Jagged Alliance 3

Jagged Alliance 3

Rato's ToG Compatibility Patch & Rebalance
113 Comments
Monir 2 Jul @ 2:47am 
Thank you for the Revised Mags II compatibility !
Kaos 23 Apr @ 11:07am 
Now no weapons appear in Bobby ray's or GC Milita Shop. What am I doing wrong with the setup or is that how it's supposed to work. No weapons, no ammo, no armor... nothing.
Zowia 30 Mar @ 8:55am 
TOG Shotguns damage need rebalance with Rato.
CAWS damage is 3X39X10 for example.
Mungojerrie 30 Mar @ 5:51am 
Hey, got a question. Does this mod natively support Revised Mags II out of the box or is the mod called "RM2 + ToG additional mags" required for that?
sgtzimm 28 Mar @ 1:01pm 
Also with further testing (after disabling ToG, Revised gear/mags, and all your mods...and then re-enabling them in the order you suggested), the PAP still has an issue:
- the magazine in the modify view points backwards
- you can load/unload the mags, and swap mags, but the inventory view shows "10/0" vs. the "10/10" for the capacity. Moreover, then in the modify view, the mag slot is blank (i.e. the gun looks like the magazine has been removed)

The RK, M70, and as far as I can tell, all other firearms look ok (even the regular SKS ans Type 56)
sgtzimm 26 Mar @ 1:19pm 
@rato - Thanks! your advice for fixing the issue worked like a charm.

Another quick question, if you don't mind: what mags does the AR10 use? I don't see it show up in Bobby Ray's or in the GC-Militia shop?
sgtzimm 26 Mar @ 11:58am 
@rato thanks for the quick reply - haven't had a chance to test your solution, due to being away. However, I will give it a go!
rato  [author] 15 Mar @ 3:54pm 
The RK magazine's bug is related to Revised Mags, but I have a fix. Not sure why its not working there. Try disabling the mods, then re-enabling them again (enabling tog patch after Rev Mags)
sgtzimm 15 Mar @ 10:28am 
Not sure if this is a new bug, or due to Revised Mags II:
- the magazines of the RK95, and PAP rifles are shown facing backwards, in the gun modification 3d view. (i.e. it looks like they were inserted into the gun with the curve pointing towards the trigger)

I am using the ToG, RATO Overhaul, and Revised Mags/Revised Gear II mods
c2crtw 3 Mar @ 10:28am 
Ver. 1.23

The TAR-21's reflex sight has the same issue that you previously fixed in ver. 1.20b.

It shows the following trait: Increases Accuracy for Interrupt attacks by <bonus_cth_interrupt>%
Caladan 24 Feb @ 12:20am 
G11

boys it's time
c2crtw 22 Feb @ 2:39pm 
Ver. 1.23

I think the Lion's Roar may need to have its range increased for the same reason as the Micro Uzi and MAC 11. The Lion's Roar also has No Stock. A standard Uzi with No Stock and an Extended Barrel has a range of 22.
c2crtw 22 Feb @ 2:35pm 
Thank you.

Ver. 1.23

The HK33 and HK53 seem to have lost their Custom Trigger Group mods. They still have two mod choices for their trigger groups, although both are now called Modern Receiver (but have different pictures).

I have a previously modded HK53 and its modded receiver is still called Custom Trigger Group, but it now has the Modern Receiver picture. (The 3D model still has the Custom Trigger Group.)

I just bought an unmodded HK33 from Bobby Ray's. It has a Modern Receiver, but with a Custom Trigger Group picture and model. It also has two mod options, both called Modern Receiver (with different pictures).

If this was intended to drop the Custom Trigger Group's functionality, perhaps you could retain their pictures and models with no functional difference (like their Classic and Modern handguards) and just call them SEF Trigger Group and Navy Trigger Group.
rato  [author] 22 Feb @ 6:45am 
fixed the reported issues plus patched the AR10, A91 and G11
c2crtw 21 Feb @ 7:57am 
Ver. 1.22b

The expanded mags for the Type 56 carbine and PAP M59/66 only increase capacity from 10 to 15. However, the model for the expanded mag looks to be about the same length as a 30-round 7.62x39mm magazine for the various AKs. Adding just 5 rounds of capacity hardly seems worth the parts.
c2crtw 21 Feb @ 1:48am 
Ver. 1.22b

The MP40's expanded mag has a capacity of 64, but its 3D model has 48 written on it.

The model certainly looks more like a 48-round magazine. A 64-round straight mag would be comically long and probably unworkable.

I may be misremembering, but I recall also looting 48-round MP40s from Legion soldiers, so perhaps there are two MP40 variants in ToG?

It may be easiest to just not have an expanded mag mod at all for the MP40. Its sights and stock can't be modded, and it's just an early game weapon anyway.
c2crtw 20 Feb @ 3:00pm 
Ver. 1.22b

The M70's "Sniper Scope 5X" mod has the <BlockedByError(param)> issue. The model for the scope looks like a PSO-1 Scope 4X.
c2crtw 20 Feb @ 6:24am 
@ rato

Thank you for your incredible dedication to JA3 modding!

If and when you decide to add compatibility for more ToG weapons, I hope you will consider adding the BM59 (just one variant; maybe the Mark II to differentiate it from the M14 by giving it better recoil control due to its pistol grip). It would be a third weapon that's able to launch rifle grenades (and also uses an ammo type that remains relevant in the late game). Apparently, the Mark II was an export version for Nigeria, so that could provide some game lore justification for how an Italian battle rifle somehow made its way eventually to Grand Chien.
rato  [author] 20 Feb @ 5:34am 
@rubezagel the M70 stock by default is a Light Stock, that also reduces stance AP. Thats why you didnt notice a decrease. But both are decreasing it
rato  [author] 20 Feb @ 5:32am 
@c2crtw thank you, it will be fixed next patch
@rubezagel I will have another look at the deslile when possible
c2crtw 20 Feb @ 4:36am 
Ver. 1.22b

The PP-91's top-folding stock does not block the addition of a scope (as it does with the M11's stock). This can result in the scope visually clipping through the folded stock.

Perhaps you could give the PP-91 and the M11 an improved iron sight mod that would retain the ability to fold the stock? I don't know if it's possible for the folded stock to only block some scope mods but not others.
c2crtw 19 Feb @ 6:11pm 
Ver. 1.22b

The SKS allows a suppressor to be modded, which conflicts with the bayonet when it's unfolded. (This is the same model issue you previously fixed for the Type 56 carbine.)
Rubezagel 17 Feb @ 7:48am 
also I read up on the de lisle carabine, interesting weapon. I think it should be very silent with default ammo even:
"The .45 ACP cartridge was selected as its muzzle velocity is subsonic for typical barrel lengths; consequently it would both retain its full lethality and not require custom-loaded ammunition to use with a silencer."

Other than i being very silent, there is not much point to that weapon I think, even in early game.
Rubezagel 17 Feb @ 6:51am 
just had a M70 drop - folded stock doesn't reduce stance AP like it says. Also, in the crafting interface, I can fold it, but not unfold it. Works via the action bar though.
rato  [author] 16 Feb @ 3:00pm 
hey @moustrapreplica, I promisse I will try to do a new batch of ToGs once i finish the shotgun rework!
mousetrapreplica[TSC] 16 Feb @ 10:54am 
hey Rato its been a while, i see youve updated your overhaul a ton since my last playthrough, ill probably start a new one soon just to see how different it is. Any chance of you adding in the G11 sometime soon? would really make my next playthrough a lot more interesting. Even if its a one of unique weapon you have to find somewhere on the map or on a specific enemy id be all for it. Might be cool to make it Spikes weapon as an homage to it being mikes rifle in JA 2 actually
c2crtw 2 Feb @ 8:19am 
It's too bad only the PAP M59/66 and M70 can use the rifle grenades.

It would be nice to have that option for the G3 and other rifles that don't have underbarrel launchers, or even for the FAL, M14, etc. so that the vertical grip could be used to help control recoil. I suppose their 3D models don't have the folding ladder sights for aiming rifle grenades, but then again, it's not really clear how the underbarrel grenade launchers are aimed.
c2crtw 2 Feb @ 8:16am 
Rifle grenade and bayonet compatibility with muzzle devices is a bit inconsistent.

The PAP M59/66 not allowing anything besides the default flash hider / compensator makes sense since a suppressor would block deploying the bayonet and mounting a rifle grenade.

However, the M70 can be modded with a suppressor while still allowing a rifle grenade. (Visually, the grenade clips over the suppressor.) I think it would make sense to just remove the option of having a suppressor, as with the PAP M59/66.

Also, the SKS and Type 56 rifles allow bayonets to be deployed with a suppressor attached. If possible, it would make sense for the suppressor to block unfolding the bayonet.
rato  [author] 23 Jan @ 9:50am 
@c2crtw thank you, uploaded a fix for it right now
c2crtw 23 Jan @ 5:35am 
Version 1.21-3273 bug report:

The PAP M59/66's short barrel mod has the same characteristics as the extended barrel mod (except it only requires 15 parts instead of 35). That is, it's functionally an extended barrel even though it's named a short barrel.
c2crtw 20 Jan @ 12:10pm 
Thank you for all of the fixes, updates, and new content. I'm especially looking forward to trying out your new AI overhaul.

FYI... I reported on some other (very minor) issues related to ammo crafting recipes in a new discussion topic.
rato  [author] 19 Jan @ 7:32pm 
Just released an update that should fix all reported issues
rato  [author] 18 Jan @ 10:44am 
I will have a look at these issues, thanks for the report!
c2crtw 18 Jan @ 10:24am 
There are some visual bugs with the PKM's muzzle attachments. The model has a flash hider on it by default. When the compensator or suppressor muzzle attachment mods are added, they are placed on top of the flash hider instead of replacing it. The suppressor's model looks like a small handgun type suppressor, so the default flash hider visually clips through the suppressor. (The RPD/RPK suppressor looks large enough that it would totally cover up the default flash hider.) I can't quite tell what model the compensator is using, but it's also small and almost totally hidden by the default flash hider. If the default flash hider is a separate part in the model, I think it would be fine as the model for the compensator. And then it could just be removed in the default configuration (i.e., without any muzzle attachment).
c2crtw 18 Jan @ 10:12am 
The G36's default stock can be folded in the tactical view, but when it is unfolded, it disappears entirely.

It can also be folded in the weapon mod screen, but it costs 30 parts to fold it there. The other weapons with stocks or grips that can be folded in the weapons mod screen (but not in the tactical view) do not require parts for folding and unfolding.
c2crtw 17 Jan @ 8:44am 
The .380 ACP's 17 damage is higher than the 9x19mm's 16 damage, but it should be a less powerful cartridge.
c2crtw 16 Jan @ 4:55am 
The USP's magazine capacity in 9x19mm should be 15, not 12. It's 12 in .45 ACP.
c2crtw 15 Jan @ 3:27pm 
The UMP's magazine size in .45 ACP should be 25. The real life 9x19mm version has a 30-round curved magazine, but the .45 ACP version's straight magazine only holds 25 rounds.
rato  [author] 12 Jan @ 10:13am 
@c2crtw thank you for the reports, I will have a look and try to fix it a soon as possible
c2crtw 11 Jan @ 4:33pm 
The MG58 uses 7.62 NATO like in the base game, but since you have 7.92x57mm Mauser for the MG42, it seems like the MG58 should use that ammo, too. It could have a role as a later-game alternative to the HK21 to burn off leftover Mauser ammo from the early game.
c2crtw 11 Jan @ 3:54pm 
The Desert Eagle's default magazine size of 15 rounds should be 8 rounds in .44 Magnum and 7 rounds in .50 AE.
c2crtw 11 Jan @ 3:38pm 
The PP-91 needs 9x19mm ammo, but shouldn't it use 9x18mm Makarov?

Perhaps it's this way because this would be the only gun that would use 9x18mm Makarov, but that's similar to the situation with .380 ACP and the M11. Using 9x18mm Makarov for the PP-91 would provide another lower recoil alternative to the many 9x19mm weapons. I believe the 9x18mm Makarov would be somewhere in between the .380 ACP and 9x19mm in terms of recoil and damage.

It would also just be interesting to have a Soviet pistol round. It looks like the Tons of Guns mod has the Stechkin APS, so that would be a Glock 18-like machine pistol in 9x18mm Makarov if you wanted to add compatibility for it, too.
rato  [author] 1 Jan @ 7:34pm 
Fixed, I guess some information was lost when we transitioned to the zulib calibers framework.
It should be fixed now. The old 5.7x28 wont appear anymore, but the one unit that is already in the shop unfortunately will not be removed (but it will be auto consumed at some point) just ignore it for now. Thanks for the reports!
c2crtw 1 Jan @ 6:57am 
Two different types of 5.7x28mm ammo can appear in Bobby Ray's. There's the ammo with FN 5.7 on colored boxes and then there's another one with 5.7x28 P90 on a stack of three beige boxes. The second one has 5.7 x 28 mm, Standard Ammo for P90, and High Penetration in its tool tip. I think this one may have been left over from the original ToG mod and should have been fully replaced by the colored boxes series (from Zulib Weapons Core?).

Also, 5.7x28mm ammo has no armor penetration. It seems like it should have better penetration since it was specifically designed for NATO to replace 9x19mm as a PDW/SMG/pistol cartridge with armor penetration as a key feature. The beige box ammo even notes "High Penetration" in its tool tip.

I can't afford to buy a P90 yet in my current playthrough so I haven't tested whether both types of 5.7x28mm ammo can actually be loaded.
c2crtw 31 Dec, 2024 @ 7:14am 
The Steyr Scout Tactical needs .308 Winchester ammo, but it's descriptive text starts with: "The Steyr Scout Tactical is an Austrian bolt-action rifle chambered for 7.62 NATO or 5.56". I realize that .308 Winchester and 7.62 NATO are very similar in real life, but they don't seem to be interchangeable in the game. It's great that the rifle can be modified to fire 5.56, though.

The SSG 69 also seems to take .308 Winchester, but it's described as a military sniper rifle rather than a civilian rifle, so 7.62 NATO would seem to be more appropriate for it, too.
rato  [author] 20 Dec, 2024 @ 6:46am 
@c2crtw

uploaded a fix to the zrak scope!
c2crtw 20 Dec, 2024 @ 3:57am 
Version 1.20-3230 bug report:

M76 rifle can't be modified with the ZRAK X4 scope. It shows <BlockedByError(param)> at the bottom of the modification description under the required materials. All of the other scopes seem to work fine.
rato  [author] 16 Dec, 2024 @ 4:59am 
@chooze
thank you for the report, uploaded a fix now
Chooze 15 Dec, 2024 @ 2:17pm 
After update 1.20 I found following bugs:
- M70 folding grenade launcher, cant load 22mm grenade
- Default stock of RK62/RK95, cant fold/unfold (stock disappears after unfold)
sgtzimm 20 Oct, 2024 @ 9:46pm 
An amazing effort to allow parts of ToG to work with Rato's incredible gameplay upgrade. Are there any plans to patch more guns from ToG (e.g. the M60, or BAR)?