Jagged Alliance 3

Jagged Alliance 3

Overhaul - Gunfight Rework [!!!Obsoleted!!!]
132 Comments
tuxrouge 2 Mar, 2024 @ 3:29am 
HI. First of all, many thanks for your work.
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')
LionCat  [author] 8 Jan, 2024 @ 11:00pm 
@kovacspeter84 Actually most function of this mod is not working in 1.4 :(
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. :JA3skull:

This mod still could be updated and it is not abandoned :estusfull:
kovacspeter84 8 Jan, 2024 @ 12:53am 
Hi @LionCat. Many thanks for your great work on this mod, its remastered version and many others! Such a gunfight rebalancing is a must for me compared to vanilla! :)

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.
LionCat  [author] 29 Dec, 2023 @ 6:25am 
@ALL A newly released remastered Gunfight Rework TGCN Edition focusing on brutality & lethality of hardcore JA3 battlefield experience arrives. TGCN edition is designed and tested based on the hardcore enemies mod The Grand Chien Nightmare but the core concept is almost the same as this original one. It may also enhance the vanilla gunfight experience even without TGCN mod. :JA3dogtag:
feanture 19 Dec, 2023 @ 3:05am 
In my case (may be due to other mod conflict) it's bagging the game after 1.4 patch. Disabled the mod now it is working. Please fix it! The mod is great! Log
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
alex 16 Nov, 2023 @ 1:17pm 
Will there be new weapons in the future?
GreenDragon1776 9 Nov, 2023 @ 11:37am 
After the 1.3 patch enemies "hit the ground" and explosive damage seemed to be reduced quite drastically even when they got hit in the first place. I play with Timmeh's weapon overhaul which, before the patch worked fine together. After deactivating Gunfight Rework everything was back to normal. Just a heads up. Great mod! Looking forward to its update! :)
LionCat  [author] 22 Oct, 2023 @ 3:29am 
@alfn86 Yes there are some conflicts but you can still try this combo to see how it works together and you can try to load that mod last to override this mod :)
Blindeye 21 Oct, 2023 @ 3:13pm 
Thanks for keeping this alive. I think it s the most interensting Weapons/Gunfight mod.
alfn86 21 Oct, 2023 @ 9:09am 
Hi, congrats for your mod. Very clever work.
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?
你这个级别的基米无权哈我 19 Oct, 2023 @ 3:20am 
Cheers,BABY!:steamthumbsup:
LionCat  [author] 18 Oct, 2023 @ 3:39pm 
@Zacarias Satrústegui (Already replied in this thread :) quote: "You can try to use both pindown function but it sometimes quickly causes a Merc or an enemy "stunned" and they cannot do anything for 1 or 2 turns, though try it to see how it goes with your game play-style." :JA3dogtag:
Zacarías Satrústegui 18 Oct, 2023 @ 7:17am 
Is this compatible with Pinned Down?
LionCat  [author] 17 Oct, 2023 @ 7:16pm 
@Zacarias Satrústegui
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 :JA3hat:
warriorandtoaster 17 Oct, 2023 @ 5:47pm 
Cheers, thank you!
Zacarías Satrústegui 17 Oct, 2023 @ 12:39pm 
@LionCat is ( hi again :D ) is this compatible with Timmeh´s mod? Is it with Grand Chien Nightmare? Do I need a new game for it? I just found out about this mod and sounds amazing.
LionCat  [author] 17 Oct, 2023 @ 3:20am 
@kovacspeter84 Thanks for great advice :) I'm on it now. @warriorandtoaster Yes, big updates are coming for gunfight & AI mods first then will do the rest next month :) You can try to use both pindown function but it sometimes quickly causes a Merc or an enemy "stunned" and they cannot do anything for 1 or 2 turns, though try it to see how it goes with your game play-style:JA3dogtag:
warriorandtoaster 16 Oct, 2023 @ 10:34pm 
Thank you both for the update!

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.
dudusteiner 16 Oct, 2023 @ 9:39am 
Well done!!!
LionCat  [author] 15 Oct, 2023 @ 12:51am 
@All I am fixing and updating this mod for the 1.2x patch soon :JA3medal:
StEve 14 Oct, 2023 @ 11:55am 
牛逼啊这个mod,就像僵毁的常识mod一样,符合正常理解
Blindeye 7 Oct, 2023 @ 3:56am 
since 1.2 the free move does not work for enemys either, making them move a few tiles and just standing there. anyway thanks for your great mods thus far.
Root 4 Oct, 2023 @ 11:49pm 
Hey, no pressure but I think there's a bug post-1.2 where Free Move doesn't trigger at start of merc turns. Still triggers from perks like Breach & Clear. I saw your post that you're busy so no stress, and thanks for all the great mods!
kovacspeter84 24 Sep, 2023 @ 2:28pm 
As for my previous suggestion about the effects of serious wounds, I think I've found what I missed in a new mod: Hardcore Wounds by Timmeh. But it still could be included in this one, just like "Pinned Down" mod (maybe in less "hardcore" way, e.g. 15% instead of 20%).
mariOlof  [author] 17 Sep, 2023 @ 11:51pm 
All mates, this mod is NOT abandoned, but I do have some business in real life. Will be back in October.
kovacspeter84 15 Sep, 2023 @ 6:46pm 
Furthermore, let me share two additional ideas for further improvement.

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. :)
kovacspeter84 15 Sep, 2023 @ 6:33pm 
However, I think I found a bug in this almost-perfect mod. :) Namely the unchanged properties of Gold Fever. I just found that SR in my new playthrough using this mod, and I was shocked by its damage. :) Then I checked your script and noticed that it does not change that gun at all (id: GoldenGun, can be found in A2 Diamond Red). With its original properties (damage: 50, AP: 6) it is way too OP compared to other sniper rifles (e.g. Dragunov has damage 27, and even Baret M82 has only 48). I think this was not intentional. Could you adjust GoldFever in an update?

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.
kovacspeter84 15 Sep, 2023 @ 6:32pm 
@mariOlof Wow, that's an awesome mod! I tried 20+ mods and like many of them, but this one is a must! It fixes just the most annoying balance issues (in vanilla, sniper rifles and headshots are too OP, burst fire damage is too low etc.) I also very like the minor adjustments like the changes in the effects of various gun mods. Great! So many thanks for creating this mod!
xxx_420_Bad_Boy [Wizard_Cum] 13 Sep, 2023 @ 11:10am 
@Olin011 i believe they still cause suppressed
xxx_420_Bad_Boy [Wizard_Cum] 13 Sep, 2023 @ 10:59am 
@mariOlof any word on Timmeh or ToG compatibility?
Mylanthis 3 Sep, 2023 @ 5:19am 
Hello, thx @mariOlof for your work :).
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.
Aloha 1 Sep, 2023 @ 8:24am 
@XXX_420_Bad_Boy
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
Olin011 1 Sep, 2023 @ 4:17am 
Do flashbangs have any effect in this mod besides cancelling overwatch?
xxx_420_Bad_Boy [Wizard_Cum] 31 Aug, 2023 @ 7:12pm 
@aloha I've been playing this rework a lot and I'm pretty sure MGs are just destruction machines in vanilla. Grizzly or Ivan with an HK36 can clear an entire map on their own.

@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.
mariOlof  [author] 31 Aug, 2023 @ 10:39am 
@Aloha Not intended, but I think the grizzly+MG combo is also powerful in vanilla? As this mod actually punishes using MG without deployed, and will suffer huge penalty unless with some perks.
mariOlof  [author] 31 Aug, 2023 @ 10:36am 
@NoDMoD Not included yet.
Aloha 31 Aug, 2023 @ 3:42am 
Machine Guns are redicously powerful with these Changes. I mawed down entire Maps with double the Enemies as in the Base Game ( Game Settings Mod ) with just grizzly armed with an RPK-74, Is that intended ? I really like the other Changes you made and your other Mods a Lot. Thank you :)
NoDMoD 30 Aug, 2023 @ 2:03am 
Is tons of guns compatible with this mod?
mariOlof  [author] 29 Aug, 2023 @ 8:35pm 
@arabbigwet69 Cool, I will check it.
mariOlof  [author] 29 Aug, 2023 @ 8:35pm 
@BLDalton85 If deployed, MGs are still pretty good, if not, unless you have auto-weapon perks, it would be hard to hit 10-tier away targets.
Dalton 29 Aug, 2023 @ 6:10pm 
this help with the enemy LMG's being lazers still? Especially in dark. On 1.03 and mine aren't as broke as they were but enemy LMG's are shooting precision lasers while everyone else is fumbling in the dark. Random LMG guy shouldn't be taking 2x snipers with Night Visions at range.
arabbigwet69 28 Aug, 2023 @ 12:10am 
can you add the "wound cause accuracy debuff setting" from rato's mod? it's so hard to kill late game enemies
xxx_420_Bad_Boy [Wizard_Cum] 27 Aug, 2023 @ 3:08pm 
@Nonsurvive it means each time you click to increase accuracy will cost the same amount of AP. so, three aim levels might be three clicks that cost 1 AP 2 AP 3 AP, with a no extra aiming AP attachment it would be 1 AP 1AP 1AP
NoneSurvive 27 Aug, 2023 @ 4:08am 
What does "No Extra Aiming AP" do?It still cost AP to aim as I see.Or I got something wrong with my understanding?
Ghost 27 Aug, 2023 @ 1:17am 
Could you think of changing the magazine size of desert eagle? Make it something like 8? Also, could you add more choices of weapon components for weapon?
mariOlof  [author] 26 Aug, 2023 @ 4:27am 
@XXX_420_Bad_Boy Current suppression is simplified, not as good as the origin mod, will improve it later. And for "Tons Of Guns", I will have a patch for that, love SkunkXL's work! But may hold it for a while (sorry can't guarantee when) since I need to improve the quality of "show armor" mod first, and I am planning on a major update for AI mod (figured out a new solution better than current one).
xxx_420_Bad_Boy [Wizard_Cum] 25 Aug, 2023 @ 11:39pm 
@mariOlof I really do hate to add to your workload, but any chance you could work on compatibility with Tons Of Guns? It seems to be the main way guns are being added to this.

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.
NoDMoD 25 Aug, 2023 @ 8:28am 
@mariOlof

No pressure! Take all the time you need.
mariOlof  [author] 25 Aug, 2023 @ 8:22am 
@NoDMoD Was working on that "show armor" mod (way harder than I expected), really need some rest! So update would come on Sunday or next Monday.
mariOlof  [author] 25 Aug, 2023 @ 8:20am 
@NoDMoD No donation my friend, I did all these just because I love JA and its community. Back to the balancing, based on my test, if merc has around 90 marksman, 80 dexterity, for 3+ aiming level, sniper rifle would have a decent chance hitting the head in range (70%+), even higher with deployed bipod (un-deployed bipod will have extra penalty).