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as to why guns are invisible idk, this mods probably old and broken now lol.
Like if it was an XCOM 2 chance to hit it'd be a 95% chance, because thats high enough to actually hit right?
honestly i only wish there were more firearms to play with lol. would you integrate into mod factions?
One thing is i think sometimes figure heads instead of having the meitou weapon will spawn with a gun. which is okay i have plenty, just something to mention. I probably have an old version but the mags/clips if they have a "30, 400, ect" rounds it will only take that type of ammo, even if there is that same type of ammo just the regular small ammo. like the 50 cal only takes the 10rnd not the singular bullets.
And since no one at the time seemed to want to do what this mod does i said fuck it, i'll do it my self.
Before this mod, when the town I was hanging in got attacked, I would just carry about my business or defend it. Total indifference to the chaos going on around my people. Battles were basically just line up and shoot people as they hopelessly charged in.
After this mod, when stuff starts go to down in town my people run to buildings and hide under tables so they don't get hit by stray bullets. Now I have to really setup ambushes or think about the terrain when fighting. I also have to care a lot more about who i'm dealing with too when picking fights
Do what's best for you man! Hope you're well!
Maybe make it easier on yourself though. I just checked them all individually. The "Gun manufacture+" has a bunch of different guns including the ones from the other 2. You could just use that one mod as a framework so that all you'll need to do is distribute it to the NPCs. Maybe upload it as a separate mod if you want to keep this one?
some day im not sure when i;ll prolly revisit this and do a proper job integrating the three but i'd have to remake the items themselves some what. i wanted to make it so they all use the same ammo as the current system is quite naff and i had many issues actually doing it. im not even sure it works the same for anyone lol
Do you need all 3 of the gun mods or can I just use the "Gun manufacture+" mod alone?
so i figured out i boofed the update a bit. fixing it now. but it means i have to revise something like 500 changes... turns out when i figured out how to update the mod, i merged them in the wrong order, so i overwrote some of the changes i wanted with the original versions...
Jesus Hitler christ... its 2 am and im still making this one damn update lol. (been working/testing it since 10 am...)
say i gave someone an AK-47 and another person an AK-12, they'd be using the same caliber of ammo, but different magazines. but for adding a diversified arsenal across all NPCs, i decided to make them use the same ammo since theyre chambered the same. so that way all AK weapons aside from the AK74, can be applied to the same spawn list of weapons to one character, and they just have the one type of ammo. unfortunately for me its bugged out, some of the weapons changed, the others didnt, for example the G3SG1 rifles dont use 7.62x51mmN Ammo (a type of ammo type i choose out of all the 7 or so 7.62x51mm ammo types)
but the Deagle is using .50AE "Ammo" as well as a few other weapons
Forgotten editor made a full new workshop page, i just added my work as a downloadable patch. hopefully that works
I can now massively diversify what characters that have a 100% chance to get a fire arm will carry, tho some are still going to only carry one type.
i'll link them in up at the top right there as for some reason i never included them in