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Vanilla-Expansion Weapons pack (update v3)

I think I figured it out the issue with Q1 T0 Magnum.  In the recipes file, the T0Magnum recipe doesn't have the perkGunslinger tag added to it.  The T0PipePistol does and I think it is from the recipe file where it learns what perk it needs to reference in progression to determine quality level.

Still, this is just based on reading the code and not actually trying it out in game.

 
Tier3「AR-M9」の9mmにバグがあると思います。
AR-M9にサイトやマガジンなどの改造パーツを付けてもダメージが上がらない。
他の銃も問題なく増えています。
翻訳サイトを経由しているので、文章が下手かもしれません。

 
Tier3「AR-M9」の9mmにバグがあると思います。
AR-M9にサイトやマガジンなどの改造パーツを付けてもダメージが上がらない。
他の銃も問題なく増えています。
翻訳サイトを経由しているので、文章が下手かもしれません。


There is probably a missing line in the items.xml file about mod power bonus boost for that weapon (if the others are working fine).  I am at work so I can't check it right now, but will look into it later.  Can probably create a patch to add that if the mod author is not already doing so.

Typically what you are looking for is the following line if the effects group node on the weapon which tells the game to add a 10% damage increase for each mod added to the item.

Code:
        <passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
 
i may be an idiot but what exactly do i need to download and install? 

do i download both v2 and v3 and override v2's files with v3 or..?

 
Screenshot_1044.png


my friend keeps getting this command prompt, any ideas what might be causing this?

 
His game is missing assets that a mod added.

Is he playing on a server?  If so, he needs to have the mod also installed on his end since it adds new assets.

Is the mod installed correctly on his machine?  Has he tried to reinstall the mod?

Other than that, we can only guess as a screenshot doesn't give enough information that a logfile would

 
His game is missing assets that a mod added.

Is he playing on a server?  If so, he needs to have the mod also installed on his end since it adds new assets.

Is the mod installed correctly on his machine?  Has he tried to reinstall the mod?

Other than that, we can only guess as a screenshot doesn't give enough information that a logfile would


Yes, he is playing on the server and we do have it server and client side. and how are we going to get the log file?

 
I downloaded all 3 mods mentioned above, but when I go to start a server it gives me this error. 166.556 ERR XML loader: Loading and parsing 'recipes.xml' failed. and under 166,560 EXC No item/block/material with name 'ammoBlunderbuss' existing. In single player he gives it only once. but everything seems to work, while in a server spams without entering these messages, someone would know how to solve?

 
So for the heck of it, I updated izayo's Vanilla Weapons Expansion pack for A21 and resolved all the XML errors in console, plus some warnings for the ModInfo.xml and a couple other headaches.  I also combined the v2 and v3 versions so no manual update is needed there.

Due to changes with the base game's loot groups and trader inventory categories, I can't promise that this version is balanced but it does work without errors.  Enjoy!

https://drive.google.com/file/d/1RUQttHSP9rzisDVgRywuB_NEuemu82SJ/view?usp=sharing

 
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So for the heck of it, I updated izayo's Vanilla Weapons Expansion pack for A21 and resolved all the XML errors in console, plus some warnings for the ModInfo.xml and a couple other headaches.  I also combined the v2 and v3 versions so no manual update is needed there.

Due to changes with the base game's loot groups and trader inventory categories, I can't promise that this version is balanced but it does work without errors.  Enjoy!

https://drive.google.com/file/d/1RUQttHSP9rzisDVgRywuB_NEuemu82SJ/view?usp=sharing
Thank you so much!

 
So for the heck of it, I updated izayo's Vanilla Weapons Expansion pack for A21 and resolved all the XML errors in console, plus some warnings for the ModInfo.xml and a couple other headaches.  I also combined the v2 and v3 versions so no manual update is needed there.

Due to changes with the base game's loot groups and trader inventory categories, I can't promise that this version is balanced but it does work without errors.  Enjoy!

https://drive.google.com/file/d/1RUQttHSP9rzisDVgRywuB_NEuemu82SJ/view?usp=sharing
Could you define improper balance? As in drop rate etc?

 
So for the heck of it, I updated izayo's Vanilla Weapons Expansion pack for A21 and resolved all the XML errors in console, plus some warnings for the ModInfo.xml and a couple other headaches.  I also combined the v2 and v3 versions so no manual update is needed there.

Due to changes with the base game's loot groups and trader inventory categories, I can't promise that this version is balanced but it does work without errors.  Enjoy!

https://drive.google.com/file/d/1RUQttHSP9rzisDVgRywuB_NEuemu82SJ/view?usp=sharing
Oh wow. Thanks alot for this. Izayo's Weapons mod is one of my fav mods. It adds alot of fun to the base game for me and ever since I started using it, I've been hooked. 

I was holding off on A21 till stable hits, but now that this mod can work, I may just jump in and have abit of fun before starting a long term save. 

 
So for the heck of it, I updated izayo's Vanilla Weapons Expansion pack for A21 and resolved all the XML errors in console, plus some warnings for the ModInfo.xml and a couple other headaches.  I also combined the v2 and v3 versions so no manual update is needed there.

Due to changes with the base game's loot groups and trader inventory categories, I can't promise that this version is balanced but it does work without errors.  Enjoy!

https://drive.google.com/file/d/1RUQttHSP9rzisDVgRywuB_NEuemu82SJ/view?usp=sharing
I don't see the option to craft your guns in the craft options when unlocking books. 

I asked this above, it does work though for the skill point levels you put in the class?

 
So for the heck of it, I updated izayo's Vanilla Weapons Expansion pack for A21 and resolved all the XML errors in console, plus some warnings for the ModInfo.xml and a couple other headaches.  I also combined the v2 and v3 versions so no manual update is needed there.

Due to changes with the base game's loot groups and trader inventory categories, I can't promise that this version is balanced but it does work without errors.  Enjoy!

https://drive.google.com/file/d/1RUQttHSP9rzisDVgRywuB_NEuemu82SJ/view?usp=sharing
Just FYI, the mod breaks 2x scopes on vanilla 9mm pistols, and the reflex sight on the SMP-40 seems broken as well.

image.png

 
Last edited by a moderator:
Dragonchampion said:
Just FYI, the mod breaks 2x scopes on vanilla 9mm pistols, and the reflex sight on the SMP-40 seems broken as well.

View attachment 28180


Unfortunately that's one thing I'm still working on fixing.  It'll likely require some triage in Unity.

Also, to the earlier question about potential imbalances: A21 changed up the loot groups and removed a lot of the tiers for different weapons.  In A20, those would keep you from finding a Desert Vulture instead of a Pipe Pistol, for example.  Now the loot tiers are pooled together, and the spawn rates are governed in other configs by stuff like looting skill.  So there's a small chance that the higher tier weapons in Izayo's mod may appear more frequently than they are supposed to - but I have no easy way to test that.

MrSamuelAdams said:
Do these weapons work with any of the perks, for more damage etc?


They should, since perk configs didn't change much in A21 and the original mod included a progression.xml enabling perk integrations on all the guns.

MrSamuelAdams said:
I don't see the option to craft your guns in the craft options when unlocking books. 

I asked this above, it does work though for the skill point levels you put in the class?


I'm still learning how to integrate modded guns into the new magazine-based crafting system, so for now I just made it so you can still find schematics in loot that'll unlock the recipes.  I'd like to eventually have everything bolted onto the skills.  Or I may just leave it as-is since IMO, schematics made more sense.

 
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