#Chucks Custom Items

5513 messages ยท Page 6 of 6 (latest)

lucid mauve
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could be, I've been using it so long I forget what the original regens were like...

toxic goblet
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i think saedriss said to me , he didnt changed anything with the REGEN artifact , but it seems the devs "silently" adjusted the regen artifacts from 40 seconds to 100 Seconds ( because 1% = 1second ) and the mod itself changed it back

i tested in with and without scavanger mod = scavanger mod changes it to 40 seconds and without it stays at 100 seconds

i mean the difference is 2,5 regen artifacts

or lets say if i was nearly dead ( 1 or 2 hp balls ) and used a 100% regen artifact , it reached at full health roughly 30% left or less ( Orange , not yellow )

without scavanger mod it was still in the GREEN when i healed from near death to max hp

toxic goblet
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am i the only one who wishes there would be some sort of Legit machine gun in the game ( i dont count DRUM MAG RIFLES in that ๐Ÿ˜‚ )

like the Saw or PK machinegun x,D
( i would be fine if there is only a mag of 40-75 bullets , not 150 or 200 x,D )

digital kite
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As interesting as it might be, it would be a little counter-intuitive. It would be HEAVY, even LMGs would eat most, if not all, of your allowed weight limit in the vanilla game and a large chunk under the Stalker mod. And MGs are meant as support weapons and are gonna lack the accuracy compared to others. maybe if enemies in this game reacted in such a way to seek cover under sustained fire, it would be a viable add-on, but as the game is, it would be little more than a nifty novelty rather than a useful weapon.

toxic goblet
dreamy breach
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they gonna give you a big hug

toxic goblet
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They remind me to the Harpys from Destiny xD

( i mean if you get to close the open up the front "mouth" to reveal a circular blade. Than they SPEED UP to shreed ya )

Mean little ball bois ๐Ÿ˜„

But i dont know why i find them so adorable xD , same with Harpys from Destiny

hidden grove
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So I havenโ€™t checked this channel in a while now have any new guns been released?

lost heath
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little qol updates and bugfixes here and there, nothing major or new

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yeah skimming up, theres guns in the works but I don't think they're added yet

hidden grove
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Ah

safe widget
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does this mod change the mosin nagant as well? since it's not displayed in the images on nexus

lost heath
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most of the vanilla guns got the same treatment

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for a more "unified" look across the board, so nothing stands out as a questy gun

safe widget
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alright, awesome! thanks

safe widget
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sad that it's still the vanilla M38 (I prefer the Nagant 91/30) but absolutely awesome revamp, loving it so much (thanks chunks for the sick mod and thanks zodaxa for letting me know)

ripe fulcrum
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@dry gate I'm having an issue. I grabbed this mod, amazing by the way, and chose the stalker dependency option, but it's broken it instead.

dry gate
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Show me your pak folder

ripe fulcrum
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I shouldn't have any of your mods installed besides the custom items one

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plus the one that was made to go with it

ripe fulcrum
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@dry gate Probably doesn't matter, but I've removed the Mist mod and the Stalker Mist compatibility mod after some testing.

dry gate
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In what way is it broken?

ripe fulcrum
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So currently, the stalker store system is 90% broken, most of your items are missing, the starting gear is either vanilla or nothing, the security level system is re-enabled besides just the headlamp that's also still at 25k, the stalker loading screen tips are gone and the vanilla ones are back, sound mods don't seem to be working.

dry gate
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Ok, which file did you download?

ripe fulcrum
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That's what I can think of ooff the top of my head

dry gate
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The fomod or the standalone files?

ripe fulcrum
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Chuck's Custom Items All in one FOMOD 2.23

dry gate
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Try downloading the dependency file by itself and using that

ripe fulcrum
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So delete the previous mod?

dry gate
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You shouldnโ€™t have to, just copy in the new chucksdependencies_p

next wharf
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I canโ€™t wait to shoot the 45

ripe fulcrum
ripe fulcrum
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@dry gate Unfortunately, nothing's changed

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It's gotta be me, right?

dry gate
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Not sure. Try it without the helmet patch

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Otherwise idk if it is on my end then you are the first to bring it up after about 3 weeks of the last update

ripe fulcrum
dry gate
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You might could try this one, else idk what to tell you besides try it with scavenger

ripe fulcrum
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Dear god, I've been trying for hours. Not even scavenger works.

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By the time I fix this, ITR 2 will be out.

ripe fulcrum
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I've uninstalled scavenger and won't retry stalker, they just don't work for me, the mod is too good to not use.

ripe fulcrum
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@dry gate Do you have the file for the okp-7 dovetail sight? It's not been showing up. Otherwise everything's fine.

toxic goblet
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Though further ideas could be

  • UMP
  • Kriss vector
  • Tommy gun (mag and drum)
  • Luger maybe (there exists a 45 variant )
  • There exists also a Machine pistol 1911 ๐Ÿ˜‚
  • grease gun
  • Mauser C96 maybe ?

Just potential ideas if they may work ?

delicate sedge
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that thing would go hard af

tidal juniper
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if you havent already, drum mag for M4.

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also you said to me once, that your mod doesnt change the mosin.
it very much does, and it is in the Dependencies mod (image 1) and the main custom items mod (image 2). if you could seperate these base game model changes into the compatible mods zip folder as standalone mods, that would be appreciated for the accessibility to use the basegame mosin for example with my golden guns mod, and still have your mod running.

tame veldt
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Pretty sure the mod gives a B-rail to the Mosin so of course it modifies it, maybe it didn't have any mosin changes back when you talked

tidal juniper
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i was talking abt it at the time when it made it look old with the different model

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either way, repacked the mod without the bps and models of the mosin

tidal juniper
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went another route

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made a mod to reimport every gun model and texture from the basegame into a mod

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and put it between chucks guns and my golden guns

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now i can have my ridiculous custom mags, guns etc with chucks stuff

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alongside golden guns

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i will be uploading this compatibility to golden guns mod

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it is however 2.7 gb

toxic goblet
# tidal juniper

the desert eagle one looked atfirst like a revolver variant ๐Ÿ˜‚ ( i miss took the wierd mag as the barrel x,D )

tidal juniper
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what deagle

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that's my OTS-33 :)

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27x3 round mag

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82 if I remember

tidal juniper
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holy shit, good balanced economy on chucks items in stalker

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like very appropriately priced

tidal juniper
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FN fal cqb bug

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selector and trigger are offset

lost heath
tidal juniper
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the mod to replace chucks custom models of basegame guns is up as a file on golden guns

dry gate
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It very much changes the mosin. It has since v1 of my mod

frozen mortar
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ok uhhh me have bad news for those who used the tarkov backpack mod

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reapergirl won't be updating it anymore

toxic goblet
# tidal juniper that's my OTS-33 :)

Oh has it has been a while since i last started the game

With the golden skin of yours it looked on first sight kind if similar like the golden deagle

Than i looked now closer and saw the selector and that the gun is "thinner more slender" looking ๐Ÿ˜„

compact rover
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Hi, I can't for the life of me figure out what I'm doing wrong. None of the new guns are showing up in the shops. Am I missing something obvious or are there some conflicts I can't seem to find?

tidal juniper
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dependencies

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example

compact rover
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The dependency pak is in there, it's the vanilla one at the bottom since I don't run stalker or scav mod.

tidal juniper
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that order is looking confusing

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must be just windows

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youre missing this file

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that should be all

compact rover
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indeed I am, thanks for pointing it out I'll test it in a bit. ๐Ÿ‘

tidal juniper
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enjoy ig lol

compact rover
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works like a charm now, cheers! Pecho_Kind

tidal juniper
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thank the legend not me

tidal juniper
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putting this ping here incase it gets washed away by chat when you get back to read it.
#modding_chat message

ionic leaf
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this mod continues to be awesome

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Id love to see even moar guns

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SR-25 mayb

tidal juniper
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chuck

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ksg-25

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aka the kel-tech

compact rover
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ability to top load the remington 700 like the mosing if it has a magazine in it would be neat. No idea if it's remotely possible though.

ionic leaf
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/\ same for me I like top loading

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But it's probably difficult

delicate sedge
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Is chuck still working on this mod? while itr2 is still in its infancy Im still jonesing for itr1 lol

next wharf
tidal juniper
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oh yeah hes still working hard on this.

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hes not one to just abandon a project.

delicate sedge
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That's cool, awesome to hear. Itr2 has a lot of potential but I've grown accustomed to itr1+chucks mod Explorer_Relax

tidal juniper
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@dry gate got any time in the following days to help me out with the dvl replacing mod for the cheytac i still have in progress, to fix it not accepting the magazine?

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its on sdk.

dry gate
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open your cooked BP for it and look in the name map for the DVL mag tag

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and why not make it its own gun? dont need to replace any more weapons

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@tidal juniper

tidal juniper
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just too busy to bother fucking around with adding weapons at the moment bc school you feel me

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i feel bad that barely anyone is invested in developing with your compatibilities and stuff, just happened to have itr2 release at this huge breakthrough lmao

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question, how do you make your weapons cleanable with brush? is it proxy models?

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the cooked mag bp from the project

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everything looks fine in name maps...

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tell me where to poke i guess, cuz i have no idea what could be wrong here.

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just compared it to basegame, nothing noticeable.

dry gate
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Cleaning with brush requires setting up the collisions with the sdk. What does the event graph for the dvl look like?

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and setting up new items isnt hard at all

dry gate
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is that the most recent ver of the sdk?

tidal juniper
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did you update it within 3 weeks?

dry gate
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naa

tidal juniper
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then it is.

dry gate
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go to mods/bp_dvl_chuck

tidal juniper
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i suppose i should paste this all over the regular dvl bp?

dry gate
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yea you can try

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get the functions too if there are any

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easiest thing would be to duplicate dvl_chuck and make it its own weapon

tidal juniper
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alright, now we put a bandaid on it and pray

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YOURE MAKING NVG GOGGLES?

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no fucking way

dry gate
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Im not making anything more for itr 1 unfortunately

tidal juniper
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alr

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surprised you even gave night vision any thought tbh

dry gate
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why? of course I want to make cool stuff

tidal juniper
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cuz it can be a hell of a project

dry gate
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You don't get far in life writing things off that "sound" difficult.

tidal juniper
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anyway yippee cheytac works now

next wharf
tidal juniper
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chuck, this is a scenario specific question

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if I want to add another Glock mag item, is there a specification to how the item tag for it should be? and I suppose if that isn't the case and we just give it a different tag, can the gun just add another magazine tag it can accept?

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no more replacing guns, I give in haha

dry gate
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Look for the Glock mag tag, should be something like item.mag.glock.17. The Glock is set to take Item.mag.glock, so any sub tags under it would work.

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You would want yours to be the same up until the last part of the tag

tidal juniper
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so item.mag.glock.17.drum etc

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and im supposing its as easy as adding another tag to the accepted mags list in the glocks stats

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bp and etc

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cool, ill get on with adding stuff next week or so

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still working on projects im in the middle of finishing

dry gate
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You donโ€™t need to add it to any list, as long as it is item.mag.glock it will work

tidal juniper
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alright

tidal juniper
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121 endorsements, nice.

tidal juniper
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btw chuck, not sure why but after factory resetting my pc, the sdks no longer require my headset to be present while launching the project

dreamy breach
tidal juniper
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just didnt get finished thats all

celest zodiac
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Coming to Itr2 ?

next wharf
celest zodiac
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yea fairs

hidden grove
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Yeah itโ€™s way too buggy

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At least for this kinda mod

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It would be better to wait for 1.0

dawn rock
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is there something I'm doing wrong? I'm using Chuck's mods, and it replaced the base game weapons with the new models, but I dont see any of the new weapons, such as the MP5A2, R700, etc.

ionic leaf
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Can we B30 instead of B10 on the AK105

dawn rock
gloomy garnet
toxic goblet
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chuck , i dont know if it is related to your Mod or if its just simply already there ? x,D

but i somehow managed to have two scopes on the mosin

i changed the mosin-rail to a B-rail (while the mosin exclusive scope was already equiped)

after that the scope was still equiped with a B-RAIL xD ( i could still detach and attach the mosin scope )

Now i have a Mosin with a mosin scope (was it the PU one?) with a RED-DOT scope
and the fun part = i can see through BOTH parts (the long range scope isnt obstructed so it can still be used and close - to medium there is the red dot x,D )

a very beneficial bug x,D

smoky zinc
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that shouldn't be able to work from what i know

toxic goblet
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i mean , also Stashes dont have their Weapons (only the Ammo) , like i visited the M9 or Pump action shotgun stash , there was only AMMO and stuff , no gun ๐Ÿ˜‚

smoky zinc
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well the sks stash still has the sks

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but its bugged along with the sight

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in the said stash

toxic goblet
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i only had the glock and TT pistol stash working on the first map , but the rest is bugged ๐Ÿ˜‚

but i mean i have a ton of mods too soooo x,D

lucid mauve
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Chucks mod doesn't mess with the stashes, but stalker mod does

smoky zinc
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but it does mess with the guns and many of those break if they are the right version

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including the sks from the stash as you can't equip any sights to the b rail on it after picking it up

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and the sight also in that stash is broken and is unusable

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and i mean paperweight unuaseable

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the sight is also partial invisible/see through in parts that shouldn't be see through

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and isn't able to be equiped on any gun not matter what you use

smoky zinc
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and with just running chucks mod and dependencies for it, some/none of the stash items don't appear in some stashes

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i sadly don't remember which ones as its been a while since i played itr 1 modded or unmodded

lucid mauve
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I've played through the game several times with chucks mods and all the stashes were fine

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i didnt actually use the sks though since its red and I already had the uprated one from the scav mod

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the scope so far as i remember was also fine but tbh I alreasdy had loads of them so sold it right away iirc

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are you sure you have the right combo of dependancy mods to support the other mods you're running

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also did you start a new game after you added all the mods, rather than continue an existing save that might possibly explain it

toxic goblet
lucid mauve
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re-reading, the devs themselvs got rid of the m9 iirc, but the pump action was still there for me. but I already had a better upgraded one found in a crate

toxic goblet
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i also got rezently a little problem , since i changed Options and grafical settings here and there to improve stuff. the performance has improved a lot after wards

but now i get a sort of drift feedback on my right stick (when i turn) , it doesnt exist in any other VR GAME though . only in Into the radius

toxic goblet
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nevermind i just solved the issue c:

edit nevermind , it still persists :/

any tipps are appreciated ๐Ÿฅฒ

( it isnt Controller Drift , since in Light brigade or Phasmophobia i dont have this "drift like" behaviour )

toxic goblet
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its kinda like , how someone described it , phantom controller drift

smoky zinc
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but modded depends on the mods you're using

lucid mauve
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Hmm I'll have to have another look

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Chucks mod doesn't even change the M9 so I can't see it being that

smoky zinc
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the only stash weapons removed in un-modded itr 1 was the sagia, one manchette in the bolotky stash in the truck bed near the pervomay enterance closet to the construction site

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and the pm in the other castle stash

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i cant find that other castle stash again despite going to the same area again and nothing is there of that said stash

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but the long sagia mags and boxes of 12 gauge slugs are still there where the sagia stash was

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btw there were 2 manchettes in that bolotky stash but there's only one now for some reason

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i also play the quest version which is an easy way to check changes in the stashes to later find on pc, even though behind the scenes the quest versions AREN'T the same game as the pc version on steam (which idfkw people think that they're exactly same game but worse graphics) ( fyi i have yet to try the quest pc app version so i cant say anything on that version) . and pretty much all stashes are the same, but not all non-stash garneted loot and loot crate placements aren't the same between the quest versions and the steam version

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and so far stuff stash stuff is unchanged with m9 still being there in the factory stash though i did find a m9 mag near by, that i didn't know about prior to finding it

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btw that mag and 3 9x19 ap rounds is apart of the garneted non-stash loot thats the same on both pc and quest standalone versions

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and i doubt that un-modded itr 1 will change due the itr devs wanting to focus on itr 2

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and bug fixes for itr 1 are even sidelined

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as the broken scopes on the quest 3 version aren't getting fixed due to focus on itr 2

lucid mauve
smoky zinc
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The sagia or the stash with the pistol scope?

lucid mauve
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The pm stash

smoky zinc
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Huh

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Weird

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It wasn't for me the last few times I went into the castle

lucid mauve
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Will start a new unmodded save and have a look Vs with scav and with chucks mod

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The only one I thought was different on my last run was the lack of M9 and I was pretty sure I read the Devs binned it but maybe yne I misremembered. The sks and scope were definitely there but I didn't check if they were broken since I didn't need either of them I already had the unique sks from the scav mod

smoky zinc
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Sks from the stash breaks when chucks mod is active

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It works when it's not active

lucid mauve
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Tbh it's no great loss

smoky zinc
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No it's not

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But its something to be aware of though

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When playing no shop routes with chucks mod active

lucid mauve
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You get a free akm at the factory so it's pointless tbh

smoky zinc
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Yeah but the stash has a free sight attachment as well

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The only free b rail sight you can get in itr 1

lucid mauve
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I usually have one by then anyway

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Didn't chuck put the scopes in the loot pool

smoky zinc
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I don't believe so but I could be wrong

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But that would be for the scav mod though

lucid mauve
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It's been so long since I played without scav mod I don't remember what attachments you can find in the zone

smoky zinc
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Yeah that's petty much none other than in 3 stashes

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That being the sks stash, PM castle stash and the factory nade launcher stash

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Not counting suppressors

lucid mauve
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Plus the kolk boat stash

smoky zinc
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Oh yeah

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I forget that's one a thing lol

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Make that 4 stashes with attachments that aren't suppressors

lucid mauve
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can confirm issues with SKS and scope, guess I never even bothered with it on any of my chucks runs lol I can also confirm chucks mod deletes the m9 from the factory styash, at least when combined with the scav mod (tried scav mod alone, no issues)

safe widget
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hey, i was wondering why I can't find this weapon in the shop - has it not been added or am I missing something? I have stalker dependencies and chucks custom items (main mod, not all)

smoky zinc
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might have to reload vanno by exiting and re-entering the map

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as its said you might have to do that on pre-existing saves for items to pop up

safe widget
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cheers, will try

toxic goblet
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I use a LARGE mod list

The biggest impacting ones are like

  • Chucks weapon mod
  • Scavanger no shop
  • Snow Wasteland
  • sound replacer mods for a lot of guns
  • machete replacer
  • enamy Random Spawns

And some more

On my last play through i had the DESERT wasteland mod and found the stashes etc. , with the winter one they arent there ( i found the TT33 and Glock17 in route though , but factory was empty and bolotky was empty so far )

Just to add some info in my case ๐Ÿฅฒ

Stashes with Knifes ammo etc. Were unchanged , only didnt have the mags or said gun :/

But since i have no shop scavanger , i can find guns through chests soooo x,D

But just further info for ya peps :3

lucid mauve
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Potentially one of the other mods then, I have scav mod, no shop, chucks and all the correct mod packs to go with and all the stashes are fine except for missing M9 and broken sks/scope stash

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One thing you could try if you really need the stashes fixed is remove all other mods except for chucks/scav and start a new save, then add the rest of your mods. In theory that should correctly spawn in all the items

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In fact I wonder what would happen with the M9 if I did a vanilla new save then added chucks mod on top...

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Tbh you find the M9 easily enough so I was never bothered and the northerner in me would never pay to have it repaired even if it was there lol

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I'll post my full mod list a bit later it may help troubleshoot

toxic goblet
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my mods x,D active at the moment over vortex ( the ingredience in the MODS folder )

lucid mauve
toxic goblet
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Even if the stashes are borked with my mof-loadout

So far the gameplay doesnt suffer and works flawlessly (and i can find weapons legit in chests ๐Ÿ˜„ ) it should be fine x3

bold flint
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Post a picture of your pak folder so we can see all your mods

smoky zinc
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are you trying to use the mod in a new save or an existing save?

delicate sedge
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I FOUND IT

I couldn't tell you how many times i cleared kolkhoz, with scavenger noshop

toxic goblet
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I dont know if it is conected to VANILLA or this mod so i just ask

If i hold a PPSH FULL with both hands , the gun aim moves up
(Like if you graf the front half , suddenly the whole gun gets lifted/aimed upwards )

I guess its simimar like with the MP5 aiming problem maybe that it is misaligned if hold by two hands

It doest make shooting or aiming impossible , its just a hassle ๐Ÿ˜‚
Since every time i hold it with 2 hands the front part suddenly aims like 15-20ยฐ upwards and need to hold my arms downwards to aim straight

solemn elm
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"could" this also be ported to ITR 2?

spark crescent
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to my knowledge, not yet @solemn elm

solemn elm
toxic goblet
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it is aimable , but only if with scope/red dot x,D

toxic goblet
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https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/da8eee09-f0c6-482a-8014-4cd30c4128d9/diw059z-1f732d78-bc7a-4abc-a974-6ba13e31a1f3.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2RhOGVlZTA5LWYwYzYtNDgyYS04MDE0LTRjZDMwYzQxMjhkOVwvZGl3MDU5ei0xZjczMmQ3OC1iYzdhLTRhYmMtYTk3NC02YmExM2UzMWExZjMucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.XlNb4NPtJ7wunriymHKtOpraBzwy66rqSMdUvoaB7u0 little neat thing for people who enjoy collecting various items and guns ( ignore the chaos , i only tested how WIDE/LARGE the backpack is )

this backpack mod i found is

  • Massive
  • can carry large guns
  • is great for people who want to loot a LOT and keep stuff Organized :3

so i played 2h with it so far
everything works

i also found out it uses Costum Weight in its own ( but you cant SEE the KG , but you know what = look at your watch with the weight dot ๐Ÿ˜‚ )

also for SOME reason the TOOTHBRUSH cant be stored in there x,D ( than put it into the pouch x,D )

it also has still the Weapon-slot on the left side (even though , why do you need it , if you can put long primarys like the SKS anywhere , i guess for organisation ? )

toxic goblet
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also Chuck , i found out today
once when i upgrade the Saiga 12k

giving it the alternate handguard for the 4x B-rail attachments

i suddenly cant close the stock anymore

nothing problematic , just a thing to mention ๐Ÿ˜‚ ( similar error like with the PP remember )

smoky zinc
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though the person who made that mod stopped updating/work on all their mods after a house fire iirc

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btw that was over a year ago this happened, i sadly don't remember when in 2023 this happened

toxic goblet
smoky zinc
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agreed

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but i was just saying it was still a wip when it was abandoned

toxic goblet
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he did though a amazing job with the costum model , storage layout, etc.

i stoped counting how many mods i have enabled ๐Ÿ˜‚

the only thing missing i guess is = the Absolute massive map from Into the radius 1

i could play that map , but than most mods wont work ๐Ÿฅฒ

frozen mortar
toxic goblet
dreamy breach
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found a bug where the sks model wont update when upgrading it and still says it has a PU scope mount

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this is with scav no shop and the sks is the special variant found in kolkhoz

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mod folder

dreamy breach
#

the rail is there but its just invisible

dreamy breach
#

nvm i fixed it

next wharf
#

What happened to Chuck

smoky zinc
#

he stopped working on the itr 1 mod to wait for itr 2 modding support iirc

next wharf
#

Dsmn really wanted the 45

smoky zinc
#

same here

abstract tinsel
#

so whats the situation now, is it possible to make the mod work? I'm trying to skim the chat but I keep seeing the backpack and other mods being discussed, hard to tell

I know chuck's done with ITR1 but do people have a way to get the mod working for it? I really enjoyed the m16 and some of the other stepping-stone guns.

abstract tinsel
#

tried real real hard to figure out how to get a working knife sheath on the side of the backpack.

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reapergirl thing is a shame but the whole thrad seems to be about that entirely different mod

meanwhile every comment on the chuck page is about it not working

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....but the mod was updated yesterday

im just gonna purge my mod folder and start over, maybe its a me issue and he fixed it, maybe the comments are lying

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My dependency file i half the size nexus says it should be

im guessing it just didnt fully download. Well, i feel dumb.

lucid mauve
#

Yeah I was gonna say, its working fine for me. It's just the various pack mods people use are not updated so the pictures/plushies/sunflower seeds may not store in them depending on when they were last updated. Itr2.0 hasn't had an update for a very long time

steep fog
#

is nexus broken or something?

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my item mod that has chucks guns and common dependencies works fine

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and i havent gotten any complaints

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the update chuck pushed out fixed the mag holders so i could actually use the mag holders with my guns

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as we had issues so instead of me making a patch he just put it in common dependencies

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about this mod, chuck left what he didnt finish in his SDK

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and he said if i wanted to i could give it a try

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so maybe .45?

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he started a Kel-Tec RFB that looked pretty done so ill definitely use that

dry gate
#

anyone who is saying it does not work has probably installed it incorrectly, or they have conflicting mods. you need 3 pak files for my mod to work, the two under chucks custom items, and one from the common mod dependencies mod.

forest flower
#

will this be getting a new doc/wiki page soon?

steep fog
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nope

unique mist
#

heya! when coming back to ITR, i noticed that the Mosin's bandolier uses the grab button instead of the trigger- is there any chance this could be fixed / i could fix this myself?

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thanks!

steep fog
unique mist
#

It could be done, tho?

steep fog
unique mist
bold flint
#

You've done it again Chuck, the .45's are beutiful. The 1911 is my one of my favorite handguns of all time and my first handgun bought, love it in game too over the glock even with the 33rd.

dry gate
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Glad you like them. I put quite a bit of time into them getting the everything right.

desert palm
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Main hand holds it by the mag

dry gate
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Whaaat

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Aight Iโ€™ll try to fix it here soon

dry gate
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@desert palm alright new version should fix it

modern coyote
#

I noticed that there are inconsistencies in the naming for .45 ACP; in the ammo shop, it's called 45ACP, but elsewhere it's referred to as .45 ACP, the later of which is more correct IMO

dry gate
#

like the shop page selection? or on the items in the showcase

modern coyote
#

In the shop, I'll try to show what I mean

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The naming is kinda all over the place, I think .45 ACP would probably be the best way to go (aside from 11.43x23mm, ha )

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Sorry if that's a bit nitpicky, I just tend to notice these things. I'm very impressed overall by the quantity and quality of additions made

dry gate
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no worries. Ill change it .45 at some point

desert palm
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Also small ammo boxes of 45acp cannot be put into a hip pouch

modern coyote
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mp5k misaligned

steep fog
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ump secondary handpose could be exactly 3.12634 cm further up

steep fog
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@dry gate prices for the .45 items in stalker are busted

desert palm
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I would also add that in stalker 45acp pistols dealing 80 damage while ump does 60 doesnt make much sense. Usually it's the longer the barrel the bigger damage of the same round.

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And some shotguns have extremely low for stalker mod loudness. ~3.0 whitch is vanilla like.

steep fog
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and the glock extendo is the same price as the regular

dry gate
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Yea these were oversights.

gloomy garnet
#

All of the .45 mags are a pain to clean, everything else in the mod is some of the least frustrating cleaning in the game but .45 stuff pretty much requires pay to repair if you're trying to clean more than 10%

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Don't see it mentioned here yet either but the 33 round glock mag is the exact same weight as the 17 round mag, not sure if that's intentional

steep fog
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the brush cleaning isnt something thatโ€™s fixable

gloomy garnet
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ah

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weird, every other custom mag cleans just fine

modern coyote
steep fog
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well I can check if I remember

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they just use the collision for that so maybe he forgot to do complex collision

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but then it would be broken in other places

gloomy garnet
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the mags only get something like 3 splotches of oil on them on each side so you can't really do much to clean it

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ive never done any modding related to guns or anything cleanable but my assumption is its something like a cleaning roughness value on certain parts of the collision? the .45 mags clean similarly to the hunting shotgun's stock

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but i know nothing

steep fog
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@dry gate the weight down upgrade on the sks misplaces something

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either slot1 or the mesh

dry gate
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Hmm

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Still happens when you remove it and try to put it back on?

steep fog
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yes

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not my bug report

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but i think the slot1 is just misplaced

modern coyote
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@dry gate

Any chance you could make your custom reskins of vanilla weapons an optional file? I like the default M4A1 with the yellow ghost ring and modular gas block and kinda miss it (although I think the carryhandle version still looks rly cool)

dry gate
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no, would be way too much work undoing everything I have already done

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you can still overwrite the static mesh though with different files

dry gate
#

@modern coyote

modern coyote
dry gate
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Youโ€™re welcome haha

steep fog
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felt like that one is a mandatory fix

dry gate
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At some point yea

modern coyote
#

Helmet fix?! Thank you! I can finally use it ๐Ÿ˜ฎโ€๐Ÿ’จ

steep fog
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@dry gate the helmet doesnt take damage in vanilla

dry gate
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durability doesnt go down or it doesnt protect you?

steep fog
modern coyote
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Feels op having extra armor that I never have to repair

modern coyote
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@dry gate What are the stats for .45 ACP? Pen, damage, velocity

steep fog
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i can look

steep fog
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i wanna know this too bc two of my guns dont take damage either

desert palm
modern coyote
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85% armor pen on FMJ? Holy shit, .45 is absurdly OP

dense zealot
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The small 45 acp boxes canโ€™t go in the side pouches

dry gate
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oh the drop pouch?

dense zealot
dry gate
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I gotcha. Thanks for the info.

modern coyote
#

@dry gate

It's possible that the magazines being so difficult to clean is related to the mesh complexity

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as it stands, you need a whole can of oil to clean a single ump mag

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but I noticed that, unlike vanilla weapons or r3mains', the oil on the ump mag makes a massive pool very quickly, and disappears very quickly after just 3 brush sounds

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1911 mags are the same

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impossible to clean without expending tons of resources and time

dry gate
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It probably has more to do with how I set up the uvs and textures. Iโ€™ll take a look at it tomorrow

steep fog
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@dry gate m45 gets stuck at 99% repair in vanilla

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we need to launch some joint effort on this bc like 3 of my items do the same thing

steep fog
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in my opinion the 6b43 should cost more and the helmet should give 15 def instead of 25 in stalker

modern coyote
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The hand pose is also off on the MP5, left hand appears way lower on grip, requiring you to raise your left hand way higher than the right one to achieve level aim

dry gate
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yes that is an old issue, only with certain controllers. I use index and it works fine for me, but I cant correct it due to not having the other controllers

modern coyote
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isn't it just a matter of changing the number

dry gate
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It sure is

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If you feel up to it give it a shot, it would be easier with the sdk though

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You are changing a number yes, but it is arbitrary. You canโ€™t know what the number is actually doing until you go in game and see. And I canโ€™t see at all because I donโ€™t have the controllers

modern coyote
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but if it's too high can't you just set it lower

dry gate
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If it was that simple, I wouldโ€™ve done it by now

modern coyote
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argh I see

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What are your thoughts on the current balancing of .45 ACP?

dry gate
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Iโ€™m happy with it. Itโ€™s a slow round with limited mag capacity. High damage has to make up for those drawbacks

modern coyote
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Fair enough, but it has sooo much penetration, it's like pocket 9x39

dry gate
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Itโ€™s supposed to be like 7.62x51. There is no AP round, and max ap is .85 with fmj.

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PP has less ap, not by much, but higher damage

steep fog
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idk if i said this before but can you reevaluate the stalker .45 item prices

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1911 is more than the m45 and the ump is really damn cheap for how good it is

dry gate
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The 1911 is more expensive than the m45?

steep fog
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in stalker i think you swapped the prices

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1911 is like 5400 and the m45 is 2800

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im about to play ill make sure

dry gate
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Hmm yea thatโ€™s not right. I did all that stuff a year ago so I donโ€™t remember a lot of that stuff

steep fog
modern coyote
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but yeah UMP is wildly OP, basically kicks the pants off 7.62x39 and 9x39

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for a fraction of the price

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only real downside is velocity and mag cap where applicable

dry gate
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Nice, hell yea

modern coyote
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The collision is off on the M4A1, left hand wants to grab the gun instead of the magazine and there's something invisible connecting the barrel and the magazine

modern coyote
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Yo @dry gate lemme get that sweet sweet User 7 ๐Ÿ˜Ž

dry gate
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Alright you got it

steep fog
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the sm_chambered round isnt set properly on the r700

modern coyote
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@dry gate Do you know what "Accuracy Multiplier" means in weaponinfos?

dry gate
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not directly. could only assume based on its name

dry gate
steep fog
dry gate
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@modern coyote

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M4 fix

modern coyote
modern coyote
# dry gate

Thanks lots, I'll give this a shot the next time I load up

steep fog
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you forgot to update the gameconfig tips to show 3.0

dry gate
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Where? I checked them all

steep fog
delicate sedge
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how do i get the latest update? downloaded everything from the page and no .45 in sight Explorer_Hmm

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at least in the shop

delicate sedge
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nevermind, after completely wiping my pak folder and reinstalling it worked. I will say many of the long guns angle downward uncomfortably when gripping both hands for some reason. I don't suppose there's a way to change that myself?

steep fog
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maybe adjust the rotation in the settings

delicate sedge
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unfortunately that would just fuck up the guns that aren't oriented wierdly

steep fog
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the fullsize mp5 is angled pretty shit

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chuck is on an index and i guess he made his own handpose

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and there are 3 different locations for each handpose: hand shift, point shift, and item shift per controller

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but yes i think his guns are angled a lil down but i also used his poses as a base for my guns so theyre angled down too

hidden grove
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Thatโ€™s not chucks fault tho itโ€™s itr

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The guns handling is based on the base gameโ€™s handling chuck even said before he doesnโ€™t know how to override the handling mechanics

steep fog
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hand shift and point shift are doable but item shift per controller is impossible

delicate sedge
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an unfortunate caveat to otherwise perfectly implemented weaponry. The mp5a3 is unusable but other guns like the m4 cqb are just about usable, if uncomfortable

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an additional weapon that feels a little weird is no downgrade to vanilla afterall

lucid mauve
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Is it any better with steamlink?

steep fog
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only 1 parameter per item is per controller

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maybe I can go back and make a patch but it would be a bit of work since Iโ€™d have to do my guns too

lucid mauve
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Well it may differ depending on the runtime used, like steamlink basically turns the quest into a native steam headset, as does alvr. Meta has it's own runtimes that interface with steamvr or you can go direct or whatever. Reason I ask is I don't remember any serious alignment issues using q2 and alvr

steep fog
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M45A1 does the same damage in scav/stalker

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scar does 90 and it does 80

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trying to make this usp45 better than it since its gonna be the high end pistol but damn

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mini rifle at that point

hidden grove
#

I might be just dumb

steep fog
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one of the common mod deps

hidden grove
#

I had both of those I belive ill retry it

fierce hollow
#

@dry gate Wanted to compliment you on the R700's audio.

It SLAPS

dry gate
#

Shout out to the squad devs haha

fierce hollow
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That fire sound is SNAPPY and I love it. Only curious thing is the magazine.

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AM i getting it confused with an M40A1 that it usually has an internal mag?

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That seems to be it's only downside over the Mosin- no internal mag means reloading is a pain.

but holy shiteballs the thing SLAPS

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Also the CQBR is very noice.
Is the AK12 yours or R3mains mod? I found one in the factory with a magazine and it SAVED me from being swamped

steep fog
#

mine

steep fog
#

https://www.youtube.com/watch?v=H3q_O3rLCBM @dry gate finally some representation

There are a sh*t ton of new guns and attachments in this one bruh... Into the radius straight up got pimped out

0:00 Intro
1:30 Mutant
2:21 AK12
3:26 AK103
5:17 AK104
6:14 AK105
6:59 RD704
8:21 HKG36
9:48 HKG36C
10:47 HKG36K
11:38 HK416A5
12:33 M16A4
14:04 M4CQBR BLOCK II
14:55 M870
16:28 XM7
17:49 SIG MCX VIRTUS
18:48 DTMDR
19:53 DTMDR variant...

โ–ถ Play video
dry gate
#

nice

hidden grove
#

Hey can I get some help with the mods?

steep fog
#

anyone NOT on a quest/rift

#

how bad does the full size MP5 feel

#

the offhand pose is too low on the rift/quest but idk about other headsets

fierce hollow
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It felt like it wanted to be at low ready when I tried to aim with it

steep fog
#

fixed the fullsize mp5 handpose

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itll be in my next custom items update

hidden grove
steep fog
#

well keep in mind that the supporting hand cant be directly on where the hand is

hidden grove
#

ik

steep fog
#

or else you end up not tracking

sinful ore
#

hi I'm looking for the files for the timescale settings. did it got removed from the new releases?

steep fog
#

its in common mod deps

sinful ore
steep fog
#

m4a1 in the dependency file has no shootingpoint

desert palm
#

So if stalker silver box has 9 loot points. It means that these items can only be bought in the shop?

steep fog
#

the left column is like

#

the average of each item

#

like most of the items are 9 points

desert palm
#

left column?

steep fog
#

in the screenshot you sent earlier

wheat crane
#

Does anyone know where i can find weapon stats?
Since the page linked in the pinned is dead?

wheat crane
dusky heron
#

@dry gate
Hello, chucksharts.
I would like to translate your ITR1 mod โ€œChuck's Custom Itemsโ€,"Common Mod Dependencies" and publish it on Nexus. I will, of course, credit you and link to your mod as a translation. Would you grant me permission?

dry gate
#

Sure go ahead. You should be able to do it just modifying the data tables themselves

dusky heron
steep fog
#

@rigid copper

rigid copper
#

๐Ÿค‘

normal jackal
#

I seem to have this issue if anyone seeing this knows the order of mods I need to fix

normal jackal
#

i don't use vortex or anything but I do organize my mods, should chucks dependencies be loaded after his custom items?

#

& also are chucks 'optional files' with his compilation of old mods still relevant or are they broken