#R3mains' Custom Items
1 messages Β· Page 6 of 1
Hey, do you mind if i make something like "standartization" just for loot?
Ive noticed you have added your custom items to lots of different loot tables, while chuck put everything in grey/red boxes only
wanted to make loot tables more consistant and loot chances more predictable
could this be seperate from the normal standardization mod
sure
but i always change them
You mean just adding additional items to the list right?
Ill create new modpage for loot only tweaks and give plenty of files to choose from (similarly like in missions overhaul mod)
what magsizes for mp7
can we get small, default, and extended
20 30 and 40
sweet
Can we get transparent to see how many bullets left? π
I don't think there's transparent models for mp7
that'd be cool tho
oh there's a drum for mp7
that'd be sick
Is 5.7 going to be used only in secondary weapons?
no
why mp7
How do you have enthusiasm to keep making those guns?
no idea
yeah but why in 5.7
because im not making a whole ass caliber for 1 gun
2 if you count the UCP
was just curious
I mean 5 7 and 4 8 r close enough
5.7 is a big longer so im curious how it'll fit in the mag
msr bullets clip out the mag
shame you can't do the thing we do where you can scale the point the round is attached to
im afraid if youre worrying about things clipping then i dont think we have played the same itr
and that'll scale the round
doesnt work
yea
thats what i meant
just didnt work
whether i did it beforehand or called it on an event
just didnt do
I hope itr2 is better for modding
very swag
mp7 is done
@gleaming stream when you think theyll be done
I can finish them before the weekend
Could you share the ItemInfos please?
P90s are done
you absolute demon
when i get home sure
i can throw you the ones after i do the fiveseven
Would be happy to have ammo, ammo boxes item tags
Trying to make a compatibility type mod that would populate the loot lists with .45ACP, .338 and 5.7x28 bullets/ammo boxes
well Iβve done all my ammos on every table
but 45 isnβt
i can give you my tag file and iteminfos
Atm 45 is only in silver boxes π
Thought ill try do get rid of single bullets in loot lists and populate it with custom ammo boxes. Two birds with one stone.
i thought about going in chucks and adding his stuff to all my tables
ive edited some of his in my tables
Do it if you can π
This loot inconsistency between different mods is killing me
fiveseven ironsight color
idk i think orange
57 js gives orange vibes
bet
i still have to do chucks loot
but
eh
itll be out either when i get home friday or later that day
then i have to fix all my itr2 mods
broo
im so
concerned
for itr2
like
its gonna take me a long ass time to get my guns done for itr2
but eh
i will do it
that sounds difficult
its all eft and i save my final .blend with everything seperated
so
i only have to redo 1 texture
and rexport it
but its a lot like
lootwise and such
well
more opportunity
but its like a lot at-once
like ive built my loot over these 6 months
having to redo it all
dont expect it out the second mod support comes
like
few weeks or months
pretty ironed for what it is rn
but full release also good idea
@sterile dragon messages
vet
veterans
veternations
wait now
now im not niche purple
my niche is gone
haha not ourple
OR
could make them 2 diff colors
for rear and front
figured that out
just need to be seperate objects
or just orange
yeah tbh
i ended up doing some stuff last night
so i have more time to do loot
i wanna have all weekend to play itr2
when u think the new caliber gon be out
π
Already bough itr2 long time ago but too afraid to start playing it. itr1 enjoyment might not be that good after that.
okay
update is done
EXCEPT
for chuck stuff
ill keep it in the vault incase i dont finish chuck stuff by tomorrow but ill prob finish it tonight
mmm
i reconsider redoing chuck stuff
would take me so long
i mean
when i upload new sdk you can do it
but that would take me so much effort that i dont want to deal with
did the WHOLE video
just for my obs to have shit color grading
so i will be recording in headset
okay
update is like
I did the videos and stuff
but I MUST fix the rpg before I release it
so like
5pm cdt tomorrow
Can you drop an ItemInfos?
No rush i believe when i get home you will already release the mod π
And ill spend quite some time updating standartization, already started to make spreadsheet and stuff
Thanks for keeping compatible files in the "old files" section
@pure hedge
update should be out soon
mother is being psychotic again
.3gb file increase
okay
rpg fix just isnt working
so
ill release it now
its time
@normal hedge hate that youre 7 hours ahead of me but i cant thank you enough for making these boxes
guarantee that if you didnt these would not get done
out
@pure hedge if you were to make the chuck loot mod id say it would be better off as an individual
Yeah ill keep loot things seperate from combat things.
when i upload my sdk you can get a pretty accurate template
5.7x28 is like 5.56x45 rarity
and .338 is like 2/3 as common as 7.62x54r
only issue is i dont remember seeing any large boxes in stalker/scav tables
also i was planning some very light modifications for chuck loot tables. Such as decreasing loot points for extended mags mostly π just to be able to find them
even though i know theyre in there
yeah i looked at them
def not right
like
the m45 is 9 points while every other primary is 5
the scopes are wildly off
i just made mine all the same per table
like the lvpo is 7 points but the m16 is 5
I was mostly touching the furniture loot so far. Almost noone uses them except scav mod.
Im not at home now so i wont start working on anything anytime soon
stalker is easily the best, even though it may seem the hardest, as most tables are regurgitated
all "Ammo" tables from each zone are exactly the same
all "Equipment" from each zone are exactly the same, these only hold attachments really, i havent added anything else that would really go in there
all "StashGreys" of each zone are exactly the same
beyond those and the StashReds/DeadMan tables, the rest of the stalker tables just hold ammo
scav is probably the worst as most tables are different even under similar names
all attachments go under the "Valuables" tables
otherwise for Scav i just do each table manually
vanilla is just ass, unless its a russian gun i just threw them in castle. best to do these manually too.
NOTE - most the the non-stash castle tables are unedited from scav-vanilla
my strategy to hyper-optimize loot at this point is:
Stalker-
do every zones' Ammo table; do the first one, then Export As CSV under the next-same zone Ammo table name, then reimport on the next table for each Ammo table of each zone
do the same thing for every zones' StashGrey if it has multiple
then do the same for the Equipment table
i do the DeadMan and StashReds manually
Scav/Vanilla-
i just go through each individual table; since each one of the same type tend to be different.
CONTROL+W to dupe every table is your friend. like this i can finish loot in about 15 minutes per-gun. dont manually add rows, just make your orignal row name the ctrl+w everything. many tables have multiple rows for every item, especially stalker.
I was thinking about something more simple π
craziest recycle bin yet
okay
something wack is not notting with the loot
because how did i just see dude get a box of x39
but why no table
not in table
wait nevermind
i did do that
do index controllers just not work?
with safeties
@ionic parrot you know anything about controllers being weird? watching this dude on an index with none of the safeties working on my guns specifically, even though mine don't touch anything related.
nevermind he had eft scar installed
mpx rework mpx rework
@thorny isle feel like you would have an idea
what parts to use
because the mpx really needs a remake
The time difference really is annoying, yeah..
I'm glad you like the ammo boxes (and they work as intended! π
)
Keep up the good work! πͺ
What is the explosion damage of 338 lapua HE rounds?
Only found the bullet damage modifier
does the same damage as the gun
well
no
the explosion damage is in BP_RadiusGrenadeProjectile
that was like the main issue with the RPG
no way i couldve touched the explosion params
not even with a function
/Content/ITR/BPs/Misc/Projectiles/BP_RadiusGrenadeProjectile
@pure hedge if you never found it
but you cant really do anything to it
Found it but it doesnt say anything about the damage π
is it bullet damage+explosion damage? while explosion damage depends on bullets damage?
thats why you made HE bullet 0.75 damage multiplier?
uh
no
HE is just a regular bullet
but it explodes
after
the explosion is just whatever it is there
because in every bp i looked in the explosionsettings werent defined
explosion damage is completely separate
Ok so how do i know what damage will be dealth with he bullets?
(weapons damage)*(he bullet damage multiplier)?
Ok got it π
okay
who has idea on remade mpx
my old .blends were so fucked
anyone play tarkov and have an mpx build
theres like 5 different handguards
otherwise im just gonna make my own thing
can we get a long barrel mpx and short barrel mpx in the upgrade
and maybe the integrally suppresed one as a seperate weapon
like 6 inch for short barrel and either 14 or 10.5 for long
hm
will this longer barrel include a longer handguard
heres what i came up with for the default
yeah i used an eft repo from 2022 back then
the writing is completely different
cant really see it
but its different
looks a lot more detailed
well keep in mind the old one is
not right
and the new one is just the one from the tarkin exporter
not actually ue4 textured
well
what length
10.5hg + 14.5 barrel?
like this?
actually
may not do long barrel mpx
think that makes more sense
more work anyways
hm
or
make them all upgrades
def possible just a lot of work
or
make mpxsd s seperate gun
1β£ make mpx-sd a seperate gun and the long barrel an upgrade
2β£ make them both upgrades
3β£ make all the seperate guns
which ever is easier
when ur done with mpx can we get glock 21
actually there isnt one is there
yea nvm i js looked
i found one in spt
I found an RPG in Kolhoz, and even after save loading and game restart it doesn't show the loaded rocket
where
yeah
i tried to fix it
didnt work
it still works
but just
doesnt
show the warhead
i dont really use the mpx for anything but the funny flashbang build
my heart belongs to the mdr
idk i js found this when searching it
https://hub.sp-tarkov.com/files/file/67-glock-21-45-acp/
Glock 21 identical to the M1911 or M45A1. The mags are cross compatible with the .45 ACP Kriss Vector.
no idea if itll work ive never played eft
hm
depends if its modeled
lots of them just change the stats
yeah no itβs not even a gun
i found an empty crate are those still supposed to be in the game
idk if its bad luck or js a bug
would a break action rsh12 be possible?
m231 or the patriot
thats due to something in the crate having a component very far away instead of using it properly
usually a gun remodel
i made sure mine arent like that
Yes i think it's chucks
maybe i can look through his
Used to have problem with your ak12 mag i think, but now it's fixed β€οΈ
thing is idk if what chuck has sent me is up to date
ill remake the tt at some point
i seriously
do not get the obesession with this american ass gun
in late 1900s russia
just looked through his
Aaaaaand...?
cuz it got 1200 rpm and its in the metal gear games
seems right
If i encounter any more loot boxes like that i will write down what kind of items were inside
why break action
actually fair enough ig itd probably be easier since rex exists
@gleaming stream havent even thought about starting this update but if you wanna do these rn that would be nice
Updated standartization to be compatible with your newest mod version
None of the new caliber boxes or bulets go into the side pouch
wack
dont think chucks holderconfig works completely but ill see why it isnt
@sterile dragon were you gonna get the sig model to me
think you said you were before
am i special enough to be told where it is
because now i want it
iβll pitch you in for a special P226 custom iβm going to make eventually for H3
special variant
stash cheatsheet
gimme
Do the loot tables from vanilla + custom items add up together?
or replace each other?
do you have a timescale
GameConfig determines what loot is used where
if you have a timescale that isnt chucks it makes the modded loot not work
damn
Ill try with timescale
might just be that
buffer zone loot works great
what does it replace
so you replaced the uh
dtcs with dts
probably why it isnt doing
you kinda just have to look at the sdk to understand it
because im looking at rgdstation furniture and it looks fine
idk what you could have done
point still stands
idk what you did
uh
its because you replaced the wrong thing
no
maybe
no
yeah idk
why ist doing that
might be the .baks
now wondering if any other loot tables are gedding replaced
i have weird experiences with .baks
what about them?
i will π it has important stuff i want to change π
well thats what the loot for common mod deps relies on
so maybe export the one from common mod deps and edit it
ill keep this option in mind
Ok find out that my lazy ass make my life more difficult
Apparently one cannot just rename DT_Loot_Kolhoz_Greenhouses_Furniture with DT_Loot_Kolhoz_RGDstation_Furniture and hope that the same file will work in all locations π
ah
might be it
are you doing it in SDK
might want to do my export/reimport method
@cmi stop making guns cool in itr2 i dont want to do allat
I only know how to use UassetGUI π
yeah make sure you dont do that
OR
if you want to do that you would have to change the name maps in the uasset
but already figured out how to copy paste file and than change the destination/filename
not just the file name itself
you have to change the name maps aswell
its what i do for custom materials
These two right?
It seems to be working now
thats why i wasnt getting any items yesturday π
yup
always have to do that unfortunately
good luck with that mod loot is the WORST shit ever imagined
in itr1 its a jumbled mess but itr2 doesnt look that bad from glancing at it
I have big plans if my enthusiam lasts
still finishing the furniture loot π
and it's nothing special
And i was thinking about redoing all loot in the game
i can only wish the best lol
ak12 durability is busted
tryin it without standard mod
@pure hedgeur standardization mod messes with ak12 durability like crazy
idk if it do anything else
i checked version too
You mean weapon gets damaged when shooting?
well yea
Ok ill check
but it makes the durability drop much faster than it should
one mag makes it very close to yellow
3-5 mags makes it red
yes than its my mod most likely ;D
not sure if its intended sorry
could be it lol
Ok fixed now
Once I do changes in SDK, how do i use that file in my game?
cook the project by going to file\package project\windows\choose folder
you ideally should go to edit\project settings\packaging and changing the "additional asset directories to cook" to the folder your asset is in and changing the "directories to never cook" to just about everything else. chances are if you cook the whole project, youll get a shitload of errors due to how memory references and node structure is handled when you simply zip up the project, so thats why i mentioned the previous. after its done cooking you can use upakgui or chuckseasypak
Ok finally im going somewhere
CAn i select multiple rows somehow?
like thousand? π
manually making these full auto sounds is
certainly a choice
im gonna have to completely remake all these sounds when its itr2 time
@gleaming stream if you may
@pure hedge good stuff
how did you do the chuck tables
just change the rows?
Just changed loot points
cool
Loot removal was just a preparation for my biggest mod idea so far
want to make something like scavenger just for stalker
i mean stalker noshop is already good though
oh yeah i enjoyed playing no shop stalker
wanna go further
will ise your+vanilla+ chucks item in loot tables from zero
At the moment im not happy with the scav loot implementation with custom items
wym
Planning to do a modpack that overhauls pretty much every aspect of itr
hm
maybe you could get chuck to update common mod deps with it
i think he should do a big update for it
add a ton more user folders
and maybe add tables for whatever overhaul youre making
Oh no i kinda rely on people not making updates π₯²
Im def not adding new items or anything
i just mean updating common mod deps
specifically for the user folders theres like 2 slots left
i would make some custom gun guides
but there wouldnt be a point
I think now is the last chance to do any serious mods for itr1 anyway
before itr2 comes out
maybe
atp im just making guns because i want them
and it does a good amount of the work when its itr2 time
but itll still be a shit ton of work then
unless whatever sdk they give us is like
h3vr level
the good thing with itr1 that devs dont break things with their updates π
always trust that lol
but then nobody plays it and subsequently doesnt download your mods
true
surprised this never blew up at this point it has double the guns as chucks and vanilla combined
more than actually
yeah i saw how little traction itr1 mods get nowadays
not even enough to test the mods for bugs π₯²
shame
it is what it is
i plan to just drop the itr2 version on a random day
maybe then it shall gain traction
4000 total dls is despicable
its been what
6 months now
Not too much for something that doubles the guns in game π
@sterile dragon any h3 mods that change the spectator camera
probably just an ovr thing that isnt changable
Wdym
interesting
Hey there, I'm running into some issues with some of the added weapons from this mod; I can load them, cock them, repair and clean them but trying to fire them results in the "Dang! It's on safety." message, and pressing the safety button does nothing; no sound played either. For reference, I do not have the EFT SCAR installed. This is the order in which I loaded CommonDependencies, Chucks and R3mains' Custom items. Has this happened to anyone else? I might have done something wrong in the mod load order. Not pictured is the folder at the top of my modlist with ChucksTimeScaleConfig
what are your other mods
Let's see
So I have the Entity and Weather selector mod from Freeman Otzi
That includes all of these, and it has a system to load in or remove each of the mods depending on what you're looking for on that playthrough
i mostly just run the stalker mod, arachnophobia no fog and frozen wasteland
the rest are just unused
as for the standalone mods, here's the full list:
So that's;
Better distortion anomaly sounds
Black color for all pouches
Some built in Paks that ITR comes with
M9 Alt sound
Chuck's Pack
Common Dependencies Stalker
Your (R3mains)' pack
Blue gas mask
Your (R3mains)' audio pack
USP Match
Mute gasmask sounds
Stalker detector and sounds
Working Hammers
AK74, AKM visuals
Eft Backpack
EFT Eican Sight
Glock 17 and Glock 18 visuals
STANDARTIZATION, I downloaded the older file the R3mains' pack requested
45 ACP Rebalance
Timescale generated by Chucks' Timescale
and UMP 45 sounds
I noticed the issues mostly happen with 9x39, Lapua and 5.7 calibers; with the exception of the silenced deagle and revolver where the normal versions work fine and rifles like the SR-25.
I'm trying to find a pattern that could explain where the incompatibility is but I'm not sure; if I had to hazard a guess the issue is in my version of STANDARTIZATION or my mod load order for Common Dependencies, Chuck's and R3's.
All other mods don't seem like they would cause any trouble... the ak74, akm and glocks retextures seem entirely unrelated
Thanks for taking the time to read, what do you think could be the issue? I'm right before heading out to Ouroboros on this run so I don't really mind if I can't use those guns (my loadout is already complete with the R3 EED-DMR and USP 45 (both of which work perfectly fine)
But I am curious as to what could be causing it, for a future run. I'm new to ITR and the game is so much better like this haha
@lime star its standardization
you have the older standardization file with the new custom item version
hence why anything past july is breaking
download the new version of standardization, contextmaker updated to my custom items 2.0 a few days ago
oh sweet!
Just wondering, are all of these required? or should I remove any of them to then update the rest?
literally just use this one file
the main issue with standardization is that i tend to have biweekly updates to my mod
and then contextmaker has to manually remake the user5 version of his mod
when his isnt caught up thats when i keep the older version on the modpage
but its all updated now and i dont plan to touch my custom items for a good week or two; would rather try something else
No worries, thanks a ton man. My Stalker run would not be the same without your mod! So remove all the rest right?
Also, what is the use case for Lapua bullets? π They seem a bit overkill for most enemies haha
something you REALLY want gone
harvesters i suppose
HAHAHA
i made a vow to do .338 lapua and 5.7x28mm when i first started the mod
The other day I bumped into a harvester for the first time, surprisingly easy for some reason
Just had to shoot a core under it like it was a fragment
Not sure what that was about
if i deprecated the mod rn id be satisfied just because i did those ammos
nothing else that monumental i could really do
5.7 was sorely needed honestly
what is your main/meta weapon in your item pack?
I'm really happy with the R3 DMR
hm
of course .338
as a whole
Daaaang, all bolt action?
r3 DMR is special but standardization kinda makes it redundant
i'll prolly do a bolty only run
Oh really? Because it makes the guns all equal right? Since the damage is calculated with the bullet
yup
I JUST looted one yesterday but sold it because I couldn't get it to work oof haha
R3 DMR was just my excuse to make a custom AR15
it's really cool
i decided to make it radius-ified in the description to justify it being good, the like the scavenger special guns
was a big surprise when i looted it
but standardization doesnt consider that
i was like "hey i've never heard of this gun before, what mod is this from?" then i saw the name and i was like "woaaaah" hahaha
would you recommend playing without standardization?
hm
if youve never used the mod before maybe
it kinda just makes the balancing ive put into each gun redundant
the r3 dmr in specific
I see, I should probably remove it for my next run then; to see the more unique feel of each gun
or hell, maybe do my final castle run without it haha just for the real feel
im not really thinking of updating the mod yet
super excited for the final mission
maybe next month
very fun with some busted guns
heck yes
do you feel standartization would make the r3 dmr weaker? or all other guns just as strong?
i'm wondering if im about to unlock a super busted gun by removing the mod lol
well it doesnt consider the lore reason for it being good
it just makes it a long barrel m4
let me get the stats
right, so if I remove the mod it's about to get real busted, isn't it? π
does 145 dmg in stalker
but he made it like this
BUT
it also is quite loud without standardization
zoo we fuckin mama so i'm playing THE NERFED version LMAO and it's already crazy strong
its a tradeoff
can it take a nato suppressor?
wait nvm standardization makes the 556 guns loud for no reason
yeah it just make the r3 dmr useless
just use an x95 or m16a4 atp
oof
yes
otherwise id say standardization is alrighty
just the dmr in specific is done wrong imo
yup
where the point is the bullet type, not quite the gun
i myself rly like stalker gamma and tarkov so i wanted to try it out
honestly itr might be the best game vr has to offer rn
def not how i made mine
made it more
of course
progression
yup
it's great
first game will always hold a place in my heart
been playing it for more than 3 years now
i'm really excited for where itr2 is heading
yup
i have a friend i always play a run with every new beta
all the gun stuff is cool
but im concerned
because how am i supposed to match that
when i port this over
it does multiply the workload unfortunately
if you ever get around to do it, it's going to be an incredibly rich experience for the player, that's for sure
yup
at bare minimum itll be retexturing the guns partially
beyond the new work in-game
the guns obviously werent textured and modeled to be disassembled
but its all mostly eft guns
and i mostly save all my final .blends with the parts separated
so it should be mostly possible
it will be done but will take a while
i need to test this little itr2 mod someone asked me to make
which one?
HAHAHA
plus i need to get more acquainted with ue5
and i dont wanna deal with custom items atm
rather do something else
what's on ur mind
no 20mm so sad
.22 LR lmao
hey chief, i ran itr with your new version, both with and without standartization, and it seems like 45 acp ammo is just gone?
rail b attachments 2 are gone as well, 3 and 4 are at the bottom of the list
Do you have chucks custom items installed?
Havent considered weapons changed by zone.
The mod im working right new could really use a special weapons
maybe even unrepairable ones
The sig icons
Yep
Just noticed, the tier 2 armor and helmet are also gone
Am I missing a dependency?
This is my current modlist, perhaps I'm missing an update for dependencies or the stalker mod? I checked Chuck's and there's no update
are you using stalker?
than you should have dependencies AND chucks timescale config both for stalker
yep, they're both for stalker
zzz_TimeScaleStalker2.0
and commondependencies stalker
maybe it's a mod load order issue?
whats the best order for dependencies, chucks and r3?
You will have to disable mods to find the what causes it π
π
chucks and r3 files load in paralell as i understand. So their order shouldnt be an issue
i'll try changing the common dependencies then
worked like a charm π common dependencies has to load before chucks and r3
Is there a way I could easily quickly check which of the item pack's weapons are compatible with the gp32 grenade launcher?
wym
if they can mount it shows when you inspect it
only the aks do
just because im making ryan draw these icons does not mean im working on this update lol
trying to get fallout working
Fallout vr?
new vegas
my 650 modlist
i made a few months ago
wanted to play it again with my 5070ti
but i needed to change some things and regen lod
whats ur fav ak
mine would be the ak12 if i could put a gp32 on it lol
some AKs can do it, some can't
particularly the carbines can't, with some exceptions
say
considering your rebalancing
how does the ak103 shape up against the ak12?
since one is 7.62 and the other is 5.45
im thinking of building a super kitted out ak103
ak12 is very good but i think it just loses out in raw damage
yeah? 103 puts out more dmg?
yup
cause im thinking of putting full upgrades on it, grenade launcher, the whole 9 yards
dont think i made the ak12 that good
could make for a really powerful weapon for a different run
Is there a pattern why some stocks are extending with grip and other with fire button on your guns?
no
well
if its collapsible+folding i make it grip to extend and trigger to fold
i usually make the collapsible ones grip unless it has a shell holder on it or something
OR if i end up grabbing the stock instead of the gun in testing'
I end up grabbing the stock 50% of the time π₯²
benelli
idk
i only make them use the trigger if itll conflict with another component
what guns r comin out next
uh
idk
mpx remake and sg553
havent really started it yet
might do the galils aswell
we should get some 9x18 guns
idk any
we could get apb
ok
ill do all the mak esque guns at once
next update
-mpx remake
sg553 and 553r
galils
aps
pm rework
only thing im concerned about is i couldnt get the stash replacer to work
ill need chuck to help
next update will prob be next month
im not too crazy on this mod as i was before i kinda accomplished all i set out for at the beginning
plus the less guns i have to deal with for ITR2 the better
AND ive got some fallout to play
How can i import files i want to change into SDK?
what is it specifically
thats like the main thing with unreal
why we cant do maps n shit
Nothing fancy just trying to load my missions file into the sdk
dupe it
if its just for reference
maybe dont do that
duplicate the cooked uasset
you can the export as csv
then import onto the dt you want to replace
And why some files are red?
I put an rsass into the repair box and that made the repair process get stuck on 99%
what overhaul
ah you upgraded it didnt you
look at what somebody offered to buy for yall
1β£ yes
2β£ no
unfortunately the mag and gun arent separate mats
so the cleaning will be weird
what sounds should i use
any game sounds?
kinda like the pavlov sounds
eh
nvm
stalker overhaul
gave it the -30% recoil upgrade then put it into the repair box
next update should fix it
Izh18 doesnt go into backpack slots
very nice
should get white glow sights so it still looks older
does for me
you kinda have to put the main body in there
oh, got it
like 90% of 5.56 and 5.45 mags I find in Pobeda and even in Kolkhoz only have FMJ rounds
I doubt this is intended so I thought I'd mention it
im pretty sure it is and im not sure this mod messes with the ammo in base game mags
yes
thats determined in the loot
you can only do one
i dont touch anything that isnt from my mod except for some chuck prices and the remastered guns' infos
and the acog lens
Oh i was wondering why there are chucks items in your iteminfos
yeah he had a lot of oversights in pricing that i fixed because i know he wont
and i nerfed the shit out of the custom armors in stalker
@pure hedge
you mentioned on your loot mod that youll find modded ammos if youve got them installed?
wait nevermind
i thought using a tag that isnt loaded ingame will make it crash but then i remembered that it just wont do anything
false alarm
Glad that i was able to help π«‘ Reach me again if you need something else
i can guarantee
that no work is being done
ive been playing new vegas all day every day
and will not stop for like another 2 weeks
if anyone has ideas for the thompson sounds please recommend
If i use Iteminfos file from SDK it makes fn fal disappear. Any ideas what could cause it?
Thanks for reply ill check if it fixes the issue tomorrow. π«‘
Havent even touched fn fal
Changing from chuck to regular kinda fixed the issue with gun
Should i do something about the proxy? There is no default option like in my old working file to choose from
Only 2 CQB options
Some items dont even have proxy class so idk if it's important
idk
maybe the fal doesnβt have one
you can prob just make an empty blueprint just for reference
I left the proxy as they where
Apparently there where like 10~ items that had different actor class assigned that made those items bugged
Changing them to default seems to have fixed the problem
Hope it doesnt break anything down the line
In deagle SD mag First loaded round goes into 5th slot
and then all rounds load normally from the top
such a small thing
yeah its literally just
a reskinned deagle mag
i didnt touch anything else
So its something on my side?
no
the regular mag is fine. But i was messing with files quite a lot.
cmi side
What is cmi?
i literally duped the deagle mag bp
cm immersive
@echo flume rsass durability is broken
like
it sits in the box for ever
i disabled the standardization and its still like that
yeah ik
ill do it
later
uh
most durability values just make the repair bin geek
so i make my items with the same values
but ig when you upgrade it then it changes the durability to a bad value
1β£ yes
2β£ no
will rpg one shot harvester
ukw i should js try it out
i think it might work
@pure hedge i change upgradeinfos with new update
all i did was make the 57 barrel, sv98 body, and some other upgrade not change durability
just look through the rows and remove any durability changes
It was the upgrade that caused the issue?
yes
and some of the durabilities on my older items were bad
And vanilla items are ok? I mean most of the guns in stalker can be upgraded for durability.
i mean
yeah
Why yours dont work?
Im changing some durability values on many things in a mod im working on
But it's fine it disables the repair box anyways
thats the thing
idk
ive looked in all the configs and shop bp
most values just dont work
What is the 57 barrel?
Iz18 stock and sv98 body are the only ones changing durability
at least that's what i found in SDK
And some sights upgrade add 0.1 π
the barrel with a mount
Also does the fire rate on bolt action rifles do something?
Im browsing through the upgrades now and mosin front mount adds some fire rate
Any idea why ammunition doesnt show in guns and magazines?
when using ammoinfos from SDK
Suspect that something here is wrong, I can even change the ammo to look like any other ammo, but not 7.62x51
7.62x51 simply doesnt exist in sdk. Except for chucks but it doesnt work
wym
on the counter?
idk
never noticed it
yeah
I can see bullets in my arm or on the floor
but once it goes into a magazine the mag is empty, just numbers are increasing in the description
look at the path
sdk issues
remember the difference between weaponschuck and weapons
OMg finally found the solution
Took me few hours to figure it out
apparently in SDK mesh files of this ammo are in a different place than they should be. And they are missing in that place where they are supposed to be
Its not helping that for some reason 7.62x51 files are in different folder than all other ammo π