Project Zomboid

Project Zomboid

Hayes Firearms Overhaul
Showing 11-20 of 34 entries
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Update: 19 May, 2024 @ 2:55pm

Update 05.19.24 - Extended Mags

General
  • Cleaned up a ton of code
  • Added yellow plating to spawn pool as it was missed on the last update

Extended Mags and Drums
  • 24 types of new extended/drum mags added
  • New Mags come with a penalty to aiming and recoil delay
  • List of guns that have extended/drums: Barrett, SVD, Remington 788, M1918 BAR, M1 Garand (slightly cursed), PM 63 RAK, Mosin Nagant, PLR16, Glock, Colt 1911, Desert Eagle, Walther PPK, Makarov, Luger, Five Seven, and Beretta
  • Created a function to swap magazines to extended and drum mags
  • Hotkey and Extended Mag Radial menu added to accomodate new function
  • Added halo text overhead to indicate what the next mag is when you switch.
  • Loot spawns are default OFF and sandbox setting can be turned on for small [up to 20], large [30], or drum mags [50].
  • Extended Mags are influenced by ammo loot rates and are a bit rarer then all other items.
  • Current magazine will need to be ejected, swap magazine hotkey/radial will eject on first hit and swap on second push (only once if no mag present).
  • Will attempt a custom timed action in the future to combine those two things

Update: 14 May, 2024 @ 2:57pm

Update 05.14.24 - Tons of New Gun Platings

General
  • Fixed placement of the Bipod on the BAR
  • Added integrated mode for BAR to fold and unfold Bipod
  • Changed World Placement for the BAR when in Bipod Mode so it sits correctly
  • Changed the P90 placement when put on your back, on back with bag, and on various slings
  • Changed Trench Gun melee mode to spear to work with bayonet attachments
  • Small increase on Damage for Five Seven + hitchance bumped
  • Hit Chance bumped for M1 Garand
  • Separated Exclusive Gold and Rainbow plating from Public versions
  • Public Gold and Rainbow Plating added to the general loot pool and caches

Gun Platings
  • M4A1 now uses general plating like Tan, Blue, Red, White Camo, Pink (instead of M4A1 specific)
  • 22 new gun platings added, A split of exclusive and public.
  • Plating tooltips are now specific on what guns. If it has "for Firearms" is a multigun plating.
  • P90: Plank & Black Ice
  • Colt Calvary Revolver: Gilded Age Updated, Ornate Ivory, and Black Death
  • Colt 1911: Aztec
  • Beretta M9: Pearl & Pink
  • Desert Eagle: Salvaged Black & Mystery Machine
  • Smith and Wesson: Pink
  • Colt Anaconda: Nerf
  • Barrett: Zoidberg Special, Salvaged Rage, and Steel Damascus
  • SIG SG 550: Shenron
  • SVD: Survivalist & Snowstorm
  • M4A1 Cannabis
  • Remington Model 870: TBD plating
  • SPR 220 Shotgun: Bespoke Engraved
  • Man Kung Crossbow: Red and White
  • Remington 1100: Red and White
  • Trench Gun: Yellow Construction
  • PM 63 RAK: Green Animal
  • ALL AKs and Mini Uzi have Public Gold and Rainbow Anodized
  • (probably missed on on this list)

Update: 10 May, 2024 @ 2:56pm

Update 05.10.24 - A Batch New Guns (Finally)

Finally got around to doing an update for the mod. Sorry life has been crazy. Should be able to keep at it and finish up the mod.

Added these 6 Firearms
  • Mini Uzi
  • P90
  • M1918 Browning Automatic Rifle
  • M1 Garand
  • SIG SG 550
  • Model 1897 Trench Gun

Added 2 Attachments
  • Butt Stock Wrap
  • Green Gold Plating

Ammo Additions
  • .30-06 Springfield Added
  • .30-06 Magazine for BAR
  • En Bloc for M1 Garand
  • 9mm x 32 Magazine for Mini Uzi
  • P90 Magazine Clip

General
  • New guns, attachments, ammo added to the loot pool, ammo cans, and firearms caches
  • New guns have pre-attachments set up for when they spawn
  • New guns have all appropriate cleaning and repair recipes set up
  • New guns have all model swaps setup for ones with additional skins and various functions

Fixes
  • Bayonet Attachment added to Mosin Nagant
  • Bayonet Improvised added to Mosin Nagant, AK 103, aand AK 74
  • Pistol Suppressor Removed from being attachable to Franchi
  • Fixed missing cleaning recipe for the Groza
  • Fixed melee bullets
  • Fixed Tactical grip location on Colt Cavalry Revolver
  • Moved any attachment options for Matte Black Plating as color options have not been created yet
  • Sound Radius of Franchi Folded moved to 60 from 55 to match its non-folded version
  • Added more granular sandbox settings for different suppressor types
  • Remington 1100 Projectile Count moved down to 5 from 6, Reload time increased to 30 from 20, Recoil Delay to 25 from 20, Max Damage to 1.6 from 1.8, Hit Chance to 45 from 50, and Critical Chance to 25 from 30.

Full Auto is only a little faster than sem-auto but it is smoother. It is locked behind the animation speed and recoil delay. Will be exploring temporary shifts in recoil delay if set to full auto

Update: 11 Sep, 2023 @ 1:58pm

- Fixed the cleaning recipes for the last batch of handguns added to the mod
- Added a redundancy for suppressor attachments when removed in order to combat the desync issues of keeping the suppressor sound after removal

Update: 28 Aug, 2023 @ 1:58pm

Update 08.28.23

  • Added missing icon for angle grip attachment

Update: 25 Aug, 2023 @ 1:59pm

Update 08.25.23

  • Moved all attachments from HFA into HFE other than very specific ones for guns in HFA
  • Fixed some missing and incorrect translations in HFE Sandbox options
  • Added new descriptions to HFO Sandbox settings for Recommended settings to keep at default
  • Added newer recipes to the translation file to match similar language
  • Fixed a Keybinding call that was double filling the WeaponLight Hot Key
  • Removed extra keybinds that were added accidentally before new features go live
  • Fixed condition of Sniper Suppressors
  • Added a check for condition for wrapping and unwrapping sniper suppressors so conditions can't be exploited when break code is activated
  • Suppressor Sound Radius is now actually impacted by suppressor condition level
  • PLR-16 recoil base stat was increased a little 22 --> 25

Update: 21 Aug, 2023 @ 2:59pm

Quick ones

  • Fixed the ammo type for the Glock 21 mag to be .45 acp instead of 9mm
  • Upped the sound volume in the sound script for the pistol suppressor (give feedback please)
  • Changed the sounds of the Glock 21 as it was reported as being off for the type of gun

Update: 20 Aug, 2023 @ 5:01pm

Update 08.20.23 - The Unrequested Handgun Additions

The current and future list of firearms was beginning to be quite imbalanced and to combat that I decided to focus in on the handgun arena before tackling the remaining list.

Added these 8 "Handguns"
  • Glock 21
  • FN Five-Seven
  • Luger P08
  • Walther PPK
  • Makarov
  • American Derringer
  • Kel-Tec PLR-16
  • Mosin Nagant Obrez

Added new handgun attachments
  • Compensator Handguns
  • Muzzlebrake Handguns
  • Tactical Grip
  • New Handgun attachments were made backwards compatible with original handguns
  • Added Ammo types 5.7x28mm and .380 ACP
  • Added American Deringer to the Pink Plating firearm skin list
  • Added a Pre-Attach file that will now populate new gun spawns with available attachments. Some attachments were purposely not added to the lists.

General
  • Ammo Cans, Firearm Caches, and Loot distribution are all updated with the new ammo types, attachments, and Firearms
  • Created OnCreate for sawing or transforming guns without losing the specific firearm properties
  • Updated saw off recipe to use any item with the saw tag
  • Updated SPR 220 Sawnoff to match Reload Time of its regular version
  • Fixed the Reflex and Holo sights 3d models not visibly showing on M14s
  • Small increase in spawn rate of Compound Crossbow and a couple additional spawn spots to keep it rare but not unobtainable
  • Attempted to reduce the sound volume of Barrett Rack, Eject, Insert, and Pistol Suppressor in the script to alleviate some sounds coming across too loud (may not fix it)
  • Added condition checkpoints on all varying transform functions - melee mode, fold unfold, integrated, and cleaning. This is to reinforce condition properties defined in sandbox options

Sandbox Settings Update
Created sandbox options for more flexibility in specific spawns of the Hayes Firearms Extension
  • Toggle spawns for Firearm Types
  • Toggle spawns for Ammo Types
  • Toggle spawns for Weapon Attachment Types
  • New Modifier option to influence spawns of each Firearm Type
  • New Modifier option to influence spawns of each Ammo Type
  • New Modifier option to influence spawns of each Weapon Attachment Type

Suppressor Functions
Suppressor Function and Breakage reworked
  • By default suppressor levels are 40-50% and unbreakable
  • You can change suppressor reduction percent to between 10% - 70% in sandbox options
  • You can turn suppressor breakage that can range between an average of 100 - 2000 shots. Sandbox options 1 = 100, 10 = 1000 average.
  • Suppressors will periodically lose 1 condition based on those settings, after losing 10 they will turn broken and detach and land in your inventory
  • Each condition loss point will degrade the reduction in sound radius and volume
  • Each condition loss will also increase the chance for the next condition loss in order to simulate degradation over use.

Update: 11 Aug, 2023 @ 10:58pm

Update 08.12.23 - Attachment Refresh

General Updates
  • Stopping power was reduced across the board as its specifically connected to player vs player crit rate not zombies
Rebalance of Attachments
Recoil Reduction was greatly impacting a handful of guns a bit more than expected. To better balance out stats these were removed or lowered quite a bit. To counteract that change some stats were added to attachments
  • FiberglassStock
    • WeightModifier: 1.1 → -0.8
  • RecoilPad
    • RecoilDelayModifier: -6 → -1 (too large originally and creating issues with fire rates of some guns)
    • AimingTimeModifier: 3 → 5
    • AngleModifier: 0 → -0.01 (slightly wider cone)
  • Bayonnet & BayonetImprovised
    • ReloadTimeModifier: 10 → 5
  • MuzzleBrake
    • RecoilDelayModifier: -5 → -1
    • DamageModifier: 0 → 0.2 (added)
    • AimingTimeModifier: -3 → 0 (removed)
    • HitChanceModifier: 5 → -7
  • Compensator
    • DamageModifier: 0 → 0.1 (added)
    • AngleModifier: 0 → -0.025 (slightly wider cone)
  • SuppressorPistol
    • RecoilDelayModifier: -2 → 0 (removed)
    • AimingTimeModifier: -2 → -1
  • SuppressorRifle
    • RecoilDelayModifier: -2 → -1
  • SuppressorSniper
    • RecoilDelayModifier: -5 → -3
    • AimingTimeModifier: -5 → -3
  • MuzzleBrake
    • RecoilDelayModifier: -5 → -3
    • AimingTimeModifier: -5 → -3
  • TacticalLaserLight
    • RecoilDelayModifier: -2 → 1
    • AimingTimeModifier: 6 → 5
    • HitChanceModifier: 6 → 5
  • AngleGrip
    • RecoilDelayModifier: -1 → 0 (removed)
  • VertGrip
    • RecoilDelayModifier: -4 → -2
    • AimingTimeModifier: 5 → 6
    • HitChanceModifier: 4 → 5

Update: 11 Aug, 2023 @ 2:59pm

Update 08.11.23 - Big Balancing Act

General Updates
  • Fixed issue with AK74U recoil speed defaulting to 50 for some players
  • Removed Angle Grip tweak addition for non HFO guns that already had a similar attachment option
  • Sawn Off shotguns max hit count increased from 3 to 4
  • Sawn off shotguns max damage and min damage reduced by 0.2 (still should increase damage total with 4 hit)
  • Sawn off shotguns aiming perk range modifier reduced from 1.5 to 1 to lower effective range and to fit style of shotgun better
  • Sawn Off shotguns also reduced another .9 kg to better reflect mass loss
  • Sawn Off Shotguns Crit Damage Multiplier was Doubled
  • DoubleBarrelShotgun Reload time from 25 → 10
  • M14 can now utilize the rifle suppressor
Rebalance
After a deep dive, lots of information was figured out on modifiers and stat equations. Thanks for SD sharing @trombonaughts "All About Critical Hits in Project Zomboid" video as that got the ball rolling.
Aiming Perk Range Modifier
Modifier influence = (AimingPerkLevel * AimingPerkRangeModifier) /2
  • Colt 1911 Pistol: 2 → 3 (increasing base max range to 23)
  • Desert Eagle: 2 → 3 (increasing base max range to 24)
  • Model 625 Revolver: 2 → 3 (increasing base max range to 23)
  • Colt Anaconda Revolver: 2 → 3 (increasing base max range to 24)
  • Model 700 Rifle: 3 → 4 (increasing base max range to 34)
  • Model 788 Rifle: 3 → 4 (increasing base max range to 36)
  • Colt M16: 2 → 2.5 (increasing base max range to 23)
  • M14 Rifle: 2 → 3 (increasing base max range to 27)
  • AK74U: 4.5 → 2.5 (decreasing base max range to 22)
  • AK74: 2 → 2.5 (increasing base max range to 22)
  • AK103: 2 → 3 (increasing base max range to 26)
  • Henry Repeating Big Boy: 2 → 3 (increasing base max range to 29)
  • Groza OTs14: 2 → 2.5 (increasing base max range to 21)
  • StG 44: 2 → 2.5 (increasing base max range to 22)
  • Mosin Nagant: 2 → 4 (increasing base max range to 38)
  • SVD Dragunov: 5 → 4 (decreasing base max range to 38)
  • Barrett: 2 → 4.5 (increasing base max range to 44)
  • FG42: 2 → 2.5 (increasing base max range to 24)
  • M4A1: 2 → 2.5 (increasing base max range to 23)
Aiming Perk Crit Modifier
Modifier influence = (AimingPerkLevel * AimingPerkCritModifier) /2
  • Crit chance is capped at 90% and never goes below 10%
  • Distance has a significant impact on critical chance. At 0 tiles, it gives a 28% bonus. For every tile beyond 0, there's a -7% reduction. This reduction will bring you to the minimum of 10% over larger distances
  • In an attempt to counteract that for longer distances a higher AimingPerkCritModifier gives overflow allowing for falloff to start later
  • Model 36: 6 → 8 (Falloff @ 6 instead of 4, bottoms @ 17 instead of 15)
  • Model 625: 6 → 8 (Falloff @ 7 instead of 5, bottoms @ 18 instead of 16)
  • Colt Anaconda Revolver: 6 → 8 (Falloff @ 8 instead of 6, bottoms @ 19 instead of 17)
  • Model 700 Rifle: 6 → 12 (Falloff @ 10 instead of 5, bottoms @ 21 instead of 16)
  • Model 788 Rifle: 6 → 14 (Falloff @ 11 instead of 5, bottoms @ 22 instead of 16)
  • Colt M16: 6 → 10 (Falloff @ 6 instead of 4, bottoms @ 17 instead of 14)
  • M14 Rifle: 6 → 10 (Falloff @ 7 instead of 4, bottoms @ 19 instead of 15)
  • Model 870 Shotgun: 3 → 7 (Falloff @ 4 instead of 0, bottoms @ 15 instead of 12)
  • SPR 220 Shotgun: 3 → 7 (Falloff @ 4 instead of 0, bottoms @ 15 instead of 12)
  • AK74U: 5 → 10 (Falloff @ 6 instead of 4, bottoms @ 17 instead of 14)
  • AK74: 6 → 10 (Falloff @ 7 instead of 4, bottoms @ 18 instead of 15)
  • AK103: 4 → 12 (Falloff @ 7 instead of 4, bottoms @ 19 instead of 14)
  • Franchi: 5 → 8 (Falloff @ 5 instead of 4, bottoms @ 16 instead of 14)
  • Henry Repeating Big Boy: 6 → 12 (Falloff @ 9 instead of 5, bottoms @ 20 instead of 16)
  • Groza OTs14: 5 → 10 (Falloff @ 7 instead of 4, bottoms @ 18 instead of 14)
  • StG 44: 5 → 10 (Falloff @ 7 instead of 4, bottoms @ 18 instead of 14)
  • Mosin Nagant: 5 → 15 (Falloff @ 13 instead of 6, bottoms @ 24 instead of 17)
  • SVD Dragunov: 4 → 12 (Falloff @ 10 instead of 5, bottoms @ 21 instead of 16)
  • Barrett: 5 → 15 (Falloff @ 14 instead of 7, bottoms @ 25 instead of 18)
  • M4A1: 6 → 8 (Falloff @ 6 instead of 4, bottoms @ 17 instead of 14)
  • ColtCavalryRevolver: 6 → 8 (Falloff @ 7 instead of 5, bottoms @ 18 instead of 16)
  • CrossbowCompound: 5 → 8 (Falloff @ 7 instead of 5, bottoms @ 19 instead of 16)
Aiming Perk Hit Chance Modifier
Modifier influence = (AimingPerkLevel * AimingPerkHitChanceModifier)
  • Hit chance for firearms cannot go above 95%
  • Hit chance is impacted by a large amount of factors including movement, fatigue, pain, etc.
  • To counteract some of those factors and have more consistent hit chance it is intentional to build in overflow a little bit and extra for marksman style firearms
  • Beretta M9: 6 → 8
  • Desert Eagle: 10 → 8
  • Model 36: 7 → 8
  • Colt Anaconda Revolver: 9 → 8
  • Model 700 Rifle: 8 → 12
  • Model 788 Rifle: 8 → 13
  • Colt M16: 10 → 8 (match closer to other assault rifles)
  • M14 Rifle: 8 → 9
  • Model 870 Shotgun: 6 → 7
  • SPR 220 Shotgun: 5 → 6
  • Model 870 Sawnoff Shotgun: 7 → 4
  • SPR 220 Sawnoff Shotgun: 5 → 3
  • AK74U: 7 → 8
  • Groza OTs14: 9 → 7 (was a bit higher than most other guns)
  • StG 44: 9 → 8
  • Mosin Nagant: 10 → 12 (a bit higher overflow on hit chance than other firearms)
  • SVD Dragunov: 9 → 11 (matching overflow to similar rifles but a little lower)
  • M4A1: 9 → 8
Hit Chance Changes
Hit chance changes to simulate low level aiming experiences by decreasing the base but increasing gains of aiming level on hit chance
  • Model 700 Rifle: 65 → 30
  • Model 788 Rifle: 65 → 20
  • Colt M16: 35 → 30
  • M14 Rifle: 50 → 30
  • Mosin Nagant: 20 → 10
Aiming Perk Min Angle Modifier
Modifier influence = (AimingPerkLevel * AimingPerkMinAngleModifier) / 2
  • Min Angle is the cone in which targets are acquired. 1.1 is pinpoint narrow and 0.6 is basically as wide as your view cone
  • A few cones were much larger than anticipated and some need to be similar to the style of firearm
  • Beretta M9: 0.008 → 0.01
  • Colt 1911: 0.008 → 0.01
  • Desert Eagle: 0.008 → 0.01
  • Model 36: 0.008 → 0.01
  • Model 625: 0.008 → 0.01
  • Colt Anaconda Revolver: 0.008 → 0.01
  • Colt M16: 0.01 → 0.008
  • M14 Rifle: 0.01 → 0.007
  • Model 870 Sawnoff Shotgun: 0.005 → 0.01 (since base was changed from .8 to .9)
  • SPR 220 Sawnoff Shotgun: 0.005 → 0.01 (since base was changed from .8 to .9)
  • AK74: 0.01 → .008
  • AK103: 0.01 → .008
  • Groza OTs14: 0.02 → 0.01 (was too wide at max level)
  • StG 44: 0.02 → 0.01
  • Mosin Nagant: 0.01 → .005 (more in line with similar firearms)
  • SVD Dragunov: 0.02 → .008 (way to wide and now more in line with similar firearms)
  • Remington 1100: 0.01 → .008
  • FG42: 0.01 → 0.008
  • M4A1: 0.01 → 0.008
  • ColtCavalryRevolver: 0.008 → 0.01
  • CrossbowCompound: 0.02 → 0.015
Recoil Delay Changes
Most guns +3-5 due to 33% reduction at max level aiming