Jagged Alliance 3

Jagged Alliance 3

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Overhaul - Gunfight Rework [!!!Obsoleted!!!]
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20 Jul, 2023 @ 8:29am
16 Oct, 2023 @ 8:52am
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Overhaul - Gunfight Rework [!!!Obsoleted!!!]

In 1 collection by mariOlof
Mario's JA3 Overhaul
10 items
Description
This mod is Remastered by Gunfight Rework Remastered with more advanced compatible options.



Key Features (Check ChangeLog for More Info):
  1. Entirely Different Gunfight Experience (Not Better, Just Different)
  2. Rework Hit Chance, Combat Action
  3. Rework Firearm, Caliber, Armor, Weapon Component
  4. New Effects which Encourage Active Attack
  5. Twist Body Part, Grenade, Heavy Weapon
  6. Some Optional Parameters for Personal Preference
  7. Savefile and Localization Friendly (Russian, SChinese for Now)


# Hit Chance & Combat Action
  • Rework auto-fire penalty, now is strength related and caliber related.
  • Twist aiming bonus and range penalty calculation for consistency.
  • Twist the fire mode of shotgun and SMG.
  • Increase point blank range from 4 to 6.
  • Change auto-fire damage in mod option.

# Effect
  • A new "Under Fire" effect replaces the old "Suppressed", which has many levels.
  • Original idea is from the "Pinned Down" mod.

# Weapon
  • Firearm performance is highly related to caliber, e.g. 5.56mm leads to better accuracy, 7.62mm NATO leads to better penetration.
  • Each type of firearm has their own pros and cons, e.g. sniper rifle has high aiming bonus along with high AP cost.
  • Within each firearm type, weapons have different small buff/nerf, e.g. MP40 can be repaired very fast, MP5 has increased range and aiming bonus.
  • Melee weapons remain unchanged.

# Ammo
  • Each type of ammo variety is more unique, especially for shotgun shells.
  • Change max stack in mod option.

# Armor
  • All Armors generally have lower durability and higher protection.
  • In contrast to the original, penetrated hits will cause less damage to armor.
  • Ceramic greatly increases protection, and weave increases durability.
  • When penetrated, only weave-armor can provide protection.

# Grenade
  • Flash-bang won't cause tiredness, instead, it will cancel the overwatch.
  • Stick grenade has longer range, less damage, and causes bleeding.
  • All "HE" will knock down unit in effective area.
  • Small twist on throwing range and AP cost, to stay in line with other rework.

# Body Part
  • Increase head aiming penalty, head hits now cause shocked.
  • Increase groin damage bonus, groin hits no longer cause suppressed.
  • Small twist on legs/arms damage bonus and aiming penalty, to encourage limbs hits.
  • Change headshot damage in mod option.

# Weapon Component
  • A new effect "Increase Shoot AP", for 5x/10x scope.
  • A new effect "Increase Auto-Fire Aiming Penalty", for 10x scope.
  • A new effect "Reduce Auto-Fire Aiming Penalty", for compensator.
  • A new effect "No Extra Aiming AP", for thermal scope.
  • A new effect "Penalty When Not Deployed", for bipod.
  • A new effect "Limited Aiming bonus" for light stock.
  • A new effect "Increase strength bonus" for tac-grip.
  • There is no longer any "advanced" component, each component has its own usage.
  • Only Mag remain unchanged.
  • Lower modification difficulty in general.
  • Change modification cost in mod option.

# Notes
  • Great thanks to @Audaki_ra, for helping me resolve the issue.
  • Thanks for the advice and testing from all the friends.
  • If loaded in mid-game, you may have to re-install all weapon module to update the effect.
132 Comments
tuxrouge 2 Mar, 2024 @ 3:29am 
HI. First of all, many thanks for your work.
With all your mods activated I have the following error on gunfight rework
Code/Prop_CharacterEffect.lua:11 - attempt to index a nul value (field 'autoweapon')
Code/Prop_HitChance.lua:15 - attempt to index a nul value (field 'default')
LionCat  [author] 8 Jan, 2024 @ 11:00pm 
@kovacspeter84 Actually most function of this mod is not working in 1.4 :(
TGCN edition is actually working well without nightmare mod :) The only thing is that gunfight could be brutality & lethality. Cover, stance, distance, sight are all matters. :JA3skull:

This mod still could be updated and it is not abandoned :estusfull:
kovacspeter84 8 Jan, 2024 @ 12:53am 
Hi @LionCat. Many thanks for your great work on this mod, its remastered version and many others! Such a gunfight rebalancing is a must for me compared to vanilla! :)

Let me ask you if this original mod will be updated or not in the future. E.g. can we expect bugfixes (quest weapons are missing from the scripts)? Or only in TGCN edition?

Currently I'm considering switching to the TGCN edition, but for my curent campaign, I would keep using Tactical Enemy mod, and only try your "nightmare" mod later, in a next playthrough. What do you think, is it safe to switch to the TGCN edition of Gunfight Rework in mid-game? Besides the bugfixes and minor balance differences (e.g. larger range and noise, lower AP for pistols etc.), is there any other aspect we should consider when switching? Thx.
LionCat  [author] 29 Dec, 2023 @ 6:25am 
@ALL A newly released remastered Gunfight Rework TGCN Edition focusing on brutality & lethality of hardcore JA3 battlefield experience arrives. TGCN edition is designed and tested based on the hardcore enemies mod The Grand Chien Nightmare but the core concept is almost the same as this original one. It may also enhance the vanilla gunfight experience even without TGCN mod. :JA3dogtag:
feanture 19 Dec, 2023 @ 3:05am 
In my case (may be due to other mod conflict) it's bagging the game after 1.4 patch. Disabled the mod now it is working. Please fix it! The mod is great! Log
Lua 0:02:34:638
[LUA ERROR] Attempt to use an undefined global 'HeavyWeaponsTrainingCostMod'
...
Mod/PrQF4Kk/Code/Func_AttackCost.lua(31): method GetAttackAPCost
Data/CombatAction.lua(8674): method GetAPCost
Zulu/Lua/CombatActions.lua(823): <>
Zulu/Lua/ClassDefs/ClassDef-PresetDefs.generated.lua(802): method GetVisibility
Zulu/Lua/UI/UnitCaching.lua(835): method RecalcUIActions
Zulu/Lua/Tactical/Unit.lua(8817): method OnSetActiveWeapon
Zulu/Lua/Tactical/Unit.lua(1138): method SyncWithSession
Zulu/Lua/Tactical/Unit.lua(1019): method InitMerc
Zulu/Lua/Tactical/Unit.lua(889): <>
...
[mod] Lua error in mod Overhaul - Gunfight Rework (id PrQF4Kk, v3.01-3036) from steam
alex 16 Nov, 2023 @ 1:17pm 
Will there be new weapons in the future?
GreenDragon1776 9 Nov, 2023 @ 11:37am 
After the 1.3 patch enemies "hit the ground" and explosive damage seemed to be reduced quite drastically even when they got hit in the first place. I play with Timmeh's weapon overhaul which, before the patch worked fine together. After deactivating Gunfight Rework everything was back to normal. Just a heads up. Great mod! Looking forward to its update! :)
LionCat  [author] 22 Oct, 2023 @ 3:29am 
@alfn86 Yes there are some conflicts but you can still try this combo to see how it works together and you can try to load that mod last to override this mod :)
Blindeye 21 Oct, 2023 @ 3:13pm 
Thanks for keeping this alive. I think it s the most interensting Weapons/Gunfight mod.
alfn86 21 Oct, 2023 @ 9:09am 
Hi, congrats for your mod. Very clever work.
So, my question is: I am using this mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3043185881 which works with weapons in a more realistic way and so on, so can I use both at the same time or should I choose one or another because of somesort of incompatibility?