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(A20) Snufkin Weapons Xpansion

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But i still can not craft all wepaons 😕 like Newcomen doesnt show in craft menu for me on server...
That's correct PeNa. There is some progression and recipes for Snufkin weapons, but not all. He said he wanted to do it though.

I think the Loot Add On Machine was his alternative at first. This is on the to do list.

As for the Xpansion weapons, there are recipes for all but no progression so they will all craft at level 1.

However, the hardened loot box will give levels 1-6 of every weapon.

Things we need to do:

1. Make a recipe for all missing weapons.

2. Plan a progression tree for all the missing weapons for type and skill level.

This is where you can help if you like. If you would like to make crafting suggestions for all of the missing weapons like the Newcomen, we can test it together.

Each weapon usually has about 5 items. All of the ammo is already craftable I believe unless we missed something. If you look at the weapon and think about what it would need to make it, this will be sensible choices.

If you prefer not to do this, it's no problem as we will do it in time. We have not forgotten about this. It's just that making things stable came first.

 
I kinda like the idea of not being able to craft anything good for them and having to scavenge / loot for tickets to get the loot box (need 10 greens to get a yellow and yellows  and up seem to be rare). Makes it challenging. 

 
I have been messing around making my own legendary weapons as well through inspiration of your mod and one that I just haven't been able to figure out how to do is how to code a club to be normal melee in its normal attack but act as a first aid with the power attack. Is this possible?

 
I kinda like the idea of not being able to craft anything good for them and having to scavenge / loot for tickets to get the loot box (need 10 greens to get a yellow and yellows  and up seem to be rare). Makes it challenging. 
Another way is : 

1 - make everything craftable...BUT :

2 - make crafting of premium items expansive, so you need to have enough stuff for it...OR : 

3 - be possible to buy it - but again - expensive...like the solar panels for 50k...so, the Railgun for 150 000 tokens :)  

I have been messing around making my own legendary weapons as well through inspiration of your mod and one that I just haven't been able to figure out how to do is how to code a club to be normal melee in its normal attack but act as a first aid with the power attack. Is this possible?
Like : 

you hit 3 times zombie LMB and the 1 time RMB to heal it again ? :D :D :D  well, that could be good for gaining XP :D

 
I have been messing around making my own legendary weapons as well through inspiration of your mod and one that I just haven't been able to figure out how to do is how to code a club to be normal melee in its normal attack but act as a first aid with the power attack. Is this possible?
Oakraven said to try  changing:

 <property class="Action1"> of the club too 

 <property class="Action1"> of the medicalFirstAidKit item

If you can get it working can share here. 

 
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Oakraven said to try  changing:

 <property class="Action1"> of the club too 

 <property class="Action1"> of the medicalFirstAidKit item

If you can get it working can share here. 
I did try that and what it would do when I would use Action1 is it would do the correct sound effect and would then bring up the little up arrow you see when repairing items with a nailgun and it would just stay on the screen until swapping weapons. I'm working on other weapons atm but when I make more attempts at that one later tonight I will be sure to snag some screenshots and code to upload for reference.

 
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@PeNa1979 and the community in general.

Here is a run down on the current crafting/progressing/looting dynamics.

Lootable Items
All weapons are added to the loot container list for the hardened chest although there are probably some weapons considered 'rarer' which should potentially have lower probability. Clucker rounds can be found in bird's nests.

Progession Items

1. Railgun (Dead Eye Perk Unlock/Electrocutioner Crafting - Snufkin implementation)

2. CrossbowMag (Archery Perk Unlock/Crafting - Snufkin implementation)

3. Thor Hammer (Skull Crusher Perk Unlock/Electrocutioner Crafting - Snufkin implementation)

4. Polearm (Javelin Master Unlock/Crafting - Snufkin implementation)

No other weapons have progression capability.

Craftable Items - Snufkin

1. Polearm (with unlock)

2. Railgun (with unlock) and ammo (no unlock)

3. CrossbowMag (with unlock)

4. Thor Hammer (with unlock)

5. Sticky Grenade

6. Stun Grenade

7. All special ammo (I believe)

Craftable Items - oakraven

1. All weapons (to level 1) and ammo are craftable.

Loot Box Add On

It seems weapons can be 'won' from level 2-6 with <qualitytemplate level="1,999999">. I am not sure what this quality template refers to but I don't recall seeing a level 1 Loot Box Add On weapon. Weightings and probability are also assigned to ticket color and associated to weapon color.

Available weapons are:

Green Ticket - PP-19 Bizon, Quad Shotgun, Turret Auger

Yellow Ticket - Newcomen, Savery, Thor Hammer

Red Ticket - Crossbow Mag, HyperBlaster, Railgun, Vampire Gauntlets

Purple Ticket - Gamma Gun, Kronos XII, Vulcan, Crimson Hunter

This leaves the Sticky Grenade, Stun Grenade,  Balrog IX, and Polerarm as non Loot Add On items. As the Sticky Grenade, Stun Grenade, and Polearm are craftable, they are also supported in that way or lootboxes.

It seems that a weapon like the Railgun is supported by:

Crafting

Looting

Tickets

Whereas, the Balrog only has:

Looting

All in all, it's quite eclectic in there, hence giving items at least a level 1 possibility for Xpansion weapons to offset the gain in the Add On.

This is a Borderlands Add On system with traits of 7D2D crafting and progression.

I also appreciate that Darkness Falls has Progression issues as reported by Dre and also Recipe issues with the current set up reported by BabyGravy.

https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-Stable-Test2020Nov10/issues/1

A little chaotic in there at the moment with a few options to bring some order to the chaos.

As such, a little time will be needed to find a balance.
 
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Thank you sir ! I read it before little wrong :D  so i though all weapons are craftable now :D   my bad...

PS : i hope this mod will be alive in a20 too ...We only can hope that TFP dont do again anything stupid and kills again this mod !!!

 
This is where you can help if you like. If you would like to make crafting suggestions for all of the missing weapons like the Newcomen, we can test it together.

Each weapon usually has about 5 items. All of the ammo is already craftable I believe unless we missed something. If you look at the weapon and think about what it would need to make it, this will be sensible choices.
I was thinking about this...i dont know if i am the right person for this :D

But the crafting resources are simply no ? Newcomen looks like the upgrade tool...so i would use that + like 50 of steel + some springs offcourse + a small firearms magazine externder mod would be good i think...and some pipes ? I have first to install the weapons mod to my offline game so i can see all that weapons :D  because im playing only on server so dont have all weapons...

 
I was thinking about this...i dont know if i am the right person for this :D

But the crafting resources are simply no ? Newcomen looks like the upgrade tool...so i would use that + like 50 of steel + some springs offcourse + a small firearms magazine externder mod would be good i think...and some pipes ? I have first to install the weapons mod to my offline game so i can see all that weapons :D  because im playing only on server so dont have all weapons...
Thank you. These are sensible suggestions for the Newcomen. Once I return from some things about town, we can get working on the crafting recipe and attachments for this one to get the balance. The good thing with the repair tool and steel is new players will have to work hard to get them and it’s similar to skill progression. 

 
Thats some NAruto Shipmunden game or ? :D :D :D  maybe...nuclear power weapon from Fallout ? :D

Seriously - what is that for weapon ? 

 
Any ideea why this happens ? 
I have only ever seen this happen on one occasion so far. It is when we used third person view (f5) and free roam (p) to check on how the weapon looks for other players.

After we return to normal first person view it looks like your screenshot.

It happens because the 7D2D base game still has a few syncronisation and timing issues. Unfortunately, this is not something we can help with in a mod as it is inherent to the base coding. Such issues generally restore after putting the weapon back in the rucksack and taking it again to allow syncing to refresh. Otherwise, it is necessary to leave momentarily and return. This is one of the issues we describe in the introduction and unfortunately you found it.

@PeNa1979 This is how the Railgun looks under the buff attachments.

 
@PeNa1979

Hi PeNa. Here is a test mod with every weapon added for crafting to lvl 1 except for the select few which Snufkin had already created Progression unlocks for.

View attachment Snufkin_Weapons_Xpansion_A19_Stable_PeNa_TeSt.zip

These are the 4 that will not appear in the list because they are already added to Progression level unlocks and Snufkin's own recipes. I shall not touch these.

Crossbow Mag

Polearm

Railgun

Thor Hammer

This is quite a long list of Snufkin's remaining weapons all given recipes and well as the Xpansion weapons.

One thing players are concerned about is making it too easy to acquire these weapons. By increasing the amount of 'higher level' resources we can greatly restrict this as Game Stage will not allow it. Your Newcomen now needs the Impact Driver and is a very good example of this.

Even when players can make these weapons it will only be to level 1. The really good weapons will be found in the loot boxes or the Add On.

Maybe progression can be added at a later date once everything has been tweaked for recipes and thoroughly play tested.

See how it feels when you have time so that we can get closer to a balance.

20201114163633_1.jpg

Balrog IX

20201114162007_1.jpg


Crimson Hunter

20201114163424_1.jpg


DCLXVI Zeus

20201114163428_1.jpg


Dre X3

20201114163449_1.jpg


Gamma Gun

20201114163518_1.jpg


Glass Baseball Bat

20201114163532_1.jpg


Hyper Blaster

20201114163546_1.jpg


Klak Attack

20201114163553_1.jpg


Knife Baseball Bat

20201114163604_1.jpg


Kronos XII

20201114163617_1.jpg


Metal Bollard Club

20201114163623_1.jpg


PP-19 Bizon

20201114163641_1.jpg


Quad Shotgun

20201114163652_1.jpg


Savery

20201114163711_1.jpg


Star Baseball Bat

20201114163719_1.jpg


Vampire Gauntlets

20201114163743_1.jpg


Vulcan

20201114163756_1.jpg


arramus Fire

20201114163803_1.jpg


oakraven X11

20201114163825_1.jpg


Turret Auger

20201114163837_1.jpg



 
@arramus so, i tested all weapons offline for now, looks everything works ? 

But, ONLINE, installed as server-side mod it can works little different...

One thing i noticed, the Railgun - offline it is perfectly OK, but if i play online on public server,with all mods only on server, if i put a 8x scope on this weapon, everytime i choose this weapon i get a little small lag like for 0.1 seconds...and if i hit and kill a zombie, that zombie falls down like 0.2 seconds after impact...it is nothing mayor, but it is a little issue with this gun, but that was also in A18 the same...OFFLINE it does nothing like ONLINE...IDK why...

And second bad thing - SAVERY - this gun is absolutly BAD and unusable...it writes damage about 100 without gunmods but with all perks on MAX...

BUT - it doesnt do almost any damage to zombies !!! Even on easiest i need to hit any zombie like 8-10 times to kill it !!! This issue is also from A18 already...i dont get it why its doing that ? :O well...just saying that :D  i like that weapon, its like 12-times better HuntingRifle :D  but 100times worse also :D  

And one BIG question : HOW WORKS THE TICKET SYSTEM SIR ??? :D :D :D

I set a TicketMachine, ok, i open it, but i cannot nothing do in it ??? Have on my 50 tickets of every color but i can not play/buy any weapon ??? 

Or how i can buy that weapons from TicketMachine ? THX man !

 
@PeNa1979 Thank you PeNa. Everything should be working just fine and the Newcomen and others can take attachments like the extended magazine.

They also have more mod slots on Snufkin weapons.

Yes, the Railgun, and a few other weapons have a slight delay to perform their changes and incorporate buffs online. It is a nuisance and we've tried a variety of ways to make it smoother and it's at about the best possible. Other ways to do it slow it down more or make it look bad.

And yes, the Savery is very underwhelming even though it suggests much higher damage it doesn't feel like it at all and a pistol is stronger. We'll need a little more time to check on it. We didn't want to touch it because it was Snufkin's choice, but if it's connected to a bug, then it can be touched.

Ticket Machine:

1. Have tickets of every color.

2. Choose your loot box from the 4.

3. Select the shopping cart.

4. You will receive a new colored box in your inventory.

5. Open the box and you will get a random weapon from those matching its color.

If it doesn't work, I can join your server and see what's happening.

 
@arramus

Nice :)  

Iwe got the ticket machine already a little... :D  but i dont know where get the tickets ? I know they can be converted from one color to another, but the one color i have to find or what ? I have installed the Ticketsystem only couple hours ago, so i have to find it out :D  but it is interresant expansion into game...

The Railgun idk, after i uploaded this last weapon mod with ticket system that lagging is gone lol :D  but the truth is that i have changed the ammo capacity for railgun to cca 1500 rounds :D  but that shoulnd be the problem i think...who knows...

PS : for the Newcomen the magazine mod worked for me fine before too :D  but if it can have a lasersight or silencer or other mods, even better :D

 
The code shares 2 ways to get the tickets.

We can craft:

10 green to get a yellow.

10 yellow to get a red.

10 red to get a Purple.

The tickets are found in loot boxes with probability to match the rewards.

Going to be big as copying from Smartphone.

[SIZE=17pt]<item name="Green Ticket" prob=".2"/>[/SIZE]

[SIZE=17pt]<item name="Yellow Ticket" prob=".01"/>[/SIZE]

[SIZE=17pt]<item name="Red Ticket" prob=".001"/>[/SIZE]

[SIZE=17pt]<item name="Purple Ticket" prob=".0001"/[/SIZE]

So an abundance of green tickets in many kinds of loot boxes. 

 
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