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

All of these weapons are absolutely phenomenal! 

Absolutely love the over-under shotgun but I have a question; is it possible to edit one of its files to improve its effective range at this time? 

7 Days to Die suffers from the video game sin of making shotguns shoot fairy dust if you shoot at something more than 4 feet from you and I was wondering if I could alter its effective range/fall off with a quick tweak to the XML files or something? I can't find what im looking for myself lol.

 
All of these weapons are absolutely phenomenal! 

Absolutely love the over-under shotgun but I have a question; is it possible to edit one of its files to improve its effective range at this time? 

7 Days to Die suffers from the video game sin of making shotguns shoot fairy dust if you shoot at something more than 4 feet from you and I was wondering if I could alter its effective range/fall off with a quick tweak to the XML files or something? I can't find what im looking for myself lol.
for the shotgun range you must edit the ammo I think. 

 
This meaning that you need to edit the vanilla files, izy's shotguns use vanilla ammo and explosive shells haven't been introduced yet.

 
このmodをA21で使用したいのですが、互換性がありますか?
1.0用MODはそれ以前のバージョンとの互換性はないです。

過去バージョンへの移植版を作るには恐らくIZAYO氏は1.0用のMODの作業で忙しいかもしれない。
もし作者のIZAYO氏が許可してくれるのならばA21向けに移植したMODを作れるのですが...
 

 
Izayo already has A21 mods out there, just search in this forum subsection 

 
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Greetings, Izayo. I wanted to ask you about one thing about your mod guns. Since the A21 I wanted to know if you plan on making quantity of mod slots on your guns equal to corresponding guns in each vanilla gun class counterpart? Since the price of Tier 2 and Tier 3 gun craft have increased gradualy, the old style A20 mod slot system that limits the mod slots quantity based solely on quality of gun without Tier taken in account, this version of the game weapons feel a bit absolete to the vanilla guns in access to mods. For example Tactical Rifle at Quality 2 has 3 slots, while CAR-15 still has only 1 which makes it struggle in performace solely modifacation wise in comparison to vanilla gun. If you do not intend to change it soon, can I ask you then where in the code I can find mod slots quantity of each gun in your mod to manually adjust them?

P.S. Thanks for great mod looking forward to your new guns.

 
Greetings, Izayo. I wanted to ask you about one thing about your mod guns. Since the A21 I wanted to know if you plan on making quantity of mod slots on your guns equal to corresponding guns in each vanilla gun class counterpart? Since the price of Tier 2 and Tier 3 gun craft have increased gradualy, the old style A20 mod slot system that limits the mod slots quantity based solely on quality of gun without Tier taken in account, this version of the game weapons feel a bit absolete to the vanilla guns in access to mods. For example Tactical Rifle at Quality 2 has 3 slots, while CAR-15 still has only 1 which makes it struggle in performace solely modifacation wise in comparison to vanilla gun. If you do not intend to change it soon, can I ask you then where in the code I can find mod slots quantity of each gun in your mod to manually adjust them?

P.S. Thanks for great mod looking forward to your new guns.
I preferred the old way. where the numer of slots depend of the gun's level. but you can adjust in "item" xml 

number of weapon's mod also increase % damage of weapon (ModPowerBonus).   default value = 0.1 / mod

ehae.png

 
I preferred the old way. where the numer of slots depend of the gun's level. but you can adjust in "item" xml 

number of weapon's mod also increase % damage of weapon (ModPowerBonus).   default value = 0.1 / mod

View attachment 31778
I changed the number of slots but there seem to be no reaction to it in my game. Do I need to restart world to have these changes activated?

 
I changed the number of slots but there seem to be no reaction to it in my game. Do I need to restart world to have these changes activated?


You may need a new copy of the gun, if you are using one you had before the change. I have had that happen when changes were made on an existing save before.

 
Hey izayo! recently picked up this mod, even left a comment on your latest youtube video. your work is... @%$#ing fantastic. ive been seeing the weapons as they crop up on this forum over the years, i been tempted but never grabbed it till now. what a regret that was! 

i will say the 1911 pistol right now seams super dam strong for a tier 2. but that makes me hopefully the garand wont be T2 like said in your guide. the worst thing you could do is call the garand *mid* 😛

jokes aside, i am curious, is your plan to convert over ALL of the weapons you have had in the other packs? verity is the spice of life, and when they are as... @%$#ing beautifully crafted as you have made, i am so happy to be here for it. il gladly take a plathora of new awsome weapons to enjoy, along with the vanilla. now if only there was a mod out there that added fair and ballanced foes to use this amazeing weaponry against. XD 

 
Loving this mod so much that i barely play the vanilla weapons anymore besides the melee weapons lol. The double barrel shotgun is so satisfying. I wish i had picked it up way earlier on my game. Really considering making a new game world just to go around using it early on.

Could you perhaps reduce the clunk noise by a little bit from reloading the M1N?

I would also like to suggest putting a Glock in there using 9mm bullets at some point 😛 

Otherwise great work! Looking forward to the next update

 
Been quite enjoying this mod as well as the friends who play with me

is it possible to disable the smoke effect from the guns?

Looking forward to the updates

 
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