Jagged Alliance 3

Jagged Alliance 3

Revised Tactical Gear II
149 Comments
kaelis 15 Jul @ 5:16am 
Started new game and still not working with version 1.5.1. No backpack, LBE or leg items. Also when I place an item into 1 of the 'open' slots it disappears until I reopen the inventory.
kaelis 12 Jul @ 8:42am 
DOES NOT WORK WITH SAVEGAME! :steamfacepalm: No backpacks, LBE or leg items given.
RomaSun 12 May @ 6:20am 
Jacques Boin Flayer his trophies in the inventory weigh a lot. 1000 pieces will weigh 50 kg. Please fix it
Zacarías Satrústegui 10 May @ 2:52pm 
@gogis_ I can confirm it. Does anybody know how the effect ¨overweight¨ affects the characters? I can see they run the same. Is limiting the free APs at least?
gogis_ 10 May @ 2:30am 
Damaged face items are currently not pulled into repair screen and you have to repair them manually by dropping into stash.
BulletSix 4 May @ 11:24pm 
my last "problem" solved itself after starting a new game ^^ maybe some ui-compatability-issue in my former modlist, bc it works fine now ...
but now for a not "bug"-related question: is it (easily)pssible to switch the order of the LBE-items?
Now its (top to bottom) Base-> Leg-> Leg-> Vest-> Backpack
I´d like to switch to: Base -> Vest -> Leg -> Leg -> Backpack
Kaos 16 Apr @ 8:41pm 
Anyone else suddenly having an issue where mags won't pull from pockets to reload or you can't put certain crafting items in regular backpack slots anymore.

Everything seemed to be fine up until the past few days.
Mungojerrie 12 Apr @ 10:56am 
Cryogenius333, there is a chance they drop from enemies (adjustable in mod settings) and can be bought from the rightmost tab in Bobby Ray's.
Cryogenius333 19 Mar @ 8:16pm 
Cool Mod so far, but where do you find or acquire the extra gear, specifically backpacks, rigging, holsters etc?
permanent666  [author] 25 Feb @ 11:46am 
@Nelson, sorry for the late reply. I am not sure what is causing your issues. Maybe I will revisit the mod soon and can have a look into it. At the moment I am playing other games.
TOVOT 24 Feb @ 4:58pm 
very nice mod, really :D

and for everyone have problems: Restart the game after activating the mod
Nelson 14 Feb @ 12:51am 
G'day, I have an issue with Mags bugging out and taking up inventory slots. I cannot remove them via hotkey. Manual removal makes the whole inventory slot "disappear". I cannot scrap or reload them either. I can drop another item on the slot, causing the item to disappear and then reappear when I close the inventory screen and open it again.
Lucjan  [author] 5 Feb @ 4:12am 
Extra inventory space as of now. It isn't very useful since you don't have space to put away the weapon you're holding. However, you can drop the weapon, pull a pistol from a holster, and use it. I don't remember if the action cost for that was reduced or not.

The mod is not in active development at the moment and still has some rough edges.
DeNim 5 Feb @ 4:05am 
what exactly is the purpose of the drop leg pistol holder? I can't seem to withdraw my pistol in the middle of a fight and shoot.
Authari 24 Jan @ 3:21am 
Hi, guys! Does anybody know, wether it would be possible to remove the squad bag completely and how this could be done? This would greatly improve immersion - in my opinion at least. :-D
Music4Life 10 Dec, 2024 @ 9:34am 
@Whahappen OMG! If that goes for all of those mods it will be epic! I asked the modmaker regarding that quite a while ago, but I thopught it a long shot. :D
whahappen 10 Dec, 2024 @ 12:21am 
@Music4Life
Basic Crafting Economy just got the first compatibility update for RTGII:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3029515818
Music4Life 6 Dec, 2024 @ 7:38am 
What mods do work with the Revised-family of mods? Suggestions and experiences? :-)
Parker Posey's Mouth 21 Nov, 2024 @ 2:07am 
This is a very good system, that I hope receives some wider adoption among other mods. Rato's explosives, Tons of Guns, etc. would all benefit immensely from fitting in with your tactical gear, attachment, and magazine systems.

I've just started my 2nd campaign, hard, and with added difficulty mutators. With this and a few other mods. I'm finding the play-style much more carefully considered. Encounters can really go one way or another based entirely on how well I've planned, and what resources I can scrounge together, or hold onto from sector to sector. Quite thrilling!

I hope you keep working on these projects. You have good ideas.
末辰LASTAR 8 Nov, 2024 @ 8:42pm 
How to use the backpack properly?I just can`t put anything in it,always shows that this doesn`t fit here,guns,knives or normal stuffs
ItachiDeltaForce 31 Oct, 2024 @ 2:58am 
do the items/gear show visually? example if i equip a back pack can i see it equipped on the character or is it stats only
jon 17 Oct, 2024 @ 10:08pm 
what exactly is the purpose of the drop leg pistol holder? I can't seem to withdraw my pistol in the middle of a fight and shoot. but if I put knives and grenades in various pouches, they all show up as actions.
Magnus 13 Oct, 2024 @ 2:35pm 
Thx!
permanent666  [author] 11 Oct, 2024 @ 11:01am 
@Magnus, yes that is correct. I see why some people would see it this way but I would have to change the code at different locations to make it work. There will probably be a solution in the future.
Magnus 10 Oct, 2024 @ 3:29pm 
Hi. Did I understand correctly the backpack is not a quick slot and for example the first aid kit from the backpack will not work?
BickMecK 7 Oct, 2024 @ 6:36am 
Hello there, is there a possibility that you can put a drop all funktion in so that all enemies drop all their loot? i used sirnis hat full of triks before but it breacks your mods UI.

cool mod btw getting 1.13 vibes

Thnx in advance
:-)
permanent666  [author] 3 Oct, 2024 @ 2:17pm 
@meda22 - If you use revised gear without mags the reload costs are always the same
meda22 3 Oct, 2024 @ 8:44am 
A question please - if I use this mod without Revisited Mags, is there any benefit of having bullets in mag pouches? Will it reload weapon faster (use less AP)?
wxstunna 1 Oct, 2024 @ 4:42pm 
Of course. I only activated 2 mods which are revised gear and mag. I restarted the whole campaign, so the save might not help much but yes, I can send you the save.

Thanks for the kind reply.
permanent666  [author] 1 Oct, 2024 @ 10:58am 
@wxstunna Die you restart the game after activating the mod? You can send me a savegame via Discord if you want. My Discord name is huda0816.
wxstunna 1 Oct, 2024 @ 12:17am 
Hi, first of all, thanks for the awesome mod. I don't know much about modding but I do know that it takes a lot of time and energy to make mods like this. I hope I'm not bothering you with my question.

Well, the thing is, as few other people have reported before in the comment section, when I move my stuff in the inventory page, it disappears and I have to get out the page and re-open it to see the change.

And, my character's outfit and gun slots looks the same as before I installed this mod, unlike the screenshot above. I've had too many mods that I just decided to delete the whole game and re-install it in different hard-drive. I didn't delete any other mods but they were not activated after the clean reinstall. I only activated the revised gear and mags and started the new campaign but the same result.

I hope you are having a good day.
permanent666  [author] 26 Sep, 2024 @ 10:56am 
You have to get a LBE and or Backpack to get more slots.
Silent 25 Sep, 2024 @ 10:56pm 
*2 ammo/mag slots
Silent 25 Sep, 2024 @ 10:53pm 
I was hoping this would add mag/ammo, nade, medical item "pouche" slots etc as extra, but instead it converts your regular backpack slots to these, meaning you can't carry "loot" anymore really, since your backpack slots are only 1 mag 1 nade and 1 tool + 2 unrestricted free slots.
p6kocka 22 Sep, 2024 @ 12:13am 
I have to re-add it I supose
permanent666  [author] 21 Sep, 2024 @ 11:59pm 
@p6kocka I am not sure what will happen if the mod updates this file. Either your changes will be overwritten or you do not get the latest update.
p6kocka 21 Sep, 2024 @ 11:40pm 
I have just added these items in SETUP_SlotConfig
Lucjan  [author] 11 Sep, 2024 @ 10:30pm 
Item needs to have a property. If you add this property to the base class that all items of this class will have it.

Example:

function OnMsg.ClassesGenerate()
Pistol.PocketL_amount = 1
Pistol.PistolHolster_amount = 1

Revolver.PocketL_amount = 1
Revolver.PistolHolster_amount = 1

Knife.KnifeSheath_amount = 1
Knife.PocketL_amount = 3

Knife_Sharpened.KnifeSheath_amount = 1
Knife_Sharpened.PocketL_amount = 3

But for other mods/compabiloty mods you want to use Msg("RevisedSlotConfigAddedToItemProperties")

So function OnMsg.RevisedSlotConfigAddedToItemProperties()

Look at SETUP_SlotConfig.lua
p6kocka 11 Sep, 2024 @ 9:21pm 
Hi @Lucjan
I am using BCE basic crafting mod (without bce guns part for compatibility reasons). There are lot of new items like food, drugs etc. I was also looking at the code as Crazedweevil and wanted to add these items to the pockets because they don't fit anywhere but the basic two backpack slots. But without luck. I also thought there is a list somewhere. How to add new items from a mod to specific slots from your mod?
Crazed Weevil 18 Aug, 2024 @ 10:25am 
Thanks
Lucjan  [author] 18 Aug, 2024 @ 10:05am 
There is no list only source code

Carabiner - A carabiner for adding extra storage

FirstAidKit (the small one)
GasMask
NightVisionGoggles
All kinds of helmets

So not much can fit there. If you think about anything else that should fit on a carabiner let us know ;)
Crazed Weevil 18 Aug, 2024 @ 5:27am 
Do you have a list of what items / types of items can go in which slot? I can't see one anywhere unless I'm blind. I'm trying to work out what the Ring Clips are used for.
michalcylko 15 Aug, 2024 @ 12:47pm 
@permanent666 and @Lucjan
Hi guys,
I'm sorry, but I've not found, what the penalty gives Overweight?
And one more question: I can find weight items from your Gear tactics II and Magazine II modes, but could you advise where I can find weight of vanilla items?
mstislavovich 4 Aug, 2024 @ 1:25pm 
Looks like a bug. I can take items from another sector's stash and put them into the slots of the new inventory.
The_glycerine 26 Jul, 2024 @ 2:40am 
Okay, After a restart the medkits now work in an LBE. and indeed not in the backback. Shouldn't they work in the backpack carabiner slot? That is a quick access slot in real life. What was the intended use for that carabiner slot on the backpack?
permanent666  [author] 25 Jul, 2024 @ 4:00pm 
@glycerine - I updated the mod today so drawing or swapping pistols in holsters only cost 1AP during combat. The bandage problem sounds strange. You should have access if you put it in the LBE. If it is in a backpack there shouldn't be an icon. I just tested it in my game and it works like this. Maybe it is a compatibility problem.
The_glycerine 25 Jul, 2024 @ 3:37pm 
Hello, thanks for this awesome mod. I have a few questions, when i have a pistol in a pistol holster slot, how can i then fire it ? it is NOT displayed with an icon. The same for bandages when i place them in a pocket, vest slot, or at the carabiner, there is no option to use them. I can only use bandages if i place them in one oif the 3 original normal slots of a character. Is this intended?
permanent666  [author] 22 Jul, 2024 @ 11:00am 
@zenblack: Someone made a compatibility mod for revised mags. I did not try it yet. Maybe it should do the trick.
permanent666  [author] 22 Jul, 2024 @ 10:59am 
@musangu: I cannot test anything coop related and honestly have no clue how much effort it would take to make it coop compatible.
zenblack 21 Jul, 2024 @ 10:15pm 
*zulib's weapons core and random enemy weapons are the dependancies.