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There is a "How to use" linked in the description. Did you subscribe some of the weapon mods?
If a weapon mod is installed and checked (X in the menu), it "should" appear in the trader. However please note: While the mod should still work, it is no longer maintained.
I no longer maintain this mod and it has been ages, since I last started KF. So, I don't know if I can recall everything correctly, sorry.
The *.ini looks weird, though. Especially "setting_ignoreNONWL=True" looks wrong to me (which basically means that you will only allow officially whitelisted weapons). But again: I don't recall much of it.
You could try to start a local server with all desired settings and compare the .ini on your server with your local .ini afterwards.
I have the name of the pickup class but how to add it to the mutator?
If tried to add it to the ini file like this:
[WeaponsWorkShopMutator.WeaponsWorkShop]
WWS_unsupportedweapons=True
setting_showDebug=True
setting_AdvancedPerkDiscount=True
setting_officialWeaponInclusion=0
setting_customWeaponInclusion=0
setting_sortShoplist=0
setting_MEDWeaponInclusion=0
setting_SUPWeaponInclusion=0
setting_SHAWeaponInclusion=0
setting_COMWeaponInclusion=0
setting_BERWeaponInclusion=0
setting_FIRWeaponInclusion=0
setting_DEMWeaponInclusion=0
setting_NEUWeaponInclusion=0
setting_ignoreNONWL=True
WSS_MED_M202M202A1Pickup=True
But it keeps loading only the default weapons - how to add a weapon correctly?
Thanks!
The WWS has an option (in the mutator menu) called "perk discounts". Deactivating it should increase compatibility with other mods. I haven't tested it with ScrN though.
Your other problem sounds unrelated. I don't know how to help you with that.
Also this archived discussion might be helpful:
https://steamcommunity.com/workshop/filedetails/discussion/147258902/617330406652621158/
It has been some years since I was actively playing KF, so perhaps someone more recently using modded servers can give you better support. I can say that the mod "should" work in multiplayer, but I remember all kinds of problems when it comes to KF and modded servers (dedicated or not). And since this mod activates other weapons, these items can also cause some trouble.
You might want to try hosting a vanilla server first. Then a server with just this mod and all custom weapons deactivated to pinpoint the problem. Although there is a KF feature somewhere to autodownload custom stuff from servers, it sometimes helps, if all connecting clients have subscribed/installed the activated mods and mutators in advance.
It sounds to me, like you have enabled some other Mutator aswell. Try only adding the WeaponsWorkshop mutator and nothing else to start a game.
There is also a link to the "How to use" in the description above.
@argentiboludo-3
Serverperks is not required. Infact both mutators are incompatible to each other. Serverperks also has its own way of adding weapons.
@Roku
Feel free to decompile the code. Sorry for the late answer.
I apreciate the help offer, but it's rather unlikely. At the moment I don't even have easy access to my source files and self-written tools, since they are buried on an old HDD in a mostly dismantled pc. I'll reach out to you if anything about that situation changes and I have enough time to deal with the tools, but don't get your hopes high.
@Soldier96
I'm not sure if I understand what you are asking. This mod does not deliver any KF weapons. It only makes them accessible through the ingame trader. You will still have to get the weapon mods that you want by subscribing them on Steam or downloading them from trusted sources.
If you already got that specific revolver that you want, you can try to add it manually to this mod. You can find some instructions to do so here: https://steamcommunity.com/workshop/filedetails/discussion/147258902/864971765341835331/
I'm very happy to see that people still use and like this mod.
So, I'm very sorry to tell you, that I will most certainly not get into the code again to create new features. There are lots of reasons for that and not even all of them are personal decisions.
However...
...if I remember correctly, you can use the .ini file to enter additional items. It is still a single line, but this might be a little bit more accessible for large amounts of weapons than the ingame menus.
Maybe have it so each unssuported weapon is its own line and we just add a new line per new addtional unsupported weapon.
Did you install your preferred weapons? Here is a short manual:
http://steamcommunity.com/workshop/filedetails/discussion/147258902/864974467751222552/
The version that was whitelisted is broken, sorry. Some later game updates made it unusable.
@Miramichi
Do you have any other mutators enabled?
There should be an option in the settings that enables/disables "perk discounts". Try to disable that and see if it then works with SCRN.
Sorry, I've never used SCRN and I can't tell you, if both mods are compatible. My guess is that they aren't. You can check the mutator settings ingame, there are some options that might make it more compatible with other mods, but don't get your hopes high since SCRN seems to affect every part of the game.
@Miramichi
Here are some "how to use" instructions:
http://steamcommunity.com/workshop/filedetails/discussion/147258902/864974467751222552/
These are also linked in the description.
A little info: I was not able to put any work in this mutator for quite some time and it is quite likely that I won't touch the sourcecode again. The mutator might be broken as I can't supervise it anymore. Sorry. There are also definately mods that don't work with it.
I'll still try to read the comments and to help by answering questions where possible.
The bars in the trader menu aren't done by me. They were set by Tripwire and are very inaccurate. If I remember correctly they are just fix numbers in the code, that are not in any way related to what the weapon actually does. So when they rebalance a weapon, they have to manually set the bars afterwards and I suspect that this wasn't done at all.
Just ignore them.
Have fun with the game. I hope this mutator still works for you.
For the range bar for melee weapons, I am not sure if that's the reach or how wide my swing is. I think range for a gun is how much you can zoom in via iron sight? But not sure what the range bar tells a zerk melee weapon...... Speed should be self explainatory, I believe this shows how fast the weapon can swing if melee, and for a gun, the fire rate?
I have question regarding the statistics of weapons, you know the power, range and speed bar at the trader right? Well some of them are incorrect by default as well; for example the Sythe should be the most damaging weapon a berserker can buy, in a vanilla game, but it's power bar as shown in the trader is less than that of a Claymore sword!!? That is obviously not true....so yeah, just only a minor detail, but it would be good if you could fix this for a vanilla game, I'll just only run the mod on a greylisted server so I'll have no problems with whitelist vs. greylist here........