Project Zomboid

Project Zomboid

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Spent Casings for VFE
   
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File Size
Posted
Updated
6.161 MB
16 Mar, 2024 @ 10:01am
20 Feb @ 12:05pm
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Spent Casings for VFE

In 1 collection by Sven
Multiplayer Mods
162 items
Description
UPDATED FOR B42 - B41 COMPATIBILITY RETAINED.
B42 version currently imperfect due to scale issues.

Have you ever wondered why there aren't really any mods for this out there?
Well, I have, and that resulted in this mod, built upon Ammocraft's case ejection code (thanks for the brilliant revolver solution btw). I wanted case ejection with spent brass on the ground, but without new guns, calibers, mechanics, tools, or recipes to reload the casings. The casings in this mod are junk that you cannot do anything with.

Supported calibers
  • All vanilla calibers
  • .22 (VFE)
  • 7.62 (VFE)
  • 5.45 (VFE - S.T.A.L.K.E.R. pack)
  • 4.6 (VFE - Post '93
  • 5.7 (VFE - Post '93)
  • 5.7x28mm (AFR)
  • 7.62x51mm (AFR)
  • .357 Magnum (Gunrunner's Weapon Pack)

World Item Removal List
I recommend adding these spent casings to your world item removal list so that they despawn according to the world item removal timer.
Base.Bullets9mm_Casing,Base.Bullets38_Casing,Base.Bullets44_Casing,Base.Bullets45_Casing,Base.223Bullets_Casing,Base.308Bullets_Casing,Base.556Bullets_Casing,Base.ShotgunShells_Casing,Base.22Bullets_Casing,Base.762Bullets_Casing,Base.545Bullets_Casing,Base.46Bullets_Casing,Base.57Bullets_Casing,Base.357Bullets_Casing,Base.Bullets57_Casing,Base.762x51Bullets_Casing

VFE adds the M60 machine gun, which uses linked .308 rounds. When fired, the links are dropped on the ground, just like the casings. These links are reusable, and seemingly rare spawns, but if you don't care about picking these links back up again, you can add them to your removal list as well.
Base.M60_Link


FAQ
Does this mod work without VFE?
Yes. However, the casing icons are based on VFE's ammunition icons (which include vanilla calibers), so it might look off.

Does this mod work with any other gun mods?
This mod was specifically made to work with VFE and mods that are meant to work with VFE (see supported calibers above), but any mod that uses vanilla calibers, or the calibers of those mods, will work with this mod, as long as they do not override their internal names, or add new calibers. Bear in mind that the 7.62 caliber found in VFE uses steel casings, and that's reflected in the spent casing models you'll see on the ground (gray icon, gray casing; likewise the 5.45 caliber has brown casings), so if another gunmod doesn't, it's gonna look off. In other words, the mod works with certain calibers, and not certain guns.

Does this mod work with ammunition crafting mods?
Ammo Maker?
Yes.

Other mods?
In terms of reloading the spent casings, no, unless those mods are updated to support the use of casings from this mod, or someone makes a third party mod to achieve this. Reloading the casings is not the goal of this mod.
I also do not recommend using other mods, crafting involved or not, that spawn casings, along with this, since you will get multiple spawns per shot due to the different mods spawning casings independently.

Can this be added to/removed from existing saves?
Yes. If you still have casings on the ground, or anywhere else, they will be removed if you remove the mod, as those WorldItems then no longer exist.

Workshop ID: 3186796606
Mod ID: spentcasingsvfe
Popular Discussions View All (1)
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2 Apr, 2024 @ 2:01am
Russian Translation Reupload
Osetrokarasek
72 Comments
AltenRoguerz 25 Jul @ 4:48am 
Totally's Historical Firearms Pack Support when???
Sven  [author] 31 May @ 12:54pm 
@Rubber Flubber
Thanks a lot fo the insight, and I didn't know about the renderer switch. :steamthumbsup:

Oh, and the gunplay option is good news; I couldn't stand having a crosshair on screen when aiming, but I do know many others like it the more precis aiming it offers, hence why ATRO was so popular for B41.
Rubber Flubber 31 May @ 10:59am 
Additionally, I think they added an option to use B41's gunplay in B42, but I haven't tried it out because I personally prefer 42's. I think it's under the UI options.
Rubber Flubber 31 May @ 10:58am 
Oh please don't feel bad about this, it's a tricky problem to solve. I don't have much Lua or modelling experience, but I've dabbled a bit with things here and there to get it to at least a functional state with Rain's firearms and I'm happy enough with the results.

I think whenever you do look into it, it'd be worth looking into what's different between the revolver casings (I think it's something like PistolLong?) and the regular pistol casings as even when the revolver ones are scaled down a ton they are still visible whereas the regular ones are invisible in the B42 renderer.

You can also switch back and forth between the B41 and B42 renderer by pressing the Home key on your keyboard, might help with debugging if you didn't know about that one.
Sven  [author] 30 May @ 7:38pm 
I'm sorry for being absent on this. I've been so swamped with other things, and still am, and I haven't had an interest in Zomboid in a while. I will install B42 shortly (I'm currently on B41 because B42 gunplay sucks massive balls for no discernable reason and I'm a gun guy), and fix this mod.

While axis may be a factor, scaling is definitely a factor as well. A lot of unchanged vanilla models have new scale values since B42, and I do believe they indeed changed something here, unfortunately. I just haven't found the time, nor energy, to figure it out, but I will look into it sometime soon. I'm just swamped with work. Anyone who has a solution is welcome to contribute.
Rubber Flubber 29 May @ 10:19pm 
I noticed the same thing as well.

Switching the model those rounds use to the revolver casings and scaling them down also works, but looks a bit wonky just because they're not the right type of casing.

I think it's an issue with the model and/or how it's placed in the world, but I'm not sure how to go about fixing them.
Acheron 21 May @ 5:27pm 
Hi, 9 mm are not invisible, scale has nothing to do with it. The shell appears on the z-axis -0. If you set it to 0.01, it is visible. But how to do this for each new shell?
Rubber Flubber 19 Apr @ 2:40pm 
Just wanted to chime in with an update: I got the casings working with Rain's, thanks again for the help!
Rubber Flubber 20 Mar @ 3:44pm 
I really appreciate the response! Thanks a bunch and I wish you luck in solving the scale issue.

Even if things don't work as they should, what it adds is a still a nice touch over the lack of casings the game has by default.
Sven  [author] 19 Mar @ 12:10am 
But if you really want to, in the meantime, you would need to add the new calibers as WorldItems in the relevant script file, and the case spawning code will recognize the fired caliber automatically and spawn a casing if there's a casing Item defined in the script. For example, make a new item entry, 'item 762x39Bullets_Casing', and copy the info verbatim from '762Bullets_Casing'; '762Bullets' in VFE is the Soviet cartridge, while in Rain's mod, '762Bullets' is the NATO cartridge, so you might wanna shift those models around (StaticModel and WorldStaticModel) to get brass casings for the NATO cartridge and steel casings for the Soviet cartridge. Of course, this bricks VFE compatibility, kind of, since they fight over what the game should do with 'Base.762Bullets'; it's an either or situation when it comes to gun overhaul mods.

[2/2 due to character limit]