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(A21) 5.56 Gun Pack (v2) (1.5/3)

Izayo

New member
v2 -1.5/3

- added Light Machine gun class (4 guns)

- better balance (damage now scale up each weapon's Tier)

- Tier 4 guns are now only can be found in traders , loots ,quest rewards (crafting removed)

- fixed some sounds (re-use)

- reasonable recipe cost to craft

- removed crosshair when aim 

v1.1 - 1/3

- added G36C as tier 4 Tactical Carbine

- fixed loot and trader xml

556poster280823.png

5.56 pack mod , new 12 guns (more in the future)  with unique stats ,balance based around the vanilla's guns

new calibers 5.56x45mm

556map280823.png

* Download *  (size 210mb.)

v2  Google drive : https://drive.google.com/file/d/1i8k77s7ME_JTpsLpYfF57pv2a91QbEy6/view?usp=sharing

v2 Mega : https://mega.nz/file/Nc5lzCSR#pwYd0ScGGCJYvDTtoePqymueEhWtYodN7j6ij3p1swg

Installation :

1. download and extract file

2. go inside "IZY_A21_556gun_PACK.V2(1.5of3) you will see 2 folders

3. put both folder into /7 Days To Die/Mods   

*DON'T ignore "A21_Izayo_Visible_Mods_mod" it make gun mod like "grip, stock  " visible in game*

it if already exist , do replace. (they're same in every gun pack)

Important Notes :

- ***BACK UP YOUR SAVE, OR AT LEAST TEST MOD IN ANOTHER WORLD(or save) BEFORE YOU LOAD YOUR CURRENT PLAYING SAVE ***

20230828095247_1.jpg

- Display Icons in crafting-skill cause so many problems each update so...

I removed guns Icons in crafting-kill window but it still working , uses Vanilla guns unlock as reference.

leave balance suggestions / bug / problem in the comment sections 

Special Thanks :

BFT2020  XML advisor

bdubyah  Unity advisor

Zilox Unity advisor

and people in the forum

Sketchfab free assets : models credit in the mod folder

- please don't spam in my PM about release date.  report bugs , suggestion is ok 

 
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Neat. I really enjoyed your shotgun pack and have been looking forward to this.

  

Things I want to say

- Loot and Trader doesn't work , I don't know why 

and I don't F* care anymore
so I think the only way to get the guns is to learn and craft them , sorry about that


I managed to buy a Quality 3 M31 Hunter shotgun from the trader, so your guns do show up from the other pack.

If that helps at all.

edit: oh, guess this isn't really relevant to the issue after playing around with this new pack.

Wish I knew enough to help.

 
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YAAAAAASSSS! Thanks for your hard work!

Also, would love to see an (eventual) return of the "rpd light machinengun" from your A20 Vanilla Firearm expansion pack!

But i understand that has nothing to do with the 556 pack.

 
Appreciate the hard work Izayo, it doesn't feel like America without America's cartridge, also if I may ask, any chance of seeing the SR.5.56 or the M110?

 
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So, I've tested the mod because I didn't understand what "loot.xml and traders.xml don't work" meant and I made them work (hopefully (traders I'm not sure as I can't be bothered to look for traders on the map) as I'm just quessing what doesn't work). Here are the things I saw:
1. "loot.xml" has a wrong file name, you probably on accident named it "loots.xml" :)

2. both loot.xml and traders.xml have wrong xpaths.
loot.xml currently:
 

example: <append xpath="//lootgroup[@name='groupQuestAmmo']">


I wrote:
 

example: <append xpath="/lootcontainers/lootgroup[@name='groupQuestAmmo']">


I also added few lines for guns just to test if it works (and it does):
 

<append xpath="/lootcontainers/lootgroup[@name='groupCars01']">    
        <item name="IZYgunT1assaultrifleTacticalCarbineCAR15" prob="1"/>
</append>


This was the result of that (and two more lines with groupCars02 and groupCars03):

image.jpeg


traders.xml also has this problem:

It is:

<insertAfter xpath="//trader_item_group[@name='groupRangedAll']/item[@name='gunMGT1AK47']">
            <item name="IZYgunT1assaultrifleTacticalCarbineCAR15" quality="2,5" />
            <item name="IZYgunT1assaultrifleBattleCarbineFNLcal" quality="2,5" />
</insertAfter>

Instead of what I think it should be:

<insertAfter xpath="/traders/trader_item_groups/trader_item_group[@name='groupRangedAll']/item[@name='gunMGT1AK47']">
            <item name="IZYgunT1assaultrifleTacticalCarbineCAR15" quality="2,5" />
            <item name="IZYgunT1assaultrifleBattleCarbineFNLcal" quality="2,5" />
</insertAfter>


I'm not sure if this is what you meant by not working? Is it specific lootgroups that just don't spawn guns? If it's this, then hooray, if it's not then big sadge. Hopefully I was of any help at least 😊

 
example: <append xpath="//lootgroup[@name='groupQuestAmmo']">
example: <append xpath="/lootcontainers/lootgroup[@name='groupQuestAmmo']">


Functionally when it comes to these two lines they are exactly the same and will do the exact same thing. One is just shorter than the other. 👍

 
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 Functionally when it comes to these two lines they are exactly the same and will do the exact same thing. One is just shorter than the other. 👍
Is xpath like jquery for xml?

Does 

<append xpath="//lootgroup[@name='groupQuestAmmo']">



match all nodes that look like:
 

<lootgroup name='groupQuestAmmo'>



and then does the append of child nodes underneath to all those nodes?

If so, that's pretty neat.

Reading the game's xml files, it seems like it would be possible to add these weapons as quest rewards as well. I might try that for my own education.

Do the xml file names need to match? Or does the game take all the xml documents and create a giant master document in memory?

 
Functionally when it comes to these two lines they are exactly the same and will do the exact same thing. One is just shorter than the other. 👍


I didn't know that 🤔 Always good to learn new stuff. But then, what actually doesn't work? If both lines are fine, and mine works, shouldn't Izayo's also work?

 
3Y3CUGw.png


I don't think the xpath made a difference. Evaluating against the traders.xml and both xpath do the same thing.

I also tried your version in the mod and could never get the trader to sell the new rifles. Saw a bunch of normal assault rifles though.

 
I didn't know that 🤔 Always good to learn new stuff. But then, what actually doesn't work? If both lines are fine, and mine works, shouldn't Izayo's also work?
Not if something is misspelled, especially a file name which is the other thing you said in your original post.

 
This should work ? 

Code:
<!-- oooooooooooo  -->
<!-- Group_new_MG  -->
<!-- oooooooooooo  -->
	<lootgroup name="groupWeaponsT1_Machinegunner_CAR15" count="all" loot_quality_template="QLTemplateT1">
		<item name="IZYgunT1assaultrifleTacticalCarbineCAR15"/>
	</lootgroup>
	
	<lootgroup name="groupWeaponsT1_Machinegunner_FNNLCAL" count="all" loot_quality_template="QLTemplateT1">
		<item name="IZYgunT1assaultrifleBattleCarbineFNLcal"/>
	</lootgroup>
	
	<lootgroup name="groupWeaponsT2_Machinegunner_M4C" count="all" loot_quality_template="QLTemplateT1">
		<item name="IZYgunT2assaultrifleTacticalCarbineM4C"/>
	</lootgroup>
	
	<lootgroup name="groupWeaponsT2_Machinegunner_HK33" count="all" loot_quality_template="QLTemplateT1">
		<item name="IZYgunT2assaultrifleBattleCarbineHK33"/>
	</lootgroup>
	
	<lootgroup name="groupWeaponsT3_Machinegunner_SOCMK1" count="all" loot_quality_template="QLTemplateT1">
		<item name="IZYgunT3assaultrifleTacticalCarbineSOCmk1"/>
	</lootgroup>
	
	<lootgroup name="groupWeaponsT3_Machinegunner_AKWA2" count="all" loot_quality_template="QLTemplateT1">
		<item name="IZYgunT3assaultrifleBattleCarbineAKWa2"/>
	</lootgroup>
	
	<lootgroup name="groupWeaponsT4_Machinegunner_SCARL" count="all" loot_quality_template="QLTemplateT1">
		<item name="IZYgunT4assaultrifleBattleCarbineScarLight"/>
	</lootgroup>

<!-- Adding new weapon groups to loot groups  -->

	<append xpath="//lootgroup[@name='groupWeaponsT1_Ranged']">	
		<item group="groupWeaponsT1_Machinegunner_CAR15"/>
		<item group="groupWeaponsT1_Machinegunner_FNNLCAL"/>
	</append>
	
	<append xpath="//lootgroup[@name='groupWeaponsT2_Ranged']">	
		<item group="groupWeaponsT2_Machinegunner_M4C"/>
		<item group="groupWeaponsT2_Machinegunner_HK33"/>
	</append>
	
	<append xpath="//lootgroup[@name='groupWeaponsT3_Ranged']">	
		<item group="groupWeaponsT3_Machinegunner_SOCMK1"/>
		<item group="groupWeaponsT3_Machinegunner_AKWA2"/>
		<!-- ooooo TIER4 ooooo  -->
		<item group="groupWeaponsT4_Machinegunner_SCARL" prob="0.3"/>
	</append>
 
I managed to figure out why I couldn't see your rifles in your shop and tested a fix locally.
 

Currently, in the items.xml, all 7 rifles have the same:
 

<property name="TraderStageTemplate" value="baseTier1"/>



I assume my trader-level is already too high and filtering out all baseTier1 items which include your rifles.

If I swap the values to "baseTier2" for the T2 rifles and "baseTier3" for the T3/T4 rifles (same pattern as what I see in the items.xml for your shotgun pack), then I start seeing your rifles at my current trader-level.

9netKnU.png


I am pretty sure this is the right fix since the gunMGT2TacticalAR is "baseTier2" and gunMGT3M60 is "baseTier3".

edit:

This should work ? 


Randomly guessing, but I wonder if the "loot_quality_template" need to be changed per tier as well. Otherwise, I think your items will be treated the same as a low tier piece of loot and not sure what the implications of that are.

edit2: Also, I see in the loot.xml that there are loot groups by quest tiers as well... I assume the individual weapons need to be added to those loot groups so your weapons can show up as quest rewards.

 
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Randomly guessing, but I wonder if the "loot_quality_template" need to be changed per tier as well. Otherwise, I think your items will be treated the same as a low tier piece of loot and not sure what the implications of that are.

edit2: Also, I see in the loot.xml that there are loot groups by quest tiers as well... I assume the individual weapons need to be added to those loot groups so your weapons can show up as quest rewards.
oh yes I forget that parts. thanks

 
Some of my ideas to fill in the remaining slots could be:

Assault Rifle Long Tier 2: FAMAS or Daewoo Precision Industries K2
Snipers from Tier 1 to Tier 4: Ruger American Ranch Rifle, Thompson Center Compass Bolt-Action, Ruger Precision Rifle, and Q The Mini Fix

All of these are chambered in 5.56 or can be, so they could fit. Just some ideas. I am really excited to try out what you have already made though.

On a side note. I would love to see you make a CZ Scorpion Evo 3A1, Honey Badger, and AS Val at some point.

 
Some of my ideas to fill in the remaining slots could be:

Assault Rifle Long Tier 2: FAMAS or Daewoo Precision Industries K2
Snipers from Tier 1 to Tier 4: Ruger American Ranch Rifle, Thompson Center Compass Bolt-Action, Ruger Precision Rifle, and Q The Mini Fix

All of these are chambered in 5.56 or can be, so they could fit. Just some ideas. I am really excited to try out what you have already made though.

On a side note. I would love to see you make a CZ Scorpion Evo 3A1, Honey Badger, and AS Val at some point.
no bullpup . there is no holdtype that support bullpup system  

any .223 guns will be fine 

 
Looks like you guys figured it out so I don't have to  😉

Any changes from A20 to A21 need the TraderStageTemplate property now in order for it to show up properly in trader inventories.  Easy thing to miss.

 
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