Jagged Alliance 3

Jagged Alliance 3

Zulib Weapons Core - OUTDATED!
86 Comments
LotR[Henchman]  [author] 2 Sep, 2024 @ 10:35am 
Currently the vanilla code doesn't seem to be checking the calibers - so it's not just changing a value on the calibers/ammunitions themselves.

AFAIK (for other modders) it's in the function Unit:Die(skip_anim).
Specifically:
"results.glory_kill = not self.immortal and not hit_descr.grazing and self:Random(100) < const.Combat.GloryKillChance"
The constant is set to 10%.
WiseToad420 1 Sep, 2024 @ 5:03pm 
is there anyway to raise the head explosion kill chances for larger calibers?
LotR[Henchman]  [author] 19 Aug, 2024 @ 12:10pm 
Hey guys, sorry for having been silent for quite some time now. Got sidetracked by the real life and others games. As i'm not seeing that changing in the near future, i suggest you should use the updated version from Lucjan: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3309452207
Kudos to Lucjan for uploading that version and further fixing it!
Wintermote 7 Aug, 2024 @ 10:32pm 
I am not sure if it's MoW or this mod, but ammo kept appearing which wouldn't fit the guns it's supposed to - 7.92mm Mauser that wouldn't fit in the german weapons, 7.62x54mm warsaw ammo that wouldn't work with a dragunov.

I think I'll go without the extra guns. It's a shame but they're kinda bloaty anyway and there's an excellent inventory mod that's incompatible with it all in any case.
Gao the Great 8 Jul, 2024 @ 11:36pm 
Same issue here! When play Revised Mags II+Zulib Weapons Core+ToG, RPK and Desert Eagle could not reload and the bullets stuck in the weapon. I think it is because change of RPK 7.62 to 5.45, and change of old .44 for Peacekeeper and .44 Magnum caused this problem.

Now I have to install Zulib to fix this issue, such a pity! This is a great mod.
g0jira 29 Jun, 2024 @ 4:58am 
or it is not working when ammo is in predefined loudout, and it works only when new game start?
g0jira 28 Jun, 2024 @ 3:09am 
i have this mod, but it dosnt convert calibers, i.e. 6.5 Creedmoor is 556 in my game. did i forgot to change some options?
PanzerElite 27 Jun, 2024 @ 6:13pm 
About Revised Mags II+Zulib Weapons Core Some gun is change bullet like Dragunov and Desert Eagle magazine mod it dont change to any patch to fix it
LotR[Henchman]  [author] 13 Jun, 2024 @ 11:06am 
@Pizzaspulunker
a) The .44 should still be obtainable. Just started my test savefile and looked into BobbyRays and it's there and it's also in the sector operation crafting choice. So if it's not obtainable i'd think the problem isn't with Zulib. But feel free to add more details in the Bug Reports, forum (list of mods used, potentially some game log) and i'll happily take another look coming weekend.
b) When doing the new cartridges i spoke to other modders and the general idea is that the Peacemaker actually doesn't use a Magnum cartridge but the old .44 Special. I'm no gun nut, so i ran with it, when i was told that was would make sense. And so i'm unlikely to change it now.
If you'd want to change it though, you'd only have to do a mod adding to the zz_vanillasToSwap table. A script should look akin to:
function OnMsg.ClassesBuilt()
zz_vanillasToSwap.ColtPeacemaker = "44MAG"
end
PIZZASPULUNKER 12 Jun, 2024 @ 6:58am 
Found a slight issue using this mod. The Peacemaker is not changed to the new .44 Magnum, meaning it continues to use vanilla .44 and ammo for it cannot be obtained.
hans_die_wurst 30 May, 2024 @ 6:26am 
I have now uninstalled the MoW mod because it was causing problems with another mod after the last update. This solved all problems. The issues definitely come from this mod.

Good work so far, keep it up. ;) :steamthumbsup:
LotR[Henchman]  [author] 25 May, 2024 @ 9:07am 
@hans_die_wurst
hmm though i've not run into it myself, i'll adress it with the next update. Problem in the background is that adding/removing shop categories is a bit hack-y.
hans_die_wurst 25 May, 2024 @ 7:36am 
Mods Manager show me an lua error and in the mod editor 8 errors after the last update of MoW mod.

Property 'CategoryPair# of type'preset_id': Missing preset '7_62x54R'
Property 'CategoryPair# of type'preset_id': Missing preset '7_92x57'

4 times the inventory items each

I fixed it when unmark the CanAppearInShop Marker for all.

Maybe u can upload a fixed version?
LotR[Henchman]  [author] 17 May, 2024 @ 2:42pm 
@deadpool151095
Because the test mod from the devs also adds a .45ACP ammo item - which is also vastly overpowered.
I suspect Bobby Ray is only selling one bullet of that ammo, because the test mod of the devs was done before Bobby Rays was finished.

A basic fix would to do a mod based upon both, changing the Thompsons ammo to the one added with this mod (therefore also fixing the huge amount of damage the Thomson does compared to other guns) and disabling the test mod ammo to appear in the shop.
Lucjan 23 Apr, 2024 @ 10:55am 
Oh, I didnt know it impacts crafting menu, good to know
Eliaz 23 Apr, 2024 @ 10:12am 
Thank you for the quick answer. I have already done this in the mod options. But it is still showing both calibers in the crafting menu. Even if I start a new game.
But since it just makes the crafting screen more confusing, but hasnt any more impact on the game itself, I think I just play with it.
Lucjan 23 Apr, 2024 @ 8:47am 
Disable Zulib calibers in zulib mod options* Zulib can be enabled as a mod
Lucjan 23 Apr, 2024 @ 8:46am 
Rato ammo id is difrent I think. It is difrent Item in the game. Rato dose not work with Zulib calibers it is better to disable it until we make Rato's GBO use Zulib instead of his own (which I have plan to do but it wont be ready anytime soon)
Eliaz 23 Apr, 2024 @ 3:18am 
Ok, the doubles seem to come from Ratos ToG compatibility patch. This adds all those doubled ammo. But I wonder, why it doesnt overwrite those. Is there a mod loading order?
Baka Racker 22 Apr, 2024 @ 1:56pm 
@LoTR[Henchman] So I've run into it off and on as I've been playing, but it doesn't impede playing the game at all, it's pretty much just visual. I have been doing some mod switching, so I'll have to try full restarts when doing so. Again, it doesn't affect actually playing the game, so it's kind of a non-issue, I wouldn't put it too high on your list of priorities for the mod.
LotR[Henchman]  [author] 22 Apr, 2024 @ 12:30pm 
@Eliaz
If it's just double and not different variants, it might be another mod also adding those calibers. Ratos is afaik adding some calibers and might do so. If it's two ammo types with the same image and one isn't working it might be some problem with cloning.
So is it like the first?

@ Baka Racker
Okay, happy if it works. I know the code might trigger multiple times, when enabling/disabling mods. It's best to always restart the game fully when doing so. Otherwise it might run into an issue if another mod is also renaming it. I'm just currently a bit short on time (or more truthfully brain capacity together with the time) to spent on the mod.
Eliaz 22 Apr, 2024 @ 8:05am 
Hi, I am using ToG und Zulib and Ratos Overhaul (and some other mods, but not weapon related) and in the crafting ammo screen I have 178 recipes. And some are doubled like the mauser or the 5.45x39. So I can craft two different types of 5.45x39, but online one of these will fit in the weapon (RPK). Any Ideas, where those double recipes come from and how to get rid of them?
Baka Racker 15 Apr, 2024 @ 2:38pm 
Hmm, just played a new file up to Bastien and calibers seems to be displaying properly, on the HP, on a Luger I found and on some 7.62x51 NATO I also found. Seems like I might be in the clear now, I did remove a few mods but I believe they were all cosmetic or new mercs. There may have been an older version of something in there, but I thought I had cleared out all older mods before starting.
Lucjan 15 Apr, 2024 @ 2:31pm 
Ok, C-UAE dosen't touch Calibers
Baka Racker 15 Apr, 2024 @ 2:23pm 
@LotR[Henchman] I can't answer to that yet, I had just started the run with a new modlist to test but didn't play beyond meeting Bastien, and didn't kill him. I'll try and give you a better answer if I have some time to play soon.

@Lucjan Thanks but I'm not using RatoGBO, however I am using TACTICAL AI PROJECT and thus also using C-UAE Cross-Mod Universal Armament Expansion, as well as Gunfight Rework Remastered. I am pretty sure I had turned "Real Lethal Weapon" from GRR off, as it's noted as being necessary to do so for compatibility with TOG, which I am also using.
LotR[Henchman]  [author] 15 Apr, 2024 @ 11:59am 
@Baka Racker
Thanks for the report.
Looks as if something triggered a ModReload, which will run my renaming script twice. Is the "7.62x39" also 7.62x39x29 or some such?
Lucjan 15 Apr, 2024 @ 12:35am 
If you used RatoGBO you should disable zulib caliber in its mod options for now. They both change calibers but zulib is also neede for other things.
Baka Racker 14 Apr, 2024 @ 7:53pm 
I haven't combed through the comment section, as I'm just ending my night, but I tried a new run earlier with around 20 mods and I noticed the Browning HP was chambered in 9x19x19x19. Is this a mod conflict/something that is already known/fixed and I just need to find the solution in the comments, or is it something unique to me?
LotR[Henchman]  [author] 4 Apr, 2024 @ 9:17pm 
@Lucjan
I tested it, there's some loop being reported in the mod menu, when you're in debugging mode, but there doesn't seem to be an actual problem, when you've activated both in the normal mode.
Lucjan 4 Apr, 2024 @ 12:00pm 
Was it tested with Rato's?
sobmalag 27 Mar, 2024 @ 4:47am 
On what weapons do 22mm grenade work?
LotR[Henchman]  [author] 25 Mar, 2024 @ 12:18pm 
Okay thank you so far for the reports, gonna have to check those. But i'll likely only be able to look at stuff come weekend.
max_da_killah 25 Mar, 2024 @ 8:09am 
Legion Goons and Legion Envoys also drop two stacks of 9x19mm Parabellum.

And I was mistaken about the Army Recon troops. They are carrying MP5s and actually do have them again. Dunno why they didn't have them yesterday and this morning.
max_da_killah 24 Mar, 2024 @ 7:41am 
Part 1:

Legion Marauders drop two stacks of 7.62x39mm WP ammo for their AK47s
Army Recon troops drop a stack of 9x19 Parabellum but no weapon to fire that out of (should be FN High-Power if I'm not mistaken).
The Uzi wielding Villegers (Le Domas?) in Twin Manors drop two stacks of 9x19mm Parabellum ammo. Those that a packing Winchester 1894s (Van Tassel?) drop a single stack of .44 Magnum ammo.
max_da_killah 24 Mar, 2024 @ 7:41am 
Part 2:

Yeah, I was talking about those 500 rounds stacks of ammo. Currently I've 14.75 stacks of 7.92 Mauser (sure took me a while before I noticed that the caliber of the Kar98 and MG42 changed...). The single 39,000 rounds stack of 9x19mm Parabellum causes much less clutter in the squad bag.
The "MaxStacks Tweaks" mod currently supports every single stackable item vanilla JA3 has (with the possible exception of Kompositium) but doesn't support any mods. And to be fair, asking the author to do so would be quite unreasonable since that could very quickly become a sisyphean task.
max_da_killah 24 Mar, 2024 @ 7:41am 
Part 3:

I was refaring to the RNJesus deciding not to drop anything for me as magicaly vanishing gear. Villagers or militia visibly searching corpses and picking stuff up is a different and welcome matter.
LotR[Henchman]  [author] 24 Mar, 2024 @ 12:22am 
@max_da_killah
Stacks as in whole 500 rounds stacks? And what mooks are we speaking exactly, as i'd have to check the loot_def of the specific unit?
Vanishing gear?

I wasn't thinking about changing stack sizes so far. And haven't yet looked into how to achieve unlimited stack sizes. If the existing mod isn't already touching on it, it might be something to look into.

###Main things i've currently got in mind:###
- Enhancing the "No new Calibers" option and how it works when it gets checked (i was foolish adding it to be honest)
- Doing a compatibility pass for permanent666s mods.

@limcokr
Okay just uploaded an update, that should fix that.
limcokr 23 Mar, 2024 @ 10:13pm 
Am I missing or there are No craft ammo recipe for .44 manums?
max_da_killah 23 Mar, 2024 @ 4:28pm 
Well, after entering the "zz_FixUpUnitData()" command in the console I tackled Camp du Crocodil. Too bad that it was held by the army who didn't carry any weapon that uses the new ammo.
Luckily shortly aftwards a lagion attack squad entered Chalet de la Paix while my mercs where there to train up some more militia. And one of the mooks packed a MG42 AND 7.92 Mauser ammo. :yey: :thumbsup:

But the mooks that carried AK47s now had two stacks of spare 7.62x39mm WP ammo...
Great if I ever decide to play with the massively SoD & immersion breaking magicaly vanishing gear. Otherwise kinda useless.

And on the topic of too mcuh ammo, have you thought about implementing an option that would allow one to choose between normal stack size for the new ammo and an unlimeted on similar to the "MaxStacks Tweaks" mod ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3009448402 )?
LotR[Henchman]  [author] 23 Mar, 2024 @ 1:24pm 
@max_da_killah & Thali
Sorry for now you'd need to start the mod editor once, load your game, open the console (return) and use the "zz_FixUpUnitData()" command once. Preferable while in satellite view.

@Lucjan
Afaik MoW and ToG are already using it.
Besides having forgotten to copy over the drop_chance when exchanging ammo, it should be running fine. What's a tad sketchy is the option to not exchange any calibers.
max_da_killah 23 Mar, 2024 @ 12:58pm 
Just unsubscribed, resubscribed and made sure that the in-game mod manager showed a new and higher version number for this mod (which it did), loaded my current save and offed painless Doc Robert in Chalet de la Paix, who has a Desert Eagle now chambered in .44 Magnum. Unfurtuanaly he didn't drop any ammo to go along with the DEagle.
Not sure if that's normal behavior for him or not.
Gonna go and liberate Camp du Crocodil now. Hopfully the goons there have some weapons that use the new calibers and that they actually drop some ammo for them.
Lucjan 23 Mar, 2024 @ 11:16am 
What is the state of this? Should I enable it and wait for others to incorporate it?
Thalir 23 Mar, 2024 @ 10:38am 
Great I will test your fix. Is your fix also working for existing save games. Or do I need to start a new game. Thx for your feedback in advance.
LotR[Henchman]  [author] 23 Mar, 2024 @ 6:22am 
Thanks everyone for the bug reports. Just pushed a small update to fix most.
Thalir 22 Mar, 2024 @ 11:10am 
My observation is that the new ammo types are not droping by killed enemies. Please check if my observation is correct. Thx in advance!! Your mod is great!!! Just keep on doing such a great work!!
max_da_killah 21 Mar, 2024 @ 11:46pm 
I have the drop chance for everything set 100% in the sadly outdated and abandoned (but still working) Custom Settings mod, so RNG shouldn't be an issue.
And after taking a look at my squad bag I noticed that I do have quite a lot of standard 7.92 Mauser ammo. Probarly from all those surplus Kar98s & MG42 I scrapped.
But i've since run into Toon Looney in that cave under B10 who had a Dragunov chambered in 7.62x54mmR but no extra ammo for it (there was some in the boss chest at the end of the cave though) and I started wondering if I seen any of the new calibers dropped by enemies. Which I can't say I do. I do remember geting some .44 Magnum ammo along with a Anaconda out of a weapons shipment.
Might that be because I've continued a previous save and didn't start a new game after installing and activating this mod?
Anyways, gonna spring that obvious ambush at the refugee camp today so I should see a lot more of the weapons chambered in the new calibers (like 5.45x39mm and .44 Magnum).
LotR[Henchman]  [author] 21 Mar, 2024 @ 1:31pm 
@max_da_killah
Gonna have to take a closer look at it.
The ammo exchange is normally happening when loot_defs are spawned. And i tested that and it worked for the cloned vanilla defs i used for testing. And i specifically also used the Legion_Sniper one, which is a K98 and it spawned with the Mauser ammo pack. So either we've both been unlucky with rng drop chances not dropping additional ammo or something is more sketchy. Don't know yet, gonna have to give it a longer test the coming weekend.
max_da_killah 21 Mar, 2024 @ 9:10am 
Ah, seems like I have to correct myself a bit.
Just fought a diamond transport in tactical and those at least do drop 7.62 NATO ammo.
[edit]
And shortly afterwards I had an auto-resolve battle with an attack squad that packed some Kar98s and MG42s but didn't drop any 7.62x51mm NATO or 7.92x57 mm Mauser.
So I'm going to asume that only diamond and possibly weapons transports drop 7.62 NATO and that 7.92x57 mm Mauser doesn't drop at all.
[/edit]
max_da_killah 21 Mar, 2024 @ 7:26am 
Since I added this mod enemies with KAR98s, M14s or M24s (haven't run across enemies with FN FALs or HK 21s yet) no longer drop 7.62x51mm NATO when I off them in a tactial fight (they still do in auto-resolve fights). Nor do they drop .308 Winchester ammo (which isn't the same as 7.62x51mm NATO but can be savely fired out of 7.62 NATO weapons (the inverse is NOT true)) or 7.92x57 mm Mauser (for the Kar98).
LotR[Henchman]  [author] 19 Mar, 2024 @ 10:39pm 
@benden
Thank you very much for the report.
Fixed those things now - meaning the next update will have those fixed ;)
Though i've messed up the id's for the .30-06 - they're also called .30-60; Not changing the id's currently as this would break running games. Gonna have to think how to fix that.

Happy to hear you're having fun :)