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Realistic Kentucky Firearms Mod 2.26


Pravus

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Sorry I haven't been as prompt as usual with my replies but I was out of town the last few days in order to celebrate Independence Day with my family.  Thanks to those of you who answered other's questions while I was gone and I'll do my best to respond to the rest as necessary!

 

Maybe, it will give u a clue.

 

I tried to edit some of the guns, just ti test em. 

 

I meodified SWMP22s

 

in some points:

 

MaxRange = 15, made it 18

CriticalChance = 40 to 50

MaxDamage = 1 to 2

ToHitModifier = 10, to something

 

when i sapwned it and re-loaded happend exactly same thing as with RemingtonMSR...

 

That could very well be the route of your problem.  If you choose to try to customize any of the mod's settings you need to be mindful that multiple scripts in within the mod communicate with each other and the script dictating the behavior of specific items may not be contained completely in only one script.

 

For example, the changes you mentioned are from the java portion of the script that adds pistols to the list of recognizable items that can be referenced by the game for spawning, use by characters, etc.  However, that file does not fully define each gun and/or how it operates in isolation.  There are lua files that reference each new gun and (if necessary) their associated magazines.  The scripts in both locations have to be in agreement or serious operational errors are almost guarenteed to occur.

 

An example of this type of issue would be when it was discovered that the Ruger MK II pistols were acting as though they had infinite ammunition in earlier versions of the mod.  That major bug was caused entirely because I forgot to capitalise one letter in an item name reference between the java and lua files.  I'd suggest trying to run an un-modified version of my mod with your game first to make sure everything works as intended before tweaking any settings yourself.

 

Been playing around a bit with the weights and such of this mod and I'm loving it. Only problem I'm having is that when I try to adjust the weight of mags things go a bit wrong. I changed the weight of the mag itself but that didn't have any effect of the mag so I changed the weight section for the G17 which made my additional mag 0.1 like I wanted but when I reloaded it, it just reverted to 1. Any clue why?

 

This is likely a case of the same issue I addressed in the previous question.  There are multiple locations throughout the mod that dictate properties and behaviors of items added.  Modify the script at your own risk unless you're sure of what you're doing.

 

Does anyone know if this mod is compatible with TommyGuns or Payno-Lost Weapons? My reason is that I like the melee weapons and bows in TommyGuns and I love the new professions in Lost Weapons.

 

To the best of my knowledge RKF should work alongside TommyGuns or any other additional weapon modification.  Be warned, however, ammunition for firearms within modifications is defined by the parent modification so if multiple mods have for example "9mm bullets" for a weapon chambered in 9mm, you may see multiple spawns of "9mm bullets" with different graphics, quantities, etc. and only the ammunition defined within its parent mod will compatibly work with guns from the same parent mod.

 

I like the mod already I've just installed it but there is one thing. When you set the world to high or abundant loot the guns overflow the containers probably a game thing but just letting you know. Also are gun textures going to be added?

 

Thank you for bringing that to my attention.  I thought I had that bug corrected when I released v1.7 of the mod package but obviously it needs more attention.  I'm currently testing some new spawning values in hope of finding something more stable and realistic but I can't give any ETA at this time on when a fix will be ready.

 

On the question of gun textures, if you mean icons for each item, they all already have custom artwork but the textures won't load properly if you immediately start a game after activating the mod in PZ's mod loader for the first time.  I've mentioned this in the installation instructions for all previous releases but I've noticed many players have not been following instructions:  YOU MUST 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.  I may make mention of this again in the mods description on the download pages as a precaution for those who don't check the ReadMe's.

 

On the other hand, if you're asking about custom IsoSprites/Models/Skins for the new weapons so they don't all look like generic pistols or shotguns in the player character's hand, I am very interested in including custom artwork of this kind in the future.  Unfortunately, the modding community does not yet have access to proper tools to change these graphics without considerable difficulty and overall headache.  Once new tools are released simplifying the process of adding custom artwork of this kind I most certainly will see to adding custom models and/or skins for all the newly introduced items.

 

----------

 

I hope I was able to satisfactorily answer everyone's questions/concerns!  Let me know if there's anything else you'd like to know or have looked at and I'll respond as soon as I am able!  Thanks for playing with and enjoying my mod!

Thanks for the reply. Sorry I thought I didn't have enough time to read the whole because my mom was on her way to pick me up from my grandpas so I skimmed it. She got stuck in traffic but I didn't bother to go back and read. I like the mod! First gun I've fired was a Remington Model 770. I love the mod. Great work!

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Well, it was only an example.

I really like the mod and i dpnt want to edit anything, just wanted to see how it will react on any changes.

 

Base thing is that:

 

The reaction on editig the pistol - was a freez, same as happens with that rifle - RemingtonMSR.

 

So i guess maybe its a clue to find out whats wrong with it?

BTW i change the stats of remington 770 - ade at asme as Remin gton MSR - and it works fine.

So dunno - i'm not a modder and all that stuff is a bit difficult to me.

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Hope you don't mind, but me and my brother have taken the liberty of including more items to your mod.

 

*Renaming food and giving realistic images (plus addition of more food)

 

*Adding more realistic firearms that would fit the Kentucky area.  (Looked off of local gunshop sites, police equipment and what residents are able to own/ have owned in Kentucky) (Over 100 new firearms and other weapons (Melee, Crossbows, etc) and still counting..)

 

*Added new realistic sounds for each firearm (Yes, each one has its own unique sound)

 

*Added more misc items to increase crafting abilities

 

*Around 10 new realistic ammo types (with rounds and box) and still more to come!

 

 

Still continuing it, however we need your permission to release this MOD, for it still uses your information of the firearms you added.  If you do not want us to release your mod (of course we would give you 95% of the credit for giving us the base MOD) we will not release it.

 

If you would allow us to release it, it would probably not be released until early August at the earliest.  We are wanting to include as many items as possible, while preserving the realism the game has.

 

Thank you and God Bless!

 

-Vice Admiral of the United Earth Directorate,  Alexei Stukov

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Download links updated to v1.85!

 

This version contains rebalanced spawn rates to lower spawn chances to as close as I can get to what I consider satisfactory with the current code limitations.

 

Also, a new item type has been introduced: "Ballistic Jerseys."  These jerseys are typically worn for protection by motocross racers and they are covered in impact absorbing plates.  They won't do much good against a bullet or an intelligent foe with a melee weapon but they do provide added protection across the torso and arms against zombie attacks, scratches, and bites.  They are currently set to spawn very rarely so finding one may be a challenge.  Also, like rain parkas, they take up your torso clothing slot so which clothing is preferable to wear for different situations may vary.

 

This will likely be my last update until the PZ ranged weapons update (mentioned here: http://projectzomboid.com/blog/2014/07/aiming-to-please/) as until then I won't know the extent of the changes and how much script I'll need to rewrite to maintain future compatibility. 

 

 

Hope you don't mind, but me and my brother have taken the liberty of including more items to your mod.

 

*Renaming food and giving realistic images (plus addition of more food)

 

*Adding more realistic firearms that would fit the Kentucky area.  (Looked off of local gunshop sites, police equipment and what residents are able to own/ have owned in Kentucky) (Over 100 new firearms and other weapons (Melee, Crossbows, etc) and still counting..)

 

*Added new realistic sounds for each firearm (Yes, each one has its own unique sound)

 

*Added more misc items to increase crafting abilities

 

*Around 10 new realistic ammo types (with rounds and box) and still more to come!

 

 

Still continuing it, however we need your permission to release this MOD, for it still uses your information of the firearms you added.  If you do not want us to release your mod (of course we would give you 95% of the credit for giving us the base MOD) we will not release it.

 

Sounds interesting!  If its agreeable to you, I wouldn't mind taking a look at your work so far before I commit to anything.  You're welcome to send me a copy via PM if you like and I'll let you know if I feel comfortable giving permission for you to publicly release it.  Thanks for all of your interest in my mod, btw!  I'm flattered that someone would consider using my work as a base for their own modification.

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Hope you don't mind, but me and my brother have taken the liberty of including more items to your mod.

 

*Renaming food and giving realistic images (plus addition of more food)

 

*Adding more realistic firearms that would fit the Kentucky area.  (Looked off of local gunshop sites, police equipment and what residents are able to own/ have owned in Kentucky) (Over 100 new firearms and other weapons (Melee, Crossbows, etc) and still counting..)

 

*Added new realistic sounds for each firearm (Yes, each one has its own unique sound)

 

*Added more misc items to increase crafting abilities

 

*Around 10 new realistic ammo types (with rounds and box) and still more to come!

 

 

Still continuing it, however we need your permission to release this MOD, for it still uses your information of the firearms you added.  If you do not want us to release your mod (of course we would give you 95% of the credit for giving us the base MOD) we will not release it.

 

Sounds interesting!  If its agreeable to you, I wouldn't mind taking a look at your work so far before I commit to anything.  You're welcome to send me a copy via PM if you like and I'll let you know if I feel comfortable giving permission for you to publicly release it.  Thanks for all of your interest in my mod, btw!  I'm flattered that someone would consider using my work as a base for their own modification.

 

We may be able to send you a copy by the end of July.  We are still working on it.

 

We are going to send you some pictures though.  

 

Pictures that you will get:

 

You will receive an in game photo from my brother containing 20 weapons and 5 new ammo types in a crate

 

*****Please note that we placed those weapons there by dragging them out of inventory, they didn't spawn in there, as we already have the balanced loot spawns for all items*****

 

 

Thank you sir and God Bless.

 

-Vice Admiral of the United Earth Directorate,  Alexei Stukov

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Yes the mod definitely works on a multiplayer server.

 

Me and my brother have successfully done it by just copying the items simply into multiplayer.  

 

 

-Vice Admiral of the United Earth Directorate, Alexei Stukov

 

Is there any way you could go into more detail about how you did it? I've been trying to get mods to work in a multiplayer environment (Playing VIA server.bat and hamachi) and I just can't seem to get anything going. Although, I feel like it's because most of these mods are out of date. It's hard to tell which ones could potentially work.

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I'm not sure if this is an actual issue or just my hard luck. Previously when i've played without the lucky trait or with unlucky, i seemed to find abundant amounts of sheet metal and screws. So much so i felt it may be drowning out the numbers of other construction items. However i have started a new character in west point with the lucky trait, and after about 12 hours of exploring i've yet to find more than a few sheet metal with abundant resources. The warehouse yielded 3, where previously i would have seen it in just about every crate. This is probably just my poor luck, but i'm wondering if anyone can suggest some other places nearby that have chances? I'm pushing my way into the residential area with garages, but it's rather slow work with small chances each time. 

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Different body armor types would be cool. Ballistic vests, TI,II,III, and IV body armor, maybe even trauma plates to put in them. Always thought this game should have some rare military gear to help protect you.

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Pravus, are u going to add some new stuff?

Maybe bows, crossbows, crafting of em?

Also maybe something heavy or more armors?

Would be awsome.

Hope u will.

 

I'm working on some things for future updates currently but I likely won't be adding anything new until the ranged overhaul is released so I can see what portions of the mod will need to be rewritten and what new properties I have to play with.

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  • 2 weeks later...

Bug report:

The script file for shotguns references a firing sound that is different from the name of the file in the sounds folder. I think it's "shotgunshot" in the script, but the folder has "shotgunfire". Causes the game to throw up a window and momentarily cease action.

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Here's a little bug for you:

 

In the aRKFmod.lua file, this line:

local MOD_DESCRIPTION = "Replaces Project Zomboid's stock weapon drops with a large variety of common firearms owned by real Kentucky residents.",

 At the end of the line there is a comma instead of a semicolon.  This prevents the rest of the file from loading properly.

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Bug report:

The script file for shotguns references a firing sound that is different from the name of the file in the sounds folder. I think it's "shotgunshot" in the script, but the folder has "shotgunfire". Causes the game to throw up a window and momentarily cease action.

 

Here's a little bug for you:

 

In the aRKFmod.lua file, this line:

local MOD_DESCRIPTION = "Replaces Project Zomboid's stock weapon drops with a large variety of common firearms owned by real Kentucky residents.",

 At the end of the line there is a comma instead of a semicolon.  This prevents the rest of the file from loading properly.

 

Thanks for the bug reports guys!  I've actually already caught both of these errors and corrected them in the development version I plan to release after the Ranged Weapons Overhaul.  I definitely still appreciate the notification regardless as fresh eyes are sometimes necessary to catch simple mistakes that I'm either too tired or too busy at the time to see myself.  Let me know if you find anything else that appears to need attention and, if I haven't already for the upcoming release, I'll get on it right away!

 

P.S.- Great to see you back in action, NCrawler!  The high quality of your YAWM was what originally inspired me to learn the basics of modding and to eventually create RKF in the first place!

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P.S.- Great to see you back in action, NCrawler!  The high quality of your YAWM was what originally inspired me to learn the basics of modding and to eventually create RKF in the first place!

 

 

Wow, thank you, that's nice to hear.  Keep at it, you have an excellent mod right here.  I have an idea or two for another mod right now and am in the process of mapping it out and gathering the resources/permissions needed to complete it.  I'm also working on YAWM again and have some pretty cool, at least to me, features that I am going to add in.

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Hey Pravus, just thought I'd let you know; I am adding a Rain Poncho to my YAWM mod and am basing it off of your RainCoat mod.  Your 'wetness' values, however are wrong.  They should be:

 

Damp = 16-40

Wet = 41-70

Soaking = 71-90

Drenched = 91+

 

This is not a big deal and everything still works like it should, but being an 'attention to detail' guy I thought I would point it out to you...  :)

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Hey Pravus, just thought I'd let you know; I am adding a Rain Poncho to my YAWM mod and am basing it off of your RainCoat mod.  Your 'wetness' values, however are wrong.  They should be:

 

Damp = 16-40

Wet = 41-70

Soaking = 71-90

Drenched = 91+

 

This is not a big deal and everything still works like it should, but being an 'attention to detail' guy I thought I would point it out to you...  :)

 

Thanks for the info!  That mod was mostly produced using borrowed code as a learning experience when I was just starting to get interested in modding.  Suomiboi and Kinyoshi wrote the bulk of that script and, by their generosity, I was allowed to release it to the community for the benefit of everyone.  That portion of the code was untouched from their original work and, since back then I didn't understand half of what I was looking at, I didn't mess with the values.  I would have never thought to re-look at any of it had you not pointed that out, lol.  I'll make some revisions to the public version and update it to reflect your observation.  Good eye!

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Hey Pravus, just thought I'd let you know; I am adding a Rain Poncho to my YAWM mod and am basing it off of your RainCoat mod.  Your 'wetness' values, however are wrong.  They should be:

 

Damp = 16-40

Wet = 41-70

Soaking = 71-90

Drenched = 91+

 

This is not a big deal and everything still works like it should, but being an 'attention to detail' guy I thought I would point it out to you...  :)

 

Thanks for the info!  That mod was mostly produced using borrowed code as a learning experience when I was just starting to get interested in modding.  Suomiboi and Kinyoshi wrote the bulk of that script and, by their generosity, I was allowed to release it to the community for the benefit of everyone.  That portion of the code was untouched from their original work and, since back then I didn't understand half of what I was looking at, I didn't mess with the values.  I would have never thought to re-look at any of it had you not pointed that out, lol.  I'll make some revisions to the public version and update it to reflect your observation.  Good eye!

 

 

Yeah, I figured it was something like that. :)

 

Here is how I rewrote the function:

local function wearPoncho()	-- Make sure that we're working with a poncho	local player = getSpecificPlayer(0);	local upperclothing = player:getClothingItem_Torso();	local currentwetness = player:getBodyDamage():getWetness();		if upperclothing then	    local clothingtype = upperclothing:getType();    	    if clothingtype ~= "RainPoncho" then			return;	    elseif clothingtype == "RainPoncho" and player:isOutside() and RainManager.isRaining() then			if currentwetness > 15 and currentwetness <= 40 then				player:getBodyDamage():setWetness(39);			elseif currentwetness > 40  and currentwetness <= 70 then				player:getBodyDamage():setWetness(69);			elseif currentwetness > 71 and currentwetness <= 90 then				player:getBodyDamage():setWetness(89);			elseif currentwetness > 91 then				player:getBodyDamage():setWetness(99);			end	    end	endend

You don't need to mess with the ZomboidGlobals using the method that I use.  If the player is already wet when using the poncho in the rain, his wetness level will not go beyond what it was to start with.  If completely dry when using in the rain, he will max out at 39 wetness, which is 'Damp'.

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