Killing Floor 2

Killing Floor 2

Schneidzekk
47 Comments
吉祥物 17 Jul, 2021 @ 7:48am 
I want that headshot sound(KF1、2Early access)?
BODINGUS 29 Oct, 2020 @ 6:33am 
is there any plan to re-release the unofficial weapons pack? or is it gone for good which would be really sad.
Mythical 29 Jun, 2020 @ 9:21pm 
broken
Chaz 10 May, 2019 @ 12:28pm 
Hi, i have some questions on rebalancing the present weapon to ask you, like, what files I need to modify
ℍ𝕚𝕔𝕜𝔻𝕖𝕒𝕕X  [author] 14 Oct, 2018 @ 7:24am 
Poor Naji: There should be no need to move any files around. just subscribe your server to this wokshop item, as described above under "Server (multiplayer)".
雾灯 14 Oct, 2018 @ 4:14am 
Where should I put this file on the server?
ℍ𝕚𝕔𝕜𝔻𝕖𝕒𝕕X  [author] 30 Dec, 2017 @ 9:17am 
I've just added step 3 to the server instructions, was foolish of me to assume people running servers actually know about how to setup workshop content on servers properly.

Not sure if that was your problem though since I'm not psychic and the workshop seems rather flakey at times anyway.
Arclight 22 Nov, 2017 @ 10:55pm 
ahh alrighty, thanks for the headsup
ℍ𝕚𝕔𝕜𝔻𝕖𝕒𝕕X  [author] 22 Nov, 2017 @ 8:19pm 
Yes this will affect achievments and XP leveling since it's not whitelisted.
Arclight 22 Nov, 2017 @ 7:18pm 
just a quick question , will this affect achivment and perk level gain in singleplayer? i dont want to have what happened in KF1 when my perks just went into permenant stasis and i cant level them up anymore
ℍ𝕚𝕔𝕜𝔻𝕖𝕒𝕕X  [author] 19 Nov, 2017 @ 7:03pm 
Updated to include the medic display in the visor, also has the Navy Blue Classic skin now (1stP).
ℍ𝕚𝕔𝕜𝔻𝕖𝕒𝕕X  [author] 21 Oct, 2017 @ 1:45am 
Nam: beats me, I can't read korean, but I've just tried the mutator on my test server and it worked fine. Can't find your server in the browser list either.

About the seeker6, I probably could but I have to much on my plate already. Change "InventorySize" in a renamed copy of KFWeap_RocketLauncher_Seeker6.uc, and modify a renamed copy of KFWeapDef_Seeker6.uc, then after brewing add it to the trader with TIM. See also https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1112644122
Nam 19 Oct, 2017 @ 3:31am 
I have a request
Can you make Seeker six custom weapon?
Weight 9 → 6
ℍ𝕚𝕔𝕜𝔻𝕖𝕒𝕕X  [author] 20 Sep, 2017 @ 1:00pm 
메론, done enjoy!
Nam 18 Sep, 2017 @ 7:11pm 
Thanks, Because KF2 is fast game play speed than KF1
CD server is fatal because it has a fast zed spawn rate
ℍ𝕚𝕔𝕜𝔻𝕖𝕒𝕕X  [author] 18 Sep, 2017 @ 3:09pm 
Nam, well that's how the original worked. But I guess you don't want to hear that, and since you're my best customer ;) I'll change it back with the next update.
ℍ𝕚𝕔𝕜𝔻𝕖𝕒𝕕X  [author] 16 Sep, 2017 @ 5:52am 
Nam, I have seen that before the update too, not sure what's going on there but I will add it to the buglist. Thanks for reporting it and I hope you don't mind if I use that screenshot for this page.
OldSchool 9 Sep, 2017 @ 9:37pm 
TY I will check that out ; )
ℍ𝕚𝕔𝕜𝔻𝕖𝕒𝕕X  [author] 9 Sep, 2017 @ 9:36pm 
Adding the localization turned out to be matter of putting things in the right directory, it's documented under "Advanced uploading" in the KF2 Modding for Dummies guide. Config (.ini) files can be included as well.
OldSchool 9 Sep, 2017 @ 8:25pm 
How didi you add the localization when uploading to workshop?! Did TWI fix that?
ℍ𝕚𝕔𝕜𝔻𝕖𝕒𝕕X  [author] 3 Sep, 2017 @ 3:22pm 
Try restarting your client, it seems that the trader inventory doesn't get re-initialized when you change games. The server should be fine.
  3 Sep, 2017 @ 1:57pm 
With the recent update u did, i noticed that the weapon shows up on my server even though i did not have it active. I tried to buy it but nothing happens and i hope it doesnt derank my server. Any1 notice that?
ℍ𝕚𝕔𝕜𝔻𝕖𝕒𝕕X  [author] 3 Sep, 2017 @ 10:33am 
you're welcome, glad to hear it works.
Nam 2 Sep, 2017 @ 6:21pm 
thx for support korean
ℍ𝕚𝕔𝕜𝔻𝕖𝕒𝕕X  [author] 2 Sep, 2017 @ 4:52pm 
Updated to include localization files for all available languages. Since I don't speak many of them, some are likely to be incorrect, if so please let me know what needs to be changed.
ℍ𝕚𝕔𝕜𝔻𝕖𝕒𝕕X  [author] 28 Aug, 2017 @ 4:34pm 
I have just fixed the code to prevent the Schnedzekk getting added to the trader inventory more then once and pushed an update to the workshop.

Also for now I changed the cost to 1100, ammo cost to 44 and upped the weight to 4. Can we please discuss that further in the "balancing" topic I created above?
ℍ𝕚𝕔𝕜𝔻𝕖𝕒𝕕X  [author] 28 Aug, 2017 @ 4:32pm 
Nam: Thanks, but I do think that's a bit much, and to heavy for a weapon that barely weighs 3 KG in real life.
Nam 27 Aug, 2017 @ 10:34pm 
Good Healing Kriss
How about change weight 3KG to 5KG
and 1500Dosh
AiVo7z 27 Aug, 2017 @ 10:44am 
Thanks. ini file isnt needed imo. Im using a couple weapon mods and gotta admit why buy a weapon for 1500+ if this one is that cheap? Other mods dont have a configurateable price nor dmg ini and work too. You just gotta balance it. We want more weapons to choice from no 1 weapon thats unbalanced. my 2 cents thx for ur effort
ℍ𝕚𝕔𝕜𝔻𝕖𝕒𝕕X  [author] 27 Aug, 2017 @ 10:10am 
AiVo7z: You are right, and I am thinking of upping the cost to 1100 (level 5 discount in kf1). Also maybe lower the damage to 36, then with an ammo price of 40 should give a DpD of 29.7 or maybe just make things configurable through an .ini file. I think I'll start a discussion on the forum about it , to get some more opinions.
ℍ𝕚𝕔𝕜𝔻𝕖𝕒𝕕X  [author] 27 Aug, 2017 @ 8:16am 
Xylona: awesome, thank you for testing and hosting it. And I hope you and the other players enjoy it very much, cheers!
ℍ𝕚𝕔𝕜𝔻𝕖𝕒𝕕X  [author] 27 Aug, 2017 @ 8:09am 
Pharrahnox, thanks and Kavoh be praised indeed, I'm still trying to wrap my head around it.

The Schneidzekk's weapon name should be displayed correctly, the mod has the required .int file included in the proper directory. I have just documented how to do that in the chapter "Advanced uploading" of the KF2 Modding for Dummies guide, seems like the official documentation is simply wrong.
AiVo7z 27 Aug, 2017 @ 4:00am 
Thanks for replies. Isit possible to Change the Price of the weapon somehow? would like to add atleast 200-400$ more. Imo it doesn't fit well atm, ist horrible strong for that Price, trying to Balance a bit :P
Xylona 27 Aug, 2017 @ 1:24am 
It works for my CD mut server.thank you!
Pharrahnox 26 Aug, 2017 @ 8:35pm 
Nice to see you made it a mutator. Good work putting in the extra effort (and thanks to Kavoh).

@AiVo7z The weapon name won't display correctly unless HickHead has bypassed the localisation for the weapon name. I haven't checked, but I'm guessing they haven't. Usually the 'localised' name is retrieved from a localisation file, however these aren't currently supported in the KF2 workshop system, so the game doesn't know where to look for the weapon name. That's why you see that strange name instead. TWI have said it might be supported in the near future though.
ℍ𝕚𝕔𝕜𝔻𝕖𝕒𝕕X  [author] 26 Aug, 2017 @ 8:47am 
Xylona, Yes it does, just tested it again on my little test server to be sure and added a screenshot as proof.
ℍ𝕚𝕔𝕜𝔻𝕖𝕒𝕕X  [author] 26 Aug, 2017 @ 8:40am 
AiVo7z, the unofficial weapons packs are gametypes, my mod doesn't change that, just works along side them (e.g. ?game=KFGameHuskLauncher.KFGameInfo_Survival_WeaponPack?mutator=Schneidzekk.SchneidzekkMutator). I'll try to make that more clear in the description.

If you're having trouble with the weapons packs, please report it with them so they may be able to fix it. And if you're having problems with server mods not downloading properly I'd like to suggest subscribing to them in the workshop so that your client (local game) already has them installed.

I'm glad to hear it works for you, I'm not really planning to add more weapons but move on to moddeling so I may be able to replace the scope with the classic iron ironsights (eventually). In the end I would like the Schneidzekk to look, feel and sound just like the original KF1 weapon.
Xylona 26 Aug, 2017 @ 5:56am 
Can it work with CD game mode?
AiVo7z 25 Aug, 2017 @ 11:41pm 
Hey hickdead. Do you mind if I ask you something ? Your mod can be added as a mutator, whichs I really prefer, the other thing you mentioned is the "unofficiao weapons pack" did you manage to add this as a mutator too ? Or isit only possible as a gametype ? Somehow it works but is glitched like the names are messed up and you gotta click continously on the server in list to sownload it. Thanks. Your mod works great tho, could you add more stuff ? Isit planned ?
ℍ𝕚𝕔𝕜𝔻𝕖𝕒𝕕X  [author] 25 Aug, 2017 @ 9:18am 
Thanks, it still needs some fixing, but at least it works now.
Reebs 24 Aug, 2017 @ 7:18pm 
Ahh yes, the classic medic weapon from the old days, back when he was more like today's SWAT, great job!
ℍ𝕚𝕔𝕜𝔻𝕖𝕒𝕕X  [author] 24 Aug, 2017 @ 12:44pm 
Ah you are the Dodo from the guides! Thanks, I've found them very helpful and well written. And I'll keep your recomendations on balancing in mind if this thing goes any further. My first focus will be on getting the mutator to work in multiplay, and I should update my "dummies" guide with some of the things I learned from this as well.
Coco 24 Aug, 2017 @ 8:29am 
You're pretty brave to do that. Like you, I'm trying to do something for this game that I didn't know how to do before. My projets are guides on every aspects of the game (perks, maps, zeds etc ...). Yea, it sounds ridiculous compare to modding weapons, etc ... But like you I didn't know how to. I'm really bad a writting (I was almost always off-topic in my dissertations. I'm more a math guy) and I didn't speak english very well. I progressed since. I learned a lot thanks to the community and I hope you will to. Now, I'm decent at speaking english and thank god internet translators exist ;) And I really enjoy doing it. Anyway, what I'm trying to say is that be patient, everything can be learned. And don't rush things. I take months to do a simple guide on a single perk (I'm kind of a perfectionist guy). So you can take your time to do it right if you want. People will understand it. Anyway, whatever you do, I hope you enjoy it.
Coco 24 Aug, 2017 @ 8:29am 
Ho ok, yea, I can't speak for KF1, I haven't play the game a lot (only 1 hour for now. I just began not so long ago) So I not familiar with the KF1 weapons at all. But for KF2 it's OP. Little info: I did a guide with someone where we put DPS and Damage per Dosh on every KF2 weapons. And we noticed that weapons have approximately a damage per Dosh of 30. And for the Medic weapons, they all does precisely 30 Damage per Dosh. I'll tell you that so you can change the price of the bullets (if you know how to) in order to be balanced for KF2.
ℍ𝕚𝕔𝕜𝔻𝕖𝕒𝕕X  [author] 24 Aug, 2017 @ 7:18am 
For now it just uses the model (skins, sounds) of the Kriss, eventually I'd like to take the scope off and replace it with real ironsights as it was in KF1. But that's a whole other adventure, which I haven't embarked on yet. Meanwhile I'll see what I can do about a video of the gameplay (just don't hold your breath ok?).

You're right, currently it is way to OP (and cheap/light) for KF2 balance, but that's how it was in KF1 where medics had no weapon bonus at all. Compared to the Kriss, I have lowered the rate of fire (from 1200 to 952) but made the bullets do more damage (33 to 40). If there's ever a chance of getting it whitelisted, I'll be happy to adjust the stats.

You're welcome, it is fun to do and I'm learning a lot.
Coco 24 Aug, 2017 @ 5:13am 
Can we have a look at it in action? Like a demo video or some pictures at least. Because I have no idea if the weapon looks exactly like the Kriss of the Swat or if their is a blue iron sight like the Medic other weapons.

It's your weapon, so you do as you want but I think the weight seems to light. When you see that the normal Kriss weights 5kg, the medic version sould be the same. Or 4kg at least. And for the ammo cost that's the same. On your second picture we can see that 15 bullets that do 20 dmg each (101 Pistol) cost the same price than 33 bullets that does 33 dmg each (Kriss Medic). I don't think that's balanced. But at least, you understood that this weapon is too OP for being a Tier 2 weapon, so it costs 825 dosh. I don't know if that's enought in terms of balance, but still, that's a smart move.

But thanks for bringing a new Medic weapon. This game really need it :)