Project Zomboid

Project Zomboid

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B42 Rain's Firearms & Gun Parts
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10.545 MB
19 Dec, 2024 @ 5:53am
11 Jul @ 4:09am
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B42 Rain's Firearms & Gun Parts

Description
A complete overhaul of the vanilla Project Zomboid firearms and gun attachments. Somewhat lore-friendly or vanilla+.

This is very much a work in progress. B42 unstable broke literally every lua script I had in B41.78, all my suppressors, every AnimSet I had customized, and obviously every single item & weapon script file as well. Expect bugs all the way until B42 goes stable, and even after that. I am soloing this thing.
It seems like both gun and ammo spawns have been significantly reduced in B42. You might want to try different sandbox options, because the gun stores especially seem quite empty currently.

Won't be compatible with any other gun or gun attachment mod, due to differences in lua

If your character has never in their lives even held a firearm (Aiming 0), their accuracy with especially pistols and more "advanced" types of guns will reflect that experience level. Shotguns and especially sawn-off shotguns are your best option to level up your Aiming, because they are much more forgiving to unskilled shooters than a handgun would be for example. Once you get your character to Aiming 5, all the guns will be accurate. Especially if you use some of the attachments that improve accuracy. Aiming 6 and above will start turning your character into John Wick.

All the new stuff
Ammo
7.62x39 and 7.62x51

Trait: Gun Enthusiast
"A regular at the local firing range." +1 Aiming, +1 Reloading, and +1 Nimble. -6 points.

Suppressors
9mm Suppressor
.45 ACP Suppressor
.223/5.56/7.62x39 Suppressor
.308/7.62x51 Suppressor
12g Suppressor
12g Suppressor (Improved)
Homemade Suppressor
Suppressors reduce (but do not eliminate) the sound level of gunshots. Lower caliber weapons are more suppressed than higher caliber ones.
For example, 9mm guns with a suppressor are about as loud as a running generator. The homemade suppressor is not nearly as effective as the other ones.

Attachments
Fiber Optic Sight: Small bonus to accuracy and range
Red Dot Sight: 2x as effective as the Fiber Optic Sight
SOCOM Red Dot Sight: Rare military issue red dot, 3x as effective as the Fiber Optic Sight
x4-x12 Scope: Small increase to minimum range, big increase to maximum range
Double Barrel Shotgun Choke Tube: Self-explanatory
Shellholder: Increases a shotgun's reloading speed
Improved Recoil Pad: Attacheable to shotguns as well
Marksman's Recoil Pad: Far more effective recoil pad for rifles
Compensator: Reduces a pistol's recoil and helps slightly with accuracy
x4 ACOG Scope: Increases both minimum and maximum range, along with accuracy. Small penalty to aiming time.
x8 ACOG Scope: Increases both minimum and maximum range, along with accuracy. Penalty to aiming time.
Foregrip (Tactical/Wood): Reduces recoil, allows for quicker aiming, and very slightly helps with accuracy.

Bags
Military Pouches & Military Pack. Similar to the Military Backpack, and all three can be worn together. The Military Pouches also provide Webbing attachments.


Guns
The H&K MK 23 pistol with all of it's possible attachments. The tiny little Fiber Optic Sight, Laser Sight, Red Dot, SOCOM Red Dot, and of course the .45 Suppressor.

Glock 17: 9mm
H&K USP M45: .45 ACP
H&K MK 23: .45 ACP
S&W M29 Revolver: .44 Magnum "Do I feel lucky? Well do ya... Punk?"
Sawn-off Long Ranger: .223 bolt action pistol
Walther P5: 9mm pistol that fits nicely in an ankle holster. "Bond. James Bond"

Remington M11-87: Semi-automatic shotgun
Mossberg M590 Tactical: Pump action shotgun
AA-12 Combat Shotgun: Auto shotgun with 20-shell drum magazines
Winchester M1887: Sawn-off lever action shotgun "Come with me if you want to live"
SPAS-12: Semi-automatic shotgun

SKS-56: 7.62x39 semi-automatic carbine rifle
AK-47: 7.62x39 select-fire assault rifle
RK-62: 7.62x39 select-fire assault rifle. A more modern take on the classic Kalashnikov
RK-95: 7.62x39 select-fire assault rifle. A more modern take on the RK-62

AR-15: 5.56 semi-automatic carbine rifle
M16A1: 5.56 select-fire assault rifle
Colt Commando: 5.56 select-fire carbine rifle
IMI Galil: 5.56 select-fire assault rifle

H&K G3: 7.62x51 select-fire battle rifle

Marlin M1894: .44 Magnum lever action rifle
Remington M24: 7.62x51 bolt action sniper rifle

MP5: 9mm submachine gun
MP5SD: Integrally suppressed 9mm submachine gun
UZI: 9mm submachine gun
MAC-10: .45 ACP submachine gun
M1A1 Thompson: .45 ACP submachine gun

M60: 7.62x51 machine gun
M249: 5.56 light machine gun

Like my mods? Want me to make something for you? :)
[ko-fi.com]

Do not reupload any of my stuff without my permission. It took a lot of my spare time to get this mod done.

Credits
Massive thank you to Nik for the lever action animations!

FAQ
"Will this work with gun/gun attachment/gun durability/gun ANYTHING mod X?":
No it will not.
"Can I add this to a save?":
For most people, yes. If you want to be extra safe, backup your save first.
"How do I attach suppressor/laser/red dot/attachment?":
Have a screwdriver, the gun, and the attachment in your main inventory. Right click the gun -> Upgrade.
"Will this work with gun mod X?":
NO!

You can join my Discord if you want more direct access to me :) https://discord.gg/T4FhKzxUJj

Workshop ID: 3387222454
Mod ID: B42RainsFirearmsAndGunParts
Popular Discussions View All (12)
127
16 Jul @ 6:58pm
PINNED: Bug Reports
★Rainmaker★
81
19 Jul @ 9:00pm
PINNED: Suggestions
★Rainmaker★
1
20 Jun @ 8:10am
trigger function does not work (B42.9
dresgachi
1,653 Comments
★Rainmaker★  [author] 2 hours ago 
@Mijinv12
Then you have some sort of mod conflict. The SPAS works just fine.
Mijinv12 2 hours ago 
I want to report a problem with the shotgun SPAS, when i shoot to the zombies they don't receive damage until the 5 or 6 shot
★Rainmaker★  [author] 16 Jul @ 5:54pm 
@Mikut
I always have both a gun light and an angle-headed flashlight on a webbing slot and don't have problems with either one when using the F button, so yeah no, it's not the game's fault. Without looking, I'm assuming that firearm models redux just doesn't have gunlight attachment info scripted like my guns do, hence gun lights won't work with the guns it overwrites.

Hence don't use multiple gun mods, for the trillionth and hundreth and thousandth and second time. :)
Mikut 16 Jul @ 3:34pm 
Just wanted to write that i noticed i (accidentally) ran this mod with Firearm models: Redux, and the playthrough went relatively fine, comparing the affected models for a moment, i believe there are no overlaps in assets? One thing i noticed was that my Gun light would not turn on, but it may be because i had a webbing angled flashlight as well, so the game doesn't know which one to turn on (or it could be because of the double gun mods). Equipping a melee weapon for a moment then turning the angled flashlight on with F worked.
★Rainmaker★  [author] 16 Jul @ 8:20am 
Yeah that's the thing, the .38 has only one weapon that uses it, and we couldn't even come up with other ones that I would bother modeling in for that caliber.

And in comparison, the .22 LR is used in revolvers, pistols, rifles, automatic weapons. Just so much more potential.
Azazellz 16 Jul @ 8:14am 
There are many very compact revolvers in 22LR calibre too.
And you can carry a lot of ammunition of this type - it is much lighter than other types.

In addition, depending on the gun, barrel length, and cartridge type, 22LR can easily penetrate the skull - even at relatively long distances.Of course, it doesn't look as impressive as a 5.56 or .45 hit, but it's still enough to destroy the zombie's brain.
K. Actual 16 Jul @ 7:10am 
Bummer, I was happy to roll with the .38 special revolver. I like to think it was my characters concealed carry as a fitness instructor. :captainsinful:
(I posted from the web and the last comment bork'd, pardon the repost.)
★Rainmaker★  [author] 16 Jul @ 7:08am 
I wish we could do polls on here. :D
★Rainmaker★  [author] 16 Jul @ 6:09am 
@Azazellz
That's actually not a bad idea at all. I don't think anyone would miss the 5-shot snub nose .38 which is the only weapon using that ammunition.
It would be a pretty big workload though, but that's definitely going on the list.
Azazellz 15 Jul @ 2:46pm 
Idea for mod development:
"Remove" nobody needs 38 Special from the game (since there are no normal guns for it anyway, except revolvers), and replace it with 22LR.

Pretty much the same gameplay niche: low base damage, low sound.
As your aiming skill goes up, critical chance increases, and you can start downing zombies with 1-2 shots. Imagine learning to shoot so accurately that you start hitting the eye, ear, or spine.
Such weapons were extremely common in Kentucky. On top of that, the game now has rats and other ‘pests’. Perfect targets!

And for 22LR, there are just tons of guns:
Revolvers - Smith & Wesson K-22, H&R Model 999
Pistols - Ruger Standard Mark II, Browning Buck Mark, Colt Woodsman, High Standard HDM (integrated suppressor!)
Bolt rifles - Marlin Model 25, Winchester Model 52
Rifles - Ruger 10/22, Marlin Model 60
And pretty wild stuff too - like American-180 (submachine gun, 275 (!) round disc magazine, 1200 (!!) shots per minute) or AR-7 Survival Rifle.