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(A20) Snufkin Weapons Xpansion

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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?
I believe that was the Metal Bollard. I tested it in A20 along with all weapons and it was able to loot, open, and all other interactions while holding it.

It was tinkered with for A19 but was never able to allow interaction. For A20, it fixed itself without any need to try again. Possibly a change to collision in that model.

20211217153220_1.jpg

 
yes that was it! good to know, thanks!

my favorite weapon in a19 was savery so def looking forward to it again.

 
yes that was it! good to know, thanks!

my favorite weapon in a19 was savery so def looking forward to it again.
Ahh yes. With the hunting rifle switched to a new model, it looks a bit different. It will take a little getting used to for aiming without mod scopes as it has the new aiming for the new model. It certainly still packs a punch though and has always been a favorite. Things like damage may have changed in A20 so feedback is very welcome on the Savery and any other while it's being fine tuned for A20.

 
will def let you know... looting has i feel gotten worse in terms of weapons in a20.  other loot is fine, just weapon parts and such feels like its nerfed.

 
Thanks for the great mod! I've recently added this to my server, and all of my friends are enjoying it quite a bit, but there is a problem. The PP-19 is completely silent, when firing PP-19 Bizon there is no sound effect, and while stealth without a silencer the player will remain undetected, is this an intended feature for the weapon? IMO it is quite weird for this weapon to have such property, is it possible to change it so that players won't remain undetected after they emptied their mag?

Edit: Not really a modder myself, but I did a little dig on the XML files, I found that the Bizon has been using the "mp5_fire" sound, which I assume should be "smg_fire" sound since there should be no MP5 firing sound file on the vanilla. After this simple fix, I got the weapon to work the way I expect it to.

 
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Thanks for the great mod! I've recently added this to my server, and all of my friends are enjoying it quite a bit, but there is a problem. The PP-19 is completely silent, when firing PP-19 Bizon there is no sound effect, and while stealth without a silencer the player will remain undetected, is this an intended feature for the weapon? IMO it is quite weird for this weapon to have such property, is it possible to change it so that players won't remain undetected after they emptied their mag?

Edit: Not really a modder myself, but I did a little dig on the XML files, I found that the Bizon has been using the "mp5_fire" sound, which I assume should be "smg_fire" sound since there should be no MP5 firing sound file on the vanilla. After this simple fix, I got the weapon to work the way I expect it to.
Thanks for digging, and good spot. This was an original weapon from Snufkin for the Snufkin Weapons mod and was kept as true to the original as possible for as long as possible. The mp5 firing and even model attachment data was kept in recent Alphas even though it lost its place in Vanilla, but the time has now come to replace it since it has been purged to make way for the pipe guns. There is a missing attachment feature for the mp5 but the tin can remains and makes the PP-19 what it is.

There was the option for regular SMG audio and 'pipe_smg_fire' version for the new Pipe MG. The regular SMG has the best pitch and random variety to match the context and the PP-19 will be happy with that. For your reference, it follows regular SMG settings apart from the muzzle flash which retains pistol gunfire.

<property name="Sound_start" value="smg_fire"/>
<property name="Sound_loop" value="smg_fire"/>
<property name="Sound_end" value="smg_fire_end"/>
<property name="Sound_empty" value="dryfire"/>
<property name="Sound_reload" value=""/>
<property name="Particles_muzzle_fire" value="gunfire_pistol"/>
<property name="Particles_muzzle_fire_fpv" value="gunfire_SMG_fpv"/>




I tested it at night, and it was a real magnet and things got busy very quickly, far beyond regular volume. This update has been pushed within the same download on the first page and we'll see over time if any other features were removed that need an alternative. Some of the patching up for A20 will leave the original creating wincing, but that's the way it is.

20211223020403_1.jpg

 
Now that A20 has gone stable, and the feedback on weapons hasn't been a flood of issues to revisit, the Loot Add On is next on the list for updating.

 
A quick check on the Loot Box Add On shows it needed one small change for an insertAfter prompt:

<insertAfter xpath="/quests/quest[@id='quest_tier6complete']" > to tier5complete for quests.xml since it no longer exists.

The second issue relates to an XUi controls.xml warning.

Line 52: <rect depth="2" width="30" height="30" pos="0,0" visible="${visible|false}"> is not being accepted on this A20 update. I shall ask for input from modders who are accustomed to XUi for a potential alternative or rewrite.

2021-12-23T10:30:06 52.956 ERR [XUi] Control parameter 'visible' undefined (in: visible="${visible|false}") --- hierarchy:  -> windows -> window (RedeemInfoPanel) -> rect (contentCraftingInfo) -> rect (ingredients) -> grid -> lootbox_ingredient (1) -> rect (row) -> rect
FormatException: Value is not equivalent to either TrueString or FalseString.

There are other things to update after this, such as the loot.xml to match new A20 formatting and they'll be done in sequence as things are resolved.

 
A small update was added to the current experimental build based on feedback about an A20 change to the frequency of nest looting opportunities.

In A19, the Clucker round had a selling cost of 50. It was found at about the same frequency as eggs and with time and effort could be a good way to raise funds in place of looting and selling. For A20, this has been exacerbated with the increased frequency of nests and was an unbalanced way to make quick coin. As such, the Clucker round selling cost has dropped to 10, and this brings it more into line with regular ammo. The download link remains the same as per the first post link.

Beyond this feedback, and the kind feedback about the PP-19 Bizon, there do not seem to be any game breakers and in the new year can be switched to stable based on nothing major being reported.

Thank you for the feedback so far to help keep the mod balanced and proportional to default features.

 
A quick check on the Loot Box Add On shows it needed one small change for an insertAfter prompt:

<insertAfter xpath="/quests/quest[@id='quest_tier6complete']" > to tier5complete for quests.xml since it no longer exists.

The second issue relates to an XUi controls.xml warning.

Line 52: <rect depth="2" width="30" height="30" pos="0,0" visible="${visible|false}"> is not being accepted on this A20 update. I shall ask for input from modders who are accustomed to XUi for a potential alternative or rewrite.

2021-12-23T10:30:06 52.956 ERR [XUi] Control parameter 'visible' undefined (in: visible="${visible|false}") --- hierarchy:  -> windows -> window (RedeemInfoPanel) -> rect (contentCraftingInfo) -> rect (ingredients) -> grid -> lootbox_ingredient (1) -> rect (row) -> rect
FormatException: Value is not equivalent to either TrueString or FalseString.

There are other things to update after this, such as the loot.xml to match new A20 formatting and they'll be done in sequence as things are resolved.
If you're still needing help with the Xui I'll take a look tonight or tomorrow and get back with you, I love the lootbox add-on. 

 
If you're still needing help with the Xui I'll take a look tonight or tomorrow and get back with you, I love the lootbox add-on. 
Sure thing. Tinker with it all you like. After the XUi is resolved I expect it’ll just need some updated loot settings. 

 
arramus with the marxman rifle having been removed cant the handheld railgun also have the dragunov sniper rifle model cause a railgun built with a russian rifle would look pretty cool.

 
arramus with the marxman rifle having been removed cant the handheld railgun also have the dragunov sniper rifle model cause a railgun built with a russian rifle would look pretty cool.
It would indeed look very cool with that model and give it some real class and context. I have been careful not to touch Snufkin's original weapons as much as possible, at least to maintain the original attachment selection. I tinkered with the Savery and Bizon because some of the old models were removed but even then it was the last option. I'll send Snufkin a message, and if there is no response begin tinkering because there are a few other weapons which have dropped a model or two over time.

 
Hey, this is my first time using this mod and I haven't had a chance to make other weapons yet in it, but is it intentional that the Crossbow Mag is unable to shoot through bars? You can with all vanilla weapons, including the Compound Crossbow, but my bolts just stick into the air between the bars rather than passing through like normal.

 
Hey, this is my first time using this mod and I haven't had a chance to make other weapons yet in it, but is it intentional that the Crossbow Mag is unable to shoot through bars? You can with all vanilla weapons, including the Compound Crossbow, but my bolts just stick into the air between the bars rather than passing through like normal.
Hello and welcome to the mod.

This is intentional. Let me recall the original creator's reasoning behind it.

The CrossBowMag is one of the deadliest weapons available. What is lacks in stealth capability it more than makes up for in full on combat.

The creator opted to remove the ability to shoot through bars based on feedback. Some players were spamming high explosive rounds within the confines of public bases in restricted areas and some Server Admin found it to be a little over powered and upset the balance. Such players were able to find a place by themselves on their own, and while they could still annoy players by taking the bulk of kills, it was a compromise.

I just tested the CrossBowMag with the ability to shoot through bars restored.

I could wipe out an army on Zombie Bears using steel bolts, almost quicker than the time it takes to reload the new pipe shotgun.

20211231005011_1.jpg

This has always been a subjective point of contention and it will remain as it is for the above reason.

However, there is nothing stopping you from being able to make your own choice on this based on your own set up.
Here are instructions on how to add the ability to shoot through those bars.

1. Open your items.xml file with the mod.

2. Search for CrossBowMag.

3. Insert <property name="Hitmask_override" value="Arrow"/> below <property name="Class" value="Launcher" /> in that section for the CrossBowMag.

4. Load your game and test the result. It should appear to play as the above image; a handheld weapon of absolute destruction.

If it works out, great. And if not, you can always remove that line of code to restore it to match the creator's compromise.

For the next update, I shall add that line of code but have it commented out <!--property name="Hitmask_override" value="Arrow"/--> which will stop it being read but allow it to be reactivated again based on personal preferences.

 
arramus with the marxman rifle having been removed cant the handheld railgun also have the dragunov sniper rifle model cause a railgun built with a russian rifle would look pretty cool.
Here is what the Railgun has now.

20211231012601_1.jpg

And here is how it could look with the T3 model added in its place and with the barrels move to accommodate it.

20211231022435_1.jpg

20211231022516_1.jpg

 
Hello and welcome to the mod.

This is intentional. Let me recall the original creator's reasoning behind it.

The CrossBowMag is one of the deadliest weapons available. What is lacks in stealth capability it more than makes up for in full on combat.

The creator opted to remove the ability to shoot through bars based on feedback. Some players were spamming high explosive rounds within the confines of public bases in restricted areas and some Server Admin found it to be a little over powered and upset the balance. Such players were able to find a place by themselves on their own, and while they could still annoy players by taking the bulk of kills, it was a compromise.

I just tested the CrossBowMag with the ability to shoot through bars restored.

I could wipe out an army on Zombie Bears using steel bolts, almost quicker than the time it takes to reload the new pipe shotgun.

View attachment 22416

This has always been a subjective point of contention and it will remain as it is for the above reason.

However, there is nothing stopping you from being able to make your own choice on this based on your own set up.
Here are instructions on how to add the ability to shoot through those bars.

1. Open your items.xml file with the mod.

2. Search for CrossBowMag.

3. Insert <property name="Hitmask_override" value="Arrow"/> below <property name="Class" value="Launcher" /> in that section for the CrossBowMag.

4. Load your game and test the result. It should appear to play as the above image; a handheld weapon of absolute destruction.

If it works out, great. And if not, you can always remove that line of code to restore it to match the creator's compromise.

For the next update, I shall add that line of code but have it commented out <!--property name="Hitmask_override" value="Arrow"/--> which will stop it being read but allow it to be reactivated again based on personal preferences.
Thank you for the detailed and helpful response! I didn't even think about that possibility with the explosive bolts since I purely use archery weapons for stealth myself. I think I'll keep it as is then knowing it's intentional to prevent cheese behavior!

 
arramus said:
Sure thing. Tinker with it all you like. After the XUi is resolved I expect it’ll just need some updated loot settings. 
I'll keep working at it but as of yet, i'm having no luck. I can get the red error gone, but then i cannot get the window for the lootbox to open even though press e to open is still there. 

 
I'll keep working at it but as of yet, i'm having no luck. I can get the red error gone, but then i cannot get the window for the lootbox to open even though press e to open is still there. 
Thank you magejosh. I got to the stage of using a less complex visible="${visible|false}" to  visible="false" just for testings but it seems the $ (selector value?) may be necessary.

 
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