• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

Vanilla Firearms Extended

So another thing I found in the mod was that the M1 was improved to doing no damage to only one damage. Where would you have to go to modify the value and how do you even do so in the first place? It seems like all the values dont want to be modified

 
So another thing I found in the mod was that the M1 was improved to doing no damage to only one damage. Where would you have to go to modify the value and how do you even do so in the first place? It seems like all the values dont want to be modified
I don't know which files you used but when you download the archive from justMarques' post of 19 February, the M1 should deal normal damage. As far as I know the damage if the gun is set in lines 1320-1323 of the items.xml. Most (if not all) machineguns actually inherit the damage and handling stats from the base game AK74 and is tweaked for the different guns.

 
So another thing I found in the mod was that the M1 was improved to doing no damage to only one damage. Where would you have to go to modify the value and how do you even do so in the first place? It seems like all the values dont want to be modified
You need to add to M1 weapon tag "9mm" otherwise it will do 1 damage to zombies. There is also another way to do it...

Go to items.xml, find M1, scroll down to this section showed below

    <effect_group name="gunAK47">
        <passive_effect name="MaxRange" operation="base_set" value="80"/>
        <passive_effect name="DamageFalloffRange" operation="base_set" value="50"/>
        <passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2"/> <!-- random effective rng -->
In this section you can add this:

<passive_effect name="EntityDamage" operation="base_set" value="35"/>
This line of code will set a base damage of the weapon but 35 doesn't mean it will deal 35 damage, the damage is calculated in different way which I don't understand as the bullets and weapons themselfs has damage stats

There is also another issue with crafting HP and AP ammo of 5.56 and .45 bullets, because of no progression.xml AP and HP (and crafting boxes of this ammo) is not possible even after completing sniper perk skill and the other one for magnum ammo.

I'm not going to create a progression.xml but you can do it yourself or add my code to your existing progression file. If you want to add below code to existing progression file, ignore <cfg> and </cfg> tags

<cfg>
    <!-- 5.56 HP,AP & bundle ammo crafting fix -->
    <append xpath="/progression/perks/perk[@name='perkSniperAPAmmo']/effect_group/passive_effect[@name='RecipeTagUnlocked']/@tags">,ammo556mmBulletAP</append>
    <append xpath="/progression/perks/perk[@name='perkSniperHPAmmo']/effect_group/passive_effect[@name='RecipeTagUnlocked']/@tags">,ammo556mmBulletHP</append>
    <append xpath="/progression/perks/perk[@name='perkSniperComplete']/effect_group/passive_effect[@name='RecipeTagUnlocked']/@tags">,ammoBundle556mmBulletBall,ammoBundle556mmBulletAP,ammoBundle556mmBulletHP</append>
    
    <!-- .45 HP,AP & bundle ammo crafting fix -->
    <append xpath="/progression/perks/perk[@name='perkEnforcerAPAmmo']/effect_group/passive_effect[@name='RecipeTagUnlocked']/@tags">,ammo45BulletAP</append>
    <append xpath="/progression/perks/perk[@name='perkEnforcerHPAmmo']/effect_group/passive_effect[@name='RecipeTagUnlocked']/@tags">,ammo45BulletHP</append>
    <append xpath="/progression/perks/perk[@name='perkEnforcerComplete']/effect_group/passive_effect[@name='RecipeTagUnlocked']/@tags">,ammoBundle45BulletBall,ammoBundle45BulletAP,ammoBundle45BulletHP</append>
</cfg>

 
Back
Top