Izayo Posted July 12, 2023 Author Share Posted July 12, 2023 (edited) Updated to v1.1 and 1 week break as usual (but still working on shotgun pack update) the next project will be 762 pack (focus on sniper , DMR [perkDeadeye]) 1/3 , Edited July 12, 2023 by Izayo (see edit history) 2 Link to comment Share on other sites More sharing options...
Tarf Posted July 12, 2023 Share Posted July 12, 2023 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? Link to comment Share on other sites More sharing options...
Izayo Posted July 12, 2023 Author Share Posted July 12, 2023 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 1 Link to comment Share on other sites More sharing options...
FrodoTBaggins Posted July 12, 2023 Share Posted July 12, 2023 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. Link to comment Share on other sites More sharing options...
Tarf Posted July 12, 2023 Share Posted July 12, 2023 (edited) 10 hours ago, Izayo said: 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 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 Spoiler Tactical AR Spoiler M60 Spoiler SMG-5 Spoiler SKAR-L (T4 Battle Carbine) Spoiler G36C (T4 Tactical Carbine) Spoiler 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 Edited July 13, 2023 by Tarf (see edit history) Link to comment Share on other sites More sharing options...
MrSamuelAdams Posted July 12, 2023 Share Posted July 12, 2023 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. Link to comment Share on other sites More sharing options...
Izayo Posted July 13, 2023 Author Share Posted July 13, 2023 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 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 Tactical AR Hide contents M60 Hide contents SMG-5 Hide contents SKAR-L (T4 Battle Carbine) Hide contents G36C (T4 Tactical Carbine) Hide contents 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. 2 Link to comment Share on other sites More sharing options...
FrodoTBaggins Posted July 13, 2023 Share Posted July 13, 2023 Oh nice, good to know! Thank you for your work man. Link to comment Share on other sites More sharing options...
newbie Posted July 14, 2023 Share Posted July 14, 2023 Can I add this mod to a (single player) game that is already in progress or must it be installed at the start ? Thanks Link to comment Share on other sites More sharing options...
Tarf Posted July 14, 2023 Share Posted July 14, 2023 I added it to a multiplayer game in-progress without any problems. I assume it would be fine for you. Link to comment Share on other sites More sharing options...
BFT2020 Posted July 14, 2023 Share Posted July 14, 2023 20 hours ago, newbie said: Can I add this mod to a (single player) game that is already in progress or must it be installed at the start ? Thanks Adding is fine, but I wouldn’t remove it from any saved games Link to comment Share on other sites More sharing options...
Boomtasm Posted July 15, 2023 Share Posted July 15, 2023 Digging the mod so far, however, we've run into a small problem! We aren't able to craft any of the ammo although it inidicates that we can when viewed in the workbench. Sorry if this is in the wrong spot, new to modding! Thanks in advance! Link to comment Share on other sites More sharing options...
Tarf Posted July 16, 2023 Share Posted July 16, 2023 (edited) 21 hours ago, Boomtasm said: Digging the mod so far, however, we've run into a small problem! We aren't able to craft any of the ammo although it inidicates that we can when viewed in the workbench. Sorry if this is in the wrong spot, new to modding! Thanks in advance! Weird. Are you using other mods? I had no issues crafting ammo. edit: didn't want to double post Here are some xml edits that I did for my personal use. This is for bulk ammo crafting. Added to: items.xml Spoiler <item name="IZYammoBundle556mmBulletBall"> <property name="Extends" value="ammoBundleMaster"/> <property name="CustomIcon" value="IZYammo556mmBulletBall"/> <property name="EconomicValue" value="900"/> <property name="UnlockedBy" value="perkAutoWeaponsComplete"/> <!-- BOOK_PERK --> <property name="TraderStageTemplate" value="ammoTier1"/> <property class="Action0"> <property name="Create_item" value="IZYammo556mmBulletBall"/> </property> </item> <item name="IZYammoBundle556mmArmorpiercing"> <property name="Extends" value="ammoBundleMaster"/> <property name="CustomIcon" value="IZYammo556mmArmorpiercing"/> <property name="EconomicValue" value="1300"/> <property name="UnlockedBy" value="perkAutoWeaponsComplete"/> <!-- BOOK_PERK --> <property name="TraderStageTemplate" value="ammoTier3"/> <property class="Action0"> <property name="Create_item" value="IZYammo556mmArmorpiercing"/> </property> </item> <item name="IZYammoBundle556mmHighPower"> <property name="Extends" value="ammoBundleMaster"/> <property name="CustomIcon" value="IZYammo556mmHighPower"/> <property name="EconomicValue" value="1300"/> <property name="UnlockedBy" value="perkAutoWeaponsComplete"/> <!-- BOOK_PERK --> <property name="TraderStageTemplate" value="ammoTier2"/> <property class="Action0"> <property name="Create_item" value="IZYammo556mmHighPower"/> </property> </item> recipes.xml Spoiler <recipe name="IZYammoBundle556mmBulletBall" count="1" craft_time="240" craft_area="workbench" tags="learnable,workbenchCrafting"> <ingredient name="resourceBulletTip" count="80"/> <ingredient name="resourceScrapIron" count="80"/> <ingredient name="resourceGunPowder" count="160"/> <ingredient name="resourceBulletCasing" count="80"/> </recipe> <recipe name="IZYammoBundle556mmArmorpiercing" count="1" craft_time="360" craft_area="workbench" tags="learnable,workbenchCrafting"> <ingredient name="resourceBulletTip" count="80"/> <ingredient name="resourceScrapIron" count="320"/> <ingredient name="resourceGunPowder" count="240"/> <ingredient name="resourceBulletCasing" count="80"/> </recipe> <recipe name="IZYammoBundle556mmHighPower" count="1" craft_time="360" craft_area="workbench" tags="learnable,workbenchCrafting"> <ingredient name="resourceBulletTip" count="80"/> <ingredient name="resourceScrapIron" count="80"/> <ingredient name="resourceGunPowder" count="320"/> <ingredient name="resourceBulletCasing" count="80"/> </recipe> progression.xml Spoiler <append xpath="//book[@name='perkAutoWeaponsComplete']/effect_group"> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="IZYammoBundle556mmBulletBall,IZYammoBundle556mmArmorpiercing,IZYammoBundle556mmHighPower"/> </append> So now the custom ammo in this pack has ammo bundle boxes with crafting tied to reading all the automatic weapons books. No idea how to package these so here are the xml files that I changedhttps://file.io/GvYRt2d3k9IX Edited July 16, 2023 by Tarf (see edit history) Link to comment Share on other sites More sharing options...
Boomtasm Posted July 19, 2023 Share Posted July 19, 2023 Ah that may be why. I noticed you're crafting ammo boxes where as I tried to craft the individual round! I'll take a look and see if I can craft this as soon as I get on. Thank you! Link to comment Share on other sites More sharing options...
Tarf Posted July 19, 2023 Share Posted July 19, 2023 Oh, ignore the ammo boxes, that's just something I was playing around with after testing whether I could craft normal ammo. I first tried to craft normal ammo. Link to comment Share on other sites More sharing options...
CC7936 Posted July 19, 2023 Share Posted July 19, 2023 Looks great! If I wanna add this mod to a server, do I need to also add it to each's player's local Mods file? Link to comment Share on other sites More sharing options...
Izayo Posted July 19, 2023 Author Share Posted July 19, 2023 12 hours ago, CC7936 said: Looks great! If I wanna add this mod to a server, do I need to also add it to each's player's local Mods file? players need to download and install for themself Link to comment Share on other sites More sharing options...
CC7936 Posted July 20, 2023 Share Posted July 20, 2023 15 hours ago, Izayo said: players need to download and install for themself Thank you! BTW, so if a mod just contain some xml file and config file, then we just need to install it on server. If a mod contains other files like extra icon or else, we require all player install it locally, right? Link to comment Share on other sites More sharing options...
Izayo Posted July 20, 2023 Author Share Posted July 20, 2023 1 hour ago, CC7936 said: Thank you! BTW, so if a mod just contain some xml file and config file, then we just need to install it on server. If a mod contains other files like extra icon or else, we require all player install it locally, right? I don't know man , I have no idea how server-side mod work , when I plays with friend , if both us have the same mod , we can play togather with no problem. Link to comment Share on other sites More sharing options...
BFT2020 Posted July 20, 2023 Share Posted July 20, 2023 Yes, in the case of Izayo's mod, both the server and each client would need to have the mod installed. Any mod that adds assets have to be loaded on all machines. This would also apply to any mod that modifies the core gaming code. Any mod that only affects xml file / coding would only need to be installed on the server machine (in SP, your machine is considered the server). 1 Link to comment Share on other sites More sharing options...
Jon Dillinger Posted July 21, 2023 Share Posted July 21, 2023 Izayo ! i Just want to Say Arigato ! your mod Work is excellent im very New to modding but i have been editing mods and the way you code your mods just makes it easier to understand what im doing and edits to it are always easy for me . i was using tack weapons with your mod was able to Bridge ammo type from each mod except one thing it seem rifles can only have 5 ammo type options or the TA .556 AP bullets are coded different they are referential instead of their own new instance and not recognized Any how the TA mod only has a few weapons that work and was wondering how i could just compile them into your existing MOD its just the M416 and ScarH i was using and the pistols and SMG but there are janky with WILD recoil patterns that go in circles or figure 8. SO again Thank you for taking your time not Rushing anything and putting out great Content . Arigato Link to comment Share on other sites More sharing options...
ShowerHour Posted July 22, 2023 Share Posted July 22, 2023 On 7/12/2023 at 5:15 PM, Tarf said: edit3: okay, figured it out did you end up changing the damage values for yourself? if so, could you possibly post it or send me what you did? i'm also using your bundle edits. Link to comment Share on other sites More sharing options...
Tarf Posted July 22, 2023 Share Posted July 22, 2023 (edited) 14 hours ago, ShowerHour said: did you end up changing the damage values for yourself? if so, could you possibly post it or send me what you did? i'm also using your bundle edits. Yes, I did. It is a change in the items.xml Basically, changed: <passive_effect name="EntityDamage" operation="base_add" value="-7" tags="perkMachineGunner"/> To have different values for different tiers of TC and BC rifles. Here are the values in a table. Weapon Type Weapon Tier value Tactical Carbine 1 -7 Tactical Carbine 2 -4.36 Tactical Carbine 3 -1.51 Tactical Carbine 4 1.57 Battle Carbine 1 -7 Battle Carbine 2 -3.7 Battle Carbine 3 -0.07 Battle Carbine 4 3.92 In other words, the edit for Battle Carbine T4, is editing the entity damage (operation="base_add") to: <passive_effect name="EntityDamage" operation="base_add" value="3.92" tags="perkMachineGunner"/> If you are using the ammo bundle xml edit already, then this should be both edits in the same file. https://pastebin.com/TjzuBEP8 Edited July 22, 2023 by Tarf (see edit history) 1 Link to comment Share on other sites More sharing options...
MrSamuelAdams Posted July 23, 2023 Share Posted July 23, 2023 Loving this mod brother and looking forward to all the new stuff as well! One suggestion, idk if it's even possible. To have more like an echo or lasting effect after the gun shoots? Sounds great on the shotguns for the most part, seems like these are cut off a bit short. If it's impossible and too much work don't even listen to me lol Link to comment Share on other sites More sharing options...
Izayo Posted July 24, 2023 Author Share Posted July 24, 2023 can't find a free M110 I have to reuse another AR platform again. SR110a2 7.62 DMR class 2 Link to comment Share on other sites More sharing options...
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