Dagger Digwillow
New member
Will we see an update pushed with this fix soon or has it already happened?
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>
remove "s" it should "loot" not "loots"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?
yes only change with run/walk speed rate of fire for TAC carbineNice!
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?
Gotcha!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
nah it's a thing in real lifeHola 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.
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.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 forgot to disable "crosshaironaim" thanks for the report man.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.
Adding is fine, but I wouldn’t remove it from any saved gamesCan I add this mod to a (single player) game that is already in progress or must it be installed at the start ?
Thanks
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!