but I think he needed to do this instead to lock into tiers (this follows the structure in the Advanced Engineering perk that has recipe unlocks at different perk levels). <append xpath="/progression/perks/perk[@name='perkBoomstick']/effect_group"> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="2,5" value="1" tags="T1shotgunM31"/> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="2,5" value="1" tags="T2shotgun870police"/> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="3,5" value="1" tags="T3shotgunM4terminator"/> </append> I believe the value is just 0 or not 0 (typically used as 1). To limit what levels the recipe is unlocked at, you have to setup level with the first number being the perk level to unlock. Not sure on the T0 magnum, I looked at the code and nothing jumped out yet on why you can't craft higher than Q1. It looks like it has been setup to craft higher levels, but I haven't found anything that would prevent you from doing so (yet). Link to comment Share on other sites More sharing options...
BFT2020 Posted yesterday at 08:21 PM Share Posted yesterday at 08:21 PM I think I figured it out the issue with Q1 T0 Magnum. In the recipes file, the T0Magnum recipe doesn't have the perkGunslinger tag added to it. The T0PipePistol does and I think it is from the recipe file where it learns what perk it needs to reference in progression to determine quality level. Still, this is just based on reading the code and not actually trying it out in game. Link to comment Share on other sites More sharing options...
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