DoctahWong Posted March 22, 2014 Share Posted March 22, 2014 My Dog! Seeing this kinda shit in the modding section annoys the crap out of me.... If NCrawler likes the idea of a lego silencer then he'll implement lego silencers. How about a little respect for the mod author & leave his thread for comments/ideas/feedback....If you wanna argue BS then take it on over to the suggestions forum Wasn't trying to cause a fight, Mr. Cat. Just saying that LEGO's wouldn't work with firearms. :3 Link to comment Share on other sites More sharing options...
ExcentriCreation Posted March 22, 2014 Share Posted March 22, 2014 Sorry that was a little harsh Don't want to come off like I'm backseat moderating (even though in this particular instance, i am) but fact remains that:A: This thread is for a mod & therefore the realism of suggestions made here are irrelevant (no comment on weather it would work or not) leading to the next pointB: This thread is for comments/ideas/feedback on NCrawler's Yet Another Weapon Mod &C: We're all (with the exception of kazenokizu's first post & myself included) bumping a thread for a mod written by someone who has been inactive since late last year Meow.... Don't eat me Link to comment Share on other sites More sharing options...
Waizio Posted March 22, 2014 Share Posted March 22, 2014 Does these weapons have their own models in character's hands? But anyway thank you for mod Link to comment Share on other sites More sharing options...
kazenokizu Posted March 23, 2014 Share Posted March 23, 2014 once again your going into the leggo dont work on a 22 and u keep poking the bear. so please ether a learn how this crap works. or do not reply negatively trying to start a fight ! that is for you doctor wong Link to comment Share on other sites More sharing options...
DoctahWong Posted March 24, 2014 Share Posted March 24, 2014 once again your going into the leggo dont work on a 22 and u keep poking the bear. so please ether a learn how this crap works. or do not reply negatively trying to start a fight ! that is for you doctor wong ... i don't see how i was being negative, i'm just saying it wouldn't work. And i'm basically not the type of person of tries to start a fight. Link to comment Share on other sites More sharing options...
Waizio Posted March 25, 2014 Share Posted March 25, 2014 --[Created from extra firearms with Gunsmith Toolkit]- So if i want to repair my broken ruger 10-22 i will need another one? Or how it works? I don't get it. I actually wanna repair ruger mk3 pistol but it's super rare, found it once on zombie body Link to comment Share on other sites More sharing options...
Talksintext Posted March 29, 2014 Share Posted March 29, 2014 Basically, yes. You need to break down another one to get the parts (using the gunsmith kit), then use them with, I think it's the gun cleaning kit to repair the current one. For anyone else interested, there are no new models in characters' hands, though it does reuse some of the models from the shotgun/knife for various guns. Link to comment Share on other sites More sharing options...
mikethecool Posted March 30, 2014 Share Posted March 30, 2014 Does this work with B25? Link to comment Share on other sites More sharing options...
Talksintext Posted March 30, 2014 Share Posted March 30, 2014 Doesn't seem to be for me, or any other mods that add items. I think they've just reredone items again, so it will need to be updated. Link to comment Share on other sites More sharing options...
Piemonster11 Posted April 8, 2014 Share Posted April 8, 2014 One question, how do I use the ALICE pack attachments? ( Long pouch) Link to comment Share on other sites More sharing options...
GothicGhost Posted June 11, 2014 Share Posted June 11, 2014 I take it weapon mods don't work online on build 27 yet? Thank you. Link to comment Share on other sites More sharing options...
Talksintext Posted July 23, 2014 Share Posted July 23, 2014 Well, since the cat's out of the bag, I'll go ahead and post this here. NC seems to have disappeared from the forums, but I was beta testing this mod before he left. He never released his latest version with new scripting, etc. I won't release everything, but here's the script. require 'Items/SuburbsDistributions'-- Remove default pistol, shotgun and ammo spawnsfor i,v in pairs(SuburbsDistributions) do if v.items ~= nil then local k=1; while k <= #v.items do if v.items[k] == "Base.Pistol" then table.remove(v.items, k); table.remove(v.items, k); elseif v.items[k] == "Base.Shotgun" then table.remove(v.items, k); table.remove(v.items, k); elseif v.items[k] == "Base.Bullets9mm" then table.remove(v.items, k); table.remove(v.items, k); elseif v.items[k] == "Base.ShotgunShells" then table.remove(v.items, k); table.remove(v.items, k); elseif v.items[k] == "Base.BulletsBox" then table.remove(v.items, k); table.remove(v.items, k); elseif v.items[k] == "Base.ShotgunShellsBox" then table.remove(v.items, k); table.remove(v.items, k); else k = k + 1; end end else for i2, v2 in pairs(v) do if v2.items ~= nil then local k=1; while k <= #v2.items do if v2.items[k] == "Base.Pistol" then table.remove(v2.items, k); table.remove(v2.items, k); elseif v2.items[k] == "Base.Shotgun" then table.remove(v2.items, k); table.remove(v2.items, k); elseif v2.items[k] == "Base.Bullets9mm" then table.remove(v2.items, k); table.remove(v2.items, k); elseif v2.items[k] == "Base.ShotgunShells" then table.remove(v2.items, k); table.remove(v2.items, k); elseif v2.items[k] == "Base.BulletsBox" then table.remove(v2.items, k); table.remove(v2.items, k); elseif v2.items[k] == "Base.ShotgunShellsBox" then table.remove(v2.items, k); table.remove(v2.items, k); else k = k + 1; end end end end endendfunction spawnNCStuff(_roomName, _containerType, _containerFilled) if _containerType == "wardrobe" or _containerType == "inventorymale" or _containerType == "inventoryfemale" then --Roll for firearm (1% chance) if rnd(1000) >= 990 then --Find which type of firearm to spawn (95% civilian, 5% police) weaponType = rnd(100); if weaponType <= 95 then --Civilian civilianIndex = rnd(#civweaponsTable); _containerFilled:AddItem(civweaponsTable[civilianIndex]); if rnd(100) > 75 then --Ammo (25% chance) _containerFilled:AddItem(civammoTable[civilianIndex]); end elseif weaponType > 95 then --Police policeIndex = rnd(#polweaponsTable); _containerFilled:AddItem(polweaponsTable[policeIndex]); if rnd(100) > 75 then --Ammo (25% chance) _containerFilled:AddItem(polammoTable[policeIndex]); end end else --No firearm, roll for misc ammo (1.5% chance) if rnd(1000) >= 985 then allammoIndex = rnd(#allammoTable); _containerFilled:AddItem(allammoTable[allammoIndex]); end end --Roll for misc weapon, container or misc items (2% chance) if rnd(1000) >= 980 then --Find which type of additional items to spawn (80% misc weapon, 5% container, 15% misc item) additionalType = rnd(100); if additionalType <= 80 then --Misc Weapon miscweaponIndex = rnd(#miscweaponTable); _containerFilled:AddItem(miscweaponTable[miscweaponIndex]); elseif additionalType > 80 and additionalType <= 85 then --Container containerIndex = rnd(#containerTable); _containerFilled:AddItem(containerTable[containerIndex]); elseif additionalType > 85 then --Misc Item miscitemIndex = rnd(#miscitemTable); _containerFilled:AddItem(miscitemTable[miscitemIndex]); end end endendcivweaponsTable = { "NCYawMod.RugerMarkIII", "NCYawMod.RugerMarkIII", "NCYawMod.RugerMarkIII", "NCYawMod.Colt1911", "NCYawMod.S&W686", "NCYawMod.Ruger1022", "NCYawMod.Ruger1022", "NCYawMod.Winchester94", "NCYawMod.Winchester94", "NCYawMod.SKS45", "NCYawMod.SKS45",};civammoTable = { "NCYawMod.Bullets22LR", "NCYawMod.Bullets22LR", "NCYawMod.Bullets22LR", "NCYawMod.Bullets45ACP", "NCYawMod.Bullets357Magnum", "NCYawMod.Bullets22LR", "NCYawMod.Bullets22LR", "NCYawMod.Bullets3030Win", "NCYawMod.Bullets3030Win", "NCYawMod.Bullets762x39mm", "NCYawMod.Bullets762x39mm",};polweaponsTable = { "NCYawMod.Beretta92FS", "NCYawMod.Beretta92FS", "NCYawMod.Beretta92FS", "NCYawMod.BerettaPx4Storm", "NCYawMod.BerettaPx4Storm", "NCYawMod.BerettaPx4Storm", "NCYawMod.ColtAR15A3", "NCYawMod.ColtAR15A3", "NCYawMod.Remington700SPS", "NCYawMod.Mossberg500AT", "NCYawMod.Mossberg500AT", "NCYawMod.HKMP5A3",};polammoTable = { "NCYawMod.Bullets9x19mmLuger", "NCYawMod.Bullets9x19mmLuger", "NCYawMod.Bullets9x19mmLuger", "NCYawMod.Bullets40SW", "NCYawMod.Bullets40SW", "NCYawMod.Bullets40SW", "NCYawMod.Bullets223Rem", "NCYawMod.Bullets223Rem", "NCYawMod.Bullets308Win", "NCYawMod.Shells12Ga", "NCYawMod.Shells12Ga", "NCYawMod.Bullets9x19mmLuger",};allammoTable = { "NCYawMod.Bullets22LR", "NCYawMod.Box22LR", "NCYawMod.Bullets9x19mmLuger", "NCYawMod.Box9x19mmLuger", "NCYawMod.Bullets40SW", "NCYawMod.Box40SW", "NCYawMod.Bullets45ACP", "NCYawMod.Box45ACP", "NCYawMod.Bullets357Magnum", "NCYawMod.Box357Magnum", "NCYawMod.Bullets3030Win", "NCYawMod.Box3030Win", "NCYawMod.Bullets223Rem", "NCYawMod.Box223Rem", "NCYawMod.Bullets308Win", "NCYawMod.Box308Win", "NCYawMod.Bullets762x39mm", "NCYawMod.Box762x39mm", "NCYawMod.Shells12Ga", "NCYawMod.Box12Ga"};miscweaponTable = { "NCYawMod.MetalBaseballBat", "NCYawMod.MetalBaseballBat", "NCYawMod.MetalBaseballBat", "NCYawMod.TacticalAxe", "NCYawMod.TacticalMachete", "NCYawMod.CombatKnife", "NCYawMod.CombatKnife"};containerTable = { "NCYawMod.MediumALICEPack", "NCYawMod.LargeALICEPack", "NCYawMod.ALICEPackFrame", "NCYawMod.ALICEPackTopPouch", "NCYawMod.ALICEPackLongPouch", "NCYawMod.ALICEPackShortPouch", "NCYawMod.ALICEPackEToolPouch", "NCYawMod.ALICEPackCombatKnifeSheath"};miscitemTable = { "NCYawMod.GunsmithToolkit", "NCYawMod.GunCleaningKit", "NCYawMod.GunCleaningKit", "NCYawMod.ETool"};--From RoboMat's RMUtility Modfunction rnd(_value) return ZombRand(_value) + 1;endEvents.OnFillContainer.Add(spawnNCStuff); 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NCrawler Posted July 24, 2014 Author Share Posted July 24, 2014 Hello all, sorry for the rather long absence, IRL stuff had to be taken care of. I am getting back into the game now, looking at all the new things added and will get back to this mod shortly. I had a lot of ideas that I wanted to implement and it will take me a bit to 'catch back up'. Link to comment Share on other sites More sharing options...
syfy Posted July 24, 2014 Share Posted July 24, 2014 it's so good to have you back in the swing of things. welcome back Link to comment Share on other sites More sharing options...
NCrawler Posted July 26, 2014 Author Share Posted July 26, 2014 OK, preliminary upgrade of the mod to Beta 27 is complete. It should work in SP as well as MP. I am just finishing some internal testing and going back over some of the code that I was working on 6 months ago. New version incoming soon. Link to comment Share on other sites More sharing options...
NCrawler Posted July 30, 2014 Author Share Posted July 30, 2014 Finally, after many months, this mod is finally Build 27 compliant. This version of the mod introduces several new items but more importantly it utilizes my new distribution system. The following new things have been added/updated with the mod:vB27.001 - 07/29/2014 --Changed the distribution method for all items --[Should be much rarer/realistic]-- --[Still in testing, currently items only spawn in wardrobes, dead zombies, lockers and crates]-- --Added a 'towel wring out' recipe for wet towels --[Unfortunately I cannot remember where I got this from but when I do, all credit will be given]-- --Added Rain Poncho --[Allows you to stay dry in the rain]-- --[Based off of the Rain Parka Mod by Pravus]-- --Added new Soldier profession --[Marksman, Outdoorsman & Thick Skinned, he's perfect for the Apocalypse] --Items below are preliminary or not yet fully implemented-- --Added Entrenching Tool and associated ALICE pouch --[Makes a good portable farming implement]-- --Added ALICE Combat Knife sheath --[Makes a good portable back-up weapon]--You can download the latest version from the link in the first post of this topic. Talksintext 1 Link to comment Share on other sites More sharing options...
NCrawler Posted August 1, 2014 Author Share Posted August 1, 2014 Ok, found and fixed a couple of bugs, one of them serious. Here's the changelog:vB27.002 - 08/01/2014 --Fixed a minor error with spawn distributions --[Ensured the percentages are correct]-- --Fixed an error with the SKS reload sound --[Savegame compatible with B27.001]--As always, download is in the first post of this topic. Link to comment Share on other sites More sharing options...
NCrawler Posted August 7, 2014 Author Share Posted August 7, 2014 Well, the Build 28 update is coming along nicely. Just thought I would post and let you know what I will be adding with this update. In addition to the various property changes with the weapons, the following weapon upgrades are being added: Handguns:2x Handgun Scope - All handguns4x Handgun Scope - All handguns8x Handgun Scope - All handgunsRuger Mk IIIFiber Optic Sight Target Grips Reflex Sight (shared with Colt 1911)Beretta 92FSHigh Cap Mag TruDot Sight Rubber Grips Reflex Sight Laser SightBeretta Px4 StormHigh Cap Mag TruDot Sight Rubber Grips Reflex Sight Laser SightColt 1911High Cap Mag TruDot Sight Rubber Grips Reflex Sight (shared with Ruger Mk III) Laser SightS&W 686Fiber optic Sight Rubber Grips Rifles:2x Rifle Scope - All rifles4x Rifle Scope - All rifles8x Rifle Scope - All riflesStandard Sling - All rifles except Colt AR15-A3Ruger 10/22High Cap Mag Fiber Optic Sight Laser Sight Reflex Sight Target StockWinchester 94TruGlo SightColt AR15-A3High Cap Mag Laser Sight M4 Stock Reflex Sight Tactical Sling Trijicon SightRemington 700 SPSAdjustable StockSKS 45High Cap Mag Reflex Sight Adjustable Stock Shotguns: Mossberg 500ATAdjustable Stock (shared with sawed-off version) Ammo Sling (shared with sawed-off version) Full Choke Improved Choke Laser Sight (shared with sawed-off version) Reflex Sight (shared with sawed-off version) Rubber Recoil Pad Tactical Sling (shared with sawed-off version) TruGlo Sight SMGs: HK MP5A33x Scope 4x Scope Fixed Stock High Cap Mag Laser Sight Reflex Sight Tactical Sling Trijicon Sight All of these items are in my version already and I will be finishing the distributions in the next day or so and will release it. Talksintext and syfy 2 Link to comment Share on other sites More sharing options...
NCrawler Posted August 9, 2014 Author Share Posted August 9, 2014 New Build 28 compatible update is now available. The following have been changed/updated:vB28.001 - 08/09/2014 --Removed new weapons from distributions --[Varmint Rifle, Hunting Rifle and associated ammunition]-- --Removed new weapon addons from distributions --[Replaced with many weapon specific addons]-- --Updated all weapons with new B28 properties --[Five or six new variables]-- --Tweaked distribution code and added new weapon addons to lists --[Gun stores are only places to find addons (temporarily)]--You can download from the first post in this thread. I will be tweaking some things in the next few days, mainly in regards to the firearms, but any update should remain savegame compatible. Link to comment Share on other sites More sharing options...
Kokyalord Posted August 13, 2014 Share Posted August 13, 2014 I have this mod installed and enabled, but when I play the game, the default pistol and such still spawn like the mod isn't enabled at all, or even works with the current version. Link to comment Share on other sites More sharing options...
syfy Posted August 19, 2014 Share Posted August 19, 2014 been running into the exact same issue as above. Link to comment Share on other sites More sharing options...
NCrawler Posted August 19, 2014 Author Share Posted August 19, 2014 I have this mod installed and enabled, but when I play the game, the default pistol and such still spawn like the mod isn't enabled at all, or even works with the current version. been running into the exact same issue as above. Hmm, that's strange. Ok, I'll look into this... Link to comment Share on other sites More sharing options...
syfy Posted September 3, 2014 Share Posted September 3, 2014 hope to see an updated version of this in the coming days, i miss my 1911 45 ACP pistoland my .22 semi auto rifle Link to comment Share on other sites More sharing options...
NCrawler Posted October 1, 2014 Author Share Posted October 1, 2014 Hi all, I haven't forgotten about the mod being broken, I just don't have a lot of time/energy when I get home in the evening. I've just gotten a new job as a BI Developer for a mid-size company and sit around all day either programming or staring at MSSQL tables. I'll look into fixing my mod and updating it to the latest PZ version this weekend. syfy 1 Link to comment Share on other sites More sharing options...
gaunti12 Posted October 1, 2014 Share Posted October 1, 2014 Hi, I had the same problem (spawning of original weapons) with the RKF mod. It was gone after I started a new game. Without any changes to the mod, in the new game the spawns are how they should be (no vanilla weapons). I downloaded your mod for the melee weapons and will tweak it for my personal use. While doing this I found a typo in the distribution file: Line 186, 51, elseiif. Just wanted to let you know. Thanks for the mod, and great idea with the ALICE Pack modules. BTW I don't think it's overpowerd... You need to scavange a lot to find all parts after all and a rucksack that's superior to the vanilla rucksacks should be the reward for that. I would even go up to 40 or 50 storage for the full system, but that's personal taste of course. Link to comment Share on other sites More sharing options...
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