#Chucks Custom Items
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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
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 ๐ )
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 )
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.
https://static.wikia.nocookie.net/generation-zero/images/6/6c/PM-71_3c.png/revision/latest?cb=20240220004733 yeah i know ๐ฅฒ , also there would be a UNIQUE RELOAD ANIMATION needed with Belt feeding etc. since no gun has this
. maybe i am playing to much Generation zero lately ๐
https://static.wikia.nocookie.net/generation-zero/images/4/44/4C_N60.webp/revision/latest?cb=20220414143331
https://static.wikia.nocookie.net/generation-zero/images/e/ec/Kvm_89_Squad_Automatic_Weapon_-_5c.jpg/revision/latest?cb=20200331163004
https://static.wikia.nocookie.net/generation-zero/images/1/1e/Kvm_59_Machine_Gun_-_1c.jpg/revision/latest?cb=20200403132613
and yeah , the KVM 89 even says it SQUAD x,D
gen zero player :3
Indeed
With doom balls :3
Adorable (meany) balls :3
they gonna give you a big hug
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 ๐
But i dont know why i find them so adorable xD , same with Harpys from Destiny
So I havenโt checked this channel in a while now have any new guns been released?
little qol updates and bugfixes here and there, nothing major or new
yeah skimming up, theres guns in the works but I don't think they're added yet
Ah
does this mod change the mosin nagant as well? since it's not displayed in the images on nexus
a little bit, replaces the model with one from EFT I believe, better attachment spots and other qol things to just make it "better"
most of the vanilla guns got the same treatment
for a more "unified" look across the board, so nothing stands out as a questy gun
alright, awesome! thanks
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)
@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.
Show me your pak folder
I shouldn't have any of your mods installed besides the custom items one
plus the one that was made to go with it
@dry gate Probably doesn't matter, but I've removed the Mist mod and the Stalker Mist compatibility mod after some testing.
In what way is it broken?
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.
Ok, which file did you download?
That's what I can think of ooff the top of my head
The fomod or the standalone files?
Chuck's Custom Items All in one FOMOD 2.23
Try downloading the dependency file by itself and using that
So delete the previous mod?
You shouldnโt have to, just copy in the new chucksdependencies_p
I canโt wait to shoot the 45
Alright, manually installing chucks dependencies now, I'll let you know when it's done
Alright, I've done it, I'll let you know if it was successful or not.
@dry gate Unfortunately, nothing's changed
It's gotta be me, right?
Not sure. Try it without the helmet patch
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
It hasn't worked. I'm going to keep plugging away at this. I'll probably delete your mod until I can at least get everything else working again. I appreciate the help and the amazing mod
I'll give it a try
Dear god, I've been trying for hours. Not even scavenger works.
By the time I fix this, ITR 2 will be out.
I've uninstalled scavenger and won't retry stalker, they just don't work for me, the mod is too good to not use.
@dry gate Do you have the file for the okp-7 dovetail sight? It's not been showing up. Otherwise everything's fine.
If .45 apc works https://lh3.googleusercontent.com/proxy/JPVf76lIqiwJB85j2tuHzazJ27cBugVGvmApz6d1ABhw3C1TiD-qLu6bhVUJRDZY9py8hPqCS8iwNnMB605j_0adcdOv-y6VqEQ3XrJ58EVzBmLNl05Y6QOauPhtJ8PLyeQpociQ is this machine pistol with 10mag and 20mag a possibility maybe ?
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 ๐
- grease gun
- Mauser C96 maybe ?
Just potential ideas if they may work ?
that thing would go hard af
if you havent already, drum mag for M4.
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.
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
i was talking abt it at the time when it made it look old with the different model
either way, repacked the mod without the bps and models of the mosin
went another route
made a mod to reimport every gun model and texture from the basegame into a mod
and put it between chucks guns and my golden guns
now i can have my ridiculous custom mags, guns etc with chucks stuff
alongside golden guns
i will be uploading this compatibility to golden guns mod
it is however 2.7 gb
the desert eagle one looked atfirst like a revolver variant ๐ ( i miss took the wierd mag as the barrel x,D )
holy shit, good balanced economy on chucks items in stalker
like very appropriately priced
FN fal cqb bug
Watch snb8272's clip titled "Blasting through the Nuclear Radius on Nuclear Stalker challenge."
selector and trigger are offset
I discovered this as chucks overwrites the default mosin entirely, why I went on that "learning to unpak" because I wanted to use the supporter dlc skin
the mod to replace chucks custom models of basegame guns is up as a file on golden guns
It very much changes the mosin. It has since v1 of my mod
ok uhhh me have bad news for those who used the tarkov backpack mod
reapergirl won't be updating it anymore
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 ๐
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?
dependencies
example
The dependency pak is in there, it's the vanilla one at the bottom since I don't run stalker or scav mod.
that order is looking confusing
must be just windows
youre missing this file
that should be all
indeed I am, thanks for pointing it out I'll test it in a bit. ๐
enjoy ig lol
works like a charm now, cheers! 
thank the legend not me
putting this ping here incase it gets washed away by chat when you get back to read it.
#modding_chat message
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.
Is chuck still working on this mod? while itr2 is still in its infancy Im still jonesing for itr1 lol
Last time I checked he was working on adding ammo and 1911 to the mod and other mags
That's cool, awesome to hear. Itr2 has a lot of potential but I've grown accustomed to itr1+chucks mod 
@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?
its on sdk.
open your cooked BP for it and look in the name map for the DVL mag tag
and why not make it its own gun? dont need to replace any more weapons
@tidal juniper
just too busy to bother fucking around with adding weapons at the moment bc school you feel me
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
question, how do you make your weapons cleanable with brush? is it proxy models?
the cooked mag bp from the project
everything looks fine in name maps...
tell me where to poke i guess, cuz i have no idea what could be wrong here.
just compared it to basegame, nothing noticeable.
Cleaning with brush requires setting up the collisions with the sdk. What does the event graph for the dvl look like?
and setting up new items isnt hard at all
what exactly?
is that the most recent ver of the sdk?
did you update it within 3 weeks?
naa
then it is.
go to mods/bp_dvl_chuck
i suppose i should paste this all over the regular dvl bp?
yea you can try
get the functions too if there are any
easiest thing would be to duplicate dvl_chuck and make it its own weapon
alright, now we put a bandaid on it and pray
YOURE MAKING NVG GOGGLES?
no fucking way
Im not making anything more for itr 1 unfortunately
why? of course I want to make cool stuff
cuz it can be a hell of a project
You don't get far in life writing things off that "sound" difficult.
anyway yippee cheytac works now
Is this the end of updates? Or just nothing new added but working on current stuff
chuck, this is a scenario specific question
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?
no more replacing guns, I give in haha
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.
You would want yours to be the same up until the last part of the tag
so item.mag.glock.17.drum etc
and im supposing its as easy as adding another tag to the accepted mags list in the glocks stats
bp and etc
cool, ill get on with adding stuff next week or so
still working on projects im in the middle of finishing
You donโt need to add it to any list, as long as it is item.mag.glock it will work
alright
121 endorsements, nice.
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
What happened to the Glock extended mag
just didnt get finished thats all
Coming to Itr2 ?
Maybe after release but Def not now
yea fairs
Yeah itโs way too buggy
At least for this kinda mod
It would be better to wait for 1.0
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.
Can we B30 instead of B10 on the AK105
nevermind. I had to leave Vanno and come back for it all to work.
so 1911 not releasing then?
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
how in the hell?!?!?
that shouldn't be able to work from what i know
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 ๐
well the sks stash still has the sks
but its bugged along with the sight
in the said stash
i only had the glock and TT pistol stash working on the first map , but the rest is bugged ๐
but i mean i have a ton of mods too soooo x,D
Chucks mod doesn't mess with the stashes, but stalker mod does
but it does mess with the guns and many of those break if they are the right version
including the sks from the stash as you can't equip any sights to the b rail on it after picking it up
and the sight also in that stash is broken and is unusable
and i mean paperweight unuaseable
the sight is also partial invisible/see through in parts that shouldn't be see through
and isn't able to be equiped on any gun not matter what you use
so in a way chucks mod does in fact messes with stashes if not intended
and with just running chucks mod and dependencies for it, some/none of the stash items don't appear in some stashes
i sadly don't remember which ones as its been a while since i played itr 1 modded or unmodded
I've played through the game several times with chucks mods and all the stashes were fine
i didnt actually use the sks though since its red and I already had the uprated one from the scav mod
the scope so far as i remember was also fine but tbh I alreasdy had loads of them so sold it right away iirc
are you sure you have the right combo of dependancy mods to support the other mods you're running
also did you start a new game after you added all the mods, rather than continue an existing save that might possibly explain it
i am using the no shop , scavanger mod in this case and a lot other mods x,D
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
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
nevermind i just solved the issue c:
edit nevermind , it still persists :/
any tipps are appreciated ๐ฅฒ
( it isnt Controller Drift , since in Light brigade or Phasmophobia i dont have this "drift like" behaviour )
its kinda like , how someone described it , phantom controller drift
last i saw its still there in un-modded itr 1
but modded depends on the mods you're using
Hmm I'll have to have another look
Chucks mod doesn't even change the M9 so I can't see it being that
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
and the pm in the other castle stash
i cant find that other castle stash again despite going to the same area again and nothing is there of that said stash
but the long sagia mags and boxes of 12 gauge slugs are still there where the sagia stash was
btw there were 2 manchettes in that bolotky stash but there's only one now for some reason
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
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
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
and i doubt that un-modded itr 1 will change due the itr devs wanting to focus on itr 2
and bug fixes for itr 1 are even sidelined
as the broken scopes on the quest 3 version aren't getting fixed due to focus on itr 2
I just completed another run a few weeks back and it was still there
The sagia or the stash with the pistol scope?
The pm stash
Will start a new unmodded save and have a look Vs with scav and with chucks mod
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
Tbh it's no great loss
No it's not
But its something to be aware of though
When playing no shop routes with chucks mod active
You get a free akm at the factory so it's pointless tbh
Yeah but the stash has a free sight attachment as well
The only free b rail sight you can get in itr 1
It's been so long since I played without scav mod I don't remember what attachments you can find in the zone
Yeah that's petty much none other than in 3 stashes
That being the sks stash, PM castle stash and the factory nade launcher stash
Not counting suppressors
Plus the kolk boat stash
Oh yeah
I forget that's one a thing lol
Make that 4 stashes with attachments that aren't suppressors
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)
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)
might have to reload vanno by exiting and re-entering the map
as its said you might have to do that on pre-existing saves for items to pop up
cheers, will try
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 ๐ฅฒ
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
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
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
In fact I wonder what would happen with the M9 if I did a vanilla new save then added chucks mod on top...
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
I'll post my full mod list a bit later it may help troubleshoot
my mods x,D active at the moment over vortex ( the ingredience in the MODS folder )
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 ๐ ) it should be fine x3
Post a picture of your pak folder so we can see all your mods
are you trying to use the mod in a new save or an existing save?
I FOUND IT
I couldn't tell you how many times i cleared kolkhoz, with scavenger noshop
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 ๐
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
"could" this also be ported to ITR 2?
to my knowledge, not yet @solemn elm
I have hard enough time as it is aiming in VR... I don't even try to use the MP5 it's I can't.. lol
it is aimable , but only if with scope/red dot x,D
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 ๐ )
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 ? )
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 ๐ ( similar error like with the PP remember )
yeah that mod was released just before 2.7 was released and that mod wasn't fully finished even before 2.7 released, given some items don't full work with it prior to that update (btw try the backpack box lines for the toothbrush to be in the backpack as that worked for me just fine that way )
though the person who made that mod stopped updating/work on all their mods after a house fire iirc
btw that was over a year ago this happened, i sadly don't remember when in 2023 this happened
atleast the mod is fully functional still ๐
i am a "loot-goblin" sooo that mod just fits me perfectly ๐
yeah i read about that :/ , a tragedy
the last update was roughly 20 days BEFORE 2.7
he did though a amazing job with the costum model , storage layout, etc.
i stoped counting how many mods i have enabled ๐
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 ๐ฅฒ
i couldn't talk on nexus but like, reapergirl who made that backpack mod is gone missing idk what happend to him but i was one of the ppl to test his mod and its not going to receive any updates
I mean its still working for 2.7
I hope he is still doing fine , wherever he may be ^^
found a bug where the sks model wont update when upgrading it and still says it has a PU scope mount
this is with scav no shop and the sks is the special variant found in kolkhoz
mod folder
the rail is there but its just invisible
nvm i fixed it
What happened to Chuck
he stopped working on the itr 1 mod to wait for itr 2 modding support iirc
Dsmn really wanted the 45
same here
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.
yea, reapergirl had a housefire, was a shame, for a little while i tried to continue their work with their help but then college ramped up
tried real real hard to figure out how to get a working knife sheath on the side of the backpack.
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
....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
My dependency file i half the size nexus says it should be
im guessing it just didnt fully download. Well, i feel dumb.
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
is nexus broken or something?
my item mod that has chucks guns and common dependencies works fine
and i havent gotten any complaints
the update chuck pushed out fixed the mag holders so i could actually use the mag holders with my guns
as we had issues so instead of me making a patch he just put it in common dependencies
about this mod, chuck left what he didnt finish in his SDK
and he said if i wanted to i could give it a try
so maybe .45?
he started a Kel-Tec RFB that looked pretty done so ill definitely use that
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.
will this be getting a new doc/wiki page soon?
nope
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?
thanks!
only way to change that would be to open up the SDK itself and edit it
It could be done, tho?
yes, cant imagine why not
:D
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.
Glad you like them. I put quite a bit of time into them getting the everything right.
RD704 seems to be broken ๐ฅฒ
Main hand holds it by the mag
@desert palm alright new version should fix it
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
like the shop page selection? or on the items in the showcase
In the shop, I'll try to show what I mean
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 )
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
no worries. Ill change it .45 at some point
Also small ammo boxes of 45acp cannot be put into a hip pouch
ump secondary handpose could be exactly 3.12634 cm further up
@dry gate prices for the .45 items in stalker are busted
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.
And some shotguns have extremely low for stalker mod loudness. ~3.0 whitch is vanilla like.
and the glock extendo is the same price as the regular
Yea these were oversights.
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%
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
the brush cleaning isnt something thatโs fixable
Yeah, the .45 stuff is very noticeably worse than almost anything else, just agonizing to clean
well I can check if I remember
they just use the collision for that so maybe he forgot to do complex collision
but then it would be broken in other places
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
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
but i know nothing
@dry gate the weight down upgrade on the sks misplaces something
either slot1 or the mesh
@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)
no, would be way too much work undoing everything I have already done
you can still overwrite the static mesh though with different files
Youโre welcome haha
you didnt say anything but are you gonna fix the headlamp on the helmet
felt like that one is a mandatory fix
At some point yea
Helmet fix?! Thank you! I can finally use it ๐ฎโ๐จ
@dry gate the helmet doesnt take damage in vanilla
durability doesnt go down or it doesnt protect you?
just the durability it still applies armor
is there any way to change that?
Feels op having extra armor that I never have to repair
@dry gate What are the stats for .45 ACP? Pen, damage, velocity
i can look
yeah its an oversight
i wanna know this too bc two of my guns dont take damage either
This is stalker values, not sure if it's different vanilla or scav.
85% armor pen on FMJ? Holy shit, .45 is absurdly OP
The small 45 acp boxes canโt go in the side pouches
oh the drop pouch?
Like the punch on your side
I gotcha. Thanks for the info.
@dry gate
It's possible that the magazines being so difficult to clean is related to the mesh complexity
as it stands, you need a whole can of oil to clean a single ump mag
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
1911 mags are the same
impossible to clean without expending tons of resources and time
It probably has more to do with how I set up the uvs and textures. Iโll take a look at it tomorrow
@dry gate m45 gets stuck at 99% repair in vanilla
we need to launch some joint effort on this bc like 3 of my items do the same thing
in my opinion the 6b43 should cost more and the helmet should give 15 def instead of 25 in stalker
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
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
isn't it just a matter of changing the number
It sure is
If you feel up to it give it a shot, it would be easier with the sdk though
You are changing a number yes, but it is arbitrary. You canโt know what the number is actually doing until you go in game and see. And I canโt see at all because I donโt have the controllers
but if it's too high can't you just set it lower
If it was that simple, I wouldโve done it by now
Iโm happy with it. Itโs a slow round with limited mag capacity. High damage has to make up for those drawbacks
Fair enough, but it has sooo much penetration, it's like pocket 9x39
Itโs supposed to be like 7.62x51. There is no AP round, and max ap is .85 with fmj.
PP has less ap, not by much, but higher damage
idk if i said this before but can you reevaluate the stalker .45 item prices
1911 is more than the m45 and the ump is really damn cheap for how good it is
The 1911 is more expensive than the m45?
in stalker i think you swapped the prices
1911 is like 5400 and the m45 is 2800
im about to play ill make sure
Hmm yea thatโs not right. I did all that stuff a year ago so I donโt remember a lot of that stuff
it's vintage ๐ค
but yeah UMP is wildly OP, basically kicks the pants off 7.62x39 and 9x39
for a fraction of the price
only real downside is velocity and mag cap where applicable
Nice, hell yea
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
Yo @dry gate lemme get that sweet sweet User 7 ๐
Alright you got it
the sm_chambered round isnt set properly on the r700
@dry gate Do you know what "Accuracy Multiplier" means in weaponinfos?
not directly. could only assume based on its name
can you elaborate on this? what mag were you using with it?
the m4 you sent him doesnt have any sort of custom moade collisions and is just using the default one ue sets on an object
Thanks for elaborating, I fell asleep and just saw all this now
you forgot to update the gameconfig tips to show 3.0
Where? I checked them all
nevermind i think i was going insane
how do i get the latest update? downloaded everything from the page and no .45 in sight 
at least in the shop
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?
nope
maybe adjust the rotation in the settings
unfortunately that would just fuck up the guns that aren't oriented wierdly
the fullsize mp5 is angled pretty shit
chuck is on an index and i guess he made his own handpose
and there are 3 different locations for each handpose: hand shift, point shift, and item shift per controller
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
Thatโs not chucks fault tho itโs itr
The guns handling is based on the base gameโs handling chuck even said before he doesnโt know how to override the handling mechanics
its just the item shift per controller is geeked on the rift s/quest controllers
hand shift and point shift are doable but item shift per controller is impossible
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
an additional weapon that feels a little weird is no downgrade to vanilla afterall
Is it any better with steamlink?
just depends on what controllers you have if you saw my explanation
only 1 parameter per item is per controller
maybe I can go back and make a patch but it would be a bit of work since Iโd have to do my guns too
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
M45A1 does the same damage in scav/stalker
scar does 90 and it does 80
trying to make this usp45 better than it since its gonna be the high end pistol but damn
mini rifle at that point
ive tried to install your mod and my game keeps crashing or doesnt have anything from the modpack
I might be just dumb
make sure you have these too
one of the common mod deps
I had both of those I belive ill retry it
@dry gate Wanted to compliment you on the R700's audio.
It SLAPS
Shout out to the squad devs haha
That fire sound is SNAPPY and I love it. Only curious thing is the magazine.
AM i getting it confused with an M40A1 that it usually has an internal mag?
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
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
mine
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...
nice
Hey can I get some help with the mods?
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
So that's why it felt fuckin wonky
It felt like it wanted to be at low ready when I tried to aim with it
the hand pose for the 5.56 rifles it a little wonky as well
well keep in mind that the supporting hand cant be directly on where the hand is
ik
or else you end up not tracking
hi I'm looking for the files for the timescale settings. did it got removed from the new releases?
its in common mod deps
thanks!
m4a1 in the dependency file has no shootingpoint
So if stalker silver box has 9 loot points. It means that these items can only be bought in the shop?
you read it wrong
the left column is like
the average of each item
like most of the items are 9 points
left column?
in the screenshot you sent earlier
Does anyone know where i can find weapon stats?
Since the page linked in the pinned is dead?
Found it here: #1190760018061045800 message
Not sure if it's updated or not, but im fine with this.
@dry gate
Hello, chucksharts.
I would like to translate your ITR1 mod โChuck'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?
Sure go ahead. You should be able to do it just modifying the data tables themselves
Thank you! It will be a little while before it's released, but I'll get started on the work...
๐ค
I seem to have this issue if anyone seeing this knows the order of mods I need to fix
i get an ss of the pak folder