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

This should work ? 

<!-- 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 spent some time looking through the base game XML and XML from other mods then put together a loot.xml for you.  I tested by opening a ton of Shotgun Messiah crates and teleporting to Army POIs to check ammo piles and munitions crates.

<configs>

<!-- append 5.56mm ammo to quest reward ammo group -->
<append xpath="//lootgroup[@name='groupQuestAmmo']">
<item name="IZYammo556mmBulletBall" count="70" loot_prob_template="QuestT1Prob"/>
<item name="IZYammo556mmArmorpiercing" count="35" loot_prob_template="QuestT2Prob"/>
<item name="IZYammo556mmHighPower" count="35" loot_prob_template="QuestT2Prob"/>
</append>

<!-- define lootgroups, insert them -->
<insertBefore xpath="/lootcontainers/lootgroup[@name='groupScrapCommon']">

<!-- lootgroups for 5.56mm ammo -->
<lootgroup name="group556mmSmall">
<item name="IZYammo556mmBulletBall" count="6,8" loot_stage_count_mod="0.01" />
</lootgroup>
<lootgroup name="group556mmMedium">
<item name="IZYammo556mmBulletBall" count="15,20" loot_stage_count_mod="0.01" />
</lootgroup>
<lootgroup name="group556mmLarge">
<item name="IZYammo556mmBulletBall" count="30,50" loot_stage_count_mod="0.01" />
</lootgroup>

<!-- lootgroups for 5.56 weapons -->
<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="QLTemplateT2">
<item name="IZYgunT2assaultrifleTacticalCarbineM4C"/>
</lootgroup>
<lootgroup name="groupWeaponsT2_Machinegunner_HK33" count="all" loot_quality_template="QLTemplateT2">
<item name="IZYgunT2assaultrifleBattleCarbineHK33"/>
</lootgroup>
<lootgroup name="groupWeaponsT3_Machinegunner_SOCMK1" count="all" loot_quality_template="QLTemplateT3">
<item name="IZYgunT3assaultrifleTacticalCarbineSOCmk1"/>
</lootgroup>
<lootgroup name="groupWeaponsT3_Machinegunner_AKWA2" count="all" loot_quality_template="QLTemplateT3">
<item name="IZYgunT3assaultrifleBattleCarbineAKWa2"/>
</lootgroup>
<lootgroup name="groupWeaponsT4_Machinegunner_SCARL" count="all" loot_quality_template="QLTemplateT3">
<item name="IZYgunT4assaultrifleBattleCarbineScarLight"/>
</lootgroup>

</insertBefore>


<!-- append new 5.56mm weapon lootgroups to the general tiered ranged weapon 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>

<!-- append new 5.56mm ammo lootgroups to the sized ammo groups -->
<append xpath="//lootgroup[@name='groupAmmoSmall']">
<item group="group556mmSmall"/>
</append>

<append xpath="//lootgroup[@name='groupAmmoSmallNoArrow']">
<item group="group556mmSmall"/>
</append>

<append xpath="//lootgroup[@name='groupAmmoMedium']">
<item group="group556mmMedium"/>
</append>

<append xpath="//lootgroup[@name='groupAmmoMediumNoArrow']">
<item group="group556mmMedium"/>
</append>

<append xpath="//lootgroup[@name='groupAmmoLarge']">
<item group="group556mmLarge"/>
</append>

</configs>




Note the change to how the 5.56mm ammo is added to the loot groups.  I copied the syntax from the base game XML.  If you do it the old A20 way, you end up with too much 5.56 showing up.

I copied the line for inserting the lootgroup definitions before 'groupScrapCommon' from the loot.xml in @bdubyah's vehicles pack.  It seemed like a clean way to do it. 

I've been enjoying your mods for a while and have some experience with XML so I thought I'd try to pay you back for the fun.  Hope it helps. 

Oh, I also put together a loot.xml for your shotgun mod and will be posting it over in that thread.

 
Is it updated or should we wait for the final one?

you just place a loot.xml file in the config and copy/paste that into it?^

It's confusing because the 5.56 one already has a loot.xml (but it's called loots.xml?) is that correct? Or should I replace that folder with loot.xml and copy/paste that code from above into it?

 
Last edited by a moderator:
<configs>
<!-- oooooooooooo -->
<!-- Group_new_MG -->
<!-- oooooooooooo -->
<insertAfter xpath="//lootgroup[@name='groupWeaponsT3_Machinegunner']">

<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="QLTemplateT2">
<item name="IZYgunT2assaultrifleTacticalCarbineM4C"/>
</lootgroup>

<lootgroup name="groupWeaponsT2_Machinegunner_HK33" count="all" loot_quality_template="QLTemplateT2">
<item name="IZYgunT2assaultrifleBattleCarbineHK33"/>
</lootgroup>

<lootgroup name="groupWeaponsT3_Machinegunner_SOCMK1" count="all" loot_quality_template="QLTemplateT3">
<item name="IZYgunT3assaultrifleTacticalCarbineSOCmk1"/>
</lootgroup>

<lootgroup name="groupWeaponsT3_Machinegunner_AKWA2" count="all" loot_quality_template="QLTemplateT3">
<item name="IZYgunT3assaultrifleBattleCarbineAKWa2"/>
</lootgroup>

<lootgroup name="groupWeaponsT4_Machinegunner_SCARL" count="all" loot_quality_template="QLTemplateT3">
<item name="IZYgunT4assaultrifleBattleCarbineScarLight"/>
</lootgroup>

</insertAfter>
<!-- 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>

<!-- OOO AMMO_LOOT OOO -->

<append xpath="//lootgroup[@name='groupQuestAmmo']">
<item name="IZYammo556mmBulletBall" count="70" loot_prob_template="QuestT1Prob"/>
<item name="IZYammo556mmArmorpiercing" count="35" loot_prob_template="QuestT2Prob"/>
<item name="IZYammo556mmHighPower" count="35" loot_prob_template="QuestT2Prob"/>
</append>

<!-- OOO CREAT_AMMO_GROUP OOO -->

<insertAfter xpath="//lootgroup[@name='group762mmLarge']">

<lootgroup name="group556ammoSmall">
<item name="IZYammo556mmBulletBall" count="6,8" loot_stage_count_mod="0.01"/>
</lootgroup>

<lootgroup name="group556ammoMedium">
<item name="IZYammo556mmBulletBall" count="15,20" loot_stage_count_mod="0.01"/>
</lootgroup>

<lootgroup name="group556ammoLarge">
<item name="IZYammo556mmBulletBall" count="30,50" loot_stage_count_mod="0.01"/>
</lootgroup>

</insertAfter>

<!-- OOO AMMO_LOOT_to_groupsize OOO -->

<append xpath="//lootgroup[@name='groupAmmoSmall']">
<item group="group556ammoSmall"/>
</append>

<append xpath="//lootgroup[@name='groupAmmoSmallNoArrow']">
<item group="group556ammoSmall"/>
</append>

<append xpath="//lootgroup[@name='groupAmmoMedium']">
<item group="group556ammoMedium"/>
</append>

<append xpath="//lootgroup[@name='groupAmmoMediumNoArrow']">
<item group="group556ammoMedium"/>
</append>

<append xpath="//lootgroup[@name='groupAmmoLarge']">
<item group="group556ammoLarge"/>
</append>

</configs>

alright I think this is the best format.  I'm gonna use this for all of my pack

4AUdQdx.jpg


rQTt27A.jpg


Is it updated or should we wait for the final one?

you just place a loot.xml file in the config and copy/paste that into it?^

It's confusing because the 5.56 one already has a loot.xml (but it's called loots.xml?) is that correct? Or should I replace that folder with loot.xml and copy/paste that code from above into it?
remove "s"  it should "loot" not "loots"  

 
Last edited by a moderator:
Alright, I will. But maybe I'll wait until you place it in both mods and I'll just replace it. Don't wanna mess it up lol 

Thanks for the info! 

 
Last edited by a moderator:
Updated to v1.1 

and 1 week break as usual   (but still working on shotgun pack update)

the next project will be 762 pack (focus on sniper , DMR [perkDeadeye]) 1/3 , 

 
Last edited by a moderator:
Nice!

I tried out the pack and love how the guns feel and sound.

Also, tested out buying from the trader, trader quest rewards, and general looting. Looks good!

One thing that I noticed was that all the Tactical Carbines did the same damage regardless of tiers. Is that expected?

Same thing with the Battle Carbines. The T1/T2/T3/T4 Battle Carbines all had the same max damage roll.

Also, any plans for bulk crafting 5.56 ammo in the future?

 
Nice!

I tried out the pack and love how the guns feel and sound.

Also, tested out buying from the trader, trader quest rewards, and general looting. Looks good!

One thing that I noticed was that all the Tactical Carbines did the same damage regardless of tiers. Is that expected?

Same thing with the Battle Carbines. The T1/T2/T3/T4 Battle Carbines all had the same max damage roll.

Also, any plans for bulk crafting 5.56 ammo in the future?
yes only change with run/walk speed rate of fire for TAC carbine  

and mag capacity / lower recoil for BAT carbine 

but still get some small damage bonus from gun mods

 
Hola Izayo!

Buddies and me are very entertained thanks to your great mods, as always. Much appreciation.

One thing I wanted to report is that the x2 scope seems to be bugged across all guns from the shotgun and 556 packs. They look like the reflex sight and the scope are glued together.

 
yes only change with run/walk speed rate of fire for TAC carbine  

and mag capacity / lower recoil for BAT carbine 

but still get some small damage bonus from gun mods
Gotcha!

The improvements in other areas are pretty nice and noticeable.

I think a small damage increase between going up the tiers would be nice though especially since the base game assault rifles had their damage number linearized.

Entity damage goes up by 32% going from a quality 6 AK to a quality 6 Tactical AR. Same percentage increase going from a Tactical AR to a M60.

Since your rifles already have improvements in other areas, a 8-10% damage increase between tiers would keep progression in-line with the base game weapon progression imo.

As an example with concrete numbers, here are the in-game stats for a few weapons (Q6 with full mods and a good base damage roll):

AK

YSOAU1d.png
Tactical AR

kWX17J4.png


M60

MGqNTEB.png


SMG-5

rBYEN2T.png


SKAR-L (T4 Battle Carbine)

wjGMUnZ.png
G36C (T4 Tactical Carbine)

pYgrm3V.png
Currently, the T4 Carbines (which are much harder to get than the other weapons) do less entity damage than a T1 AK.

The T4 Tactical Carbine has uniqueness in terms of mobility, but the T4 Battle Carbine is noticeably worse than that T2 Tactical AR and T3 M60 at killing tougher zombies at range.

Imo, the advantages of the T4 Battle Carbine doesn't outweigh the 31% damage increase on the T2 Tactical AR and the 84% damage increase on the T3 M60.

If Battle Carbines had a 10% damage increase per tier, then the T4 Battle Carbine would have 83.5 damage which I think is pretty in-line with the other weapons.

Similarly, if Tactical Carbines had a 8% damage increase per tier (bit less since the mobility increase is pretty unique), then the T4 Tactical Carbine would have 70.4 damage which doesn't feel OP to me and keeps a sense of progression.

What are you thoughts?

edit: lol, I tried to figure out entity damage from the items.xml and am completely lost...

edit2: oh, base entity damage is on the bullet, that explains a lot

edit3: okay, figured it out

 
Last edited by a moderator:
Izayo not a big deal, but I noticed with your guns only when I ADS I still get the crosshair in the sight. Is there anyway to turn it off? I have the mod to turn off crosshairs and it works for the tactical  pack and vanilla guns.



It's just the iron sight/reflex sight having the annoying crosshairs there too. If not, not a big deal, just was wondering.

 
Hola Izayo!

Buddies and me are very entertained thanks to your great mods, as always. Much appreciation.

One thing I wanted to report is that the x2 scope seems to be bugged across all guns from the shotgun and 556 packs. They look like the reflex sight and the scope are glued together.
nah it's a thing in real life 

3DMCrdN.jpg


the rear scope thingy do magnify the front Eotech.  I don't have Picture in picture plugin so it will look weird 

Gotcha!

The improvements in other areas are pretty nice and noticeable.

I think a small damage increase between going up the tiers would be nice though especially since the base game assault rifles had their damage number linearized.

Entity damage goes up by 32% going from a quality 6 AK to a quality 6 Tactical AR. Same percentage increase going from a Tactical AR to a M60.

Since your rifles already have improvements in other areas, a 8-10% damage increase between tiers would keep progression in-line with the base game weapon progression imo.

As an example with concrete numbers, here are the in-game stats for a few weapons (Q6 with full mods and a good base damage roll):

AK

Tactical AR



M60



SMG-5



SKAR-L (T4 Battle Carbine)

G36C (T4 Tactical Carbine)

Currently, the T4 Carbines (which are much harder to get than the other weapons) do less entity damage than a T1 AK.

The T4 Tactical Carbine has uniqueness in terms of mobility, but the T4 Battle Carbine is noticeably worse than that T2 Tactical AR and T3 M60 at killing tougher zombies at range.

Imo, the advantages of the T4 Battle Carbine doesn't outweigh the 31% damage increase on the T2 Tactical AR and the 84% damage increase on the T3 M60.

If Battle Carbines had a 10% damage increase per tier, then the T4 Battle Carbine would have 83.5 damage which I think is pretty in-line with the other weapons.

Similarly, if Tactical Carbines had a 8% damage increase per tier (bit less since the mobility increase is pretty unique), then the T4 Tactical Carbine would have 70.4 damage which doesn't feel OP to me and keeps a sense of progression.

What are you thoughts?

edit: lol, I tried to figure out entity damage from the items.xml and am completely lost...

edit2: oh, base entity damage is on the bullet, that explains a lot

edit3: okay, figured it out
I'll try balance this again.  I mostly base damage CAP. around AK47  (max damage around 65). especially Battle carbine it should does same damage as 762 but you will have low ammo cap and can't use magagize mods.   

Izayo not a big deal, but I noticed with your guns only when I ADS I still get the crosshair in the sight. Is there anyway to turn it off? I have the mod to turn off crosshairs and it works for the tactical  pack and vanilla guns.



It's just the iron sight/reflex sight having the annoying crosshairs there too. If not, not a big deal, just was wondering.
I forgot to disable "crosshaironaim"  thanks for the report man.

 
Can I add this mod to a (single player) game that is already in progress or must it be installed at the start ?

Thanks

 
I added it to a multiplayer game in-progress without any problems. I assume it would be fine for you.

 
Digging the mod so far, however, we've run into a small problem! We aren't able to craft any of the ammo although it inidicates that we can when viewed in the workbench. Sorry if this is in the wrong spot, new to modding! Thanks in advance!

 
Digging the mod so far, however, we've run into a small problem! We aren't able to craft any of the ammo although it inidicates that we can when viewed in the workbench. Sorry if this is in the wrong spot, new to modding! Thanks in advance!


Weird. Are you using other mods?

I had no issues crafting ammo.

LpGmd37.png


edit: didn't want to double post

Here are some xml edits that I did for my personal use. This is for bulk ammo crafting.

Added to:

items.xml

<item name="IZYammoBundle556mmBulletBall">
<property name="Extends" value="ammoBundleMaster"/>
<property name="CustomIcon" value="IZYammo556mmBulletBall"/>
<property name="EconomicValue" value="900"/>
<property name="UnlockedBy" value="perkAutoWeaponsComplete"/>
<!-- BOOK_PERK -->
<property name="TraderStageTemplate" value="ammoTier1"/>

<property class="Action0">
<property name="Create_item" value="IZYammo556mmBulletBall"/>
</property>
</item>

<item name="IZYammoBundle556mmArmorpiercing">
<property name="Extends" value="ammoBundleMaster"/>
<property name="CustomIcon" value="IZYammo556mmArmorpiercing"/>
<property name="EconomicValue" value="1300"/>
<property name="UnlockedBy" value="perkAutoWeaponsComplete"/>
<!-- BOOK_PERK -->
<property name="TraderStageTemplate" value="ammoTier3"/>

<property class="Action0">
<property name="Create_item" value="IZYammo556mmArmorpiercing"/>
</property>
</item>

<item name="IZYammoBundle556mmHighPower">
<property name="Extends" value="ammoBundleMaster"/>
<property name="CustomIcon" value="IZYammo556mmHighPower"/>
<property name="EconomicValue" value="1300"/>
<property name="UnlockedBy" value="perkAutoWeaponsComplete"/>
<!-- BOOK_PERK -->
<property name="TraderStageTemplate" value="ammoTier2"/>

<property class="Action0">
<property name="Create_item" value="IZYammo556mmHighPower"/>
</property>
</item>



recipes.xml

<recipe name="IZYammoBundle556mmBulletBall" count="1" craft_time="240" craft_area="workbench" tags="learnable,workbenchCrafting">
<ingredient name="resourceBulletTip" count="80"/>
<ingredient name="resourceScrapIron" count="80"/>
<ingredient name="resourceGunPowder" count="160"/>
<ingredient name="resourceBulletCasing" count="80"/>
</recipe>

<recipe name="IZYammoBundle556mmArmorpiercing" count="1" craft_time="360" craft_area="workbench" tags="learnable,workbenchCrafting">
<ingredient name="resourceBulletTip" count="80"/>
<ingredient name="resourceScrapIron" count="320"/>
<ingredient name="resourceGunPowder" count="240"/>
<ingredient name="resourceBulletCasing" count="80"/>
</recipe>

<recipe name="IZYammoBundle556mmHighPower" count="1" craft_time="360" craft_area="workbench" tags="learnable,workbenchCrafting">
<ingredient name="resourceBulletTip" count="80"/>
<ingredient name="resourceScrapIron" count="80"/>
<ingredient name="resourceGunPowder" count="320"/>
<ingredient name="resourceBulletCasing" count="80"/>
</recipe>



progression.xml

<append xpath="//book[@name='perkAutoWeaponsComplete']/effect_group">
<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="IZYammoBundle556mmBulletBall,IZYammoBundle556mmArmorpiercing,IZYammoBundle556mmHighPower"/>
</append>


So now the custom ammo in this pack has ammo bundle boxes with crafting tied to reading all the automatic weapons books.

Dl4u5UD.png


fPSh8T4.png


No idea how to package these so here are the xml files that I changed

https://file.io/GvYRt2d3k9IX

 
Last edited by a moderator:
Ah that may be why. I noticed you're crafting ammo boxes where as I tried to craft the individual round! I'll take a look and see if I can craft this as soon as I get on. Thank you!

 
Oh, ignore the ammo boxes, that's just something I was playing around with after testing whether I could craft normal ammo.

I first tried to craft normal ammo.

 
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