Jagged Alliance 3

Jagged Alliance 3

71 ratings
Zulib Weapons Core - OUTDATED!
2
2
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
4.355 MB
9 Mar, 2024 @ 7:27am
13 Apr, 2024 @ 12:22am
7 Change Notes ( view )

Subscribe to download
Zulib Weapons Core - OUTDATED!

Description
Please note, this is and old outdated version - please use the new version uploaded (and already further patched) by Lucjan https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3309452207

A framework mod for weapons and calibers. Mostly useless on itself, but it was done while communicating with the authors of both ToG and MoW.
Should be compatible with Ratos Overhaul.

Let me know if you find an error!

############### What it does ###############
- offers new calibers - see below for list
- offers 4 ammo types per caliber (usually Basci, HP, AP, Match; for 20x82mm Basic, Incendiary, SLAP, HE)
- offers crafting recipes for all ammos (only those for ammo actually used should show up)
- option to change vanilla weapon calibers to appropriate ones
- will add ammo and caliber categories to bobby rays if it finds weapons using those calibers
- will change LootDefs to hold apropriate ammo when it finds a no longer used caliber with a weapon that has no ammo in the loot def.
- should fix sector stash weapons and units weapons (including mercs) when loading a game up with a change to the caliber changes.
- offers weapon slot dependencies for modders. So with it MoW and ToG should work better together, as both mods changed the same table and it came to errors due to that.

############### What it doesn't do ###############
Change the ammo squads carry with them. So if you've an AK74 using 7.62WP and enable vanilla weapon caliber switch, it won't add some 5.45 ammo to your squads. Sorry, so far that has been too much hassle, especially in terms of finding a good logic to decide how ammo should be switched.

It's also (at least not yet) including recipes and ammos that differ in costs/values really. I've yet to find the logic on how Haemimont priced the vanilla things and how to include something sensible when the mod is supposed to be blind what weapons will use those calibers.

############### Currently Added Calibers ###############
7.65×21 Parabellum
.45 ACP
.40 S&W
.32 ACP
.32 H&R Magnum
.357
.38 Special
.44 Magnum
.44 AMP
.50 AE
7.62×25mm Tokarev
9x18mm Makarov
FN 5.7 x 28mm
HK 4.6x30mm
.380 ACP
.30-06 Springfield
.300 Winchester Magnum
7.62×54mmR
7.92×57mm Mauser
.308 Winchester
7.62×39mm
.303 British
9x39mm
20x82mm
7.92x33mm
4.7x33mm
5.45×39mm
.280 British
7.5×54mm French
.22lr
.300 Blackout
.338 Lapua Mag
.408 CheyTac
6.5 Creedmoor
6.5mm Grendel
--- !new Arrivals! ---
22mm NATO Rifle Grenades
22mm WP Rifle Grenades

############### Info for modders ###############
> The slot fix overwrites the UpdateVisualObj() function on each individual weapon class.
> When loot_tables are genrated it checks if the spawned ammo is actually used by any gun. If it isn't it will try to check if there's a weapon that uses the ammo and change it to that.

############### Thanks ###############
Thanks to the great JA3 modding community and the Haemimont Devs.
Special Thanks to Archimedes, Rato, Toni, Grinch91, Lucjan and all the other people in the modding community!
Also thanks and kudos to Typesgal who designed the great CaptureItFont i used for the title
( https://www.dafont.com/typesgal.d3983 ).
Popular Discussions View All (2)
1
8 Jul, 2024 @ 11:38pm
BUG Reports
LotR[Henchman]
0
9 Mar, 2024 @ 7:57am
Infos for fellow modders
LotR[Henchman]
86 Comments
LotR[Henchman]  [author] 2 Sep, 2024 @ 10:35am 
Currently the vanilla code doesn't seem to be checking the calibers - so it's not just changing a value on the calibers/ammunitions themselves.

AFAIK (for other modders) it's in the function Unit:Die(skip_anim).
Specifically:
"results.glory_kill = not self.immortal and not hit_descr.grazing and self:Random(100) < const.Combat.GloryKillChance"
The constant is set to 10%.
WiseToad420 1 Sep, 2024 @ 5:03pm 
is there anyway to raise the head explosion kill chances for larger calibers?
LotR[Henchman]  [author] 19 Aug, 2024 @ 12:10pm 
Hey guys, sorry for having been silent for quite some time now. Got sidetracked by the real life and others games. As i'm not seeing that changing in the near future, i suggest you should use the updated version from Lucjan: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3309452207
Kudos to Lucjan for uploading that version and further fixing it!
Wintermote 7 Aug, 2024 @ 10:32pm 
I am not sure if it's MoW or this mod, but ammo kept appearing which wouldn't fit the guns it's supposed to - 7.92mm Mauser that wouldn't fit in the german weapons, 7.62x54mm warsaw ammo that wouldn't work with a dragunov.

I think I'll go without the extra guns. It's a shame but they're kinda bloaty anyway and there's an excellent inventory mod that's incompatible with it all in any case.
Gao the Great 8 Jul, 2024 @ 11:36pm 
Same issue here! When play Revised Mags II+Zulib Weapons Core+ToG, RPK and Desert Eagle could not reload and the bullets stuck in the weapon. I think it is because change of RPK 7.62 to 5.45, and change of old .44 for Peacekeeper and .44 Magnum caused this problem.

Now I have to install Zulib to fix this issue, such a pity! This is a great mod.
g0jira 29 Jun, 2024 @ 4:58am 
or it is not working when ammo is in predefined loudout, and it works only when new game start?
g0jira 28 Jun, 2024 @ 3:09am 
i have this mod, but it dosnt convert calibers, i.e. 6.5 Creedmoor is 556 in my game. did i forgot to change some options?
PanzerElite 27 Jun, 2024 @ 6:13pm 
About Revised Mags II+Zulib Weapons Core Some gun is change bullet like Dragunov and Desert Eagle magazine mod it dont change to any patch to fix it
LotR[Henchman]  [author] 13 Jun, 2024 @ 11:06am 
@Pizzaspulunker
a) The .44 should still be obtainable. Just started my test savefile and looked into BobbyRays and it's there and it's also in the sector operation crafting choice. So if it's not obtainable i'd think the problem isn't with Zulib. But feel free to add more details in the Bug Reports, forum (list of mods used, potentially some game log) and i'll happily take another look coming weekend.
b) When doing the new cartridges i spoke to other modders and the general idea is that the Peacemaker actually doesn't use a Magnum cartridge but the old .44 Special. I'm no gun nut, so i ran with it, when i was told that was would make sense. And so i'm unlikely to change it now.
If you'd want to change it though, you'd only have to do a mod adding to the zz_vanillasToSwap table. A script should look akin to:
function OnMsg.ClassesBuilt()
zz_vanillasToSwap.ColtPeacemaker = "44MAG"
end
PIZZASPULUNKER 12 Jun, 2024 @ 6:58am 
Found a slight issue using this mod. The Peacemaker is not changed to the new .44 Magnum, meaning it continues to use vanilla .44 and ammo for it cannot be obtained.