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Found 10 results

  1. Hyzo

    Firearms B41

    Overall firearms overhaul. Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2256623447 Github: https://github.com/AccountHyzo/Firearms Adds several new guns: Glock 17, Colt Peacemaker, MP5 and an M24. New model for the sawn-off shotgun with sawn-off stock aswell. Now possible to also make a sawn off hunting rifle. This also changes the models for the 1911, M9, Shotgun, MSR700 and MSR 788. Working silencers to specific weapons by caliber. Excluded from silencers are the hunting rifle, desert eagle and shotg
  2. As some of you know, ORMtnMan stopped development of the Real Guns Mod some time ago, but didn't want his work to go to waste. After much hammering away on the keyboard, and testing on poor defenseless zombies I feel its now safe to officially present the results. This brings a number of new features and fixes to ORGM. Current Version: 3.09.2 Stable Tested PZ Versions: 38.30 to 40.43 Current Compatibility: Necroforge & Survivors Mod: Compatible (built-in patch, as of v2.02-stable) Nolan's ORGM Silencer Mod: Compatible (built-in patch, as of v2.0
  3. Hello All, Here is the link to the most recent version of my mod, which is currently considered to be stable! http://www.mediafire.com/download/fdp5txod5h1pdtd/ORGM+1.242+-+ModelLoader.zip Installation instructions are included in the folder Going Forward this mod will require Jabs ModelLoader which is included in the download file for your convenience (much thanks to Jab!) Forum Topic here. Also, please be aware that this will require you to be on build 32.30 Patches/Expansion mods I know there are those that say "D
  4. the recent update which included the reloading menu broke the remove magazine from firearm, no instead of the remove firearm animation your character plays the insert magazine and then halfway through the animation it just stops. it's really silly looking I tested without mods and made a new save
  5. ok so. both the MSR rifles are basically never used by anybody... why? well they both have a 3 round external magazine (which isn't practical or make any sense) and are very loud firearms, by the time you have fully loaded or put a new mag in hordes of infected will be on you, and with only 3 shots available you might as well just kill yourself. the MSR rifles should be changed in the way their magazines work. (personal preference) make them like what the firearms they are based off of (Winchester hunting rifles) and make them have internal magazines (meaning no magazine
  6. I've just about clocked my 24th hour on the current IWBUMS build, with 100+ prior plus a handful more from the Kate + Baldspot versions. I'm really enjoying the new mechanics and features so far; the following is a bunch of things I hope to see changed/added. Beyond the list of commonly suggested suggestions (Some of which I will be reiterating), I'm somewhat ignorant of currently planned features and content, so I apologise if any of this already is. Likewise I'm going to ignore developmental constraints and engine limitations for the time being and present everything as I'd like to see it. W
  7. Greetings fellow PZ Community I know firearms are supposed to be loud AF, and Zeds should be attracted to sound. But I would like to be able to use firearms without aggroing half of the town ! Until now I have always used firearms to relocate zombies from one place to another, but never in the purpose of killing zombies. That's something that lacks to the game IMHO, especially with such an awesome mod as ORGM. I have read topics regarding gun suppressors, and players as much as devs were vehemently against implementing suppressors. That's all right by me. But some people enjoy games differ
  8. There is a difference between bladed weapons and blunt weapons when it comes to aim in-game. IMO there should be a difference between two handed firearms and one handed firearms (I am using those two terms to encompass shotguns, i.e. not rifles vs pistols). Not only are two handed weapons much easier to aim IRL, but this would stop KOSers who level up "Aiming" quickly with a shotgun and then switch to a pistol. Ability to shoot a rifle accurately ~= ability to shoot a pistol accurately Just a thought.
  9. Disclaimer: I've only played a couple hours since 2012 so I'm not entirely sure if some of the mechanics and additions I describe would fit in with the game, or be possible in the engine, but here goes. Suppressors I think firearm suppressors would be a great addition to the game because right now, firearms are very rarely a viable option, and can turn an emergency situation into an even worse one by attracting more zombies. Crafting: This would necessitate the existence of a mechanics/physics skill, or maybe a firearms knowledge skill? Anyway, the player would need several materials, tool
  10. So I was thinking for some time how the weapons could be made slightly more effective with more of a downside. Such as a few more weapons to the game, or allowing certain levels of accuracy to change the effect on zombies. Such as crit. hits on the head, making zombies going into crawlers, that sort of stuff. So what I would out up for discussion would be slight more additions to the firearms. Only a few, and nothing overpowered. I'd suggest the addition of an Sub-machine gun (Semi-automatic only) It'd be an improvement over the pistol in most ways, and use the exact same 9mm ammo. Fo
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