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Tristam's a20 mod release thread.

What?  Are they conflicting or something?  Or are they just not being picked up by the new skills?


I'm using both TA and AS mods. Making them compatible should depend on tags used on weapons of TA. If TA uses different tags than vanilla, they may not be picked up by AS mod. I honestly don't know, because I haven't tried TA weapons yet, or maybe I did but didn't notice any difference lol

 
I'm using both TA and AS mods. Making them compatible should depend on tags used on weapons of TA. If TA uses different tags than vanilla, they may not be picked up by AS mod. I honestly don't know, because I haven't tried TA weapons yet, or maybe I did but didn't notice any difference lol
TA uses vanilla tags.  It works with the vanilla perks, I made sure of it.  So long as AS does the same, you should be good out of the box.

 
dunno but i killed at least 50 zombies with TA guns and 0 AS skill improvements i killed 7 with a normal pistol and boom lvl 1 *shrugs*. sry for the late reply i don't have email notifs enabled and primarily use discord

 
Last edited by a moderator:
dunno but i killed at least 50 zombies with TA guns and 0 AS skill improvements i killed 7 with a normal pistol and boom lvl 1 *shrugs*. sry for the late reply i don't have email notifs enabled and primarily use discord
I made a patch for you.

 
ok

EDIT: can confirm it's back to vanilla rates and again thx for keeping TA going and now for the compatibility with AS. if i discover anything in the future ill post here or you need a dedicated bug tester please feel free to msg me on discord (same name) or in guppy's discord, i saw you in there the other day xD

 
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Thank you so much @Tristam for keeping this mod alive. I don't know if IvanDX is planning on making a return so without you, this mod wouldn't be available at all right now.

A small issue I noticed using the ammobench, the player backpack doesn't open when you open the workstation so you cannot see your inventory and the compass stays displayed on screen so the name of the bench is unreadable. You can just add both to the ammobench in xui.xml

<window_group name="workstation_ammobench" controller="XUiC_WorkstationWindowGroup" open_backpack_on_open="true" close_compass_on_open="true">




I'll leave a link to the xui.xml for anyone who doesn't feel like editing it real quick right here.

On a side note, as I was perusing the xml I was reminded of the old TAmicrowave, TAoldstove and TAwalloven. Were they removed from the mod? Its fine if they were, I was just wondering. I had actually forgotten about them. I think streamlining this mod and refining it into the weapons and ammo is a fine idea really. If they are still in somewhere then I did not add the backpack and compass changes to them, just the ammobench.

 
Thank you so much @Tristam for keeping this mod alive. I don't know if IvanDX is planning on making a return so without you, this mod wouldn't be available at all right now.

A small issue I noticed using the ammobench, the player backpack doesn't open when you open the workstation so you cannot see your inventory and the compass stays displayed on screen so the name of the bench is unreadable. You can just add both to the ammobench in xui.xml

<window_group name="workstation_ammobench" controller="XUiC_WorkstationWindowGroup" open_backpack_on_open="true" close_compass_on_open="true">




I'll leave a link to the xui.xml for anyone who doesn't feel like editing it real quick right here.

On a side note, as I was perusing the xml I was reminded of the old TAmicrowave, TAoldstove and TAwalloven. Were they removed from the mod? Its fine if they were, I was just wondering. I had actually forgotten about them. I think streamlining this mod and refining it into the weapons and ammo is a fine idea really. If they are still in somewhere then I did not add the backpack and compass changes to them, just the ammobench.
I appreciate the appreciation.  Here's hoping IvanDx does come back.  He runs circles around me.

Thanks for the help with the ammobench.  I recently learned about that, but I never use the bench myself so I didn't notice.  I'll be happy to update the mod.

Yeah, I got rid of all the appliances as well as the changes to foliage, the fat Hawaiian zombie, and Screamer.  Some things weren't behaving with a20, especially with the new city changes.  I opted to get the guns working and then think about those later, but rn I'm thinking about leaving them gone.

Right now, I'm updating all the iron sights of the guns since they're WAY off.  But I can't pivot or rotate the weapons since I don't know how to use Unity.  So I'm just sorta sliding them around the screen with ScopeOffset as best I can.  It's not ideal, but it's all I've got atm.  I've got some fixes for the major weapons done already, and I'll release as soon as it's done.  Then, I'll think about doing minute adjustments to some of the assault rifles whose iron sights are a smidget to the right.  Which would be a problem when trying to snipe with them.

 
Awesome. Sounds great to me. I use ADS a lot so I look forward to it. Take your time. I can barely read xml so Unity is way beyond me. I can only imagine what goes into lining up the various sights/scopes/ads.

My two cents on re-implementing the things you removed at a later dat would be: don't do it, lol. It makes compatibility more of an issue and not everyone that loves the guns loves all of the other things. I think IvanDX was trying to balance the power of the guns with the zombie changes but it can be done better using other mods and allows for personal preference. Right now I'm using Khain's Dangerous Cities, Behemoth spawn and Roaming Hordes tweaks (100 zeds at once lol) along with feral sense on at night to make things the way I like it. Keeping it streamlined like you have it just makes things more modular and more customizable. I'd vote for putting the other features in their own separate modlet/modlets if you really want to bring them back at all. I doubt the biome stuff would look very good with A20s graphical improvements. The cherry trees were a cool concept but were already starting to look a little out of place or outdated in A19 to my eye. Just my thoughts.

I'll be perfectly happy with whatever decisions you make ultimately:)

 
@ Tristam:

I cannot find any of TA ammo in loot - this is intended?
One can, but it's rare. Been playing for 4 days with version pre 04.01.2022 and found couple of ammo packs alongside with guns in gun-related loot containers. While I have about 1200 vanilla 7.62 rounds, 800+ shotgun shells, 1000+ 9mm,  I've found only one pack of 5.56, 300 rounds of LongColt and 1 pack of .45.

 
From what I recall of A19 the TA ammo was always pretty rare and didn't start til later game compared to vanilla ammo. I just started running into guns and ammo from TA in loot once I got around level 30 or so. Not sure of lootstage, but I'm only in the easy forest biome so its not high. I know I didn't run into 45acp til pretty late in a19.

 
@ Tristam:

I cannot find any of TA ammo in loot - this is intended?
It is, but it shouldn't be TERRIBLY rare.  The concept was to not interfere with the vanilla loot too much.  Having a few new ammo types would have watered everything down and made it harder to survive.  New ammo can be made at the Ammo Bench, so it's not completely out of the question to have some, but I'll have to look into the actual loot drops rather than the loot table to make sure they're showing up as often as they should.

 
BTW! In TA assault rifles there can be installed vanilla barrel extender. In vanilla extender description says "increase damage", but TA guns do not affect this.

 
now to try and figure out how to add TA to JaxTeller718's Action Skills lol
If you take a look at your Action Skills mod, in the config folder there's an items.xml file. Inside you will see how each vanilla item that interacts with item skills has had an effect group added and some properties set. Without those the new items you add with other mods will not interact with action skills. I'm working on that now and will share when i finish if it's not already done. I just saw TA was updated so i'm gonna grab that so i can work from the latest update. 
 

Also, Tristam I love ReClass, great idea! I wound up adding a recipe for that random class and adding all classes to it's random selection. Then i removed the random items even and odd bundles from recipes and added them as possible random chance items to a rebuilt wildcard class to make wildcard more random like the original wildcard class  from valmars starter classes while sticking to your template as best as possible. I'd be happy to share if you want it.

ahh cool, Tristam I see you already did a compatibility. Scratch one thing off my todo list thank you very much. You Rock!

LOL really should have read the OP first, and checked for updates yesterday as that would have saved me some time. Keep up the great work, it is much appreciated!

 
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I appreciate your appreciation.  Once I find the patience to learn Unity, I think I can really get these iron sights down. Who knows?  Maybe one of these days I'll start adding in my own weapons?  Don't hold your breath on that last bit, though.

Sure, upload your work, magejosh.  I'm interested in looking it over.  Worst case scenario, it can probably become an addon to the mod.  Maybe I should upload this to the Nexus so that people can upload their addons there and have all our mods easily linked together?

 
yeah i did a direct edit as i was just trying to get it to work how i wanted and there's one item that is unique to my purposes and can be removed or altered to a vanilla playthrough easily. actually i'll just do that real quick to make it easier. It was ClassRandomGearBonus bundle and its random items, i swapped them to pocket mods. 

https://drive.google.com/file/d/1C3bvuhSaSV73X6nQdKK4R3snmI2GIUhw/view?usp=sharing

The only real changes are there in the items.xml.

I did the recipes in a separate mod. I can send those over as well but basically i set all TA weapons to 1 ranged weapon token crafting cost to encourage their use. Then for ammo i made the costs 1, 2, or 3 ranged weapon tokens depending on if it was a box/crate/metal box of ammo. 

 
Ragnar said:
Here you go, bro! I've killed half a day on just two damned red sights! Couldn't complete in a weekend :(
Half of Eotech or Aimpoint mark is value of 2 of the 3rd number after dot.

item_modifiers.xml
Hello once again! I have an update for Burris and RMR sights. I've adapted them for everything except RagingBull

 

<item_modifier name="HoloRMRSightMod" installable_tags="pstscp1" modifier_tags="scope" type="attachment">
        <property name="Stacknumber" value="1"/>
        <property name="HoldType" value="1"/>
        <property name="HandMeshfile" value="#@modfolder:Resources/alt?RMRSightPrefab"/>
        <property name="EconomicValue" value="250"/>
        <property name="UnlockedBy" value="modGunReflexSightSchematic"/>
        
        <item_property_overrides name="*">
            <property name="Zoom_max_out" value="55"/>
            <property name="Zoom_max_in" value="55"/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT2MK23">
            <!--<property name="ScopeCameraOffset" value="0,-0.0135,0"/>-->
            <property name="ScopeCameraOffset" value="-0.0005,-0.0095,0"/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT1Colt1911">
            <!--<property name="ScopeCameraOffset" value="0,-0.0095,0"/>-->
            <property name="ScopeCameraOffset" value="-0.0005,-0.0055,0"/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT2USP9">
            <!--<property name="ScopeCameraOffset" value="0,-0.0085,0"/>-->
            <property name="ScopeCameraOffset" value="-0.0005,-0.0045,0"/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT1P99">
            <!--<property name="ScopeCameraOffset" value="0,-0.0085,0"/>-->
            <property name="ScopeCameraOffset" value="-0.0005,-0.0045,0"/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT3Beretta93R">
            <!--<property name="ScopeCameraOffset" value="0,-0.0165,0"/>-->
            <property name="ScopeCameraOffset" value="-0.0005,-0.0125,0"/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT3Glock18c">
            <!--<property name="ScopeCameraOffset" value="0,-0.0105,0"/>-->
            <property name="ScopeCameraOffset" value="-0.0005,-0.0065,0"/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT3DesertEagle">
            <!--<property name="ScopeCameraOffset" value="0,-0.0145,0.1"/>-->
            <property name="ScopeCameraOffset" value="-0.0005,-0.0105,0.1"/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT3RagingBull">
            <property name="ScopeCameraOffset" value="0,-0.0062,0.1"/>
        </item_property_overrides>
        <item_property_overrides name="gunShotgunT2M4Super90">
            <!--<property name="ScopeCameraOffset" value="0,-0.018,0"/>-->
            <property name="ScopeCameraOffset" value="0,-0.0085,0"/>
        </item_property_overrides>
        <item_property_overrides name="gunShotgunT3Saiga12K">
            <!--<property name="ScopeCameraOffset" value="0,0.016,0.24"/>-->
            <property name="ScopeCameraOffset" value="0,0.0145,0.24"/>
        </item_property_overrides>
        <effect_group tiered="false">
            <passive_effect name="WeaponHandling" operation="perc_add" value="-0.05"/>
            <triggered_effect trigger="onSelfHoldingItemCreated" action="AttachPrefabToHeldItem" prefab="#@modfolder:Resources/alt?RMRSightPrefab" parent_transform="Attachments/Scope"/>
        </effect_group>
        <property name="PickupJournalEntry" value="augmentGunsTip"/>
    </item_modifier>


<item_modifier name="HoloBurrisSightMod" installable_tags="pstscp1" modifier_tags="scope" type="attachment">
        <property name="Stacknumber" value="1"/>
        <property name="HoldType" value="1"/>
        <property name="HandMeshfile" value="#@modfolder:Resources/alt?BurrisSightPrefab"/>
        <property name="EconomicValue" value="270"/>
        <property name="UnlockedBy" value="modGunReflexSightSchematic"/>
        <item_property_overrides name="*">
            <property name="Zoom_max_out" value="55"/>
            <property name="Zoom_max_in" value="55"/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT2MK23">
            <!--<property name="ScopeCameraOffset" value="0,-0.0145,0"/>-->
            <property name="ScopeCameraOffset" value="-0.0005,-0.01055,0"/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT1Colt1911">
            <!--<property name="ScopeCameraOffset" value="0,-0.0105,0"/>-->
            <property name="ScopeCameraOffset" value="-0.0005,-0.0065,0"/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT2USP9">
            <!--<property name="ScopeCameraOffset" value="0,-0.0095,0"/>-->
            <property name="ScopeCameraOffset" value="-0.0005,-0.0055,0"/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT1P99">
            <!--<property name="ScopeCameraOffset" value="0,-0.0095,0"/>-->
            <property name="ScopeCameraOffset" value="-0.0005,-0.0055,0"/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT3Beretta93R">
            <!--<property name="ScopeCameraOffset" value="0,-0.0175,0"/>-->
            <property name="ScopeCameraOffset" value="-0.0005,-0.0135,0"/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT3Glock18c">
            <!--<property name="ScopeCameraOffset" value="0,-0.0115,0"/>-->
            <property name="ScopeCameraOffset" value="-0.0005,-0.0075,0"/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT3DesertEagle">
            <!--<property name="ScopeCameraOffset" value="0,-0.0155,0.1"/>-->
            <property name="ScopeCameraOffset" value="-0.0005,-0.0115,0.1"/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT3RagingBull">
            <property name="ScopeCameraOffset" value="0,-0.0072,0.1"/>
        </item_property_overrides>
        <item_property_overrides name="gunShotgunT2M4Super90">
            <!--<property name="ScopeCameraOffset" value="0,-0.019,0"/>-->
            <property name="ScopeCameraOffset" value="0,-0.0095,0"/>
        </item_property_overrides>
        <item_property_overrides name="gunShotgunT3Saiga12K">
            <!--<property name="ScopeCameraOffset" value="0,0.015,0.24"/>-->
            <property name="ScopeCameraOffset" value="0,0.0135,0.24"/>
        </item_property_overrides>
        <effect_group tiered="false">
            <passive_effect name="WeaponHandling" operation="perc_add" value="-0.05"/>
            <triggered_effect trigger="onSelfHoldingItemCreated" action="AttachPrefabToHeldItem" prefab="#@modfolder:Resources/alt?BurrisSightPrefab" parent_transform="Attachments/Scope"/>
        </effect_group>
        <property name="PickupJournalEntry" value="augmentGunsTip"/>
    </item_modifier>
And additions to Eotech and Aimpoint: Scar-L, Scar-H, M249 are now adapted; m14 adjusted more precisely.

<item_modifier name="HoloAimpointCompM3Mod" installable_tags="rifscp1" modifier_tags="scope,rifscp1" type="attachment">
        <property name="Stacknumber" value="1"/>
        <property name="HoldType" value="1"/>
        <property name="HandMeshfile" value="#@modfolder:Resources/alt?AimpointM3Prefab"/>
        <property name="EconomicValue" value="600"/>
        <property name="UnlockedBy" value="modGunReflexSightSchematic"/>
        
        <item_property_overrides name="*">
            <property name="Zoom_max_out" value="55"/>
            <property name="Zoom_max_in" value="55"/>
        </item_property_overrides>
        <item_property_overrides name="gunShotgunT2M4Super90">
            <!--<property name="ScopeCameraOffset" value="0,-0.047,0"/>-->
            <property name="ScopeCameraOffset" value="0,-0.036,0"/>
        </item_property_overrides>
        <item_property_overrides name="gunShotgunT3Saiga12K">
            <!--<property name="ScopeCameraOffset" value="0,-0.013,0.24"/>-->
            <property name="ScopeCameraOffset" value="0,-0.015,0.24"/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT3MP5N">
            <!--<property name="ScopeCameraOffset" value="0,-0.0284,0.15"/>-->
            <property name="ScopeCameraOffset" value="0,-0.0195,0.05"/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT3MP5SD">
            <!--<property name="ScopeCameraOffset" value="0,-0.0284,0.15"/>-->
            <property name="ScopeCameraOffset" value="0,-0.0195,0.05"/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT2UMP">
            <!--<property name="ScopeCameraOffset" value="0,-0.0443,0.15"/>-->
            <property name="ScopeCameraOffset" value="0,-0.0354,0.15"/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT3KRISS_Vector">
            <property name="ScopeCameraOffset" value="0,-0.0352,0.1"/>
            <property name="ScopeRotation" value="0,0,0">
                <requirement name="CVarCompare" cvar="_Aiming" operation="NE" value="0"/>
            </property>
        </item_property_overrides>
        <item_property_overrides name="gunMGT3M4A1">
            <!--<property name="ScopeCameraOffset" value="0,-0.0335,-0.05"/>-->
            <property name="ScopeCameraOffset" value="-0.001,-0.0335,-0.05"/>
        </item_property_overrides>
        <item_property_overrides name="gunMGT2HK416">
            <property name="Meshfile" value="#@modfolder:Resources/alt?hk416FSPrefab"/>
            <!--<property name="ScopeCameraOffset" value="0,-0.03,-0.05"/>-->
            <property name="ScopeCameraOffset" value="-0.001,-0.03,-0.05"/>
        </item_property_overrides>
        <item_property_overrides name="gunMGT2ACR">
            <property name="Meshfile" value="#@modfolder:Resources/alt?acrFSPrefab"/>
            <!--<property name="ScopeCameraOffset" value="0,-0.022,0.28"/>-->
            <property name="ScopeCameraOffset" value="0,-0.024,0.38"/>
        </item_property_overrides>
        <item_property_overrides name="gunMGT3AUG_A3">
            <property name="Meshfile" value="#@modfolder:Resources/alt?AUGA3FSPrefab"/>
            <!--<property name="ScopeCameraOffset" value="0,-0.0356,0.37"/>-->
            <property name="ScopeCameraOffset" value="0,-0.0376,0.37"/>
        </item_property_overrides>
        <item_property_overrides name="gunMGT3G36KV">
            <property name="ScopeCameraOffset" value="0,-0.0331,0.28"/>
        </item_property_overrides>
        <item_property_overrides name="gunMGT3SCAR_L">
            <property name="Meshfile" value="#@modfolder:Resources/alt?scarLFSPrefab"/>
            <!--<property name="ScopeCameraOffset" value="0,-0.02,0.31"/>-->
            <property name="ScopeCameraOffset" value="0,-0.0220,0.31"/>
        </item_property_overrides>
        <item_property_overrides name="gunMGT3M16A4">
            <property name="Meshfile" value="#@modfolder:Resources/alt?M16FSPrefab"/>
            <!--<property name="ScopeCameraOffset" value="0,-0.0347,-0.05"/>-->
            <property name="ScopeCameraOffset" value="-0.001,-0.0347,-0.05"/>
        </item_property_overrides>
        <item_property_overrides name="gunMGT3SCAR_H">
            <property name="Meshfile" value="#@modfolder:Resources/alt?scarHFSPrefab"/>
            <!--<property name="ScopeCameraOffset" value="0,-0.0295,0.32"/>-->
            <property name="ScopeCameraOffset" value="0,-0.0312,0.32"/>
        </item_property_overrides>
        <item_property_overrides name="gunMGT3SA58OSW">
            <!--<property name="ScopeCameraOffset" value="0,-0.01,0.31"/>-->
            <property name="ScopeCameraOffset" value="0,-0.012,0.31"/>
        </item_property_overrides> 
        <item_property_overrides name="gunMGT3M249">
            <!--<property name="ScopeCameraOffset" value="0,-0.0222,0.3"/>-->
            <property name="ScopeCameraOffset" value="0,-0.0239,0.3"/>
        </item_property_overrides>
        <item_property_overrides name="gunMGT3M60E4">
            <property name="Meshfile" value="#@modfolder:Resources/alt?M60E4FSPrefab"/>
            <property name="ScopeCameraOffset" value="0,-0.0555,0.25"/>
            <!--property name="ScopeCameraOffset" value="0,-0.00765,0.25"/-->
        </item_property_overrides>
        <item_property_overrides name="gunRifleT3Kar98K">
            <property name="ScopeCameraOffset" value="0,-0.0442,-.2"/>
        </item_property_overrides>
        <item_property_overrides name="gunMGT3M14EBR">
            <!--<property name="ScopeCameraOffset" value="0,-0.0223,0.12"/>-->
            <property name="ScopeCameraOffset" value="0,-0.0250,0.12"/>
        </item_property_overrides>
        <item_property_overrides name="gunExplosivesT3MGL140">
            <property name="ScopeCameraOffset" value="0,-0.042,0.25"/>
        </item_property_overrides>
        
        <effect_group tiered="false">
            <passive_effect name="WeaponHandling" operation="perc_add" value="-0.05"/>
            <triggered_effect trigger="onSelfHoldingItemCreated" action="AttachPrefabToHeldItem" prefab="#@modfolder:Resources/alt?AimpointM3Prefab" parent_transform="Attachments/Scope" >
                <requirement name="!HoldingItemHasTags" tags="topr"/>
            </triggered_effect>
            <triggered_effect trigger="onSelfHoldingItemCreated" action="AttachPrefabToHeldItem" prefab="#@modfolder:Resources/alt?AimpointM3Prefab" parent_transform="PicRail/Scope" >
                <requirement name="HoldingItemHasTags" tags="topr"/>
            </triggered_effect>
        </effect_group>
    </item_modifier>


<item_modifier name="HoloEOTech558Mod" installable_tags="rifscp1" modifier_tags="scope,rifscp1" type="attachment">
        <property name="Stacknumber" value="1"/>
        <property name="HoldType" value="1"/>
        <property name="HandMeshfile" value="#@modfolder:Resources/alt?EOTechPrefab"/>
        <property name="EconomicValue" value="800"/>
        <property name="UnlockedBy" value="modGunReflexSightSchematic"/>
        
        <item_property_overrides name="*">
            <property name="Zoom_max_out" value="55"/>
            <property name="Zoom_max_in" value="55"/>
        </item_property_overrides>
        <item_property_overrides name="gunShotgunT2M4Super90">
            <!--<property name="ScopeCameraOffset" value="0,-0.047,0"/>-->
            <property name="ScopeCameraOffset" value="0,-0.0385,0"/>
        </item_property_overrides>
        <item_property_overrides name="gunShotgunT3Saiga12K">
            <!--<property name="ScopeCameraOffset" value="0,-0.013,0.24"/>-->
            <property name="ScopeCameraOffset" value="0,-0.015,0.24"/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT3MP5N">
            <!--<property name="ScopeCameraOffset" value="0,-0.0284,0.15"/>-->
            <property name="ScopeCameraOffset" value="0,-0.0205,0.05"/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT3MP5SD">
            <!--<property name="ScopeCameraOffset" value="0,-0.0284,0.15"/>-->
            <property name="ScopeCameraOffset" value="0,-0.0205,0.05"/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT2UMP">
            <!--<property name="ScopeCameraOffset" value="0,-0.0443,0.15"/>-->
            <property name="ScopeCameraOffset" value="0,-0.0364,0.15"/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT3KRISS_Vector">
            <property name="ScopeCameraOffset" value="0,-0.0348,0.1"/>
            <property name="ScopeRotation" value="0,0,0"/>
        </item_property_overrides>
        <item_property_overrides name="gunMGT3M4A1">
            <!--<property name="ScopeCameraOffset" value="0,-0.0337,-0.05"/> +-->
            <property name="ScopeCameraOffset" value="-0.001,-0.0337,-0.05"/>
        </item_property_overrides>
        <item_property_overrides name="gunMGT2HK416">
            <property name="Meshfile" value="#@modfolder:Resources/alt?hk416FSPrefab"/>
            <!--<property name="ScopeCameraOffset" value="0,-0.03,-0.05"/> +-->
            <property name="ScopeCameraOffset" value="-0.001,-0.03,-0.05"/>
        </item_property_overrides>
        <item_property_overrides name="gunMGT2ACR">
            <property name="Meshfile" value="#@modfolder:Resources/alt?acrFSPrefab"/>
            <!--<property name="ScopeCameraOffset" value="0,-0.022,0.28"/>-->
            <property name="ScopeCameraOffset" value="0,-0.024,0.38"/>
        </item_property_overrides>
        <item_property_overrides name="gunMGT3AUG_A3">
            <property name="Meshfile" value="#@modfolder:Resources/alt?AUGA3FSPrefab"/>
            <!--<property name="ScopeCameraOffset" value="0,-0.0357,0.37"/> +-->
            <property name="ScopeCameraOffset" value="0,-0.0375,0.37"/>
        </item_property_overrides>
        <item_property_overrides name="gunMGT3G36KV">
            <property name="ScopeCameraOffset" value="0,-0.0331,0.28"/>
        </item_property_overrides>
        <item_property_overrides name="gunMGT3SCAR_L">
            <property name="Meshfile" value="#@modfolder:Resources/alt?scarLFSPrefab"/>
            <!--<property name="ScopeCameraOffset" value="0,-0.0201,0.31"/>-->
            <property name="ScopeCameraOffset" value="-0.00005,-0.0220,0.31"/>
        </item_property_overrides>
        <item_property_overrides name="gunMGT3M16A4">
            <property name="Meshfile" value="#@modfolder:Resources/alt?M16FSPrefab"/>
            <!--<property name="ScopeCameraOffset" value="0,-0.0347,-0.05"/> +-->
            <property name="ScopeCameraOffset" value="-0.001,-0.0347,-0.05"/>
        </item_property_overrides>
        <item_property_overrides name="gunMGT3SCAR_H">
            <property name="Meshfile" value="#@modfolder:Resources/alt?scarHFSPrefab"/>
            <!--<property name="ScopeCameraOffset" value="0,-0.0295,0.32"/>-->
            <property name="ScopeCameraOffset" value="0,-0.0312,0.32"/>
        </item_property_overrides>
        <item_property_overrides name="gunMGT3SA58OSW">
            <!--<property name="ScopeCameraOffset" value="0,-0.0102,0.31"/>-->
            <property name="ScopeCameraOffset" value="0,-0.0121,0.31"/>
        </item_property_overrides>
        <item_property_overrides name="gunMGT3M249">
            <!--<property name="ScopeCameraOffset" value="0,-0.0222,0.3"/>-->
            <property name="ScopeCameraOffset" value="0,-0.0239,0.3"/>
        </item_property_overrides>
        <item_property_overrides name="gunMGT3M60E4">
            <property name="Meshfile" value="#@modfolder:Resources/alt?M60E4FSPrefab"/>
            <property name="ScopeCameraOffset" value="0,-0.0555,0.25"/>
        </item_property_overrides>
        <item_property_overrides name="gunRifleT3Kar98K">
            <property name="ScopeCameraOffset" value="0,-0.0442,-.2"/>
        </item_property_overrides>
        <item_property_overrides name="gunMGT3M14EBR">
            <!--<property name="ScopeCameraOffset" value="0,-0.0223,0.12"/>-->
            <property name="ScopeCameraOffset" value="-0.00005,-0.0250,0.12"/>
        </item_property_overrides>
        <item_property_overrides name="gunExplosivesT3MGL140">
            <property name="ScopeCameraOffset" value="0,-0.0442,0.25"/>
        </item_property_overrides>
        <effect_group tiered="false">
            <passive_effect name="WeaponHandling" operation="perc_add" value="-0.05"/>
            <triggered_effect trigger="onSelfHoldingItemCreated" action="AttachPrefabToHeldItem" prefab="#@modfolder:Resources/alt?EOTechPrefab" parent_transform="Attachments/Scope">
                <requirement name="!HoldingItemHasTags" tags="topr"/>
            </triggered_effect>
            <triggered_effect trigger="onSelfHoldingItemCreated" action="AttachPrefabToHeldItem" prefab="#@modfolder:Resources/alt?EOTechPrefab" parent_transform="PicRail/Scope" >
                <requirement name="HoldingItemHasTags" tags="topr"/>
            </triggered_effect>
        </effect_group>
    </item_modifier>
Installation: just replace the whole sections of sights in item_modifiers. This edits are based on Tristam's version from 01.04.2021 (the newest).

 
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