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(1.1+) IZY-All in One Gun Pack v.4 + Vanilla Gun Replacer Pack v1.2 bugs fixed (updated)

3.1 updated

- added  Model 1887 ,  SPAS12 , Automatic Nailgun 
- moved M1014 (T3) shotgun to Tier 4
- improved muzzleflash in shotgun group
- added shotgun shell Dragonbreath 
- move SMGs type back to gunslinger perk
- bugs fixed

*** big changed bettter backup your save before launching game with this new update ***

some guns are still sharing their sound , currently I ran out of sound resources. I'll try find and mix them later

I did delay a lot (1 week most) for my work because s**ts do happen in every progress I have made. it's like make 1 gun , fix 20+ bugs  , improve previous 10+ gun. 

I have a surgery in the next monday. after that I will take a week break then..

I will continue working on L96 , M1A1 thompson , STI pistol , M202 launcher and Pipe SMG (model by swope25 is done) as part of version 3.2

Gunpack POST3.1.jpg

 
Demo for test here . have fun .I'll be back after 1 or 2 weeks.
Just a note based on the video (I haven't downloaded it to test): I saw one reload give 44 ammo and another give 45 ammo.  There was a shot taken almost instantly, so it's possible it just didn't show the 45 before a shot was taken, reducing it to 44.  But if 45 is the normal amount of ammo, it feels wrong to me because you have 2 guns, so ammo should be an even number when full.

 
Just a note based on the video (I haven't downloaded it to test): I saw one reload give 44 ammo and another give 45 ammo.  There was a shot taken almost instantly, so it's possible it just didn't show the 45 before a shot was taken, reducing it to 44.  But if 45 is the normal amount of ammo, it feels wrong to me because you have 2 guns, so ammo should be an even number when full.


I watched it a couple of times and I'm almost certain the first reload only filled the "clip" to 44 rounds of ammunition; it was only after the second time he reloaded that the screen displayed 45 rounds of ammunition.

 
I watched it a couple of times and I'm almost certain the first reload only filled the "clip" to 44 rounds of ammunition; it was only after the second time he reloaded that the screen displayed 45 rounds of ammunition.
Yeah, that's how it looks.  But I don't see how the game could reload incorrectly, which is why I think it might just have shot too soon for the game to display the full clip amount that first time.  Hard to say for sure, which is why I mentioned it.

 
Thanks for the mod! I have a little question about the armor piercing function in your new bullets (.45 and 5.56). Because there is no UI display for that, I read the items.xml to check it. For the .45, is the meaning that the ap-round effect will rise with the rising of the perk "Gunslinger" from 40%-100%? For the 5.56, is normal 5.56 has 20% ap, HIpower 40% and 80% for AP-rounds? 

Another question is about .45 Enhanced Bullet in the same file, I didn't find any weapon which could load it.  

 
Just a note based on the video (I haven't downloaded it to test): I saw one reload give 44 ammo and another give 45 ammo.  There was a shot taken almost instantly, so it's possible it just didn't show the 45 before a shot was taken, reducing it to 44.  But if 45 is the normal amount of ammo, it feels wrong to me because you have 2 guns, so ammo should be an even number when full.
I used junk turret holdtype , it's not design for high rate of fire so my animation can't catch up with holdtype acting  

if you notice I fired 3 rounds (sound) instantly after reload

Easy explanation : I fire the first round at the 95% reload animation  , so the 1st fire animation got delay like 5% of its frames. 

Thanks for the mod! I have a little question about the armor piercing function in your new bullets (.45 and 5.56). Because there is no UI display for that, I read the items.xml to check it. For the .45, is the meaning that the ap-round effect will rise with the rising of the perk "Gunslinger" from 40%-100%? For the 5.56, is normal 5.56 has 20% ap, HIpower 40% and 80% for AP-rounds? 

Another question is about .45 Enhanced Bullet in the same file, I didn't find any weapon which could load it.  
I don't know how to write the penetration value. but the effect are existed

.45 enhanced were only for the STI eagle tier 4 pistol , it will be added in  mod  ver.3.2

 
I used junk turret holdtype , it's not design for high rate of fire so my animation can't catch up with holdtype acting  

if you notice I fired 3 rounds (sound) instantly after reload

Easy explanation : I fire the first round at the 95% reload animation  , so the 1st fire animation got delay like 5% of its frames. 
Makes sense.  What is the total full ammo for the two pistols?  Is it 45?  Just because an odd number for two identical pistols being fully loaded seems off.

 
Makes sense.  What is the total full ammo for the two pistols?  Is it 45?  Just because an odd number for two identical pistols being fully loaded seems off.
it's 15+15 x 1.5      extended mag give you 1.5x drum mag is 2x

 
【EN】
Ammo 45ACPEnhanced
12 gauge dragon breath
Is it a specification that these bullets do not have a delete item?
 

It's too late now,
Double Barrel Shotgun(O.U.)(T1)
Is it a specification that there is no recoil on the second shot?

M1014 Combat Shotgun(T4)
There is no star on the icon.

【JP】
弾薬 45ACPEnhanced
12ゲージ ドラゴンブレス
この弾薬に解体項目がないのは仕様でしょうか?
 

今更ですが、
ダブルバレルショットガン(O.U.)(T1)
2発目の射撃時にリコイルがないのはアニメーションの仕様ですか?

M1014 Combat Shotgun(T4)
アイコンに星印が無い

 
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it's 15+15 x 1.5      extended mag give you 1.5x drum mag is 2x
Ah... so because it's a multiplier, there's no way to have an even number if using extended mag if using 15 shots each for standard ammo capacity.  Thanks for the explanation.

Maybe changing the standard ammo capacity to 14 or 16 so that it's always an even number even with the extended magazine?  Just a thought.  :)

 
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Ah... so because it's a multiplier, there's no way to have an even number if using extended mag if using 15 shots each for standard ammo capacity.  Thanks for the explanation.

Maybe changing the standard ammo capacity to 14 or 16 so that it's always an even number even with the extended magazine?  Just a thought.  :)
not a problem. I'll make it not taking magazine mod anyway for balance reason. if dual-gun is too good. no one is gonna use the single-pistol. 

【EN】
Ammo 45ACPEnhanced
12 gauge dragon breath
Is it a specification that these bullets do not have a delete item?
 

It's too late now,
Double Barrel Shotgun(O.U.)(T1)
Is it a specification that there is no recoil on the second shot?

M1014 Combat Shotgun(T4)
There is no star on the icon.
1. 45ACP enhanced were made only for T4 STI eagle6 (future update) . I don't understand what are you trying to say about the dragonbreath shell.

2. holdtype problem ,I used pipe rifle holdtype, it's not designed to fire more than 1 shot.

3. I'll add later, thanks for the noticed.

 
1. 45ACP enhanced were made only for T4 STI eagle6 (future update) . I don't understand what are you trying to say about the dragonbreath shell.
I re-translated the original text and I think they are asking why you can't scrap those ammo types.

 
so excited for the new weapons, Izy!!

I wanted to ask, do you think you could make the "Enfield Rifle" reload animation a bit more smooth, like the one on the Mosin Nagant?

The bullets disappear once they're pushed down into the chamber and the empty clip after getting removed also just disappears and it is a little stuttery...

 
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