I'm working on the new version now, and so far I have made a compatibility patch merging Apocalypse Arsenal's expertise with the Weapons Only version of "Both Melee And Ranged Weapon Specializations" (because that's the one I use, anyway).
Hey Joe! Life got in the way and I put a lot of my hobbies on pause. Every now and then I remember this project and feel guilty haha.
The good news is I'm itching for another SoD playthrough soon which inevitably means I'll resume my modding projects. Hang tight and there will be an update to this in the next few months.
This mod is amazing. And it is even more amazing that it's being worked on to 2022 at the latest. It definitely bring a new dimension and challenges to the playthrough. But I want to say that you kind of overcorrected the recoil issue, with the well known lightweight 5.56 throwing people around. While this makes sense in vanilla campaign with untrained civs and all, it is pure hell and utterly nonsensical in Lifeline. I don't think I can finish Lifeline with this mod on, considering how hectic things are. Even my soldiers fell one by one to juggies.
It is still a good mod regardless and I'll definitely keep this just to play vanilla. I just wish it's toned down a bit.
Thanks for the feedback man, I'll keep it in mind and possibly tone it down a bit on some weapons next time I go through them. Has that been your experience while firing the 5.56 rifles on semi-auto, full-auto, or both?
It's difficult to balance perfectly as each gun has its recoil values, which are then modified by the user's skill, which makes a huge difference. For what it's worth I agree about the soldiers' skills in Lifeline. iirc, they start at level 3? I thought surely they should start a bit higher, but then again maybe half of them are POGs. XD
In terms of design, I did intend for survivors with 1-3 shooting to struggle a bit, but by the time they're up to level 4 and above they should be able to manage recoil well enough to fire most of the 5.56 rifles rapidly in semi-auto (TAPTAPTAP) or in short bursts without wild recoil, though accuracy will of course suffer a little.
Does it take away the "stagger" animation from the .50?? I can't STAND that.
I know I know, whining about stupid stuff in a stupid game. Still, granted most of you don't know what one feels like or smells like, but some of us have sent hundreds of rounds downrange, and this really bugs me!
go watch a video of a .50 barrett being shoulder-fired from the standing position, or a .460 weatherby, or a .458 winchester, all monsters sure... but a single-shot recoil actually staggering you? Better be both barrels of one of those insane 18th century 6-gauge smoothbore "elephant guns" cannon-on-a-stick and not a modern firearm. It's not a punt gun it's a rifle. not even civilians take a step back and lose their grip, much less soldiers or apocalypse survivors.
I fully aware it's a zombie video game is not trying to emulate reality, but to give the powerful gun a drawback, but it really really bugs the crap out of me. so much I won't use it. Keep the reload time, I don't care, just give it a standard bolt-action recoil animation!
No, but I can look into it. I just had a look and there's nothing obvious in the Mk 15's script that enables the stagger effect. I tried changing its category from "fifty_cal_large" to "rifle" in case it was based on that, but no change.
If I find it I'll let you know and include it as an option in the next release.
Mod looks amazing man, but I'm getting an immense amount of 'auto recoil correction' going on, if I fire loads of rounds and compensate for the recoil, when I stop firing the auto correction has sort of built up, then all hits in one go sending my aim to the bottom of the screen??
Changing "time_hold" in the recoil settings to "0.02" has completely fixed my issue, and removed the odd little pause at the top of the recoil animation. Looks like mouse movement done whilst "time_hold" is playing out is delayed until its finished, then added to the recoil correction the PC does, strange!
Heroic effort man, this mod is superb! Thank you!!
Hello, MattyDienhoff! Would this mod include the fix for the L86? I ask because I think it was just an issue of capitalization in the entities file, but it has been forever and the thread on undead labs is long gone with the forum. I see the model there in the picture. If so, could you clarify how you did it?
Hey hey! Could you refresh my memory what exactly the issue with the L86 was? I know it and some of the other YOSE weapons were a bit haunted and needed more work than most. From memory I have it fully working except it currently doesn't have the "has scope" flag ticked. I'd have to check.
I was definitely using the L86 on my heavy weapons guy not long ago. :P
Hi! I figured it out since I had posted that - it was a problem of capitalization in one of the files. You could not properly call the L86 because the script for it used a capital L instead of lower case. I was able to edit the script to get it to spawn (not using the mod right now but I noticed the L86 was in the files).
As you said, the scope flag also wasn't there - I didn't think to check that, so good call.
Hi, when will the new update be released, and is it safe to use with QMJS mod or any other mods, I'm afraid if i do so I'll 've troubles, so what do u say?
Hey there! I haven't had much time lately but I'm working on the new version now and about to test it.
I had a look at the current version of QMJS and unfortunately there is no compatibility between Extended Functions and my mod. QMJS touches all of the same thing my mod does (including individual weapon scripts), but makes different changes. I'm afraid you'll have to choose between one or the other. From a cursory glance I think my changes to the firearm behaviour is more in-depth than QMJS, but QMJS makes very smart improvements to the melee weapons' durability, which my mod doesn't really touch.
It works fine except the gunshot noises aren't there anymore when the target is very far. I use shotguns, and the sound isn't there at any distance. Takes out the immersion. Is this how's it supposed to be?
Edit: It's not every gun. It's that one SMG in particular. Also, this mod also somehow messed up my skills and expertise.
Hey! Thanks for the report. That's odd about the sounds, I can't say I've encountered that yet in any of my testing. You say it was one SMG, but also shotguns? Which gun or guns were not sounding correct?
Could you tell me what happened to your skills and expertise?
Hey there! Sorry for the late reply. It probably would conflict if it edits the same files. Namely items.win.bmd and expertise.win.bmd. My mod also edits many weapon scripts but most other mods don't touch those so that part should be fine.
28 comments
I'm working on the new version now, and so far I have made a compatibility patch merging Apocalypse Arsenal's expertise with the Weapons Only version of "Both Melee And Ranged Weapon Specializations" (because that's the one I use, anyway).
The good news is I'm itching for another SoD playthrough soon which inevitably means I'll resume my modding projects. Hang tight and there will be an update to this in the next few months.
It is still a good mod regardless and I'll definitely keep this just to play vanilla. I just wish it's toned down a bit.
It's difficult to balance perfectly as each gun has its recoil values, which are then modified by the user's skill, which makes a huge difference. For what it's worth I agree about the soldiers' skills in Lifeline. iirc, they start at level 3? I thought surely they should start a bit higher, but then again maybe half of them are POGs. XD
In terms of design, I did intend for survivors with 1-3 shooting to struggle a bit, but by the time they're up to level 4 and above they should be able to manage recoil well enough to fire most of the 5.56 rifles rapidly in semi-auto (TAPTAPTAP) or in short bursts without wild recoil, though accuracy will of course suffer a little.
Does it take away the "stagger" animation from the .50?? I can't STAND that.
I know I know, whining about stupid stuff in a stupid game. Still, granted most of you don't know what one feels like or smells like, but some of us have sent hundreds of rounds downrange, and this really bugs me!
go watch a video of a .50 barrett being shoulder-fired from the standing position, or a .460 weatherby, or a .458 winchester, all monsters sure... but a single-shot recoil actually staggering you? Better be both barrels of one of those insane 18th century 6-gauge smoothbore "elephant guns" cannon-on-a-stick and not a modern firearm. It's not a punt gun it's a rifle. not even civilians take a step back and lose their grip, much less soldiers or apocalypse survivors.
I fully aware it's a zombie video game is not trying to emulate reality, but to give the powerful gun a drawback, but it really really bugs the crap out of me. so much I won't use it. Keep the reload time, I don't care, just give it a standard bolt-action recoil animation!
If I find it I'll let you know and include it as an option in the next release.
Heroic effort man, this mod is superb! Thank you!!
Thanks!
Mark (Alan Gunderson)
I was definitely using the L86 on my heavy weapons guy not long ago. :P
As you said, the scope flag also wasn't there - I didn't think to check that, so good call.
I had a look at the current version of QMJS and unfortunately there is no compatibility between Extended Functions and my mod. QMJS touches all of the same thing my mod does (including individual weapon scripts), but makes different changes. I'm afraid you'll have to choose between one or the other. From a cursory glance I think my changes to the firearm behaviour is more in-depth than QMJS, but QMJS makes very smart improvements to the melee weapons' durability, which my mod doesn't really touch.
Edit: It's not every gun. It's that one SMG in particular. Also, this mod also somehow messed up my skills and expertise.
Could you tell me what happened to your skills and expertise?