#Chucks Custom Items
1 messages · Page 4 of 1
Good luck
im not asking you to, its somehting i wanna do
some sort of GUI thing that lets you mess with a load of spawn rates
im shit at modeling, and i cannot understand the way UE works with textures and materials and... i just dunno
so id prefer to make some auto-config-file thing
Actually, unless i need to do spawn node things.... hmmmm
considering making some master config thing
ok im gonna go research and see what i can find out
Before you commit a lot of time, weigh the time you will spend making the tool to the potential time saved by it in use
All of the spawn rates are in the loot tables
im thinking less of a tool for modders, and more of a tool for general people who want to tweak spawn rates without six different programs and in-depth knowledge
so instead of unpacking, hunting through, tweaking, testing and re-packing a file, you can open up a file, change a slider, hit "Go" and it just does it
its just automating that process
That sounds good, in practice it will not be that easy. Spawn rates are not percentages, I really don’t know exactly how they work
its probably a weighting system
also, who said the thing had to be percentages
its just to give the user an easy way to change the values, not to make the user instantly understand everything
also, with an easier way to test it it will be wayyy easier to work out how the spawn rates work
if i were to do it, i would probably assign each item a "value", then each spawn point a value, with higher values being harder to get to (thinking like the long case just by the entrance to factory being "easy", but the case in the mimic camp in the canyon being "difficult"
then spread out stuff based on that
still have a chance for really valuable stuff to spawn in low-tier crates, but much lower
it solves the issue of walking into factory and finding an R700 in the case right next to you
then fighting into the camp and finding a couple rounds and an M9
sorry, im waffling
Unfortunately that is not how the ITR loot system works. The maps have the loot crate spawn points and those crates are specific loot tables.
oh right, thats actually really simple
You would have to edit the maps which we can’t really easily do
that makes it easier
Ah
have a 2d map, ping each crate
Yes on the whole it is not too complex
have a list of what can spawn, make it so you can add stuff
change spawn chances
shouldnt be that hard
Here is the first shortcut
aye?
You will need to use uassetgui to save the data tables as jsons
mhm
You can do that via command line
great!
maybe instead of extracting the data tables, you could just write new ones from a preset each time
have them load over everything, now you dont have to fiddle with all the unpacking
thinking it would work like your holo edit thing
with mods though....
actually, you would know this cause you probably messed with the spawns for your mod
if you make a pak file with just the spawn rate data, could it reference paks loaded before it
so like a pak that has spawn rates for stuff you added
I have to hijack where the ingame data tables are set and change those to composite data tables that pull from the vanilla data tables as well as new ones I have added
I can’t do it that way, but anyone else can
elaborate
If you are just modifying the data tables that make up the composite data tables you will be fine
okay
so im thinking like
main pak loads
your paks load, adding weapons etc etc
scavanger loads, changing spawns
my pak loads, overwriting all previous spawns data
oop right my bad
That would be the order
great okay this looks actually kinda doable
*for the record, i still havent found any R700 mags
But you will want to parse the jsons that are output from uassetgui, modify them, and then convert them back to .uassets and .uexps
in theory, we can do that once
or just have presets for each modset
There are like 90 tables
i mean have like
do this, have "base" versions
You can already have the jsons converted but you will need to parse the data within them
but instead of loading them from the user (wide area for errors here) just ship them with the program
so the program comes with pre-parsed, ready to modify and pack presets
Yes you can do that, that is the easier way but you are misunderstanding what I mean by parse the data . what I am saying is to modify the data in that json you will need to program in a means to parse the data (read all the data in the json, understand what values are what), modify it correctly, and save it back in a way that uassetgui will find acceptable to convert to the .uasset and reflect the change correctly.
oh yeah, i know it would have to do that
i am pretty good with data handling
.json is literally just .txt with a different name
That is good then
text is easy, just gotta space/remember the damn ;
hmmm
im just thinking about other mods
cause i dont want to have to re write part of the program each time someone makes a new weapon mod
and when writing code, its far easier to make it modular from the get-go
That is the tricky part of this new phase of ITR modding
i dont think ITR 1 will slow down, at all
also, its probably a good idea to make it "Good Code"
both cause i could probably put it on my CV or something, and cause that makes it just kinda better
hm
Good luck to you, talk to stuchoo for more info on the loot spawn rates
I've heard customizing the loot spawns is some black magic
my personal tweak I'd make to really all forms (stalker, scav, vanilla) is less individual bullets and more small and big box ammo. As yeah scav can go shopless sure but as long as you only use 9.18 and buckshot as anything else just wont happen. And you doooo find ammo boxes in stalker but it's so so rare that you spent 5 ammo boxes to find this one that's EMPTY. (clarification, it's rare due to the extremely diluted loot pool of random go brr)
Either that, or just make it so ammo boxes you do find are full, so their rarity is at least rewarded
curious how hard of a mod that last one would be to make, as the scav alt file to replace the starter box with 5 empty large boxes also sets all big box ammo found in the radius to empty as well
@dry gate regarding customizing loot spawns and compatibilities...
have i read wrong in the past, or wasnt there a tool for opening pak files to customize them, or atleast see their contents
also
im really excited for the guide on adding data, i cant wait
because ive researched grips on items
i think i can add another grip.
until then, ill be shooting in the dark at this problem
i still dont know how and what exactly i need to do, to make it call for the added data incase i do add some.
"as the scav alt file to replace the starter box with 5 empty large boxes also sets all big box ammo found in the radius to empty as well"
I found a 5.56 big box on factory with ~30 rounds in it yesterday but that may be dependent on which abundance preset you use
@tidal juniper you can use repak to unpack a pak to its uasset files
ill assume its not bound to a certain version? as in it works for most UE4.27-UE5. versions?
it is just a pak file afterall
It just works idk
this right?
It’s a command line tool though so you either gotta write a bat file each time or just go into cmd
Yes
Yep, and you don’t even need to worry bout the aes key stuff
and another thing
is adding bullets above the normal bullet capacity of a mag complex?
Naa
or is it as simple as just copy pasting the asset line
Just editing the dt_ammocontainer.uasset
its not held in the mag bp?
If you want to add more physical bullets that show up on the mag model then it is in the BP
also i take it that it doesnt have to call for every single physical MESH round, so we dont have to do hundreds of coordinates right?
No you just change the number
wicked
30 to 40
the drum mags will be really easy then
Yea
Yea the saiga drum I am going to use will need to have them all visible
But that is no big deal with the sdk
one last thing tho, how complex is adding an item to the shop list
2.7.0 has the machete in the shop, and it got removed in versions above
i would like to reimplement that
They removed the machete from the shop?
yes.
wtf
not sure for 2.7.1 but 2.7.2 doesnt have it
I’m never remember the machete ever being in the shop
Ah
also it costs like 1.2k to buy lol
Well snb it is not hard but you potentially will break a bunch of mods
You gotta have a version for vanilla, stalker, scavenger, my mod vanilla, my mod stalker, my mod scavenger
alright
I will add it to my mod when I get a chance
What page is it?
Z?
thats why theres a missing item slot
Zodaxa
Oh
Of what?
of the machete shop slot
Naa that is fine
I've tested it with both scarce and abundance, same prollem
ok i used command prompt instead, convenient
a fit was thrown as it was a supporter pack reward as well, with the cammo skins and all, it was shadow removed for ????
chuck, do you use a FULL version of the stalker and scav compatibility loot tables, or is it an addon to the data tables?
not hard at all i dont think
thinking with it's simplicity it wouldn't be too hard but I could be a fool and not knowing how modding UE works in the slightest (this is so true)
should be as simple as just pumping the chance up and copying everything else down from the loot tables of scav or whatever you use, to not overwrite everything (aka compatibility)
Was it in the supporter pack?
I don't ever recall it being apart of it or being mentioned that it was
it most likely was tho
I know it was worded super weirdly with it being reward for early supporters
cuz it also spawns a machete on your mission table desk's right side on a new save slot
same thing, 2.7.0 only
(im on supporter)
weird
devs probably just forgot to mention this, or shadowed it bc ppl would complain
(here we are, we should stop bloating chucks chat here now)
that's why I bought it (and the cammo)
I don't remember it evveeeeeeer being mentioned the machete was in it but It might've just slipped by me
right mybad, chuck give me a extendo mag for the auto glock thanks (half joking, it'd be funnie)
what i do is carry a couple of big boxes, empty. whenever i find ammo i put it in the big box, whether it is a single bullet or a half-full box. one of the changes im thinking of making with my weight mod is to reduce the weight of ammo, because otherwise i need 2 of each box to carry everything
ideally, id be able to set the weight of an empty small box to 0, and (somehow) make it so that packing ammo in a big box makes it lighter, so that the big boxes are more valuable
thought ammo boxes small and big had a fixed weight?
at least my experience with stalkers/scav, you find too many misc bullets to go in an empty box you brought with so they all get crammed randomly in the corner to deal with at home in the ammo wall
My mod used its own data tables and makes the game use composite data tables that consist of the vanilla DTs and my own
So any mod that modifies the vanilla Dts, scav and stalker, will not be overwritten by my data
sickoooo
that's crazy
also chuck
you should make shotguns able to use silencers, obviously not double barrels, unless u want a welded together silencer attachment specifically for double barrels
just be sure to make them damage the silencer a bit more than other guns for obvious reasons
I do love shooting literally one mag and my silencer is at half durability making them absolutely worthless
These guns are chefs kiss
Using the saiga and the new look is beautiful, especially with that siderail b, placed the 2x scope in the front and it's perfect!
Glad you are enjoying the mod!
One weird thing I noticed though, and I'm not sure if it's maybe a me problem with other mods conflicting but when I was checking out what guns you have added by looking through the shop (even though I'm doing a no shop scavenger run with your dependencies) is that the small flashlight attachment looked transparent, so I'm wondering if it will look like that if I find one out there or if it means it is disabled
can confirm, that's not normal, all the flashlights work fine normally
whats ya mod list? (screenshot for incompats)
Just got in bed, but chucks with scavenger mod and those dependencies, scavenger ammo boxes instead of the usual loot in that starter tower, the zombie mod that turns every enemy into seekers, sound mods for the guns, snb's shield machete mod, silent gas mask, better helmet, better cube anomaly sound, realistic suppressors so rifle suppressors don't break, and gas mask remodel
And the insane bullet to container filler mod, I think that's all
Ah and distant enemy sounds like footsteps, gunshots, kill sounds, and killable btr, *uncensored dialogue too
nothing there doesn't seem like it'd cause weirdness, any cosmetic change mods?
Only one would be chucks, I can see the model in the shop but it's transparent kind of like it's disabled
Only other ones would be the shield mod, the helmet mod, and the gasmask mod
never really looked at it too hard in the shop tbh
but I can tell you from experience that they all work fine, buyable, lootable, in scav and all
If only I could test it out in the range, but shop's disabled in there too haha, guess when I find a small flashlight attachment I'll know for sure
Good good
scav shop disabled does a couple weird visual things like that
A drum mag for a glock would be cool
I have a 33 rnd mag for the glocks ready for next content release when I get a bunch more stuff done
When will it release?
Not sure yet
Alright
New scav dependencies that fixes sks supressor upgrade uploaded
Once the FOMOD uploads then I will release a new ChucksTags file for the MP5 attachments fix
What is FOMOD?
mod installer for vortex
Ah
What was in the update
look 5 messages up
Oh ok
hey, im looking through your data table for loot, and i was wondering why there are two entries for grey crates?
at least i assume thats what this is
IDK thats just how it is set up in game
rightt
well theres my answer
thanks, wouldve made a comp file and my own if you wouldnt have.
make a glock and balls
Darius wouldn't like to see me working on such that's for sure
I'd love to see new revolvers, but I imagine it'd have to also be top break like the current revolver
Would love a 12 gauge shotgun one and/or a longer barrel magnum
Mmmmmmfgh
ayo?
😜
I forgot about the revolvers
Useless as shit
I played Russian roulette got my shit blown off on some jfk shit frl
not necessarily
@dry gate hows the full guide going?
Hello Guys, I'm looking for help in regards to the Vanilla SKS and the Suppressor. When I try to attach it nothing happens. Hopefully someone else here who has their verson working can help me out. Much Appreciated
Edit - Everything else works good and I'm on Vanilla (No Scav or Stalker Mod Yet)
does it have the barrrel upgrade required to attach the suppressor?
It does. I took 2 SKS to the range for testing, One with and one without the upgrade and I noticed I don't see the suppressor mount even with the upgrade, although I can see it in the PAK files.
I'm on ITR 2.7.2....(Latest Version/Steam) | Running the Latest Mod Version
- I tried Reinstall and tried 2.7.0 | No Effect
- I tried without the Optional Mods | No Effect
- I tried Vertex and Manual AIO Install & The 2 Part | No Effect
If all else fails hopefully someone can give me insight on bypassing this, and forcing the suppressor on the weapon. Keep in mind, the suppressor works on other guns just not the SKS. AK104 and 105 works flawless from my testing. I'm starting to feel like less of a programmer if I can't figure out something this simple lol.
I have a Ryzen OC system so maybe something weird is going on there, I seem to be the only person with this issue so not much else I can give you unfortunately.
You never know lol XD
I feel like chuck is racing the release of the sdk vs itr 2
Unfortunatly
@next wharf Download the newest Vanilla depencency file and try that.
Found the acog with the red dot and I'm blown away at how accurate it is. Even the laser pointer doesn't deviate from the center dots
Which part, the red dot, scope, or both?
This is how we are going to have to do data tables for multiple modders
Each prospective modder will be given a User number and they will only edit data table files in their User folder
I've been playing with the LPVO. Thanks so much for using a higher zoomed option and not just another 4x lol
You're welcome, glad you are enjoying it
about the LPVO, i noticed that the dial is actually reversed, for the markings on the scope
its like tiny detail tho, so no pressure haha
oooh, if you are standardising data tables i would wanna be in on that, for my project
my exams are keeping me too busy to be able to work on that for now, they end in like a month tho
neaaaarly there
Yea I still need to fix that on the LPVO. The tables are all blank right now, they just need to be set up beforehand so a modder can overwrite them in the future and their tables would be referenced along side other mod users without stepping on toes.
Dont know what I will do for the loot tables though, to set them up I would need to make 890 files and assign them all by hand, one for all 10 prospective mod authors. More actually due to the 3 different mod versions
Can confirm, excellent work as always
Great, glad to hear it.
I'll be collecting my vodka for the bug bounty later comrade lol
hey, I want to play this mod with the Stalker Overhaul Mod as it seems really neat, but I was wondering; Do I only install the 'dependencies stalker mod' mod or do I need to install the custom content pack as well?
Chucks Custom Items Content? If so yes
so both image 1 and image 2?
awesome thanks!
Anything for my comrades
what playing with chucks mods looks like (what files you do and don't)
(also vanilla is XOR'd with stalker/scav for the 3)
also new update ?
does this mod, aside from the guns, also change gun sounds? I already have a few mods in my game that change some of the gun sounds and don't want it to conflict lol
Sounds are very easy to overload by using the pak order numbering system, simply add a number for 0-99 before the _P in the file name, higher numbers are loaded last and so overwrite the previous relevant pak files.
alright, thanks
to my knowledge I don't think chuck does sounds?? in any case I have a ton of the sound redesign mods and they all will over write whatever chuck would do
and if they aren't, give them that good ol' **z_**modname.pak at the front so they load last (over writing)
thus why on my streams my gun sounds are jarring
Has the drum mag released yet?
Glock drum mag? No, and it’s not a drum it’s a 33rnd stick
Update today was to fix the sks on vanilla
z_modname_P.pak*
Oh shit my fault that’s what I meant
Ah alright
Yea, Naa not yet, probably gonna be when the .45 guns come out
ETA?
Nope
No eta
Have no idea, haven’t really started on it, been loosely focused on the modding guide
Both parts are immaculately accurate
Alright well good, glad to hear it
Alright for sure
chuck
would you bother generating an sdk for itr 1.0
idm if u don't want to or cant
Wait will these mods even work for itr 1.0?
no, chuck did make a glock for 1.0 though its in here somewhere
1.0 is as moddable as 2.7
we just don't deem it worth the effort
I feel like doing some stats and stuff
dude I wish 1.0 was playable with the 2.7 improvements
if only
the map was so cool
real
1.0 with Chuck's mod would slappp
withouth the 2.7 improvements 1.0 isnt very uhm... good (still better than a ton of VR experiences) in my opinion. If there is a way to backport most of the 2.7 improvements to the game, while keeping the good mechanics of 1.0, THAT would be an experience
I'll agree most VR Games aren't on par with ITR, I wish we had more AAA love
I dont want more AAA love... Have you been paying attention to the gaming industry the past few years?
AAA games have gone to shit these past few years because of a whole host of things and money
I started on a 1.0 sdk but ran into issues. Don't remember with what right now but it was just too much to do at the time. I think that was before I released the 2.0 mod.
Wait chuck your a god damn Pilot ?
I might as well be lol
Question, are you also a Software Developer ? or just modder
Also fuck UML Diagrams all my homies hate it (jk I would die without it)
No I know very little about the coding languages. I don't know what UML diagrams are either lol
OK yea I have probably seen these a time or two
Maintain
yes
full motion, multimillion dollar machines
Its a good field for software people to go into that pays way more than video games
and they basically are video games
What is the title commonly called?
My job title?
Flight simulator technician
But the people who build them are flight sim engineers
@dry gate huh I thought you'd be very knowledgeable on coding language. I thought modding required a lot of that
Nope. It can certainly help. And open up new avenues of stuff you can do
I want to learn modding, I will wait till ITR2 and then start somewhere I think
you wouldnt want to make mods for a game thats completely in alpha* and will be overhauled many times in a short time
Is it just me or is the USSR Reflex Sight (The Green one forgot the name) a little too dim ? I really struggle using it with a flashlight but I notice it's the cheaper option so idk if that's on purpose or not
most of the floating sights are a bit dim, they simply are tho and yes they are hard to use with a flash light
In my experience modding is mainly composed of Assets and JSON files, but I know some games with official mod support do require coding to achieve peak results
pros and cons
to be fair, irl, if you were to shine a flashlight into a reddot making out the reddot would be very difficult
that was my point
(assuming using with the headlamp)
they are true to the reference, and not a videogame full bright easy sight
lpvo is just the nightforce but actually usable, praise
I no joke use the nightforce with the VSS to snipe with
try the pocket lamp, so you'll have clashing colours for higher vis
like its actually useful to me
7x is just too high
oh you think I use it on 7x lmao
for a minimum
Laser go brr
I use it at around 15x on average
I use the VSS irons for CQC, theyre still usable with the scope on there
lasers are too expensive in my use cases, and they alert too many to really be useful
My virtual stock won't work for some reason so it's a pain to get snipes
I be shaking like a mf
I only use laser on my pistol or SMGs
id suggest not using virtual stock and just using the hold breath function
aim smoothing
whatever its called
virtual stock is the most jank thing I've ever experienced in vr
the hold breath thing tho is hhnnngg



makes most of chucks guns feel excelent too
yea aim smoothing is one of the MOST thought out features ive seen in a VR game
idk who in CM Games came up with it
but he is THE ONE
idk either, but I also am really really not interested in PvP VR gaming
shooters atleast. Till we have proper physical recoil following stocks I wont be
that is such a crazy tall ask holy
It definitely is, but in comp shooters recoil matters, and I do not like the current VR recoil implementations
cus they kinda dont make sense
some work some don't it's a preference thing
like csgo recoil or tarcov, very different experience for different games
H3VR has it
yeah im thinking latest update has bunged up previous existing saves
IE, not safe to update mid save
basically previously existing attatchments are kinda bunged
im still bug testing this
On all weapons?
Do you have his kedr shotgun installed?
Yea if you have it installed try removing it and loading a previous save
There is no fix for the stuck repair bin. That can soft lock your game.
Don’t overwrite your saves and loose a bunch of progress, get a good save going before you do anything else
@lost heath
Did you previously have the rail block upgrade on it? That is probably what is causing the issue if you are using SNBs mod now
it's an iron man save so lmao
had a back up before I did stream today so we're good
yeah it was snb's both spam12g and the m82 as both do stat changes
oh yeah it was maxed ouit
Yep that will do it
my dreams of using the 12g kedr in my stalker main save dashed before I realized how awful an idea that'd be
whats the akmp mags and the norm long mags other than cost to use?
they have the same durrability
Hey Chuck, Couple of things
- The AK74Us Store model is broken, not when purchased tho
- The new sniper you added (forgot the name but the hunting one) mags won't go into the mag pouch
- I can't enter the PP mag into the PP gun (Never thought I'd say this)
Just some things I peeped on Vanilla, just thought you wanted to know if you didn't
Nothing too important
the pp-91 or ppsh?
im only asking as those 2 guns that can be called that
91
maybe my files fucking up but i cond do 91
def 91 its that black thig gun
Is it a mag/gun you had on vanilla before adding the mod
See if the issue still exists after finding a new one in the zone
For sure I gotchu bro
If it persists take a screenshot of your mod list and post it up for chuck as well
Your smart
Thanks man
You'll do great things in life
Over 20 years in IT, troubleshooting is my job lol
Listen this might sound dumb
but I'm a Software Developer that can't mod
I can't write up UMLs, Class Trees but never did mods a day in my life
Similar area but different skillsets
I can develop in java, c, powershell and lots of old dead languages but I can't dev rust
But all it would take is getting stuck in, same for you
I'm specifically a .NET Dev but I have my Web Specialist Certification but i hate web dev
I just did it cuz easy job
But i hate it
Oh I have CompTia Cloud but lets be honest whos hiring a Junior Cloud Practiorner these days lmao
Most of my college learning was in coding but I ended up in IT because when you get your first job beggars can't be choosers
It was a good place to work so I stayed
I even did assembly, never needed that ever again lol
I heard college programming ain't shit like the real work , is that true ?
also felt that, I take what I can get even though I really want 100k a year lmao
All these certifcation and they could give a shit les :(
Mostly yes, as they can't easily make practical real use projects as you only have a limited time to learn everything
There's no substitute for experience unfortunately
Tbh 8 weeks is not enough
I agree, I had to scrum so much it actually made me hate programming for a bit when it's my hobby
Listne man this drink is kicking my ass I"ma catch you later
Ttyl
Fun chat no doubt
Not trua be turde
rude
I just cna't keep t i together any lognger
Real
Just watched a vid of this mod and what caught my eye was.... Chuck managed to put a canted sight in the game?
Yes
Among other things lol
yes I saw the other things too 😅
That one caught my attention the most haha
I was unsuccessfully trying to make up for that with as side rail but with virtual stock it's just too much of a hassle since you have to turn the gun 90 degrees. Tacticool gun manipulation is something I badly wanted to try in ITR but alas... until I saw this mod now I'm kinda interested
the kedr (pp-91) works fine when outside of vanilla, other issues remain
The stock folding thing is pretty much at the bottom of my list as it is only cosmetic. I also don’t really know what to do with it due to some complicated modding stuff that is hard to explain.
@next wharf what other mods are you using? I haven’t changed anything with the Kedr since maybe a month and a half ago.
That was something that happened to me in the Firing Range, I have clothes, backpack and the sound mods. Could've just been a one time thing never used it sense
I would love to see a CZ Shadow 2 in game, no game I play has it and its a shame
Been working the past few days on getting the loot table DTCs generated for all 10 potential mod makers, 11 including me across 87 loot tables and 3 mod versions. thats 2871 Tables that need to be assigned. Im not assigning them manually. Cant automate it normally as unreal doesn't let you set the parent tables of a composite data table in a blueprint, so have had to download UE4.27.2 and compile it from source with the composite data table parent tables exposed to manipulation. It did work when I compiled it, I could now set the parent tables in a blueprint, but now I have to get the SDK into this new version of 4.27 I made and that has been difficult. all I need this thing for is to make the DTCs then I can copy those files back to the original SDK.
Takes like an hour to compile UE from source
btw chuck, my current project for the next week or so, will be making a custom gun, planning on making a new shop category for it for obvious reasons too
so yea consider getting mine out first if u dont mind
Idk what to tell you man, I haven’t figured out the best way to do that yet
Haven’t written the guides for any of that stuff, nothing yet
I'm in love with the short m870 shotgun being holstered in the pistol slot, and was wondering if it's possible for the sawed off double barrel shotguns to get the same treatment
It is possible, perhaps I will do it on the next update.
genuinely that'd give so much more reason to use the sawd offs as they take the same over shoulder as any actual gun, making them kinda underwhelming
but the pocket shotty oooh~
output of my asset action script
creates all the Datatables and assigns them
I am user 0
puts them in their own directories too
Took about 5 mins to run on the whole folder
the V in _V_User1 stands for Vanilla
all created and assigned to their composite tables automatically
all 261 loot tables (87*3) for user1
Now to figure out how to do the DA_GameConfig
this is getting so real
you're an actual legend to the modding community tho, I can't even explain how much your brain helps us
Hey Chuck I'm running into a issue where I can't put the PP91 Long mag into the PP91. Just got Scav Mod.
Edit - I can't use either mag, I know it's probably my fault so I'll try to figure it out in the mean time. I can't even clean the gun I found, strange.
Try to download the 1.3 gb all in one fomod that was uploaded april 24
Bet will do after I get some rest
I'm just persistent, thats all
That fixed it somehow, (idk how) but we cooking!
magic
Godly
It all rides on being able to set this a multiple points of time when the game is running
IDK if it will like being changed but if done early enough it might not matter
which is also why its gonna require UE4SS to work
will have to be run pre initialization
and possibly more times, if I can hook it in on level changes to the hub and shooting range that would be good
had to set up a user defined struct to make new data tables
vanilla shop now set up in its own Data table, and then same thing with other data tables, will have the Composite data table which is what the shop writer blueprint reads from and sets the in game shop to
Might not be able to set it at all. That would suck
Ask for the uncooked file
Well unfortunately that wouldn’t help much. Unless I just hijacked the shop as a whole
That was my initial thought but it would’ve required me to rebuild the shop BPs
But maybe I’ll just ask for them haha
Modding
ah ok
Chuck is working to make custom BPs compatible provided us other mod makers follow his guide correctly. That is how he broke the shop
just saying chuck... worth a try for you to bring back the bayonet.
If I did make a bayonet it would be a new attachment
could you perhaps cook up that DA_Player config for me anytime soon?
sorry, I forgot and I can't right now
you can have this
This is the one that I did for myself
I don’t remember all I did to it but I did up the sprint speed
it looks like its from 2.7 not 1.0 (i was tweakin here)
maybe thats just me (nvm yeah its from 1.0, just has some lines added to it)
either way, not exactly what i wanted, the sprint speed wasnt increased
id rather wait than download UE again 😂
Well you might be waiting a while
custom shop loading event graph
added the UNPSC ShopTek at the top so I know if users have the mod installed.
We definitely need 15 different AK74 variants
ITR2 got you
Actually though if you could add the AXMC or the Mjolnir. (Or both) That would be sick lol
Big caliber funny
I don't want to make new calibers that are used by one gun
not even an enemy big enough to warrant a gun that big
when?
hahaha
30mm too heavy, would take up the whole backpack
ammo bigger than the ammo box hahaha
30 06
Becho
Made a custom data table for outputting a condensed, easier to read weapon stat document.
BTR
Regarding this mod.... new save only?
if you have an SKS or kedr, remove the attachments first, otherwise it should be fine I think
backup your save though
This mod just made it in the top 5 most popular of all time. Thanks guys.
Twas only a matter of time
congrats
deserved, this mod makes me feel like I'm holding a gun and I'm really in the radius and not playing with plastic toys in the back yard
as it should
congrats man
chuck, what was the method to get something to show up in the shop?
I've tried making a DTC and I have everything done for making a custom new ammo box
just can't figure out the shop system
the furthest I've gotten is to get it to be a child blueprint of the 12x70 but I don't think that's how its going to work, how can I hook a new blueprint copy of the 12x70 blueprint to the BPA item actor whatever it was named
if you need me to move this convo to my mod channel, idm
Right now its adding it to DA Game config
Dont make child blueprints just duplicate similar items and change their gameplay tag to a new one
this is all stuff for the guide though, it is a lot to just type out.
alright i see, thanks.
so all that says missing table entry wont get loaded
good to know.
Hmm
ill send you images in dms to avoid auto bot for now
yo, @dry gate , would you happen to know what map this is perchance?
is it in the game files somewhere?
how do you get into it?
Though a dev cheat menu
i already have an edited localization file
can you get to it from console
is there a tutorial on how get it open or do I just have to figure it out?
no.
its a private thing
it kind of... gives every achievement on the steam game version
so no, cant release it either.
its a single player game
rules are rules
ask vector (do not ask him.)
its only shared across trusted mod makers and content creators
so hush!
very likely never
😭
they would release it if not for steam rules tho
cuz steam achievements give yk, cards and badges stuff
exchanged for currency if wanted
oh yeah, fair enough
dont take my word on that tho lol
You won't "find" it, by the time you get into that level you can just make a mod and get the role.
Save us Chuck!
hex edit is still a thing tho, have fun lmao
nah but i want the cool kids map
i can probs just change the tag for shooting range to the testing map lol
look at any of us
its called reputation
there is no shortcuts, only the grind
end this convo abt the cheat menu here
drag it to modding chat if u want
Actually don't take it to modding chat, just stop
It probably doesn’t set the achievements in actuality. There are a lot of things that don’t work due to build checks in other blueprints.
Tbh almost every single steam game has a mod for achievements, I'm just finding out it's against the rules
dont start again.
Cool
I'm in the process of installing this mod but I am confused by the timescale pak generator's prompts
What value would I use if I wanna set 1 in-game hour to be 10 IRL minutes. The examples are all in seconds to minutes format so it's making my brain hurt
Its in minutes to game hour
so you would use 10
IRL minutes to game hour
@tame veldt
ah okay, thankfully that's what I used
It's just these examples that confused me, but I am a little mathematically challenged sometimes 😛
A value of one will make it 1.0 second = 1 minute in game and a value of 60.0 will make it where 1 minute = 1 minute in game.
====
The good news is that I installed it and it works and didn't crash or kill my saves or anything so that's nice!
The weird news is my AK74M now has a floating Eotech on it, I guess because I don't have the rails the mod adds
I can still detach and attach it on the non-existent rail 
What should I be doing about this? Re-do the upgrade or is this gun pretty much done for?
Also Chuck, you're missing the real AK variant that everybody needs. Perhaps not yours the Scavenger mod should have this instead 😂
Hmmm also I can't knock AK mags out with each other anymore
Yea that’s something I still need to add. I didn’t even know about it until last month. With your ak74m, you may have to uninstall the mod, take the eotech off, change it back from the dovetail to base sights, then reinstall the mod.
Before I do that, I'm also noticing that my AK's condition is in a battered state, it was pristine before or near pristine anyway. Anything I else I should do?
Perhaps uneqip it entirely?
Idk why it did that but I think you should be good after that. Take all attachments off
Another idea I have is to just sell it and buy a SCAR
since I was planning to upgrade soon anyway
I presume new weapons will be free of any weirdness
Unless it’s something I don’t know about yet yes lol
No worries, I'm liking the new stuff, mostly the attachment and attachment points, I don't wanna sound like all I'm doing is complaining 😛
All good, enjoy
By the way the first rail upgrade doesn't show me the price, I assume text size issue
Well I sold my stuff and bought a SCAR, it isn't borked so yay
Oh man the pure joy of being able to slap a ton of attachments on a gun is 
What would be cool is if you could have a wire brush and heavy duty cleaning rod to take a weapon out of red
Wire brush could work on mags as well
or empty a whole can of wd-40 onto it
anyone else struggling to find a gas mask with this and scav mod scarce? also is it right the kedr S rail wont take S rail red dot? IIRC I read something about it ages ago but I forgot the details
In pervomay and bolotki I mean. I've gone through 5 or so tides and no sign
Added in the ability to insert new shop pages in between already existing pages. before, new pages were just added to the bottom of the list, now a user could make a "9mm Weapons II" page by adding a row to their shop DT with the name of the 9mm weapons row +_0. for instance ITR15_0. can add ITR15_1, _2, _3... however many you want to go.
This is a screenshop of the function that finds the _0 subpages and adds them to an array of names, when it does'nt find one, it returns and the loop that calles it gives it another row name until it runs out
Tested it with a blueprint asset action utility here is what was fed into it
Here is what came out.
Almost done getting the common mod framework set up, this may have been the last thing I needed to do before I upload the common mod dependencies to Nexus and re upload my mod updated to utilize it. After that anyone can make SDK mods that are all compatible with eachother.
One thing to note though, there will be no single weapon mods. All your weapons need to be in the same mod, all or nothing.
The user making mods will take a User number, and in a directory named by that user number will be all the data tables in the game with User# postfixed. that is where you will edit your data tables and you will only package that User folder (just in terms of Data tables, your custom weapon blueprints can go where ever)
Yes the top of that rail clamp takes a rail B. I wouldve liked to have discriminated on what railB attachments would actually attach, but I couldnt figure it out at that point in time.
bottom it takes a rail S light or laser
I couldn't attach the S laser to it at all that's why I was wondering, neither top or bottom
It's possible it's one I got from an earlier version of your mod though so I'll try again on the next one I pull out of a crate and also I'll try taking it to the mod bin and see what happens
Leave it with me I'll do some more trpubleshooting
Hopefully I'll get a gas mask soon I'm still stuck on the 2nd mission lol
Getting all the files ready for the common mod dependencies ready and I just realized that the way I have it set up now, I’ll only need to set up one dependency file. Most mod makers will just package everything up as one mod, I only do it with two different paks because my mod is so big, reuploading everything takes a lot of time.
it's so you know when you're out of pew pews
incredible
hello chuck
i dont know if its already mentioned
but there is one AK from your mod (i am unsure if it is the Ak103 or Ak104 or something) , those have "folding stocks"
with the "store fold able guns into bag" , those cant be added into the bag , only into the primary weapon bag spot .
the AK74u (foldable) can be put into simply into the bag
just wanted to mention that
yes thats not something my mod can fix it would have to be that mod
I need someone to test the performance of something, getting ready for transitioning my mod to the new system but need to know if it gives a performance hit
If anyone wants to test the new system, download this and follow the instructions in the readme
what is this testfiles about , me curious :3
when you install it ideally you should see absolutely no difference to the game
this is for mod compatibility for a bunch of other modders
I really want to know if there is a performance hit with the test files and without
ahhh
Loaded into kolhoz ITR was only taking up about 3.1GB of ram. I think that is good but IDK what it was before
I'm late I know but do we also need the gameplay tags ? (readme does not mention it)
if it says required on the mod page, what do you think lol
well I tried before and after, loaded in all levels, shot things, died, looted, came back, evevrythin feels the same, nothing felt like its changed
"it just works" some might say
screenshot of everything that was used in combo with, it's mostly that stalker collection I posted before
The read me says to remove the tag file. So yea. They are in the “chucksdependency” file now
Glad to hear it!
glad I can't read lmao, worked with tags anyways, nothing seemed to change without tags eitehr so it just works
That may cause issues in the future, not sure, right now the files are the same so it wont matter at all.
hey, was wanting to put this mod and stalker overhaul together, but was told id need a certain dependancy file or somethine? could someone tell me what that means and what that is, please? lol
actually, i think i found it
do i just install the "Chuck's dependencies Stalker mod"?
or do i need to install anything else
look for the install instructions on the details page of the mod
like, will i get the whole mod with this one file
will do lol
ah
#1190760018061045800 message
alternativley
download this, grab the chucks dependencies and stalker file and then dl the 1.1 gb file off nexus
so, would i get the stalker dependency one, "custom items 2.0 content", and the one that says "REQUIRED" at the end of it?
yes
the part 1 and 2 files are just the big one split in two
figured
Ive had people download one of the two then post bug reports lol
lmao
currently downloading the content one. after that, ill jump in-game and see if it all works
people be that way sometimes lol
real question is if I have stalkers and scavenger, which dependencies to use? or just both??
what do you gain by combining them? I've seen people say they technically work together
still experimenting as I wanted to try the shopless mode but I wanted to keep some things from stalker, of what remains is basically:
Stalker Menu and cassette music,
Sliders have excessive health
Stalker unique enemy spawning (weighed enemies replaces this)
Stalkers innate time scale and daily tides on the same time (I like this)
Removal of set spawn stashes (this ruins the randomness, I like this)
Stalker innate stamina and carry weight (mod can do this too, but stalkers is tweaked different, prefered)
^^^ also 2x's players move speed and penalties (Unique to stalker)
oh the sound overhaul too but stuchoo just made a mod making that basically stand alone
I thought the custom weapons from scavenger broke? Or are they fine
I'm forgetting a few but the very fringe and unique "oh that's a stalker thing" things are what you gain by comboing them
they don't exist if shop is ENABLED, which is basically the mod compat and makes most addons work fine
scav just replaces the loot of stalkers at that point
but doing scav shopless, then the majority of stalkers gets replaced, and the custom weapons do work in dev testing anyways
In that case use the file for the loot table that's priority one as the loot tables will be more important than the shop prices. Do that and it may work
Very Interesting, I may have to try it
I've got the compats and such I need to make stalker and scav shopless work well enough to be happy, it's just the chuck mod specific dependent that I don't know which works best for this
do so on a new save, it will turbo bung up any previous existing save and can easily break the train car
hear be dragons
Noted
apologize for clogging up ur channel about other mods chuck, thanks again for making compats for everything. Disabling the mod for testing I really got jumpscared from just how plasticy and bad the questie guns look, thought somethiing was actually wrong with my game
(infact there was, chucks was not enabled lmao)
It’s all good
What you need to do is unpack the mods, take the files you like from both and re pack them
on the back end I do not know what does what, making my own compat hybrid would be kind of insane
been considering doing something like such as my own personal twist to stalkers, but scavenger does most of the loot changes I'd consider anyways, and the unique things about stalkers are pretty hard to make a stand alone thing without it being incompat with all of the above, at least without remaking everything by scratch which would still be a rip of both so hmm
plus why would I bother going about such when everyone is already going to just play one of the two, additionally then that'd probably require another chucks dependent compat which I'm sure is fun
hey :3
i was wanting to ask something about scopes, icr if i asked earlier
the eyecup removal mod that you did for the PSO-1 is absolutely amazing, and it seems to have another kinda side effect, which is that the "lens" of the scope is a lot further back in the sight than other guns
ill try and draw it
this is roughly what i mean
thats why i love the PSO you made, because the actual "scope" part of the scope isnt as small as other scopes
excuse my complete inability to centre circles
but
this kinda thing
especially on the LPVO, its kind of frustrating
to get a good view down it, you either have to get incredibly close to it (and it will clip through ur head because of recoil) or you have to line yourself up perfectly
would it be possible to fiddle with the position of the lens? i assume the way scopes work is by having a second camera which is attached to the inside of the scope, with a zoom/lower FOV.
that is how most of those scopes work, with lpvo and nightforce having some of the widest eye relief allowing the user to sit farther back
they are at least accurate
i agree, but the LPVO feels a little too punishing eye-relief wise
it might just be cause im on quest, but i also have issues seeing the reticle sometimes
*as in i use a quest 2
and have bad resolution
not as in im playing the MQ2 version
also, they all feel the same as the ELCAN, which if i remember correctly has horriffic eye relief
To see more prism sights please visit:
https://www.badassoptic.com/best-prism-sights/
ELCAN Deal: https://alnk.to/cSFZ8Kx
There are many great LPVOs out there, and this is the ELCAN SpecterDR 1-4X prism scope.
The video demonstrates its tight eye box constraint to help you make a purchase decision.
yeah, hereit is
that does aid to the poor visability, on index these scopes are immaculate, almost better than real life
ahhh right
doesnt that index have lower rez than the q2?
no, much higher infact
larger FOV means you're spreading the pixels even more.
i agree
the q2 has brillian pixel density
but like
so it's like extra low res
I've used a quest 2 with chucks mods tho, using the scopes was a hard time, but seeing anything was also just a hard time
90 fov??
i think its because of compression
I use scopes and stuff just fine
i actually know a decent amount about why quest link looks so bad sometimes
I even fixed the periferal vision issue
quest 2 does a lot of it's own weird shinanigans for the sake of performance and that questie gloss
for bitrate limit
yes.
specially over wireless
yeah
wireless is ass.
i have a robust wireless setup
i disagree
its actually very good, under ideal conditions
or when you mimic ideal conditions
*for clarification i mean steam link here, not Oculus's runtime bullcrap
i have it set up to be rock-solid stable
ohhh okay carry on
so
wired quest just doesn't compare to wired native steamvr as it always has it's own load of bloat
steam's one is basically game streaming
meta's airlink is horrible
which steam have optimised the everliving shit out of
they just made a client for quest
so like
if you open up steam rn, in settinga
settings*
theres game streaming optins
yeah but not having to put sensors everywhere is nice
they just use that
i second this
as valve does lol
#chat_1
yep
chuck your lpvo makes me want to prone
it carried me out of the stupid california challenge lmao
Glad to hear it
Working on a slight rework to the attachment system, almost have it 100%. I remade the BPA_Attachment blueprint and have changed the logic so that subtags of attachment gameplay tags will attach to their parents, but not the other way around. This lets me assign an attachment the mount gameplay tag "Item.Mount.BigRail.Small" and have it attach to "Item.Mount.BigRail" (the RailB attachment slots). It also allows me to set certain Rails as BigRail.Small and not allow for them to attach. Main place I made this for is the kedr rail block in my mod. I wanted only the PK06 and ViperB to be able to attach there.
If this does work 100% I may change the RailS to BigRail.Small so pistol attachments can attach to the RailB slots
having the pistols laser on a regular gun does sound nice
oooooh! okay
... no chance somehting like this could be made, right
(im joking, that would requite custom models)
ok im not even joking
where
are
the m700 mags
im playing on normal, scav
FUUUUU-
also, im considering trying to mod hack together chucks mod and SNB's M82 mod
i assume the issues caused with Chuck's are because Chucks messes with the M14, if i were to remove the M14 files from the mod pack.....
i dont wanna mess the pack up tho
sod m700 mags, I cant even find a gas mask
lemmie draw u a map
im looking in pervomay and bolotki, so i can do the 2nd mission
worst case i'll give up and go to the factory its no biggy
should still be able to find but less likely
hghhhh clearing factory 100% 4 times
also
did you find them in silver crates, or the wooden ones
or as loose loot
plastic box, once, in the room you put a bomb on, that room has some really high tech spawns
idk where these bloody mags are on the loot table
I just know they still can't be holstered regularly anyways
aight ok
they cant??
That room is the only place.ive ever found the dtk silencer or whatever it is, and even then it's like 1 in every 3 playthroughs lol
To go back kinda on topic I tried the new test zip thing you posted chuck and so far it works fine, I didn't see any issues
i found one in uhhhh
actually yeah it could have been the same place
that would explain why i never saw any m700 mags for said sniper 😮
also i only found one 75-drum mag for an AK in the map where the BTR is
( my save is on normal Scav , not abundant )
since i had everything drop gun wise , exept the drum mags , angled-reddot , m700 mags and one of the shotguns (but recently found it)
i got i think Once a gasmask in scav mod in bolotki , pretty sure anything armor wise is placed in factory (gasmask, head, chest etc. )
Ok just this run the rng is against me
I've found 2 sets of armour and 3 headlamps in bolotki so far
i found the gasmasks often in that Factory place , where you go into the factory go the stairs up in that room (where also a silverchest can spawn) there i found a mask nearly everytime
( in general armor wise stuff i found losely , i thing never in chests )
in that room i found the mask and armor stuff (i am standing in) , ignore the 5 dead entities
i guess since the Loot pool is pretty "bloated" with chucks and Scav mod , some items spawn very very rarely due to sharing same spawn location spots
Everyone who is having trouble with the R700 mags, download this and use them instead of the files on nexus
@unique mist @toxic goblet @lost heath
read the instructions in the readme
hooray! hopefully this fixes the issue
When it comes to this, the issue is with the data tables in the M82 mod. it will overwrite scav mods data tables.
actually it probably wont if you use the shop disabled pak with scav. scav will overwrite the data tables in the m82 so you will just have an M82 doing M14 damage
hmmmm ok
its more about the looks
i assume the M14 does... decent damage?
i dont mind if its a bit underpowered
would it cause any corruption
when i used the M82 mod , the found "special weapons" from scav broke = i could hold and inspect them , but they stop showing stats like ammo , damage etc.
PS: when i found a m82 mag , it hat 9 shots out of 5 in the mag 😂
aaah ok ill hold off until some compatibility comes round
the G17 alien gun , shield skin for the machete and long sword "knife" skin with both adjusted mesh and models = didnt affect anything
also SCAV MOD reduces REGEN ARTIFACTS duration from 100 secs down to 40secs
i will check this this weekend , not today or morrow
my feet hurt a bit from work 😂 ( and if i play VR its in standing )
but will let you know for any stuff (after 2-4 resets of "TIDEs" )
bro's cookin
hahaha
while i wish i could do that kind of bake
my joint pain is """uncomfirmed"""
so medicinal is off the table