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Firearms Modlet update out!

Mayic

Refugee
Released an update tonight for my Firearms Modlet. Added 9 new weapons including M79 GL40 Single tubed grenade launcher, and M1A1 Thompson.

Adjusted and fixed various things with the original, including reworking silenced audio, opening up more guns to more mod options, adjusting recoil, craft costs, etc.

https://github.com/Jayick/Firearms

https://www.nexusmods.com/7daystodie/mods/208

ReadMe:

Firearms Modlet Expansion 1.2!

This is an expansion modlet. This modlet is set to run on it's own. You DO NOT need the previous version of Firearms to run this. Lots of bug fixes, changes, adjustments, and 10 new amazing weapons! From the Argh! pistol, to the M79 GL40 Grenade Launcher!

Suggested:

Please remove any previous version of Firearms that you have before installing. Please launch a test map BEFORE you connect to your live game, to assure files are correctly pathed and no errors occur that will hinder your game. Additional weapons added may adjust previous weapons. You may of had a M4A1 Rifle before install, but now have a Mossberg Shotgun. I apologize, but due to XML changes and naming errors/pathing errors, core original XML files had to be changed, resulting in this "shift" of inventory.

Changes:

Most important change to highlight: AMMO! Ammo can now be crafted into "Scrap Ammo" at varying values at anytime while out in the open world. This recipe is unlocked by default, no cost required. Scrap Ammo, can now be turned into ONE of the users following at a workbench: 3 Gun Power, 1 Brass Casing, 1 Lead Tip, 1 Buckshot.



All assets are paid/licensed for free use/royalty free. None of the assets/textures are my own work. Just heavily edited and modified to fit 7 Days to Die. Main source: Sketchfab, Turbosquid, various others.

 

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"Ammo can now be crafted into "Scrap Ammo" at varying values at anytime while out in the open world. This recipe is unlocked by default, no cost required. Scrap Ammo, can now be turned into ONE of the users following at a workbench: 3 Gun Power, 1 Brass Casing, 1 Lead Tip, 1 Buckshot."

 


sweet, i was going to ask about a feature like this, as i use this
https://7daystodie.com/forums/showthread.php?96954-Luc-s-Modlet-Collection-(Quality-Bonuses-better-stamina-terrain-mv-spd-etc-) for vanilla ammo, i was nearly ready to try to add your ammo in to it, but this will save me a crapton of work.

Now i must go back to the game and make the zombies pay using the Glorious M1 Garand.




 
Installed as instructed. And it caused this error. The chunk data for my base got messed up and half of my base is missing.

Since I back-up everything regularly, I rolled my save back. Removed your mod, and had zero errors with my base just fine.

I imagine that this means I must start a new game with this new modlet.

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I installed the previous version of his modlet, and then the newest version in my existing world and have had zero issues.

Any chance of allowing sights and other mods on more of the guns? I tried a 4x and a silencer in the M1 and it didn't let me.

Also just noticed mods do not increase weapon damage like vanilla guns. This may be intentional though.

 
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Okay me too, getting this error even on a new start map as you can see.. It refer to some target.unity and block.

error.jpg

PS: But its manage to work by it own in game.

 
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Hey, absolutely loving this modlet.

However, there seems to be an issue with the block damage of the weapons. With a sniper rifle or even the ak47 you one shot wooden blocks which is incredibly annoying.

 
Just wanted to let you know. not sure if its a bug. I installed the modlet. works great no problem. but i removed this modlet because some players did not want to download it. so when i removed this mod from my server and got back on. all people that had the mod download and had guns on them when i removed the mod. we came back in game and half of our base had been reset/missing. all the ground was reset if we had not dug it out. this was the only mod we had installed. thanks

 
that's because the game is looking for items/guns/ammo it cant find, so the server reset those areas with the "unidentified/corrupted/items"to fix the problem.

BTW This will happen with ANY mod that adds custom items.

 
that's because the game is looking for items/guns/ammo it cant find, so the server reset those areas with the "unidentified/corrupted/items"to fix the problem.
BTW This will happen with ANY mod that adds custom items.
Yep and its a very BIG issue that not many people even know about.

The game still "creates" ids for mods when it loads. Adding or removing mods after the initial save can wreck your game. For instance, in RH I have over 100 modlets loaded. I created a set of storage and added it as a modlet. Because the folder name came BEFORE all my other modlets, it made all my ingame storage boxes into movie posters.

Modlets are NOT as drag and drop friendly as one may think, and I hope people keep that in mind.

That said, this mod is freaking fantastic. The developer's attention to detail and balance is unparalleled. I urge everyone looking for more action in their game to install this. It's a work of art.

 
Just asking for a bit of clarification, how do we uninstall this mod? Just remove the mod files from the mod directory? Or is there something I'm missing?

 
Ok, so I loaded up my game before installing Firearms-1.2, and scrapped or deleted EVERYTHING I had that was from the mod.

I used the clear inventory button you get with the creative menu. Getting rid of all weapons, ammo, weapon mods.

Quit and then deleted the old Firearms-master modlet, and installed the new 1.2 mod.

Loaded up my game and had no errors or missing base parts.

So to recap, if you have a problem when upgrading: Get rid of all items you have that are from the mod, then upgrade.

Working 100%.

 
Yep and its a very BIG issue that not many people even know about.
The game still "creates" ids for mods when it loads. Adding or removing mods after the initial save can wreck your game. For instance, in RH I have over 100 modlets loaded. I created a set of storage and added it as a modlet. Because the folder name came BEFORE all my other modlets, it made all my ingame storage boxes into movie posters.

Modlets are NOT as drag and drop friendly as one may think, and I hope people keep that in mind.

That said, this mod is freaking fantastic. The developer's attention to detail and balance is unparalleled. I urge everyone looking for more action in their game to install this. It's a work of art.
Yes the lacking of firearm in 7d2d make this mods a plus addition and its quite well made after-all, but due to the large size, quite number of players tend to let go this cool mod..

 
I ade ov verison Luc's Quality effectivness bonuses modlet that includes all the weapons from this mod. Basically increasesmost of the stats of the weapons as you get higher quality versions. Like it was in A16. I can upload it if anyone wants.

 
Err...I'd of thought people would have bitten yer hand off for the Quality Effectiveness doohickey! May I place an order please...sounds fab.

 

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Everything is working wonderfully. Except as of the latest patch, the Double Barrel doesn't have a reload sound. I checked out my xml's and they look identical for the DoubleBarrel and the "Extra" Unity resource is the same byte for byte. But then again I can't seem to open the Unity file to have a peek. So.... yea..

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