Jagged Alliance 3

Jagged Alliance 3

Rato's Explosive Overhaul 2.0
48 Comments
Barleyman 26 Jul @ 2:31pm 
Currently tossing grenades is dexterity feat but that doesn't seem right at all.
Barleyman 26 Jul @ 2:28pm 
I'm nearing the end of my run with the mod enabled. I decided to drop the "explosives" part of grenades/rocket launcher/grenade launcher part. It started to annoy me how the only person any good with grenades is Barry, especially since throwing grenades as a skill has nothing whatsoever to do with bombmakers skill. And rocket/grenade launcher. Maybe more allowed combinations? e.g. throwing grenades is sort of agility/strength feat, rocket launchers do _not_ require a lot of strength to fire accurately, but they're heavy to lug around in general, so strength/markmanship? Grenade launcher is probably the trickiest, it's all about estimating the arc in your head if firing far, unless your weapon has a dedicated elevation gauge for it. It's not really a "markmanship" skill to my mind, but what is it? Dexterity/Agility? mnh. Dexterity/Wisdom? You don't need to be smart problemsolver to be great at it, and being smart doesn't mean you'll become good with one.
Monir 17 Jul @ 2:09pm 
Could we have an option do disable the loot of new items ?
They drop even with the DropLoot+ mod.
rato  [author] 3 Jan @ 6:38pm 
@krenich, hmm, Im sorry, not sure what could be causing that. There should not be any changes that affect this kinda of behaviour. In any case, I am working on a light AI overhaul that will adapt the AI to the mechanics changes I have made in my other mods, so this should be fixed then.
KreNich 3 Jan @ 5:12am 
A little feedback. I dont know if its the main mods effect or not but enemies dont really use grenades or should I say they never use them. I dont use any AI mods other than the base mods AI changes. I even changed the difficulty for using explosives to -15 (easy) for the AI in the options. Other than that I really love the changes you made to the explosives.
rato  [author] 7 Dec, 2024 @ 4:45pm 
@Thokari, this mod will only change grenades already in the inventory of mobs to similar IEDs. The behavior you see might be from Tactical Enemy or CUAE
Thokari 7 Dec, 2024 @ 4:36pm 
Does this mod give enemies very many grenades, like 2 stack, and a another 10 stack of same or different type, sometimes even more? I use 100% drop rate mod, and I would like to get rid of these extra stacks of 10.
Ruzen 7 Dec, 2024 @ 12:45pm 
Wow nice update
rato  [author] 6 Dec, 2024 @ 2:47pm 
@Lasse Blutstrom are you using any other mods that changes grenades? if you can, drop me a log at Discord. This problem has not been reported before
Lasse Blutstrøm 6 Dec, 2024 @ 7:30am 
With the mod throwing stick granades lead to a stuck game. No explosions happened.
Barrys special ones did explode.
rato  [author] 31 Aug, 2024 @ 5:32pm 
fixed
DabHand 30 Aug, 2024 @ 2:03am 
It's Lobo's descriptive chance to hit mod that conflicts to cause the behaviour.
rato  [author] 29 Aug, 2024 @ 2:50pm 
Welcome back @dabhand :)

Btw, it should show like "Accuracy:" instead of mishap chance, i have a new system to show the chance, so its probably not using the right system in your case, maybe a mod conflict?
DabHand 28 Aug, 2024 @ 4:39pm 
Just so l know its working OK, its expected that Barry still throws "inaccurate" grenades when the pop up says mishap chance "impossible!" right? At this point I don't trust anyone else to touch the bloody things.
And hello Rato o/ glad to see you are still active and your GBO mod is great :steamthumbsup:
McBlackjack ᕕ( ᐛ )ᕗ 27 Aug, 2024 @ 4:41pm 
Done. I followed the instructions you've provided to the other users and have sent over the log to you via discord.
rato  [author] 27 Aug, 2024 @ 4:11pm 
C:\Users\your_user\AppData\Roaming\Jagged Alliance 3\logs they should be here, try to reproduce the bug then quit, if the log doesnt generate automatically hit me up at discord and I will explain how to enable it
McBlackjack ᕕ( ᐛ )ᕗ 27 Aug, 2024 @ 4:05pm 
Of course. How could I generate and obtain the logs?
rato  [author] 27 Aug, 2024 @ 3:04pm 
@McBlackjack ᕕ( ᐛ )ᕗ if you can, please drop a log file at discord or send it to rato.bugreport@gmail.com
its most likely a mod interaction, but with the log i should be able to fix it very swiftly, thanks
McBlackjack ᕕ( ᐛ )ᕗ 27 Aug, 2024 @ 12:21am 
Hi. I am having an issue with under barrel launched grenades where sometimes the rifle grenade bugs out and doesn't fire. The AP cost is still used but nothing launches.
rato  [author] 15 Aug, 2024 @ 11:49pm 
uploaded a fix to Biffs mission
let me know if there any other bugs related to artillery or mortars
kamykrak 13 Aug, 2024 @ 5:55pm 
i also would like something like that on my end artillery and mortars seem to be causing some problems every time they get used probably a mod interaction but still would be cool to have the option
Wizepunk 3 Aug, 2024 @ 3:58am 
Would it be possible to have an option to disable crafting of 40 mm grenades and mortar rounds?
fungicidal 2 Aug, 2024 @ 3:45am 
This rules. Mustard gas strikes in spoilerland seem to work fine despite the artillery in the Biff rescue being borked, other than that haven't had any issues.
rato  [author] 1 Aug, 2024 @ 7:47pm 
@engager6 you can disable bouncing and shrap in the mod options. the shrap is probably the most costly in terms of performance
@charliechap im sorry that has happened, i am in a vacation now but i will have a look when i can
engager6 1 Aug, 2024 @ 9:00am 
Great mod, very detailed in simulation. However i do not like the idea of big performance hit. What options are most performance hungry in this mod? Is it possible to make a LITE/simple version of this mod, including just mishap rework, but without IED system or performance hungry bounce/shrapnel?
CharlieChap 27 Jun, 2024 @ 12:45pm 
Love this but there is a big problem with it enabled when you do the Biff Rescue or the Refugee Camp ambush missions. Missions with preset enemy artillery bombardments. Fire shells (never was very realistic...) fall but these are not followed up by explosions or gas. I managed to do the missions but only by turning off this mod temporarily (and that creates a load of code error chips because of all of the new explosives...).
rato  [author] 17 Jun, 2024 @ 2:45pm 
andrewsrwelch, Hi, sorry i should have included that in the description
by default it uses the average betweeen Explosives and Dexterity, but you can change that in the mod options.

There you can also tweak some other stuff like the diff modifier of the throw
TexMcQuade 16 Jun, 2024 @ 6:31pm 
Dumb question but is skill check on throwers Explosive skill only? Any other factor impact chance of thow?
rato  [author] 2 Jun, 2024 @ 1:14am 
yes i did sligthly increase throw range (about 1). but keep in mind that the difficulty of the throw will increase the further away you throw
Lucjan 30 May, 2024 @ 10:19am 
I feel like both, my merc and enemies can throw grenades at greater distance. Is this intended? I feel like having bounce should result in smaller range.
rato  [author] 28 May, 2024 @ 7:09pm 
@jmarko, fixed
it does affect the accuracy by applying a penalty to the explosive stat
jmarko 28 May, 2024 @ 8:57am 
Found another issue, only improvised flashbangs are causing the dazed effect. Regular and 40mm flashbangs don't. It might also be interesting if dazed affected grenade throw skill check, and not just cth.
Lucjan 28 May, 2024 @ 1:50am 
I personally like lower nubers of AP and never liked how 1.13 implemented 100 APs
TyborPL 27 May, 2024 @ 11:16am 
Yeah, unfortunately I suspected that. BTW, I think the large variety of weapons that the ToG mod brings got me thinking that JA3 would benefit from a larger AP pool (JA2 1.13 had 100 IIRC), allowing for more distinct weapon profiles. Movement could simply cost more AP per tile. If it is doable of course.
rato  [author] 27 May, 2024 @ 3:25am 
i believe you need to use the debug version of the game, or enter the mod editor. then press ', a tab on the top of the screen will open, search for debug and toggle log export
the logs will be at C:\Users\you\AppData\Roaming\Jagged Alliance 3\logs

thanks again!
Elenhil 27 May, 2024 @ 2:57am 
How do I get logfiles? Is there a debug setting to turn on somewhere?
rato  [author] 27 May, 2024 @ 12:46am 
@Elenhil, if you can, please send me the logfiles at rato.bugreport@gmail.com or at discord, thank you!
Elenhil 27 May, 2024 @ 12:21am 
BTW, I installed this midgame with Tactical AI, and some of the rocket men are now doing this animation, I suppose it's mortar set-up, but I don't the see the corresponding bombardment zone indication. And no bombardment comes.
rato  [author] 26 May, 2024 @ 11:13pm 
@jmarko, thx for the report, I forgot a line from when I was debugging, already uploaded a fix

@TyborPL that would be doable, but I am afarid the lack of animation for these throws could complicate the implementation
jmarko 26 May, 2024 @ 10:21pm 
Awesome mod! Feels like deviation isn't working correctly though. Every throw/launch is "great" and has the same deviation.
TyborPL 26 May, 2024 @ 2:15am 
Great mods. Would be nice if you could also throw grenades from prone and crouched positions too, but with reduced range.
rato  [author] 25 May, 2024 @ 3:53pm 
yes, launchers are included
it should be compatible midgame, but to be sure, make a backup of your save!

@morianthi, I would like to do a new wound overhaul. but I cant say for sure when I will have time or energy lol but I will try
Elenhil 25 May, 2024 @ 12:03pm 
Hmm... Tried it, and the launchers seem to be covered, too.
Morianthi 25 May, 2024 @ 9:33am 
Even just for grenade bouncing alone, this mod is already impressive. Big thanks, Rato.

Since we're at it, although I don't want to sound too demanding since this was just released, I hope you'll consider redoing the wounding overhaul next. I miss the JA2 stat loss. Alternatively, as Tybor mentioned, a launchers overhaul could come first. But of course, all at your own discretion and availability. :) Again, thank you!
TyborPL 25 May, 2024 @ 8:51am 
Any plans for Launchers overhaul? (Also would like to know if I can add this midgame).
Zacarías Satrústegui 25 May, 2024 @ 4:42am 
Can this be used midgame?
Elenhil 25 May, 2024 @ 4:17am 
At last! Instant download
Parker Posey's Mouth 24 May, 2024 @ 6:39pm 
By Jove, you've done it again, old boy!