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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%.
Kudos to Lucjan for uploading that version and further fixing it!
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.
Now I have to install Zulib to fix this issue, such a pity! This is a great mod.
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
Good work so far, keep it up. ;)
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.
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?
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.
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.
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.
@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.
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?
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.
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.
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.
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.
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.
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.
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 )?
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.
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.
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).
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.
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]
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 :)