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With all your mods activated I have the following error on gunfight rework
Code/Prop_CharacterEffect.lua:11 - attempt to index a nul value (field 'autoweapon')
Code/Prop_HitChance.lua:15 - attempt to index a nul value (field 'default')
TGCN edition is actually working well without nightmare mod :) The only thing is that gunfight could be brutality & lethality. Cover, stance, distance, sight are all matters.
This mod still could be updated and it is not abandoned
Let me ask you if this original mod will be updated or not in the future. E.g. can we expect bugfixes (quest weapons are missing from the scripts)? Or only in TGCN edition?
Currently I'm considering switching to the TGCN edition, but for my curent campaign, I would keep using Tactical Enemy mod, and only try your "nightmare" mod later, in a next playthrough. What do you think, is it safe to switch to the TGCN edition of Gunfight Rework in mid-game? Besides the bugfixes and minor balance differences (e.g. larger range and noise, lower AP for pistols etc.), is there any other aspect we should consider when switching? Thx.
Lua 0:02:34:638
[LUA ERROR] Attempt to use an undefined global 'HeavyWeaponsTrainingCostMod'
...
Mod/PrQF4Kk/Code/Func_AttackCost.lua(31): method GetAttackAPCost
Data/CombatAction.lua(8674): method GetAPCost
Zulu/Lua/CombatActions.lua(823): <>
Zulu/Lua/ClassDefs/ClassDef-PresetDefs.generated.lua(802): method GetVisibility
Zulu/Lua/UI/UnitCaching.lua(835): method RecalcUIActions
Zulu/Lua/Tactical/Unit.lua(8817): method OnSetActiveWeapon
Zulu/Lua/Tactical/Unit.lua(1138): method SyncWithSession
Zulu/Lua/Tactical/Unit.lua(1019): method InitMerc
Zulu/Lua/Tactical/Unit.lua(889): <>
...
[mod] Lua error in mod Overhaul - Gunfight Rework (id PrQF4Kk, v3.01-3036) from steam
So, my question is: I am using this mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3043185881 which works with weapons in a more realistic way and so on, so can I use both at the same time or should I choose one or another because of somesort of incompatibility?
1- it can play with Timmeh's one but you will have many conflicts so not recommended XD
2- Gunfight Rework is a must have and is supposed to be played in Grand Chien Nightmare mod :)
3- You do not need a new game but please re-install all weapon module to update the effect.
This mod has a great potential and lots of interesting updates will be done by me very soon so hope you have fun
I have two questions:
1) Will you be updating mario's other mods in the meantime too? I'm particularly interested in Aggressive Outposts finally working with the campaign's phase 2 factions.
2) I see this mod has its own take on Pinned Down, but is it alright if I add on Pinned Down on top of it? I like how suppression works with all attacks in that mod, not just full auto.
1. Sometimes I feel that the damage values are a bit too low. E.g. 125% of the current values would yield damage similar to vanilla for rifles and ARs, but larger for pistols and SMGs. Which seems to be entirely reasonable to me. An option like 100% / 125% / 150% could be introduced to adjust this (and maybe 125% could be the default). Melee weapons and explosives should also be adjusted unfiromly, of course.
2. What I still found strange, even using this mod, is that severly wounded enemies can run and shoot almost like healthy ones. What about introducing a new effect that significantly reduces max. AP and aiming accuracy when the character is severly wounded and/or bleeding? Even to 5-6 so they could hardly move and only use light weapons. Additionally, they could be forced to crouch or prone. It would feel more realistic and would recall stooped walking and "dying" from JA2. :)
The other quest weapons should also be adjusted: Winchester_Quest (Herman), LionRoar (Chimurenga), Auto5_quest (Ma Baxter's Argument Invalidator). Furthermore, the original game data also contains a weapon Galil_FlagHill, but I don't know if it is actually available in the game or not.
It's normal that ennemy have more movement point with this mod? eg in h3 basement, an ennemi have run the half of the map (from de desk on the left to the top of stairs) and had enough AP to burst.
I must admit i used more Sniper Guns in my First Playthrough where i had a sneaky approach to my unmodded "Ironman" Achieve Playthrough so i can not really tell the Difference.
@mariOlof
I really Love all your mods and your changes :) i just wanted to give some Feedback. I will go on playing my new campaign and see where it goes but since i got double Enemy Size the MG will be very helpful
@mariOlof maybe some of the ideas from the make machine guns great again mod would be helpful? I think as it stands machine guns benefit greatly from relying on the same overwatch logic as any other weapon when maybe it should be a different system.
also, instead of removing a fun effect from groin shots entirely, maybe make them have a chance of causing panic? I mean... you're shooting a guy's dick off.
I saw you added your twist on the suppression effect which I'm very excited about trying out -- this is really a jewel of the workshop IMO. the difference in firefights is immediate and very satisfying and makes a very big difference in how each merc operates in combat.
No pressure! Take all the time you need.