#Chucks Custom Items
1 messages · Page 3 of 1
Hey no problem
:)
dont go changing a bunch of settings
it takes you to that page
mhm
yes
what does your output log say
where may i find that
should i also get rid of all the EFT reskins, cause i dont think they affect anything
No thats fine
okidoki
sanity check
delete AK74u as well
probably not no
cmon man
im jokinmg
this is all new logs from packaging
LogUObjectHash: Compacting FUObjectHashTables data took 0.86ms
LogWindows: LaunchURL https://docs.unrealengine.com/4.27/en//SharingAndReleasing/index.html
I was just naming the pak file
yeah haha
lol
yea hit save
okay
ok watch my computer detonate when i try start this
already is
IDK if anyone else has tried to cook with my SDK yet
I think solbreaker did once
close the SDK and start it again
thabnks so much
enjoy
I like it
i just love Tarkov's way of handling the PSO-1, and i always thought ITR's implemnnation was a little small
also, im not a fan of the eye cup personally haha
allllrighty, time to sit cleaning all the hideous amount of crap i collected for 25 mins (if that)
eeeeh yeah but practicality
@tidal juniper Is it possible to move your UE4.27 folder to the root of the C drive
im also a fan of the cleaner look
idk
does it bring up the folder select when you go to package
oh yeah also one last thing before i go huff SF-40, my mind was actually BLOWN when i saw how you did the AK rail stuff. thats.... thats insane man
on the 100s?
yeah!
Yea I like the 100s
as do i
my wife made the upgrade Icons haha
(i also like the SAG 5.45 if you want something else to add but thats just a suggestion)
heheheh
speaking of cleaner look, this is why id like an eye-cup less PSO-1
that kinda vibe
*pretty sure thats a PSO-1D but anyway
@tidal juniper IDK what to tell you man try moving your unreal folder or at least copying your unreal folder to match my location
yeah im copying it already :)
I am gonna build this event graph for you
huh
and what do i need this for
great
my ue4 wants to brick itself again after closing the itr project
gotta clear the cache again
i dont have any more time today to load up ue4 and all the itr shaders to boot up the project
i need to sleep
post what you think i may need if you got anything else, ill check in the morning
gn
Im not gonna be on in the mornings anymore
ik
Does the mod remove the pecho plushies?
why would it
also, chuck. that copy directory to C root should definitely fix this tho, if it doesn't... idk man, I might have to migrate some files to a different project
and just pack it there
there may be settings in the itr project my pc can't find
After I installed the mod, my pecho plushies and paintings were gone
🤷
Make sure everything is up to date mason sounds like you have some old files
might want to load a save after fixing it, if it saved with the plushies missing
Yep what and said
And SNB if that doesn’t work you may have to download visual studio 2017
It’s gonna take me a little while to walk you through that
I heard there was an update so I have to uninstall and install stuff again
nexus mods down rip
Working on a way for you guys to zero your own holo sights and change the color
which files got an update, so that I have to reinstall them?
I normally just kaboom all of chucks mods and do em fresh just encase
including the patches
then I forgor and shoot myself in the hand
God damn it
Guess it won’t be simple then
It’ll be a pain to go back in after such a long break
Specially with security level 5
new save time :)
NO NO NO
It’s my first one, it’s been a long go with many long breaks, a damn year and a half. I won’t stop now
Not until I take the castle, then it’s time for a new one
I have many unfinished games, sadly I am that type of person, but I won’t give up here
I've done that
but it was my vanilla save
never got to the castle but honestly that's ok I was so bord of being immortal
Just update the custom items mod and the dependency file
It won’t break your save
Delete the patch files
Alright we willl figure it out one day soon
look into downloading visual studio 2017
did you install?
ye
try that
double click that
in the app?
alright i opened it and it prompted me to open it with app
ok select visual studio 2017
I haven’t even started to really use it, I’ve been busy trying to get a job after my last one laid me off at the beginning of the month.
damn
Yeah, it wasn’t a good sector anyway. I took the market advice and pivoted to cannabis/tech but it’s hard finding a good pay when you have no sector experience
I got lucky with my first real job, it would be tough to pivot to a similar but different sector
At least my life isn’t even dull or monotonous in any bad way
There you go
Yea that would suck. I was not looking forward to getting a real job for that reason but I really lucked out.
also
what plugins should i get on the installation of visual studio
"plugins" workloads
Great questions
one moment
dont choose anything yet
is that microsoft visual studio?
ah it is nm
How do I know what files need to be updated
my dumbahh
did you not update last night?
I updated a few
I’m using nexus
does the fomod stay up to date too or does it need be manual'd?
I updated the Fomod when I updated last
still a madlad for so many options and compats being supported all at once, gg
Its what I gotta do lol
So I dont get literally a hundred "This compatibility when???" messages
yeahhh as it really gets the fingers deep with all those so it's on your shoulders
lmao, your mod(s) do a lot to the game meaning if there weren't author made compats, it'd probably be a bad time
(bad time, for those with the entire mod catalog downloaded I mean)
Hopefully ITR 2 it will be easier to juggle all this stuff
curious how much if any at all can just be ported over
All the models for sure
whuge
finally installed
as the limited weapon selection is, promising for quality assurance but... oooooh that variety is the sweet spice of life knowing you can find a cool mag for a gun you can't find XD
I am looking forward to using my guns in ITR 2
as honestly without chucks, it feels very linear straight line with what weapons you'd use
meanwhile now (specially with stalkers/scavanger) I'd be all over having a grand time
where to boss?
built solution
its doing stuff still
k
Might be!
been stuck on 16 for like the entire time now
Yea it will save your progress
Became a teacher?
Gonna be in game for a while SNB so when that builds, if it still doesn’t work we are gonna have to do some thinking
Never been a good teacher at all haha
Then I can only wish good luck to your student hehe
running this overnight btw chuck
gn
my disk rattling sounds a bit like a calm rainstorm against my window
chucks changes how the mosin looks right? there a patch file to disable that? (I wanna use the camo from supporter dlc)
I’d just boldly look in the folders and see if I can remove the specific part
would require opening the pak, which I can't do
just try to start it and package
start the solution build and then package?
ok im not gona try to fuck around here, until you can fully assist me
tell me when you get home.
gona be working on pumping out more melees
Nice
the path location is in the name map of BPAsh
oh
i was now able to right click it and open the niagara whatever .h file with visual studio
will any changes i make in visual studio carry over to the blueprint?
After you recompile the editor
It's a little button on the bottom right looks like a grid pulled at a corner
In the UE editor
alright
there was no settings in the first niagara component regarding ash
C:\Program Files\Epic Games\UE_4.27\Engine\Plugins\FX\Niagara\Source\Niagara\Public\NiagaraComponent.h
plugins i see
god this project is killing my pc
Nope, extract BPash from the game with Fmodel, open it with uassetgui
Go here
Those are standard unreal engine assets you wont have to modify those
export raw data right
that is also the one that gets hidden by the event graph based on platform
You could ask them nicely for that niagara asset
pizza time :)
IDK if we could even use it
i dont think so
the multipliers are stored in the blueprint based on everything i saw in uassetgui
Yes but that was for quest
Give them the path and ask for that
remember all the files in there were generated by me
There may be stuff in the SDK that is missing that could be generated
but in this instance that niagara component is not one of them
yeah
gona eat now while waiting for a response
our timezones arent too far so i expect to hear back rather soon
chuck
could there be a way to add a second grip onto a knife?
i assume it would be very difficult to add the code dependencies to make it call for a second grip
so ill take the obvious answer of no without surprise
hey, im trying to change the colour of the PSO-1 scope reticvle, but it wont show up. do any of your mods (paks file below) do anything that would mess with that?
I think you could have asked this in private dms
but it´s just my opinion
ah sorry
hey
I am not chuck
maybe they don´t care
Yea this is related to my mod so it is relevant to post here
Yes my custom items mod changes that file, you’ll need to rename it to load after that. So like D_pso_P.pak
ooh, okay thanks
Oh I totally misunderstood then
Whoops
Smh imagine misunderstanding
Totally my mistake
goddamn he made another tool
Use this to zero and change color of all the reflex sights in the game
wait, are these whole new guns and not reskins im confused by the image with the aug and m4 page of the shop i didn't know that was possible
which file do I need to download to get the new stuff
Chuck is the pioneer who made custom items possible
woah
would be someone named chuck
chucks are always a w
like chuck in the walking dead
best character in the game (telltale one) frfr
name irl is not chuck
but thanks lol
Giggles all round as Joe pitches a movie about a bunch of heart breaking Somali pirates... from executive producer Chuck Sharts!
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Twitt...
Just found out that setting the output directory on my holosight configure tool, in the directory.txt file, the path needs to be in quotes and have a trailing backslash.
example
For some reason it hid the last backslash on discord so I posted a pic
Hey, playing on the newest patch with the most recent scavenger tags file, I still can't find any R700 mags on Factory for some reason? Are they very, very rare? I found an r700 in literally the first crate I opened in factory, was that just some insane luck or something? I've done about 3 tides where I completely clear & search every inch of factory, and I have found none. I am finding tonnes of M14 mags though, maybe it's spawning them instead of the r700 ones? Thanks!
youre playing stalker or scav?
Its definitely not spawning M14 mags instead of r700 mags, you are just getting lucky. you say stalker here but on modding chat you say scav so I am confused and it does make a difference which one you are on. If it is scav they spawn at factory, and if it is stalker they spawn everywhere.
Scav, I'm an idiot, sorry
real quick, how does the sight tool work? as I've just gotten used to the offset that most the sights are at anyways lmao
Read the read me!
@unique mist
aye?
yes
i didnt manage to work out how to do that, ill have to study the work of the master haha
you will like it for more reasons than that
then again im studying for exams rn, i should probably focus on that
probably
ohhhhhh did you remove the eyecup?
hes done his thing again
ohohohohoho
okay, im gonna look at that in about uhhh
15mins
for that pak yes
helll yessss thank you
i had to adapt the long scope material as a base for the new lit pso material
okay
basically I took the long scope lens mat and changed values and names to be the PSO material but with the lit reticle
Let me rephrase all this so I understand what I am typing
The vanilla reticle is missing that middle chevron
The new texture, it is hard to see that middle chevron in game
honestly, if its there its cool
yeah
anyway, enjoy when you get a chance!
oh i will, for sure!
might go do that now actually
eh
gotta eat lunch first
I feel like they wouldve been better off removing the two verticle lines immediatly beside the center chevron
yeah
Hell I may do that
the ranging doesnt work, and there isnt any wind deviation, soooo
theres no real need for them
also the chevrons in the base model are lopsided
I wonder if the man sized target rangefinder works in game lol
always bugged me
for range, maybe
i wouldnt expect it to work for bullet drop
if we are using a Tarkov reticle, and its scaled properly
It really all depends on the scaling of the texture and the FOV of the scope
mmmm yeah scope FOV
In unity and unreal, scopes are just camera components so FOV = zoom
hard to really tell what is going on
the IRL scope has a 6 degree FOV, but thats optical FOV
Interesting
Thats neat
*it was made out of random lenses and part of a cheap monocular, it was shit
Still neat haha
this mod is amazing i think the revamped and extra attachments really add to the play styles
I’m glad you are enjoying it!
hey, been testing the scope
overall, its working amazingly, although the lines do get lost a bit
however, cause the reticle is so thin (and i am hoplessly colourblind, in red-green) it is a lil hard to see sometimes.. im gonna take a crack at fiddling with the colour myself before i get u to have a look at it tho
i should be able to do this heheh
Are there any plans for a G36?
@unique mist just unpack that Pak file I sent and modify the color in the m_lens-pso material there
Naa no explicit plans for a g36
Hmmmm g36 tho
Could make it cheaper, but under continuous fire break down FAST
Also it takes special mags
Very light, very good but if you fire a lot it heats up and melts (the real g36 did this, a lot. Polymer framed gun early adopter pains)
Has anyone used my holosight configure tool yet? If so have you had any trouble with it?
uh a little
changed the path and now the BAT file wont open
although i havent reinstalled it
yo chuck
any idea on where the actual mesh for the character is?
i keep only finding myself exporting the sockets
I'll try to have a look at it tonight
ill fiddle with it later
im on a schedule,im revising for exams haha
one thing, it looks like the stock on the DVL-10 folds the wrong way, and also is offset very slightly up
i dont think you messed with the DVL tho?
you probably never noticed cause it is folding the wrong way rn
I did mess with the DVL it is completely rebuilt
aaaaaah, okay
in that case, it may be just me but it feels like the bolt went back a good bit further
it feels like its going about 2/3 of the way
also, on the LPVO, the scope only changes zoom when you let go of the wheel, which makes it hard to change the zoom level
plus, it is reversed, the markings on the scope are the opposite of what the scope is displaying
Yea I will have to fix those at a later date
love that the dvl folds, does it have a practical use for folding? no, but it does which is nifty
could you make the sawn offs a pistol holster? would give reason to ever use them once you get an over shoulder worth using
or is that more of a hardcode thing?
personally just finding it a really hard time to justify using any shotguns once the difficulty gets cranked, love them all tho
Maybe, I’ll look into it
i assumed this was impossible, which is why i havent asked... PLEASEEE
eeeeeh, it makes it let intrusive in the inventory (when it folds the right way) ,and if you have carry foldables in backpack on, it is very useful
No it was something for chucks holosight configure if you are on a German language pc
aaah right
it always unfolds as everything just centers itself, plus it doesn't count for carry foldables so I needed the "carry everything" to compensate
it works for carry foldables for me? are you sure you are on the latest version
whatever is built in to stalkers doesn't anyways
ah, i play scav
using the tarkov scav bag also works
??
out of curiosity, are there any upcoming weapon additions you want to make? if so im hyped cause they are literally always so good
Eventually I will do the .45 weapons. I have the models all set up for the Val and VSS.
ooooooooooooooh
i was going to ask about the val and vss, they seem a little out of place tbh
also, i was meaning to ask about the short FAL
i havent used it yet, but the stats say that the accuracy is the same as the long FAL
Idk I do not remember
looks to be the same, could be useful
The fact the Val and vss frames differ bothers me lol
Yep, they use the same magazines IRL, do they not?
Yeah
And the erm, scope rail thing, on the side of the soviet rifles is different shape on various rifles
But it should be the same
What's the name of it
Dovetail
Just OCD things lol
With tools that were already built by smarter individuals than I
That’s the short answer
are they difficult to use?
my ram is probably not enough lol
8 gb and windows uses minimum 25% of it
from fresh boot
I'd like to suggest something belt-fed, like pkm
very loud, kinda innacurate, but high damage throughput
Belt fed too complicated. Do not have the skill to get one going to the level of quality I would like it to be.
That's fair, I was imagining a static "belt" and just needing to replace the box and rack the bolt to reload
But I can see how that would ruin immersion
chuck, do you think adding a second grip point to an item is possible?
I'm asking this for melee weapons
also I want you to teach me how to add custom items, in dms.
afterall, you were able to create a custom gun with functioning grip points to it, just not sure if it's implementable to knives and machetes
It would take a lot to teach you to add custom items. I do not have time. I will be writing up guides to do this soon. It is a very involved process.
oooooh im interested in those
nerfed, learn basic modding first 🙏
The good chuck will have a whole article on pechomods.com on custom items and SDK usage
If you read any other article than basics atm, it's a ripped article from the Ready or Not modding community. RoN is also UE but a very different and flat screen game. Still good info IF it applies but a lot doesn't and I haven't cleaned it up yet
btw chuck
there was an error i fixed with the sdk, no idea how it happened or got made
everything was up one number in scene numbers
scene 9 was 10 which doesnt exist
8 was 9
7 was 8
1 was 2
so on
LogBlueprint: Error: [AssetLog] D:\A_ITR-SDK (1)\ITR-SDK\Content\ITR\BPs\Items\Weapons\Primary\AKM\BP_Mag_AKM.uasset: [Compiler] The property associated with Scene 10 could not be found in '/Game/ITR/BPs/Items/Weapons/Primary/AKM/BP_Mag_AKM.BP_Mag_AKM_C'
was the error it kept feeding
yea idk
but order does not matter necessarily, it really goes by the order in the compnents window
Give Chuck access to your computer and bank account and he will fix it 
I don’t think there are normally items in those two spots, my mod doesn’t add anything on that page.
lol
Chuck holding the guns hostage until ransom is paid so he can add them to shop again
turns out i had shit that shouldve been disabled
just the fomod with vanillapreset+your mods
It’s the free shop pak causing that I bet
yep it was free shop
tip for this later, single backtick will cause "\" to not escape (vanish) `
Thanks
Question, are you able to add whole new weapon catagories as well? or no/notyet?
I think something something working on it as I saw some talk about adding .45 cal
Well I guess thats the advantage of a game not getting any updates now lol
What do you mean by weapon categories?
listed options in the shop
I have added new weapons and pages to the shop
Ohh nice,
meanwhile Im trying to find an rigged/seperated halo weapon i can try to learn how to do this with or request you to make an seperate mod lol
working on the modding guide a bit more, using the makarov as an example, here is all the files that are used to get the makarov in the game
I like this pic, please include it into the guide. It's superb as an overview
Oh yea that is the plan. Found an ascii folder tree generator online
chuck
how possible do you deem a double barrel shotgun with this type of model idea.
shell shot will come out from the spike end
for the loading mechanism probably just flip the front half of the spikes
Hey please dont post your mod stuff in the forum for my mod, just ping me in your forum
fair enough
how so
I would say "good luck"
are flip up shotguns just annoying
Its not a melee weapon at all?
no
im doing this for the second grip
since melees apparently cant have a second grip added
Who said that?
my brain
you assume way too much
i still dont know how most of the code works
until you absolutely know what is and is not possible dont write anything off
but yeah, how hard would making a shotgun from that be?
and for the second grip melees... could you look into that?
if its not a melee weapon then probably not that hard. you would have to make the event graph though
i will be following the "official modding guide" btw
why make one? thisll be just a model replacement for the double barrel loaded shotgun
see I thought you were asking in the context of the sdk
nah, im not tryna do any advanced stuff with guns here yet
ill look into it on my own time, thanks tho
yep
oh wow
odd discovery, using time scale mod seperately (without stalkers) disables chucks entirely
even the loading screen tips are gone
I'm not even sure how or why
Maybe it’s because it overrides the same file that has the shop slides and sets the loot tables?
Which is why I made my own timescale configure tool for people to use
mf I thought that was a bullpup shotgun
with he stendo
hahaha
chuck
do you mind adding the candle cake to the shop as a standalone mod?
people want to plant candles around, its gona be a big hit
Just be patient, you will be able to do that yourself once chuck has his SDK guide out for us to read
Can you light the candles? I did not know that
have you tried just... making the files in the correct path and then just... running tree?
huh.
yeah, its a built in command to windows command prompt,
never knew Windows CMD could do that
lets face it, CMD doesnt have the best documentation
or at least
it isnt as well known
genuinely dont know how windows doesnt have a proper package manager yet
I first found out about it when a scammer tried to say that tree would list all viruses
i know one exists but its a pain
pffffff
ehhh
doesnt require admin except making sure you can run powershell scripts
even then, it has limited documentation cause its still like
we should probably move this to #pc_chat
yeah
@spark crescent nope, I don’t know powershell that well I am better with Linux
Good to know though!
linux should have a command for that as well!, (also that wasnt powershell lol)
hey, i was wondering what colour value the LPVO red dot has? its the most visible red dot ive used
also, does the "Rim Depth" value in the material decide how punishing the eyebox is? im thinking of fiddling with the LPVO's eyebox, it feels a bit too punishing for me
I do not know what rim depth does, I have not messed with any of those values
It uses the red color preset
right thanks
Currently sick, gonna try to write more pages to the guide.
daum hope ya get well soon all that
need the judge shotgun revolver, it would be funnie
Gun that looks like pecho
Honestly if we get this stuff to be more in depth this might be renamed to the Chucks Modding Framework
Oohh a bullpup!
goddaamnnnnnnn
also, have you thought about implementing more ammo types?
zodaxa mentioned this idea on stream, been thinking of it ever since
flechette 12 gauge would be the dream
could literally just be a "it does more damage, P+" and it'd make shotguns actually viable and not a challenge run meme
also doom super shotgun using 4 guage would be funy
yes I had thought of doing flechette rounds a few months ago but that is probably the only one I could think of doing. It will probably be a pain to add new ammos to the loot tables which is why I am putting it off
My first chuck mod is going to be adding a dozen “cyberpunk” shotguns I got off humble bundle so another shotgun round would be cool to add, like a tech shot or flechette
mostly the ammo I can think of are all shotgun shells, that and/or filling out the rest of CHP and subsonic
I'll go on a full "shotguns only" masochism run to show just how down bad shotguns are in need of some love for at the least a worth while ammo type as the damage fall off for slugs is just not worth the noise
tbh i finished up a .357 and shotguns only run not that long ago on quest and lord was it a pain to snipe with shotguns
and btw is not the damage fall off as its more pen fall off as that pretty much goes to 0 when at long ranges for slugs
and the drop off of the slugs themselves was a factor as well as they would hit the ground before hitting the target
at long ranges
Probably not, Id have to add its unique ammo
Am going to redo the aug though!
retexturing ammo would be annoying asf anyway haha, like have you seen that texture?
they're jam-packed all in one
best solution imo would be to export every ammo and reimport with a uv map for a side to side texture
Still waiting for Devs to fix 9x39 ammo AP/SS coloured tips
waiting won't do anything haha
I can try fixing it tho
unless chuck wants to import his own fix of the texture to his modpack
I'd do it myself if I had any kind of free time at all lol
I think the colored parts of the ammo is just white parts in the alpha channel of the BC texture for the bullets
kinda like emission
Ah thank you, absolutly legendary. this will save me roughly 0.3 seconds per round when sorting
nice
hello there
so ive been using the DVL-10 a good bit, and i hate to say it but the thing is kinda screwed up
for some reason, when save-loading or when just putting it into the backpack slot, the mag will get put into the "halfway out but the player is still holding the button" position
the safety is reversed and black for some reaosn
reason*
something is up with the bolt, i think the pull is shorter but the like
"zones" where it ejects and rechambers a round are stiull the same
so if i pull it back partway to try and check the chamber, it sits on that division and ejects like 2 rounds really fast
also, idk if this is something you can do in your mod, or whoever made the "carry foldables" mod would need to do, but none of the 100 series are carriable, despite being foldable
also, would it be possible to have the modernized polymer SVD (mainly because its foldable and carry foldables exists)
I’ll look at the dvl at some point. Don’t really want to do another SVD as it would be kinda redundant.
Chuck would it be possible to make a gun like VAHAN?
I mean if someone had the model sure
I mean the mechanic that it can use 2 caliber bullets (if I read it correctly)
Oh wait I think I'm stupid
Never mind
But would you be able to make a gun that uses 2 calibers on it
Doesn't matter, I've read it wrong
And it would like a re-skin to the AKS
They look functionally similar
Not many guns can shoot more than one different caliber without changing the barrel. Only one that comes to mind is 38special/357 magnum
I'll do a little research and maybe fins something that also will fit ITR setting
But also say if you'll be able to code something like that in by just changing the mag that was fed to the gun?
That is probably possible yes
It wouldn’t just be the mag that the gun accepts but that is one part of it
Just trying to think of much coding would be easiest for the gun to notice which bullets to shoot due to magazines holding different bullets
Then to code the exact bullet by the magazine value to corresponding to the bullet it has to shoot
White not glitch into and shooting some random bullet of previous used one's
A lot of testing to see if it works
If I find a gun that works in ITR settings you could first test and see if you could make the code work for like a test gun until you decide to model or give up on the project due the code being too clunky and project being too time consuming
yo chuck
can you make sure to cover every material stuff like glass in the full guide too?
thanks
I don’t know about every material but there will be a section on materials and the tricks I know with them
Well one thing is that no cooked material from the sdk will work at all in game
They use a custom ue4.27 version that has changes to the graphics stuff and as a result materials from the vanilla editor do not work in the custom ITR engine
But what we can do though is duplicate existing in game materials, rename them, and change the internal names to reference new textures. Extract them raw with fmodel and change names with uassetgui
I think there is something wrong with my timescale config when i run your file
Whatever value i put it changes the time flow at the base
but not in the radius 😄
scavenger version works ok, but stalker gives me this
Ok I need a bit more clarity, so I would grab M_ItemsBase as the uncooked uasset we have, dupe and rename it, change the internal logic I need, and then copy the tags I find with fmodel?
No, don’t use a master material, you want to use a material instance of the material. So for itembase you’d use like m_itemsbase_aug or something
I'm wanting to add a new rainbow material for use in my mod, as long as I link the material in the particle emitters and include the material I think it should just work. Right?
It should yep
@dry gate The newest "Chuck's Timescale Config 2.0" file changes time speed in home area but not when venturing outside in the radius. Is it safe to generate zzz_TimeScaleStalker2.0_P.pak using older file? It seems to be working correctly and I haven't noticed any bugs yet.
It might be, you may lose something in the shop though
When the thing you were making was working correctly when testing, but after patching everything up it doesn't work.
how so? i didnt know you re-did the SVD
i was thinking of it being like a weight upgrade
Yes I did redo the SVD in the 1.0 version of the mod
aaaah right
As for the carry foldable thing that would be something that that mod author would have to change to add in those guns added by my mod
I could add them in myself but I wouldn’t really want to release a version of their mod with my guns because that just doesn’t feel right
but i like the balance it adds
yeah, agreed
i could look into it and see if i could make some sort of addon
like a patch to their mod
that adds only your guns
Well it wouldn’t be much of a patch it’s just one file
fair
I could probably add it to the stalker version of the mod as stalker adds a few gun to be able to carry in the backpack
yeah, that could work
meanwhile I just want the Halo battlerifle but cant find one with all the parts seperated
or hell even the halo magnum
actually take me back to sand pit
@elder tree did you have the mp5 rail upgrade installed? Looks like mp5 bugged with ghost rails.
i heard there was a mod in the works that was to replace the deagle but i have no idea if that went anywhere
It "worked" but the sun user went offline and it kinda... Went down
oh
didn't know that
i know the creator of the carry primaries mod can't update their mods any more as they lost everything in a house fire
but i didn't know that they had left as well
yea he put on all attachment upgrades
it looked like it had rail covers, and he was able to just slap the laser onto it and it didnt make the rail cover disappear
On reload it didn’t look like the handguard was replaced by the rail handguard upgrade
yea the entire handguard upgrade disappeared
I’ll have to look into it tomorrow
updates just the time scale?
Yes
what does it do
it farts
glorious
the supporters for these don't
What was the update that same out today?
just time scale config ur good
yo chuck
just a hint to what everyone wants
sks bayonet
btw chuck
the m870 short's safety doesnt get pushed in or out
sheridan noticed this
he has one irl
possibility of melee collider on an attachment?
unlikely but imo its a "maybe" but a technical hell to make
There’s a collider on knives that is the melee collider
But it’s a standard collider
So it wouldn’t do anything on other stuff
hmm
guess thats not gona be possible at all
would have to create a whole different type of knife
customer states (zodaxa), underbarrel grenade launchers should be allowed to attach onto Rail B slots.
Custom states?
I would have to rebuild the grenade launcher event graph for new grenade launchers to work
something something, why not allow the grenade launcher to be attatched to the saiga
also did you un automatic the saiga??
it would be funny tho
Not the theme of my mod
Not with that attitude
Duct tape.
from factory not automatic lol
Fair
But it also doesn't have picatini from factory, but it's an option to modify it in the game to have one
Very fair
Recoil of saiga + automatic = 4 missed shots
Can you add a rail attachment to a knife
Probably lol
And assign it to a special rail type, only on the bottom of an sks
Ah I thought you meant where you could put an attachment on a knife
I could probably do a bayonet that takes the place of the suppressor
If it takes damage from stabby stabby that would solve one of the main issues with 1.0 bayonet
I’m thinking just bayonet attachments for ak weapons and m4/m16
For the sks, idk if the model I am using has the bayonet on there or not
Ah yea, no it does not
If you added a custom bayonet model with the 'attachment' on it that would be fine
I mean the 1.0 bayonet was on upside down so lol
grenade launcher knife when
THATS IT the auto shotty
That gun ain’t even real haha
ngl we just need higher capacity magazine fed shotgun
ahem ahem (full auto please!)
also just a noteworthy gun to slap into your mind here, the ksg.
i will stop bugging you now.
rare drum mag for the saiga (like the ppsh)
I might do a drum for the saiga one day
4 hours spent typing in coordinates finna be so much fun
50 rnd mag = 150 coordinates
you are thinking of the Pancor Jackhammer
that gun is not real
the AA-12 however, is
The AA-12 (Auto Assault-12), originally designed and known as the Atchisson Assault Shotgun, is an automatic combat shotgun developed in 1972 by Maxwell Atchisson (however, the original development by Atchisson seems to have produced only a few guns at prototype-level, with the development that ultimately lead to the gun entering the market bein...
and heres the one that doesnt exist
https://en.wikipedia.org/wiki/Pancor_Jackhammer
The Pancor Corporation Jackhammer is a 12-gauge, blow-forward gas-operated bullpup automatic shotgun designed in 1984 and patented in 1987. Only three working prototypes of the Jackhammer were built. Nonetheless, its distinctive aesthetics and futuristic design have made it a prop in action films, television programs, and video games.
Hate to say this but , it did exist and multiple at that but it was never adopted. It exists more than the jackhammer, with only one model that was not fully functional, but does not fit in any form of commercial setting, and no military ever adopted it in any capacity
alot of things want to use it but the bloody thing is just too expensive and impractical to use
I think it’s stuck in licensing hell right now. I’m sure plenty of companies would want to manufacture it
Back in June of 2018, our brother website Tactical-Life.com reported that a semi-auto version of the much-sought-after AA12 shotgun was
yeah that tracks
it's just alot of shotgun to be held in your hands
ofc the atf would step in
Drum.
#1217243523129147443 message
:)
but also this. 12 gauge 4 shot revolver
Hey, chuck how about a custom slam fire zip gun /s
Lead image of a very niche pinterest,
there are shotgun revolvers in .410, but most people ignore that and make it 12 gauge with4 or 5 shots.: Correction, modern productions stick with .410, but they were offered in 12,20,28,32, and .410 originally
You guys want more shotguns? Haha
I think its under utilized and kinda a mid weapon choice after village, until you get a saiga or spas. but id rather other ammo types get expanded like .357 or unique additions that change play styles and fit in to the game like your Ak additions
rather than a new shotgun id rather a drum mag for the saiga, it would then be the most deadly weapon in my opinion, with the only downside being range
I’ll see what I can do about the 357 guns. Not too many I can do besides a new revolver. I’ll do a saiga drum too, nothing coming soon though, have not had much time to do anything recently
drum mag would make the saiga more viable for sure, I find its just a bit to awkward to use vs the spas/pump otherwise
Kinda, but honestly one of the biggest deficiencies I see in the base game is 7.62x25 ammo, it's really common but the weapons that use it are suboptimal.
I'd be interested in making something like a rechambered FiveseveN in the caliber, with something like a 15 rd mag as historically there's almost no doublestack 7.62 Tok pistols made.
I'd love to do this myself but reading the three major guides only got me so far into making anything that worked, I seemed to be missing chunk of relevant knowledge crucial to getting a complete mod.
that's because 7.62x25 is a suboptimal round
Compared to what though? it's certainly better than 9x18 from a ballistics standpoint. Regardless, it's very common in game so having some more weapons that can use it would be an improvement
9x18 is also a suboptimal round...
the reason there aren't many guns chambered in 7.62x25 is because its bad.
Also it performs pretty well in ITR all things considered
i agree
its the fastest pistol round INGAME and like the other pistol rounds its +P is amazing
The LAD machine gun (Russian: пулемет ЛАД) is a Soviet prototype light machine gun. Although belt-fed and having a built-in bipod, it is chambered for the Tokarev pistol cartridge. The LAD machine gun was developed between 1942 and 1943 by V. F. Lyuty, N. M. Afanasyev and V. S. Deykin. Only two prototypes were built and it was not accepted for s...
simple
Absurd, disgusting. I love it.
Other than that I just grab a ppsh and head to bolotki when I feel like getting rid of some.excess stock
I do that occasionally, but I've developed an irrational hatred of the PPSH (along with many other WW2 guns) because of how often they're lasily put in games that they have no business being in.
Yah I don't particularly enjoy using it tbh
Just started to use your mod and I noticed that it breaks Saedriss' timescale mod. Is there any reason why the two aren't compatible?
bc he literally has his own compatibility file for it
you know chuck
you will have to eventually make a new gun category in the shop
can't fit em all
for one, its a very light round, so it doesnt have much power behind it (5.5g compared to ~8 grams of 9x19), so even though its going a bit faster, it doesnt hit amazingly hard. it will penetrate armour if you have a steel-core bullet (IRL at least), but it could maybe have issues with overpenetration?
from a balancing standpoint, it makes sense for the really common round to be kinda shit tho
Yes there is a very good reason, the file that is modified by that mod also controls loot tables and shop showcase slides. Thats why I made my own timescale configure tool so people can change the minutes per hour to whatever they want and not break my mod.
I already have for rail B attachments and 762x39 weapons
i was wondering if you know how i could fiddle with ammo stats? having looked through the files for the m4a1, i see it has a "MeleeDamage" thing, but i cant see anyting else relating to damage in the weapon files or the ammo
Ohh, I wouldn't have thought about the timescale mod messing with the loot tables
Yea unfortunately that is the case. That particular file controls a lot of different stuff.
Thanks for the clarification, I was like "why is my game suddenly dark" then I looked at my watch and got jumped scared by a dozen seekers with the zombie apochalypse mod
i also think that might be somehting to do with the AI using it, but i dont know
Weapon damage is set in DT_weaponinfos
oooh okay
Stalker and scavenger mod change weaponinfos, so you would need to get the modified version for whichever mod you use if you don’t want to blanket change every gun besides the m4 back to vanilla
oki doki
im also wondering if it would be possible to make a tool to change the spawn rates in a more granular way
*for scavanger mod
i know the guy who made scav mod is no longer modding the game, im just thinking some tool to like
increase the spawn rate of x or y in factory, or whatever
for example id love to be able to use a short PPSH, but i cant find any big boxes of the ammo, so its really hard to collect
either that or make some guide so i can work out what will spawn where
Anyone can do anything
I’m not gonna make that tool, it would take a lot of time and be difficult
You can probably find the loot table DT and modify it in much the same way as weaponinfos
hmmmm okay