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(A20) Snufkin Weapons Xpansion

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Here is an update, primarily for the Loot Box with associated updates for the Xpansion Weapons for compliance (typos).

https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-2021May25

The Loot Box Add On was a late addition for the Snufkin Weapons, and based on the empty slots awaiting new weapons, a work in progress. It saw some tentative updates to make it a more viable game feature beyond regular custom weapon looting and this update builds on that.

New Worlds come and go rather rapidly during the Alpha process and the odds of finding tickets and converting them into higher Tier weapons was a little low for some Server Admin and their communities, even though a lower Tier Snufkin weapon can be very effective. In particular, saving 100's of green tickets, along with lucky finds of other colors, to upgrade to a purple ticket only to be 'stung' with a Tier 1 weapon that wasn't really the one that was wanted got some 'concerned' feedback. As such, many server Admin were tweaking the chances more in the players favor. This update recognises this feedback and this release is the first to see how it balances as described below.

The probability to get a Tier 3-6 weapon is more than that of Tier 1-2 so all that hard looting won't go to waste. To offset this gain, Tier 1 was given its own dedicated probability (as it used to be bundled with Tier 2) but at a lower rate than Tier 2. Tier 1-2 should be the exception and not the norm. In addition, finding a purple ticket will now be possible in Buried Treasure chests, Gun Safes, Wall/Desk Safes, and Hardened Metal Chests. Probability will be low (1 in 100-250 depending on the location but this will also be weighted against other items placed in these containers as well as their limits.

In addition, there are an extra 8 weapons added to the Loot Box Machine. Two are from the original Snufkin Weapons (Balrog Ix and Polearm) and the remainder are from the Xpansion. The images in the Loot Box Machine are simply in game screenshots but the color coded text keeps classification simple enough.

The opening page brings updates to the images based on player feedback.

20210525040838_1.jpg

The two additional Snufkin weapons and Xpansion weapons are added to the next page in no particular order. All images have been moved to a different hosting location as the code uses an 'efficiency' template that requires images to be with the same host site. The new images lack Snufkin's artistic flair but are functional and color coded.

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And new weapons also have their own descriptions, which have also been added to the descriptions in the Weapons Xpansion Mod.

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In summary,

Green Tickets - PP-19 Bizon - Quad Shotgun - Turret Auger - Balrog IX - Dre X3 (5 weapons)

Yellow Tickets - Newcomen - Savery - Thor Hammer - Polearm - arramus Fire - Brainsaw (6 weapons)

Red Tickets - Crossbow Mag - HyperBlaster - Railgun - Vampire Gauntlets - DCLXVI Zeus - Black Widow (6 weapons)

Purple Tickets - Gamma Gun - Kronos XII - Vulcan - Crimson Hunter - oakraven X11 (5 weapons)

And filling up an inventory with Green Ticket items based on the new Tier probability settings weighted to higher levels still brings up more than enough lower Tiers, too many in fact based on the probability values... which may infer Vanilla requires a little tweaking as well. Overall, we shall see how this update fares for the extra variety and opportunity.

20210525122621_1.jpg

 
I love this mod, and I would love to incorporate it into my darkness falls game. I am having an issue with some weapons not working when I try to add the progression for crafting. It just stays at level 1 crafting. This is mainly happening to weapons that don't have a lock behind them (such as the Vulcan, Newcomen, Black Widow, etc). Weapons such as Railgun, Thors Hammer, and so on do work. 

I have my progression xml created here. If you don't know much about Darkness Falls coding that's okay, I thought I would ask anyways.

I also have a couple of other questions. How would I go about making the weapons having attachments display? Like if I add a scope to the Railgun, it doesn't appear on the weapon, but I can still scope in.

This also leads me to ask how can I make attachments from other mods usable by these weapons? In Darkness Falls, the laser battery is suppose to be for Melee/Bows, but the Crossbow Mag can't equip it. What would I need to add to make this happen?

But other than the things I am asking for, the mod works for Darkness Falls. You will need to change the recipes for some weapons, as the parts don't exist in that mod.

 
I love this mod, and I would love to incorporate it into my darkness falls game. I am having an issue with some weapons not working when I try to add the progression for crafting. It just stays at level 1 crafting. This is mainly happening to weapons that don't have a lock behind them (such as the Vulcan, Newcomen, Black Widow, etc). Weapons such as Railgun, Thors Hammer, and so on do work. 

I have my progression xml created here. If you don't know much about Darkness Falls coding that's okay, I thought I would ask anyways.

I also have a couple of other questions. How would I go about making the weapons having attachments display? Like if I add a scope to the Railgun, it doesn't appear on the weapon, but I can still scope in.

This also leads me to ask how can I make attachments from other mods usable by these weapons? In Darkness Falls, the laser battery is suppose to be for Melee/Bows, but the Crossbow Mag can't equip it. What would I need to add to make this happen?

But other than the things I am asking for, the mod works for Darkness Falls. You will need to change the recipes for some weapons, as the parts don't exist in that mod.
The unlocked weapons will require a little code to connect them to their skill. This is added to the items.xml. You'll see a few that were commented out because their progression did not exist and they can only work with both together. An example in items.xml is:

<property name="UnlockedBy" value="perkGunslinger,gunPistolSchematic"/>

As for the attachment mods being displayable, I expect looking at the item_modifiers will show some examples for weapons which do not natively support such mods to display and this customises the attachments specifically to their own size and placement.

To attach something like the laser battery to the Crossbow Mag, you can probably add the Darkness Falls mod to its tag line. The Crossbow Mag is this by default:

            <property name="Tags" value="weapon,ranged,holdBreathAiming,reloadPenalty,sideAttachments,smallTopAttachments,mediumTopAttachments,attAgility,perkArchery,canHaveCosmetic,crossbowmag"/>

Adding ',LaserBattery' to that tag line may allow it to be attached depending on its name and mod attachment method.

 
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The unlocked weapons will require a little code to connect them to their skill. This is added to the items.xml. You'll see a few that were commented out because their progression did not exist and they can only work with both together. An example in items.xml is:

<property name="UnlockedBy" value="perkGunslinger,gunPistolSchematic"/>

As for the attachment mods being displayable, I expect looking at the item_modifiers will show some examples for weapons which do not natively support such mods to display and this customises the attachments specifically to their own size and placement.

To attach something like the laser battery to the Crossbow Mag, you can probably add the Darkness Falls mod to its tag line. The Crossbow Mag is this by default:

            <property name="Tags" value="weapon,ranged,holdBreathAiming,reloadPenalty,sideAttachments,smallTopAttachments,mediumTopAttachments,attAgility,perkArchery,canHaveCosmetic,crossbowmag"/>

Adding ',LaserBattery' to that tag line may allow it to be attached depending on its name and mod attachment method.
Thank you for your reply! I appreciate the help. I think I can figure out the attachments and display from that, but I have having an issue with the crafting.

If you don't know the answer then that's totally fine, but when I do set an unlock to the weapons that don't normally have one, it still doesn't work. I don't know if it's something I am doing or what.  I just have no idea why these weapons just don't want to work. Here is proof that it has an unlock, but it doesn't scale correctly - or at all. Could it be because it wasn't setup properly, so I need to add something else?

I would like to add something that I just realized. It actually doesn't lock at all. So even though it says it requires that perk, and I don't have that perk, it's still unlocked for me. I think that could be the reason why it's not working properly.

 
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Thank you for your reply! I appreciate the help. I think I can figure out the attachments and display from that, but I have having an issue with the crafting.

If you don't know the answer then that's totally fine, but when I do set an unlock to the weapons that don't normally have one, it still doesn't work. I don't know if it's something I am doing or what.  I just have no idea why these weapons just don't want to work. Here is proof that it has an unlock, but it doesn't scale correctly - or at all. Could it be because it wasn't setup properly, so I need to add something else?

I would like to add something that I just realized. It actually doesn't lock at all. So even though it says it requires that perk, and I don't have that perk, it's still unlocked for me. I think that could be the reason why it's not working properly.
As arramus was saying it requires that item property unlocked by code in the items.xml. It also has to have a pairing code in the progression.xml

that code would look something like this with the perk name swapped out to the right one, the level you want it unlocked at if not 5 changed to that number, and change the toolComputer to the weapon crafting recipe you want unlocked by that level of that perk. 

<append xpath="/progression/perks/perk[@name='perkAdvancedEngineering']">
<effect_group>
<passive_effect name="RecipeTagUnlocked" operation="base_set" level="5" value="1" tags="toolComputer"/>
</effect_group>
</append>


If you don't have a progression.xml in there, which i don't think there is if memory serves. Then you will need to make one and add that code with your changes. Repeat that code for each different weapon you want to add. 

Last step is you will need to go into the recipes.xml and make sure the recipe for the weapon has the tag "learnable" in it. Those three pieces together will lock it's crafting and unlock it when you get the perk you set it to at the right level. 

Hope that is helpful for you.

 
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As arramus was saying it requires that item property unlocked by code in the items.xml. It also has to have a pairing code in the progression.xml

that code would look something like this with the perk name swapped out to the right one, the level you want it unlocked at if not 5 changed to that number, and change the toolComputer to the weapon crafting recipe you want unlocked by that level of that perk. 

<append xpath="/progression/perks/perk[@name='perkAdvancedEngineering']">
<effect_group>
<passive_effect name="RecipeTagUnlocked" operation="base_set" level="5" value="1" tags="toolComputer"/>
</effect_group>
</append>


If you don't have a progression.xml in there, which i don't think there is if memory serves. Then you will need to make one and add that code with your changes. Repeat that code for each different weapon you want to add. 

Hope that is helpful for you.
Thank you for the assistance, but I have tried that as well. It still doesn't connect at all. I'm not sure how to show it as a code format, but I can paste my progression.xml if need be (in my first post I do have my progression.xml posted as a google drive w/o the test I just did). I know in it I don't have anything that connects the railgun to a perk other than the unlocked by code in the items property. So I am just confused as why that one works but like the Newcomen doesn't.

 
I am open to any suggestions anyone wants to give me. I have tagged the weapon in multiple spots. I have put the tag learnable in the weapon, I have tagged the perk to the weapon, and I have put the perk in the progression.xml. I feel like something should have worked, but still nothing did. If someone wants to give it a shot, it could just be me and something I did that messed up the whole thing. But at the moment, I have no idea why it's not working.

 
I would like to say @magejosh was correct on how to solve this. I guess I wasn't really understanding what he was saying. It took me all day to really think and figure it out. But thank you all for your help I really appreciate it!

 
I would like to say @magejosh was correct on how to solve this. I guess I wasn't really understanding what he was saying. It took me all day to really think and figure it out. But thank you all for your help I really appreciate it!
Excellent. There are some strict procedures to follow to make everything fall into place and if one is missing, such as not having the progression tree specifically outlined in items.xml it will return an NRE and require shut down. Others can be more forgiving and just not perform as intended. The only way I figured this out was to emulate the default settings.

 
That's excellent news. I'm not the best at explaining myself at the best of times, but i'm glad you were able to get it figured out. 

Oh i forgot to mention, while i was adjusting things in my copy of this awesome mod, i changed the weapon tags pointing to perkYeahScience to instead point to perkTurrets as it felt the closest in functionality and it seems to work well. 

 
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oh, i knew there was one other thing i meant to ask about. was that one random perc_subtract of entitydamage on the PP-19 Bizon intentional or should it have been perc_add like all the others? I flipped it and it hasn't felt too powerful. But that's in Purgatory, where all zombies are stronger and can heal after they've taken a little damage. 

 
oh, i knew there was one other thing i meant to ask about. was that one random perc_subtract of entitydamage on the PP-19 Bizon intentional or should it have been perc_add like all the others? I flipped it and it hasn't felt too powerful. But that's in Purgatory, where all zombies are stronger and can heal after they've taken a little damage. 
As this was one of Snufkin's creations and kept at its default settings, we may well never know...

 
Here is a small update to the Xpansion weapons to reflect Server Admin feedback relating to the increased mod slots.

https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-2021July13

This updates allows two features:

1. The Vampire Gauntlets and Balrog IX accept the Burning Shaft Mod attachment. The end result looks like the weapons are burning the flames via a flame spray rather than being soaked in a volatile substance. The Burning Shaft performs its regular function against zombies and provides a slight damage increase.

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2. The second update is a mod called the 'Weapon Durability Mod'. This modification is purely for only weapons and lowers degradation by 50% in comparison to the 25% degradation in 'tools' for the Brace Mod.

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The end result shows the modded version of the Oakraven with identical stats receiving the 50% reduction in damage.

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This Weapon Durability Mod can only be found in loot just as with the 'hat' mods.

While it is not compatible with general default tools.

20210713102327_1.jpg

The Brainsaw and Turret Auger will readily accept it.

20210713102443_1.jpg

 
A small update to Thor's Hammer to increase attacks per minute from 20 to 33.

https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-2021October29

A lot of players really like the concept of Thor's Hammer but find it to be 'heavy' and 'sluggish'. A regular baseline 'attacks per minute' for a Sledge Hammer is 30. At 20, Thor's Hammer was good for a Power Strike into a crowd of zombies but limited when picking off zombies a few steps away from each other due to the slower attack cycle. The increase in damage did not appear to be proportional to the slower hit rate and Thor's Hammer lost its appeal after any initial fun with it. Adding AOE candy benefit for the repulsor in a previous update was still not enough to address the limited attacks per minute and this weapon was seen as a novelty.

This update provides a 10% increase in attacks per minute compared to a regular Sledge Hammer (30). This is comparable to other weapons in the Xpansion pack. In tests, a low tier zombie can be taken out with a single regular blow, but when zombie HP increases to the likes of the Lumberjack, it will require multiple regular hits. Thor's Hammer now feels more balanced in comparison to other weapons and this should make it a more viable stand alone weapon for players who prefer melee type game play. As with this class of weapon, stamina will drop quickly with power hits and Thor's Hammer will serve those who put their skill in the required physical and weapon traits for sledging. We hope this update addresses feedback shared over the past year.

will this mod interfere with other weapon mods i have in this case I have the harrys calibers mod
Sorry to have missed your post. I wonder if you installed Harry's alongside Snifkin's and can share the results.

 
A small update to Thor's Hammer to increase attacks per minute from 20 to 33.

https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-2021October29

A lot of players really like the concept of Thor's Hammer but find it to be 'heavy' and 'sluggish'. A regular baseline 'attacks per minute' for a Sledge Hammer is 30. At 20, Thor's Hammer was good for a Power Strike into a crowd of zombies but limited when picking off zombies a few steps away from each other due to the slower attack cycle. The increase in damage did not appear to be proportional to the slower hit rate and Thor's Hammer lost its appeal after any initial fun with it. Adding AOE candy benefit for the repulsor in a previous update was still not enough to address the limited attacks per minute and this weapon was seen as a novelty.

This update provides a 10% increase in attacks per minute compared to a regular Sledge Hammer (30). This is comparable to other weapons in the Xpansion pack. In tests, a low tier zombie can be taken out with a single regular blow, but when zombie HP increases to the likes of the Lumberjack, it will require multiple regular hits. Thor's Hammer now feels more balanced in comparison to other weapons and this should make it a more viable stand alone weapon for players who prefer melee type game play. As with this class of weapon, stamina will drop quickly with power hits and Thor's Hammer will serve those who put their skill in the required physical and weapon traits for sledging. We hope this update addresses feedback shared over the past year.

Sorry to have missed your post. I wonder if you installed Harry's alongside Snifkin's and can share the results.
got them both and the work

 
Here is an update for the Snufkin Weapons Expansion.

https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-2021November14

This update includes a number of changes as follows:

Hazard Spear
A number of players have asked about the possibility of incorporating a Spear that surpasses the Steel Spear and can be more effective for high game stage interactions. The Hazard Spear is an upgrade from the stock Steel Spear with approximately a 10% increase in damage and speed of use along with a -10% drain on stamina. It has also been associated with Flurry of Blows to further enhance speed of use. With only 3 levels of upgrade, this increase did not feel excessive during tests. In addition, the Hazard Spear is able to attach the Repulsor Mod. Thank you to Kaelhazard whose name has been associated with the Hazard Spear for supporting recent tests.

A level 1 Hazard Spear with a Repulsor Mod installed. Not excessive damage but gives the player time.

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Gamma Gun.

The Gamma Gun was using Yeah Science perk which had been removed and it gained no benefit from any skills beyond general Intellect benefits. It became a very underwhelming weapon and I rarely saw it used. It can be aimed and fires a single shot with range like a rifle and has been given the Dead Eye skill.

arramus Fire and Dre X3
The arramus Fire and Dre X3 were also using Yeah Science and have been switched to Demolitions Expert as it may be the closest in context.

Oakraven X11

The Oakraven X11 was missing an attribute and has been added to Agility to reflect its Gunslinger skill.

Brainsaw
The Brainsaw received deep cuts. It copied the regular chainsaw settings but the melee blade feature warrants some cutting power.

All of the Attributes and Skills for each weapon have been added to the localisation file and will appear in the weapon description. For example:

20211114230755_1.jpg

And finally, the Polearm can attach the Burning Shaft mod as it had very limited Mod capability and lost its edge in high Game Stage interactions. This will support stealthy play throughs where I've seen the Polearm put to good effect.

The Loot Box Add On has also been updated to reflect the introduction of the Hazard Spear. There is one more slot in the Loot Box Add On for a top end weapon and we shall see what a20 brings us to stimulate ideas.

20211114205827_1.jpg

Since the devs suggest the Attribute and Perk system will not be undergoing any updates for a20, that will reduce any transitions required for the Snufkin Weapons Xpansion Mod to move from a19 to a20.

Thank you all for the feedback and support during a19 to help restore Snufkin's a18 masterpiece and expand to where we are now.

 
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Here is a large major update that has been pending for some time.

https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-2021November20

This update adds more comprehensive Progression to all weapons to allow them to be manufactured on the workbench from level 2 - 6.
This Progression format is using the original Snufkin Polearm as the template to maintain an original concept pattern.

Up to now, all weapons could be produced on the workbench. However, the majority of weapons could only be produced to Level 1, with only the Polearm, Cross Bow Mag, Railgun, and Thor Hammer being dependent on Progression up to level 6.

In the case of the Polearm, manufacture could begin from low level in sequence up to Level 6 based on the Javelin skill, while the Railgun, Cross Bow Mag, and Thor Hammer (of the originals) had inter dependence on Deadeye and Electrocutioner with an unlock from Level 5 or general lockdown to level 5 for the Cross Bow Mag. This could bring confusion as it was an eclectic experimental mix.

In addition, all weapons show which skills impact them in their description. However, the first skill, after the attribute is the skill players will need to consider for increasing manufacture level. This will be shown clearly in the locked version of the weapon, but once unlocked may be forgotten. The description will act as a reminder. As there is limited space in the skill text area for some skills, adding more text will simply make it more difficult to read as text size decreases. Adding to the weapon description is an easy location to visit as well.

While weapon level linked to skill is well known, here is an example for the Savery.

Locked through its most primary skill trait, Dead Eye.

20211120104450_1.jpg

Adding 2 skill to the Dead Eye skill tree.

20211120104500_1.jpg

Crafting a level 3 Savery.

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Fully completing the Dead Eye skill tree.

20211120104522_1.jpg

The possibility to manufacture a level 6 Savery.

20211120104532_1.jpg

We hope this update, brings consistency to all Snufkin Weapons Xpansion models and types.

 
An experimental version of the Snufkin Weapons Xpansion has been released for testing and feedback.

There were 13 updates as follows:

1. Changed gunShotgunT0Blunderbuss to gunShotgunT1DoubleBarrel in recipes.xml
2. Changed Hero Chest loot to GunSafeSecure loot and Wall Safe / Desk Safe to reflect A20 updates to hardened chest Tier groups.
3. Changed Hyperblaster icon from Blunderbuss to Auto Shotgun.
4. Changed Railgun icon from Marksman Rifle to Sniper Rifle.
5. Changed Meshfile and StickyMeshFile for Black Widow ammo types.
6. Update Gamma Gun attachment to A20 version.
7. Updated Vampire Guantlets spike attachment to match A20 location.
8. Updated Kronos XII sights and AutoTurret attachment to match A20 location.
9. Updated Vulcan sights.
10. Updated Savery attachments to A20 version.
11. Updated DCLXVI Zeus attachment to A20 version.
12. Updated Brainsaw to reflect new model and settings.
13. Updated Back Pack mod attachment to A20 version.

https://github.com/arramus/Snufkin-Weapons-Xpansion-A20-2021December17

 
thanks for this mod, i loved it in a19.. trying it in a20 now (just installed it today)

just question, in a19, i found an issue with one of the clubs where when its held, i couldnt loot anything or open any doors, etc., was this fixed in updates and for a20?

 
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