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@hea - Will lower damage and increase break chance slightly on all unmounted bayonets in the next update. Also revised the max range slightly
My suggestion is for a variety of multi-tool functions be added - things like can opening and scissors would not be outside the scope of the M9 Bayonet's practical use.
.223 and 5.56 are functionally interchangeable, with no guns able to use one and not the other. For this reason, it'd make a lot of sense to just remove one completely and unify the ammo types.
That applies also to .308 Winchester and 7.62x51.
As far as .38 and .357, I think a better system would be what "Guns of '93" uses, which is having two different versions of the .357 revolvers which can be swapped between through a right click menu option/craft. That way one-way ammo conversion is avoided but .38 can still be used in .357 handguns, even having more logical stats when it is.
I'd personally prefer if every gun had their own magazine (where applicable) for realism, but I also understand why you decided to unify the magazine types. If you wanted to go even further with that, maybe rename the magazines to something like, "9mm handgun box magazine" and just have all 9mm handguns use that.
It might be worth it to just unify all retractable folding stocks into 1 item, since currently it's only differentiated for the SPAS-12 specifically. Only issue is that removing one will delete it from existing saves, which would be unfortunate.
Also, a lot of the new weapon crafts need to be put into the "Firearms" category alongside the old B41 crafts.
The names of the crafts might need a little work. For example, the crafts to use a bayonet as a weapon are notated as "deploying", which to me implies unfolding a folding bayonet.
The ideal list of commands for me would be:
For fixed bayonets:
Fix Bayonet
Unfix Bayonet
Use Bayonet
Stop Using Bayonet
For folding bayonets:
Install Folding Bayonet
Uninstall Folding Bayonet
Unfold Bayonet
Fold Bayonet
Use Bayonet
Stop Using Bayonet
Past this point it's just going to be nit picking, but some small stuff that would be cool if you think it's worth the effort.
I don't care for the name "Colt Python Snub Nose" To me, the barrel length looks like one of the super rare "Combat Pythons", about 3", rather than the more common 2.5" short-barreled variant, so "Colt Combat Python" would be both closer to the appearance and just generally cooler. "Colt Python California Combat" would also be possible. These were made by a company in California as a conversion of 8" Pythons they were having trouble selling. Even unchanged, very cool addition.
The "AK-47" should be a Type 56, since it has the SKS-style folding bayonet. Also, both AK models have a small wood texture on the front trunnion. Barely noticeable in game though.
The MAC-10 is missing the hyphen in it's name.
The Over/Under Shotgun probably warrants a trademark name, since that's the convention of the mod.
Anyway, I don't mean to overwhelm you. Great mod, thanks for taking the time to fix and even improve Firearms B41. The bayonet and folding stock mechanics in particular are really well done.
LAW-12 animations are currently a little weird, given that it doesn't have a pump. If possible, swapping out the charge animation for the M14 animation would probably help that.
Colt Python Anaconda and Hunter icons do not have the correct grip colours.
The Bottle Suppressor break chance seems a little bit weird. By default it's set to one use, but it lasts significantly longer. The tooltip for the breakage setting also seems to be the opposite of how it actually works.
The revolver suppressor spawn tooltip is a little bit deceptive, since the mod has been updated so that the suppressors only work on non-revolver guns. There's really no point to them not spawning by default, and there's no point to them even having a unique item.
.38 and .357 are actually essentially 9mm cartridges, (9x29mmR and 9x33mmR respectively) so the lever actions should just use a 9mm suppressor. Revolvers should be able to be suppressed as well, just with significantly less effectiveness, but just not allowing it is also fine.
It would be interesting if, as opposed to speedloaders being an attachment, you could make them proper magazines. The easiest way to use this with how zomboid's firearm mechanics work is to make two different versions of each of the revolvers, one that uses "speedloaders" as skinned magazines, and another that uses the standard cartridge loading. The only problem is that you start to have an insane amount of total items, alt versions considered.
.38/.357 speedloader (swappable via a craft)
.44 speedloader
.45 ACP moonclip (for the M625)
Okay, time for more pedantry about the way things are named (sorry):
"Uzi carbine" should likely just be "Uzi" since the carbine was a long-barreled semi-auto version.
"AR-15" should likely be "Colt AR-15", since for civilian guns the name of the manufacturer is included most of the time in the mod.
Same with "Mini-14", which should be "Ruger Mini-14".
What appears to be an M45/MEU(SOC) pistol is mislabeled as an M45A1. The A1 wasn't issued until 2012, and I believe they're mostly all in FDE.
Something which actually has gameplay implications is the weird nomenclature for the shortened versions of the rifles. A lot of them have the same name for both shortened versions, which means they're sorted together in containers despite them being different. I think this is because the term "carbine" can't really be applied to things like the shortened M1887 or Rossi Overland Coach Gun.
As a fix, maybe revise the nomenclacture to:
"Shortened..."
"Pistol Grip..."
So, for example:
Rossi Overland Coach Gun
*Saw Off Double Barrel Shotgun Barrel*
Shortened Rossi Overland Coach Gun
*Saw Off Double Barrel Shotgun Stock*
Pistol Grip Rossi Overland Coach Gun
Given that I'm asking for a bit much and a lot of it doesn't matter, I actually wanted to offer to do the name changes for you, if you even want to of course. After the next update, I can probably get you updated versions of all the language files the same day. The only thing I really couldn't do is the Over/Under Shotgun, since i don't know what it was based on.
Thanks again.
Recently I have tested CJ's weapons pack, he found a nice balanced gun shot sound radius spread, and your radius now compared to his, looks too unrealistic, shots are a bit quieter than shouts, bruh.
Maybe u add some sandbox settings for that? Would be cool!
While checking to see if anyone's made a rebalance for this mod's loot distribution I instead found that people were avoiding this mod due to how common firearms are on the lowest possible spawn rate. It seems Brita's or Vanilla Firearms Expanded are the top picks at the moment, chosen over this mod simply because they have reasonable loot distributions.
Having the option to for every house in the game to have a firearm is fine, but having "insanely rare" gun distribution distribute at least one gun to every house in the game is not fine.