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  1. By Pravus Hey guys! Here is my new mod package Realistic Kentucky Firearms! I personally live in Kentucky and have been to the real Muldraugh so I obviously love that Project Zomboid is set in Kentucky! While playing one evening I had the idea to make a mod that made PZ's Kentucky feel a bit more like home and this is the result. FEATURES The standard pistol, rifles, and shotgun (as well as their ammunition) have been removed from spawning in the game. In there place are the following new firearms, modeled after guns I know are commonly owned by my own family, friends, and neighbors: H&R Model 999 .22 LR RevolverRuger MKII .22 LR automaticWalther P22 .22 LR automaticS&W Model 39-2 9mm automaticBrowning Hi Power 9mm automaticGlock G17 9mm automaticTaurus Model 82 .38 Special RevolverS&W Model 637 .38 Special RevolverGlock 31 .357 SIG automaticColt Python .357 Magnum RevolverTaurus Model 608 .357 Magnum RevolverGlock 22 .40 S&W automaticHi-Point .40 S&W automaticSIG Sauer P226 .40 S&W automaticTaurus Model 444 Raging Bull .44 Magnum RevolverKimber 1911 .45 automaticHi-Point JHP .45 automaticRuger 10/22 RifleMarlin Model 795 .22 LR RifleSavage Mark II F .22 LR RifleBushmaster Carbon 15 .223 RifleSIG Sauer M400 .223 RifleColt AR15-A3 .223 RifleRuger Mini-14 .223 RifleMarlin Model 336W .30-30 RifleWeatherby Vanguard .30-06 RifleWinchester Model 70 .30-06 RifleRemington Model 770 .308 RifleNorinco SKS 7.62x39mm RifleYugoslavian Model 59/66 SKS 7.62x39mm RifleMossberg 500 JIC 12 GaugeIthica Model 37 12 GaugeBrowning BPS 12 GaugeH&R Tracker II 20 GaugeMossberg 505 Bantam 20 GaugeStevens Model 512 .410 Boreand more! Weapon Modifications are now available: -slings -adjustable stocks -scopes -high visibility sights -laser sights -shotgun chokes plenty more to discover! * Different firearm makes and models have different sized magazines/capacity compared to others of the same calibre * * All shotguns (with the exception of the Mossberg 500 JIC) can be sawn off * * 12 gauge shotguns fire buckshot while 20 gauge and 410 shoot birdshot. Birdshot will fire more projectiles but with less damage per hit than buckshot. * Miscellaneous Additions Include: * Zombies no longer carry firearms/ammunition in their inventories (Kentuckians don't usually walk around armed to the teeth, lol) * * Firearms can be repaired by using Bore Brush Sets, Gun Oil, or Gunsmith Kits. Each has a different rarity and amount of uses before they are used up. * Also, since most adult males I know who live in Kentucky carry a pocket knife (we take it for granted but almost everyone traditionally has one on them everywhere they go) for general tool use or protection, male zombies have a high chance to drop two new types of knife! The more common of the two is a standard Pocket Knife. It's damage and durability aren't great but it'll do in a pinch! The less common drop is a Lockblade Knife. Not as good as a hunting knife but its better than rotating through broken kitchen knives! Multitools can sometimes be found (if you're lucky) at hardware shops or department stores. They can function as a weak knife, can opener, and screwdriver in one! Bags of Charcoal have been added to spawn lists and contain "Charcoal Briquettes," a new fuel for grills. Firesteel and Magnesium Bar sets can be found as a rare spawn. Using a context menu on the item itself, you can produce "Magnesium Shavings" (a fire starting agent) then light a fire by sparking the firesteel to ignite the shavings! Using a knife on a wooden stick produces a "tinder bundle." These can be used in conjunction with lighters, matches, or firesteel to light a fire. **NEW**EXTENDED CARPENTRY SKILL: Now when carrying either a screwdriver or multitool you will gain access to a new carpentry skill based menu labeled, "Construct." Construction recipes mostly revolve around assembling things from screws and a few new, limited resources (ie. - "sheetmetal," "cinderblocks," etc.) Just like carpentry with a hammer, once adequate skill level, proper materials, and a tool capable of displaying the menu are obtained you can click a recipe to place your new construction in the world.Rain Parkas can occassionally be discovered. When worn in your torso slot (it *will* replace your current shirt, this is a Project Zomboid code limitation) it will protect you from progressing past "Damp" status when out in the rain! Even more rare are Ballistic Jerseys. These jackets are typically worn by motocross riders and have hardened plates integrated throughout their construction to provide impact protection. They won't do much good against a knife or a bullet but zombies occassionally have a hard time chewing through them... RoboMat's Lockpicking Mod has been integrated into RKF, but I've done some tinkering: Bobby pins are practically an anachronism in this day and age so they have been removed entirely.To replace lockpicking with bobby pins, you can now perform "lock bumping" (a more modern breaking and entering approach that requires less skill to learn and perform) once you acquire the correct equipment.In certain locations you can now occassionally find "blank keys" and "metal files." Once you have one of each you can file a "bump key."Keep the bump key in your inventory and you will get the option to "bump locks" when you encounter locked doors from then on!Occassionally a zombie may die with the shredded remains of the "bug out bag" they were carrying to survive before they died (the first time) still hanging off their back. Its unfortunate that these poor souls didn't make it but, if you're lucky, maybe some of their supplies did... Preppers who were killed in the first waves of the zombie apocalypse before making their way home to gear up may have left some decent gear up for grabs but don't expect to stumble upon such treasures frequently. *Note: due to changes in the PZ client's firearms coding, RKFmod currently requires Build 28 or higher to use* - updated to v2.26 - Download: http://www.mediafire.com/download/2pyasvbfftfvjdf/RKFmod.rar Download APOCALYPSE EDITION: *see post below for explanation* http://www.mediafire.com/download/1ilcoa19rim0cc7/RKFmodAE.rar MAKE SURE TO RESTART YOUR CLIENT AFTER ACTIVATING RKFMOD FOR THE FIRST TIME OR PZ WILL NOT PROPERLY LOAD THE CUSTOM ARTWORK UNTIL THE CLIENT HAS BEEN SHUT DOWN AND REOPENED WITH THE MOD ACTIVATED! MAY REQUIRE STARTING A NEW SAVE IN ORDER FOR ALL ADDITIONS/CHANGES TO TAKE EFFECT PROPERLY! Hope you all enjoy the experience! Feel free to leave comments, questions, and/or feedback in this thread! *** BIG THANKS TO RoboMat, Stormy, FLAKT, and NCrawler! Particularly RoboMat, for giving me permission to include my modified variant of his RMLockpicking Mod as part of my mod package, NCrawler, because your advice and distribution script were instrumental in making this mod live up to my expectations, and FLAKT for his contribution to improving the mod's sound design! *** 2.0 Version History --------------------------------- 2.0 - Initial Release Much of the mod has been nearly completely rebalanced and/or rewritten Absolute overhaul of the distribution system. Firearm spawns are now balanced with the tone of the core game experience. Probably a lot more that I can't remember (I was working on this for a couple of weeks both before and after the PZ Build 28 update so I actually can't remember all of the balance changes and upgrades I made at this point, lol). 2.01 - Minor hotfix to correct a sound error caused by a typo I made on a lua variable (whoops!) Included a few code optimizations and clean ups as well 2.02 - Randomly stumbled upon a fix for the normal and hardcore difficulty reloading issue so another quick hotfix! 2.1 - Cleaned up the Construct menu's code as well as making several new additions. They include: a wall mounted metal shelf, a metal counter, a medicine cabinet, chainlink fencing, and concrete floors! Fixed distribution error preventing loose firearm addons from spawning in the gun store. Repaired the audio file for loading revolvers (there was a delay in the sound playing) and fixed the broken icons for the extended SKS and AR magazines. Repaired error keeping campfires and tents from placing correctly. 2.11 - Repaired remaining errors in Reloading scripts. Extended Magazines should apply bonus capacity correctly and firearms shouldn't click like machine guns when dry fired now. Removed Prescription Stimulants temporarily due to client code change complications. Corrected bug in Construct system code preventing creation of constructables under particular circumstances. 2.12 - Repaired distribution bug preventing proper spawning for certain items in the gunstore (thanks smite2001 for alerting me to this!) Hotfix applied to correct error preventing recipes from working following build 28 IWBUMS latest code changes. 2.2 - Further tuned the reloading system to be more stable across all difficulties (Normal and Hardcore reloading are now highly recommended for realism and extra challenge) Temporarily disabled all extended magazine firearm add-ons until the PZ dev team can get them to properly apply to firearms and removable magazines. Lock Bumping no longer requires a screwdriver to perform (I tested this irl and was able to bump a lock successfully using only the flat of my hand) Added several new custom sound effects to player actions to heighten immersion. Multitools now spawn folded (like pocket knives) and must be unfolded to use/allow them to act as screwdrivers and can openers. 2.25- Repaired scripting error that caused wall mounted wire shelves and the medicine cabinet to only display north and west sprites (thanks to gaunti12 for alerting me to this mistake!) Completely reworked sound effects. Now all sound effects are very high quality and better match PZ's existing ambience (HUGH THANK YOU TO FLAKT FOR HIS INVALUABLE CONTRIBUTION AND ADVICE!) Fixed reloading ammunition to magazines in Normal and Hardcore reload difficulties not awarding xp. Added option to create a log pile out of uncut logs. Works as a storage container but cosmetically just looks like stacked timber. 2.26- *Hotfix* I missed an experimental change I made during testing which left the Stevens Model 512 inoperable. Fix commited! Sorry about that!
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