Project Zomboid

Project Zomboid

Simple Firearms Conversion & Brita's Weapon Pack Patch - Global Edition
26 Comments
Ragsherum 15 Apr, 2024 @ 3:32pm 
in britas weapon pack has anyone noticed they have the desert eagle set as a .44 caliber magnum instead of a .50 caliber action express.
Chubk-K 24 Jul, 2023 @ 8:35am 
What is the reason why the author does not update this MOD, is it because we prostitute for nothing and did not give the author a thumbs up?
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Greenjack 15 Jun, 2023 @ 6:23am 
@Dankuser it would be awesome to get an update on this mod, i'm looking foward :)
Aetherlight 10 Jun, 2023 @ 4:48pm 
Since the dismantling recipe doesn't check for favorited items, it will often dismantle a favorited gun. I think this is due to a change in PZ's recipe/crafting code. I never had this problem until I came back from a long break.

I noticed this first with the general pistols recipe ("Disassemble Pistol" -> one). The green progress bar will show on the correct pistol, then sometimes my favorited/holstered pistol would disappear and the target item would remain!

this can be fixed with an OnTest call in the recipe.

OnTest:Recipe.OnTest.DismantleElectronics, (vanilla code) works perfectly since it is just two lines: is item screw driver -> return true. is item NOT favorited -> return true.
Totally Not An Illuminate Spy  [author] 4 Jun, 2023 @ 4:28pm 
@Dankuser Go ahead if you think you can manage it. I made this originally when Brita was a lot smaller. Now it's become rather... Bloated, for lack of a better term.

I for one wouldn't mind a smaller, nimbler weapon pack that still used the gunfighter system, but that's neither here nor there.
Dankuser 4 Jun, 2023 @ 6:30am 
hey it seems like this mod is dead, can I continue it?
Videogames 26 Oct, 2022 @ 9:23pm 
It's still missing some guns for the disassembly recipe - probably new ones that got added by an update if i had to guess.

Ex: Ruger GP100, Makarov(.380), Sig P220, OTS-14 Groza, HK Mk-23.
Legend 17 Jul, 2022 @ 12:11am 
Thank you for making this mod, i keep finding so many guns that have i have 0 mags for. Also in the future do you plan on making it so the player can change the ratio to craft from 2:1 to 3:1?
Kelarius 31 May, 2022 @ 5:44pm 
Not sure if this is a conflict with something else, but I'm recently noticing that the disassemble does not skip guns that are equipped or attached to your person. In my inventory I clicked to disassemble one particular shotgun, but the command disassembled a different shotgun that I had attached to my back.
Totally Not An Illuminate Spy  [author] 17 Feb, 2022 @ 11:05pm 
This mod isn't breaking gun sounds. It doesn't touch them.
FlufyFox 16 Feb, 2022 @ 2:10am 
most of guns in my game the modded ones dont have sound, the shooting sound, does this patch would help with this too, thanks
josericotaconachoquesadillamandi 16 Jan, 2022 @ 3:08am 
I'm not sure if it's similar to Kelarius question, but I've wanted to assemble a different gun with my firearm parts, but all I can see is assemble XM8 compact. I've looked in my console log and found this error for many of the guns

WARN : Recipe , 1642329137911> RecipeManager.resolveItemModuleDotType> ERROR: can't find recipe source "UMP45" in recipe "Disassemble Submachine Gun"

I'll leave a pastebin link to show the error log : https://ghostbin.com/L84BS
Kelarius 15 Jan, 2022 @ 12:52pm 
The reason I asked was because your mod description up above says: "Also, if you have the option Weapons Produced after 1992 set to disabled, you won't be able to craft any firearms produced after that date."

From your responses, what I am understanding is that I need to set that option under Gunfighter to on, and use this version of the mod to be able to craft everything. That was not clear to me from the original description because it reads as if setting that option to off would, by itself, prevent crafting those weapons -- i.e., that setting in Gunfighter impacts your mod.

I appreciate you taking the time to respond.
Totally Not An Illuminate Spy  [author] 15 Jan, 2022 @ 11:09am 
*le sigh*

The Weapons Produced after 1992 setting controls whether or not Gunfighter/Brita spawns specific, post-93 firearms. It does not affect in any way either version of this mod.

If you want to play with post-93 guns, use this version of my mod. If not, use the other version.
Kelarius 15 Jan, 2022 @ 5:43am 
My question might not have been clear. I want to be able to craft weapons produced after 1992. It sounds like that needs the "Weapons Produced After 1992" option in the GunFighter settings to be toggled to "allow", which this mod also checks -- is that right? I wanted to double check your mod description on the crafting part was referring to the GunFighter setting (i.e., as opposed to a similar setting specific to this mod).
Totally Not An Illuminate Spy  [author] 14 Jan, 2022 @ 11:44pm 
That option controls spawning of firearms added by Brita/Gunfighter. If you choose to disable that option, use the other mod.
Kelarius 14 Jan, 2022 @ 7:56pm 
Sorry for probably a stupid question, but is the "Weapons Produced after 1992" option mentioned in the description the one that's from the GunFighter mod? If so, can that be toggled on or off mid game to allow crafting of post 1992 weapons with this mod?
Totally Not An Illuminate Spy  [author] 13 Jan, 2022 @ 12:59pm 
Thank you for the bug report, I'll get to it when I get the chance.
Noraura Rana 13 Jan, 2022 @ 10:56am 
By the way, 93 version work correctly
Noraura Rana 13 Jan, 2022 @ 10:55am 
i left only Simple firearm/ Brita/ Gunfighter/mod options, but when i try to get the recipes about the gun, it still shows error, i don't know wtf
and when i remove this, the simple firearm work correctly, it seems confusing
Noraura Rana 13 Jan, 2022 @ 6:19am 
conflict with some mods maybe, i am not sure. but ERROR : can find the result recipe XXX weapon, i don't know why
Master Splinter 28 Dec, 2021 @ 10:37pm 
Mycroft great idea lol surprised that wasn't initially thought of.
Totally Not An Illuminate Spy  [author] 28 Dec, 2021 @ 4:55pm 
@Mycroft: That's a pretty good idea. You should crosspost it over at the Simple Firearms Conversion mod page too.

I'll have to think about that. It'd take a fair amount of work, obviously.
Mycroft 28 Dec, 2021 @ 4:45pm 
Something you can add to increase the balance somewhat could be skill requirements to craft many of the guns, currently you can gather lots of 'meh' guns and scrap them down to rush the top tier shit that would ordinarily call for you to raid military bases. For example, maybe anything firing .22 could require mechanics 1 (because .22 is a really shitty caliber), proper handguns requiring anywhere from 2-4 for 9mm's, 45's, .44's and so on and then you go up to the various WW1-2 guns, the bolt actions before the semi-automatic rifles before the fully-automatic pieces and so on, grenade launchers being at the top, etc.

The idea being that mechanics skill requirements would be based around how useful a given firearm is, vs how complex that gun was designed to be.
Totally Not An Illuminate Spy  [author] 27 Dec, 2021 @ 9:29pm 
Good catch, thanks.
Tittymcswaggy 27 Dec, 2021 @ 8:38pm 
You should also state that Simple Firearms Conversion is required in the workshop page.