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(A21) SHOTGUN Pack (v.3.1 Completed)


Izayo

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38 minutes ago, MrSamuelAdams said:

Is there a modlet added, I'm not sure how that all works with the configs, not the best at that 😕

do you just add a quest.xml and a loot.xml folder and add those to their respective folders?

 

Ultimately, Izayo makes the final decision since it is his mod. Just offering suggestions.

What I did to try it out locally was create a file:
...\A21_Izayo_Firearms_Shotgun_packVAL\Config\loot.xml

with the contents of:
 

Spoiler
<configs>

    <!-- append shotgun flechette ammo to quest reward ammo group -->
    <append xpath="//lootgroup[@name='groupQuestAmmo']">
        <item name="ammoShotgunShellFlechette" count="40" loot_prob_template="QuestT2Prob"/>
    </append>

    <!-- define lootgroups, insert them  -->
    <insertBefore xpath="/lootcontainers/lootgroup[@name='groupScrapCommon']">

        <!-- lootgroups for shotgun flechette ammo -->
        <lootgroup name="groupShotgunShellFlechetteSmall">
            <item name="ammoShotgunShellFlechette" count="1,2" loot_stage_count_mod="0.01" />
        </lootgroup>
        <lootgroup name="groupShotgunShellFlechetteMedium">
            <item name="ammoShotgunShellFlechette" count="2,3" loot_stage_count_mod="0.01" />
        </lootgroup>
        <lootgroup name="groupShotgunShellFlechetteLarge">
            <item name="ammoShotgunShellFlechette" count="3,15" loot_stage_count_mod="0.01" />
        </lootgroup>

        <!-- lootgroups for new shotguns -->
        <!-- T1 -->
        <lootgroup name="groupWeaponsT1_Boomstick_Doublebarrellong" count="all" loot_quality_template="QLTemplateT1">
            <item name="IZYgunT1shotgunDoublebarrellong"/>
        </lootgroup>
        <lootgroup name="groupWeaponsT1_Boomstick_BoltactionShotgun" count="all" loot_quality_template="QLTemplateT1">
            <item name="IZYgunT1shotgunBoltactionShotgun"/>
        </lootgroup>
        <lootgroup name="groupWeaponsT1_Boomstick_Model1887" count="all" loot_quality_template="QLTemplateT1">
            <item name="IZYgunT1shotgunModel1887"/>
        </lootgroup>

        <!-- T2 -->
        <lootgroup name="groupWeaponsT2_Boomstick_M31hunter" count="all" loot_quality_template="QLTemplateT2">
            <item name="IZYgunT2shotgunM31hunter"/>
        </lootgroup>
        <lootgroup name="groupWeaponsT2_Boomstick_M1897" count="all" loot_quality_template="QLTemplateT2">
            <item name="IZYgunT2shotgunM1897"/>
        </lootgroup>
        <lootgroup name="groupWeaponsT2_Boomstick_M870Police" count="all" loot_quality_template="QLTemplateT2">
            <item name="IZYgunT2shotgunM870Police"/>
        </lootgroup>

        <!-- T3 -->
        <lootgroup name="groupWeaponsT3_Boomstick_M4terminator" count="all" loot_quality_template="QLTemplateT3">
            <item name="IZYgunT3shotgunM4terminator"/>
        </lootgroup>
        <lootgroup name="groupWeaponsT3_Boomstick_XM12G" count="all" loot_quality_template="QLTemplateT3">
            <item name="IZYgunT3shotgunXM12G"/>
        </lootgroup>
        <lootgroup name="groupWeaponsT3_Boomstick_M590S" count="all" loot_quality_template="QLTemplateT3">
            <item name="IZYgunT3shotgunM590S"/>
        </lootgroup>

        <!-- T4 -->
        <lootgroup name="groupWeaponsT4_Boomstick_Saika12g" count="all" loot_quality_template="QLTemplateT3">
            <item name="IZYgunT4shotgunSaika12g"/>
        </lootgroup>
        <lootgroup name="groupWeaponsT4_Boomstick_HEXAGun" count="all" loot_quality_template="QLTemplateT3">
            <item name="IZYgunT4shotgunHEXAGun"/>
        </lootgroup>
        <lootgroup name="groupWeaponsT4_Boomstick_SPAS12" count="all" loot_quality_template="QLTemplateT3">
            <item name="IZYgunT4shotgunSPAS12"/>
        </lootgroup>

    </insertBefore>

    <!-- append new shotgun lootgroups to the general tiered ranged weapon groups -->
    <append xpath="//lootgroup[@name='groupWeaponsT1_Ranged']">
        <item group="groupWeaponsT1_Boomstick_Doublebarrellong"/>
        <item group="groupWeaponsT1_Boomstick_BoltactionShotgun"/>
        <item group="groupWeaponsT1_Boomstick_Model1887"/>
    </append>

    <append xpath="//lootgroup[@name='groupWeaponsT2_Ranged']">
        <item group="groupWeaponsT2_Boomstick_M31hunter"/>
        <item group="groupWeaponsT2_Boomstick_M1897"/>
        <item group="groupWeaponsT2_Boomstick_M870Police"/>
    </append>

    <append xpath="//lootgroup[@name='groupWeaponsT3_Ranged']">
        <item group="groupWeaponsT3_Boomstick_M4terminator"/>
        <item group="groupWeaponsT3_Boomstick_XM12G"/>
        <item group="groupWeaponsT3_Boomstick_M590S"/>
        <!-- T4 -->
        <item group="groupWeaponsT4_Boomstick_Saika12g" prob="0.3"/>
        <item group="groupWeaponsT4_Boomstick_HEXAGun" prob="0.3"/>
        <item group="groupWeaponsT4_Boomstick_SPAS12" prob="0.3"/>
    </append>

    <!-- append new shotgrun flechette ammo lootgroups to the sized ammo groups -->
    <append xpath="//lootgroup[@name='groupAmmoSmall']">
        <item group="groupShotgunShellFlechetteSmall"/>
    </append>

    <append xpath="//lootgroup[@name='groupAmmoSmallNoArrow']">
        <item group="groupShotgunShellFlechetteSmall"/>
    </append>

    <append xpath="//lootgroup[@name='groupAmmoMedium']">
        <item group="groupShotgunShellFlechetteMedium"/>
    </append>

    <append xpath="//lootgroup[@name='groupAmmoMediumNoArrow']">
        <item group="groupShotgunShellFlechetteMedium"/>
    </append>

    <append xpath="//lootgroup[@name='groupAmmoLarge']">
        <item group="groupShotgunShellFlechetteLarge"/>
    </append>

    <!-- append new shotguns to tiered group quest reward loot groups -->

    <append xpath="//lootgroup[@name='groupQuestWeaponsRangedT1']">
        <item name="IZYgunT1shotgunDoublebarrellong"/>
        <item name="IZYgunT1shotgunBoltactionShotgun"/>
        <item name="IZYgunT1shotgunModel1887"/>
    </append>

    <append xpath="//lootgroup[@name='groupQuestWeaponsRangedT2']">
        <item name="IZYgunT2shotgunM31hunter"/>
        <item name="IZYgunT2shotgunM1897"/>
        <item name="IZYgunT2shotgunM870Police"/>
    </append>

    <append xpath="//lootgroup[@name='groupQuestWeaponsRangedT3']">
        <item name="IZYgunT3shotgunM4terminator"/>
        <item name="IZYgunT3shotgunXM12G"/>
        <item name="IZYgunT3shotgunM590S"/>
        <!-- T4 -->
        <item name="IZYgunT4shotgunSaika12g" prob="0.3"/>
        <item name="IZYgunT4shotgunHEXAGun" prob="0.3"/>
        <item name="IZYgunT4shotgunSPAS12" prob="0.3"/>
    </append>

</configs>

 

 

And that's it. Just the one file.

Edited by Tarf (see edit history)
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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?
 

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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

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On 7/12/2023 at 12:21 AM, MrSamuelAdams said:

okay and the other is a quest.xml? 

 

Think I'll just wait till OP adds it to the official file, my luck I'll mess something up :(

 

I can create a small modlet to add that as an option.  I never thought of asking Izayo if he wanted them as a quest reward option when I was helping him with traders and loot drops.

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@MrSamuelAdams

 

Here you go, adds the weapons to the quest rewards (not the bundle packages though)

 

https://github.com/BFT2020/A21IzayoShotgunQuestRewards.git

 

@Izayo

 

As always you are more than welcome to incorporate the code into your mod so users don't have to search for this modlet.  In addition, you can use it as a baseline for your other weapon mods (copy and paste), just remember to change the items from the shotguns to your other modded weapons.

 

Everything loaded on my end fine, but I am not able to test fully in game since I am working on my own mods.  If anyone sees an issue with it, please let me know.

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Here is an xml edit that I did for my personal use. I like being able to craft bundled ammo.

 

Added to items.xml

Spoiler
<item name="ammoBundleShotgunShellFlechette">
  <property name="Extends" value="ammoBundleMaster"/>
  <property name="CustomIcon" value="ammo12gFlechette"/>
  <property name="EconomicValue" value="1700"/>
  <property name="UnlockedBy" value="perkShotgunMessiahComplete"/>
  <!-- BOOK_PERK -->
  <property name="TraderStageTemplate" value="ammoTier2"/>

  <property class="Action0">
    <property name="Create_item" value="ammoShotgunShellFlechette"/>
  </property>
</item>

<item name="ammoBundleShotgunShellTokenShot">
  <property name="Extends" value="ammoBundleMaster"/>
  <property name="CustomIcon" value="ammoShotgunShellTokenShot"/>
  <property name="EconomicValue" value="1100"/>
  <property name="UnlockedBy" value="perkShotgunMessiahComplete"/>
  <!-- BOOK_PERK -->
  <property name="TraderStageTemplate" value="ammoTier1"/>

  <property class="Action0">
    <property name="Create_item" value="ammoShotgunShellTokenShot"/>
  </property>
</item>

<item name="ammoBundleShotgunSuperpenetratorslug">
  <property name="Extends" value="ammoBundleMaster"/>
  <property name="CustomIcon" value="ammoShotgunSuperpenetratorslug"/>
  <property name="EconomicValue" value="2800"/>
  <property name="UnlockedBy" value="perkShotgunMessiahComplete"/>
  <!-- BOOK_PERK -->
  <property name="TraderStageTemplate" value="ammoTier3"/>

  <property class="Action0">
    <property name="Create_item" value="ammoShotgunSuperpenetratorslug"/>
  </property>
</item>

 

 

Added to recipes.xml

Spoiler
<recipe name="ammoBundleShotgunShellFlechette" count="1" craft_time="360" craft_area="workbench" tags="learnable,workbenchCrafting">
  <ingredient name="ammoDartIron" count="320"/>
  <ingredient name="resourceGunPowder" count="400"/>
  <ingredient name="resourceScrapPolymers" count="80"/>
</recipe>

<recipe name="ammoBundleShotgunShellTokenShot" count="1" craft_time="240" craft_area="workbench" tags="learnable,workbenchCrafting">
  <ingredient name="casinoCoin" count="560"/>
  <ingredient name="resourceGunPowder" count="320"/>
  <ingredient name="resourcePaper" count="80"/>
</recipe>

<recipe name="ammoBundleShotgunSuperpenetratorslug" count="1" craft_time="360" craft_area="workbench" tags="learnable,workbenchCrafting">
  <ingredient name="resourceForgedSteel" count="80"/>
  <ingredient name="resourceGunPowder" count="480"/>
  <ingredient name="resourceScrapPolymers" count="80"/>
</recipe>

 

 

Added to progression.xml

Spoiler
<append xpath="//book[@name='perkShotgunMessiahComplete']/effect_group">
  <passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="ammoBundleShotgunShellFlechette,ammoBundleShotgunShellTokenShot,ammoBundleShotgunSuperpenetratorslug"/>
</append>

 


End result is boxes of the custom ammo in @Izayo pack that is tied to reading all the shotgun perk books.

 

NsDOJHf.png

 

rw3IypI.png

 

Not a clue how to do a modlet so here are all the files that I modified in the mod's config.

 

https://file.io/LgLtjXw2n09j

 

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21 hours ago, Tarf said:

Not a clue how to do a modlet so here are all the files that I modified in the mod's config.

 

I will convert your code into a modlet, or maybe just update the modlet I already created and add your additional code to it.

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  • Izayo changed the title to (A21) SHOTGUN Pack (v2)

Sorry for very late update , I have to reimport>export all assets again.

Update V2

- fixed errors

- fixed boltaction shotgun bug

- fixed loot,trader xml

- fixed saika textures (too dark)

- new 3D icons

- small balance changed

- added localization for DE,JP

- broken sounds fixed 

 

also... I recommended FOV mod : https://www.nexusmods.com/7daystodie/mods/1995 

you can change value in Mods\Ragnars_FovChanger\config.xml

my best setting is  <weapon_fov value="55" />   work great with pistols and long guns

 

Edited by Izayo (see edit history)
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Hello I was just wondering what was causing the red text errors before becuase I'm getting what seems like the same issue with another mod from a20 that I updated but it doesn't affect the gameplay one bit but can still see them if I open the console log.

 

Nvm I see you already added it above, thank you in advance for all your hard work on this mod!

Edited by Dk710 (see edit history)
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Downloaded the mod an already active world and the shotguns in this mod are showing as uncraftable even though I’m able to craft level 5 auto shottys. I am able to craft the new ammo types, but it doesn’t even show me at what shotguns level I’m supposed to unlock the crafting ability for each shotgun 

 

Is it schematic based or is it bugged for already in progress games? 

Edited by bigwilly0062 (see edit history)
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It works in my game, but I wasn't maxed on the shotgun crafting books so I don't know if that complicates things.

 

Pretty sure that when I installed the mod, I was able to craft T1 shotguns... but it has been a while.

 

Definitely not schematic-based.

 

Might be a conflict with another mod.

Edited by Tarf (see edit history)
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17 hours ago, bigwilly0062 said:

Downloaded the mod an already active world and the shotguns in this mod are showing as uncraftable even though I’m able to craft level 5 auto shottys. I am able to craft the new ammo types, but it doesn’t even show me at what shotguns level I’m supposed to unlock the crafting ability for each shotgun 

 

Is it schematic based or is it bugged for already in progress games? 

 

It should be tied to shotgun crafting. Since you installed in an already active world, try taking a shotgun weekly magazine and read it to see if it unlocks it.  I don't know if the game has an issue with the new crafting progression system if you install a mod in an already active world and it doesn't count your previous progression in those crafting skills.

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32 minutes ago, BFT2020 said:

 

It should be tied to shotgun crafting. Since you installed in an already active world, try taking a shotgun weekly magazine and read it to see if it unlocks it.  I don't know if the game has an issue with the new crafting progression system if you install a mod in an already active world and it doesn't count your previous progression in those crafting skills.

That’s the first thing I tried lol, didn’t unlock them. I think it’s just the fact it’s an already established world. 

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On 7/5/2023 at 6:33 AM, Izayo said:

what is "git"?  

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

it still doesn't work, tiers 1, 5 and 6 of this shotgun are working properly, but tiers 2, 3 and 4 have no ammo capacity, the ammo icon doesn't even show on this tiers.

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1 hour ago, Mk. said:

it still doesn't work, tiers 1, 5 and 6 of this shotgun are working properly, but tiers 2, 3 and 4 have no ammo capacity, the ammo icon doesn't even show on this tiers.

download v2 , it fixed

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Hello! I just downloaded your mod and messed around with it briefly

and I must say I loved what I saw so far!! (That six round shotgun is so much fun!) Especially the visible barrel mods… HOWEVER, do you plan on making the sawed off mod visible at some point? So when you apply it to the shotguns it makes the barrel shorter? That’s like really the only the thing I’d want added! 💙 Also possibly the remington 870 like the old pump shotgun! But like the sawed off barrel is what I care about more. 

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29 minutes ago, ProlificPoultry said:

Hello! I just downloaded your mod and messed around with it briefly

and I must say I loved what I saw so far!! (That six round shotgun is so much fun!) Especially the visible barrel mods… HOWEVER, do you plan on making the sawed off mod visible at some point? So when you apply it to the shotguns it makes the barrel shorter? That’s like really the only the thing I’d want added! 💙 Also possibly the remington 870 like the old pump shotgun! But like the sawed off barrel is what I care about more. 

 

saw-off DB is already in the vanilla game

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On 7/17/2023 at 5:16 PM, BFT2020 said:

I added the code for bundle ammo to the quest rewards modlet

 

https://github.com/BFT2020/A21IzayoShotgunQuestRewards.git

 

Let me know if you have any bugs as I haven't tested it.

 

 

Could you by chance make a bundle mod for all Izayo's weapons and Izayo I love the work you've been doing man its great I cant wait to get the 30.06's when you finish them great work dude

 

Edited by sureshot1500 (see edit history)
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15 hours ago, sureshot1500 said:

Could you by chance make a bundle mod for all Izayo's weapons and Izayo I love the work you've been doing man its great I cant wait to get the 30.06's when you finish them great work dude

 

 

Izayo is updating their mods, so maybe the code will be added (They have free rights to use it, as I am just supporting a fellow mod maker).  If not, then I can make up a modlet to support it.

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6 hours ago, BFT2020 said:

 

Izayo is updating their mods, so maybe the code will be added (They have free rights to use it, as I am just supporting a fellow mod maker).  If not, then I can make up a modlet to support it.

Thats exactly as I meant it thank you for the reply its just the only part of Izayo's that gets to some people like me. But its a small price for such awesome weapon and calibers like 5.56 and 30.06 as well as the Flechette rounds 

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On 7/18/2023 at 3:28 PM, bigwilly0062 said:

Downloaded the mod an already active world and the shotguns in this mod are showing as uncraftable even though I’m able to craft level 5 auto shottys. I am able to craft the new ammo types, but it doesn’t even show me at what shotguns level I’m supposed to unlock the crafting ability for each shotgun 

 

Is it schematic based or is it bugged for already in progress games? 

We are having the exact same issue with 1887, M1897 trench, M31Hunter, and the pump shotgun. Fresh world, have the magazines. Others will craft. 

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