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(1.0/A21) bdubyah's modlets

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Almost ready to release the Pipe Guns mod! Have a pipe pistol and pipe rifle currently.

Has 3 weapon mods:

Oil Filter Suppressor - Can be wrenched from cars. Works on any gun the normal suppressor does. Big though, and limits ADS use. Slight loss of range and damage and also adds a small increase to degradation of the weapon.

Extended Mag - Doubles the pistol and rifle capacity, also actually shows on the gun, unlike vanilla. Only works on pipe guns.

Long Barrel - Only for the pipe rifle, this adds a longer barrel, increasing effective range. Makes hip fire more unwieldy, and also slightly increase weapon degradation.

The guns can be crafted from Day 1, like the blunderbuss. Uses 9mm ammo. Doesn't accept any other vanilla weapon mods at the moment, except for the flashlight and laser sight, though their positioning is still off. Might allow dye at some point. Fairly weak and has a low durability. Currently still has tiers, but stats/mod slots are the same no matter what. Will break once it degrades!!!

 
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Alright, it's available on the mod launcher and Git.

Nexus

Never took a screenshot, but I also pushed an update to the Rebar Club that changes the textures.

 
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Haha. Hope you enjoy them!

I'm trying to decide what to do next. There's a few other Fallout guns I'd like to try my hand at, but I also wanna do a few more prefabs as well. I know Darkstar really wants the Super Duper Mart. And it seems like it'd be fun to do.

 
The Pipe Guns mod is now the Wasteland Weapons mod!

Added this beauty:

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Git has been updated so you can get it there and it should be on the launcher. Nexus will probably be later tonight or tomorrow.

 
Alright, just updated git to include this:

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It is available in just the MRAP mod, or as part of Bdub's Vehicles.

Also updated EVERY mod to include localization! Each mod now comes with mr.devolver's script to add localization for you(Thanks again:))!

Nexus has not been updated yet, I will be working on getting them sorted either tonight or tomorrow. My upload speeds suck. Lol.

 
Just saw this. Am imagining the banjo making a "banjo noise" when you hit a zombie. If it doesn't please don't tell me. Would break my heart :)
Also, updated the Banjo mod to add in a sound effect when you hit something with a power attack. :)

 
Alright, just updated git to include this:
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It is available in just the MRAP mod, or as part of Bdub's Vehicles.

Also updated EVERY mod to include localization! Each mod now comes with mr.devolver's script to add localization for you(Thanks again:))!

Nexus has not been updated yet, I will be working on getting them sorted either tonight or tomorrow. My upload speeds suck. Lol.
And what does he give?

 
It gives you a sweet ride. ;)

Also, pushed an updated out for the Box Truck and Golf Cart. Had an error in the items.xml so if you were getting NRE's when trying to place the vehicle, this should fix it!

 
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You mean it's slow? It's supposed to be.

It has quite a bit more durability than other vehicles. Although hitting garbage and stuff still can take chunks out of it. But I'm not entirely sure how to fix that, if it's even possible.

I can look at the headlights for it. I set them the same as most other vehicles, but I might can come up with something to make it better.

 
Alright, pushed an update for the MRAP. See if it's any better to you TARCH26. ;)

I think I had missed upping the intensity for the headlights, so that may be why they were so weak. I went ahead and increased that, as well as range and angle for the lights. Slightly tweaked some physics and torque stuff. So maybe it's a bit better now. Still not gonna be very fast though, as intended.

 
Alright, pushed an update for the MRAP. See if it's any better to you TARCH26. ;)
I think I had missed upping the intensity for the headlights, so that may be why they were so weak. I went ahead and increased that, as well as range and angle for the lights. Slightly tweaked some physics and torque stuff. So maybe it's a bit better now. Still not gonna be very fast though, as intended.
Now it is better :) Lost the light of the rear lights, but it is not critical. Add acceleration by key SHIFT.

 
I usually don't do that. I just set both speeds to what I want it to be so people don't have to wear out their fingers.

 
Alright, the Marauder is out!

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Also updated almost every vehicle mod for some small localization fixes and fixed some progression.xml issues with the GNX and Golf Cart. Should hopefully have the Pipe Shotguns out soon.

 
Gonna move the Wasteland Weapons info here as the OP is too big.

Wasteland Weapons: (A18 ONLY)


 

***NOW REQUIRES THE NUKA COLAS MOD TO BE INSTALLED AS WELL***

!!!HAS TO BE INSTALLED ON BOTH SERVERS AND CLIENTS!!!

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Pipe Guns:

Fairly weak and has a low durability. Currently still has tiers, but stats/mod slots are the same no matter what.

Pipe Pistol - Simple homemade pistol. Low durability. Regular 9mm only.

 

Pipe Rifle - Crude rifle. Starts out as a short barrel. Low durability. Regular 9mm only.

 

Pipe Shotgun - Pipes and some bolts. The Shotgun starts as a basic short barrel, single shot version which you can craft into a long barrel version at a workbench. Regular shells only. Reload animations for the Shotguns are in, but the hands can't be fixed AFAIK.

 

The pipe guns will break once they degrade!!!

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Current pipe weapon mods available:

Oil Filter Suppressor - Usable on the Pipe Pistol and Rifle, and most vanilla weapons. Can be wrenched from cars and in some loot. Big though, and limits ADS effectiveness. Slight loss of range and damage and also adds a small increase to degradation of the weapon due to increased blowback.

Extended Mag - For the Pipe Pistol and Rifle. Doubles the pistol and rifle capacity, also actually shows on the gun, unlike vanilla. Only works on pipe guns.

Long Barrel - Versions for both the rifle and shotgun. This adds a longer barrel, increasing effective range. Makes hip fire more unwieldy, and also slightly increase weapon degradation. Works as a mod for the rifle, used as a recipe ingredient for the shotgun.

Cylinder Mag - Can be used on long or short pipe shotguns. Ups the shell capacity to 4 rounds.

Homemade Flashlight - Custom attachment for all WW guns, and most vanilla weapons. Simple flashlight and duct tape. Not as effective as the regular weapon light mod.

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Other guns:

 

Railway Rifle - If those puny bullets aren't cutting it, craft this bad boy and show them who's boss! Schematic only.

FatMan Launcher - Only available in loot. Launches any mini mukes you come across and maybe something else... Loot only.

Lever Action Rifle - Old rifle, chambered in .44 Magnum. Crafts with hunting rifle parts. Accepts 8x scopes. Unlocks with the Dead Eye perk, level 3, or schematic.

Triple Barrel Shotgun - Quality, custom shotgun. Good room clearing weapon. Unlocks with the Boomstick perk, level 3, or schematic.

Heavy Sniper - Old 7.62 military rifle. Comes with a scope. High damage, semi-auto. Unlocks with the Dead Eye perk, level 5, or schematic.

Incinerator - Highly modified military flamethrower. Uses custom ammo. Launches molotov-like projectiles. Schematic only.

Flare Gun - Survival flare gun. The gun itself it loot only but you can craft more flares.

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Energy Weapons:

Laser Pistol - Rare military sidearm. Can be rarely found or crafted once a schematic is read. Accepts all laser attachments except the scope. Uses Energy Cells. Ammo has small chance to cause "Disintegration".

Laser Rifle - Rare military firearm. Can be rarely found or crafted once a schematic is read. Accepts all laser attachments except the scope. Uses Microfusion Cells. Ammo has small chance to cause "Disintegration".

Plasma Pistol - Experimental military weaponry. Can be rarely found or crafted once a schematic is read. Uses Plasma Energy Cells. Ammo has small chance to cause "Disintegration".

Plasma Rifle - Experimental military weaponry. Can be rarely found or crafted once a schematic is read. Uses Plasma Microfusion Cells. Ammo has small chance to cause "Disintegration".

Schematics are rare loot or a quest reward.

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Laser Weapon Mods:

Overcharged Capacitor - Increases damage output as well as magazine size. Slight degradation increase.

Laser Focuser - Increase damage slightly. Moderate increase to Max Range and Damage Falloff Range. Slight degradation increase.

Laser Splitter - Increase damage slightly. Fires 2 beams at once. Slight spread when hip firing, but can be accurate when ADS firing. Slight degradation increase.

Laser Scope - Adds a scope. Only for the Laser Rifle. Slight damage increase. Works well with the Focuser.

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Legendary Guns:

Silent But Deadly - Custom pistol. Comes with a silencer. Higher capacity.

Long Distance - Unique rifle. Has a 4x scope. Higher dismemberment chance.

Firestarter - Quality homemade shotgun. Single shot. Very high limb dismemberment. Accepts all shells and applies Dragon's Breath to them.

Lincoln's Repeater - .44 Magnum lever action rifle. Able to penetrate multiple targets. High dismemberment. Accepts 8x scopes.

Maria - 9mm. High capacity. Moderate dismemberment. Accepts a reflex sight.

Pew Pew - Higher damage and magazine capacity.

AER-15 Prototype - Unique prototype variant of the laser rifle. Higher damage per beam and shoots 5 rounds in one trigger pull. Hip fire behaves more like a shotgun while aimed fire allows heavy damage to a single target.

Can be found in certain loot. Also can be a quest reward. Very rare.

Legendary weapon won't permanently break.

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Install into the 7_Days_To_Die\Mods folder.

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https://imgur.com/9TY9BSV

https://imgur.com/BhqL93O

https://imgur.com/UU5BVH0

https://imgur.com/muvhE55



 
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The shotguns are finally out! Also added some Legendary versions of some of the guns as well! Check the post above.^^

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I agree. If the balance of finding current guns in loot isn't better in A18, I'll probably release a small modlet as a companion to this one that nerfs gun loot. That way these serve more of a purpose. It's just too easy to find a gun right now in A17. And people complain about ammo, but I find so many guns to scrap that ammo never seems to be a problem.

 
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