Blue Sun Mod

Blue Sun Mod for 7.62: High Calibre

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Forum Home > SilverGirl's Creativity Factory > [Version 2] Silver Girl's Armory

SilverGirl
Member
Posts: 405


It's finally here! Version 2 is up! Scroll down for mod features and installation instructions!


Creators: Silver Girl, Aenur.


DOWNLOAD LINK: http://www.mediafire.com/download/tgma1998a9p3f90/SilverGirlArmoryV2.rar




Does the already huge amount of weapons added by the great Blue Sun Mod not enough for you? You want more?

 

This mod adds about 200+ weapons into the game, some are simply rechamberings to different ammunition, while others are complete new weapons with unique models. The weapons are also used by enemies and sold by various merchants in the game. The main idea of the mod is to give players more choice in weapons and improve an area that a lot of people most enjoy in the game, the already huge amount of weapons.

 

Info descriptions of added weapons and some other weapons present in the default game and BSM were also changed to be very detailed, giving interesting information of the weapon and some trivia of it if available, some weapons also have long descriptions detailing their important contribution to firearm development, like the AK-47, STG 44, AR-15, etc.. The idea was also to educate those that are interested in reading the whole description and make the weapons seem more interested and make the player be able to get attached to the weapons more, since he can have more detailed information about it.

 

A new custom shop called SFC (Silver Creativity Factories) began a partnership with Uribe, SCF specializes in doing modernized and "tacticalized" versions of both old weapons and some relatively new ones, they have much better stats but are very expensive, these weapons all have witty descriptions done by SCF's eccentric owner (warning, she may be bitchy!).

 

A few different scopes were also added, the most important one is the new pistol red dot, which can be equipped and removed any time, and is eqquipable to most modern pistols.

 

Some grenades and explosives were also added, like dynamite, which is a common explosive for the starting levels.

 

Some weapon families also have conversion kits to change between their various chamberings and sizes.


A full list of weapons is available here: http://pastebin.com/dLjjG4p6


Screenshots of the new weapons are available here: http://bluesunmod.webs.com/apps/forums/topics/show/12526007-wip-silvergirl-s-weapon-addon?page=5




The mod also seeks to change weapon stats to make them more consistent among classes of weapons, and trying to change some weapon stats so that each weapon has strong and weak points.

 

Pistols have had stats revamped, being defined mostly by their size, compact weapons are the fastest to aim, but less accurate and do less damage, medium pistols have medium aiming time, medium accuracy and damage, heavy pistols have slow aim, but higher accuracy and higher damage, just like the stats of assault rifles are in the game, but pistols didn't follow this category very well, and had some pistols easily dominating others, now with this change it makes every gun have a strong and weak point, making the player be more careful when selecting his weapon.

 

Snipers were also revamped, but were mostly categorized by caliber instead of size, although size was taken into account for some weapons. Now the snipers behave like light (assault rifle calibers), medium (battle rifle calibers), heavy (.338 and Cheytac) and very heavy (.50 BMG). These changes were made mostly to make snipers more different, and make the 7.62x51/7.62x54R sniper rifles a little less overpowered, now with these changes all categories are different from each other and have different advantages and disadvantages, much like what i did to pistols.

 

Light machine guns were also revamped and categorized based on their caliber, giving room for every category to have strong and weak points.

 

Shotguns were also changed, i always thought they were too slow to aim to be useful in their CQC range, i noticed that the SPAS-12 was the only shotgun that had a fast aiming time, 0.36, so every shotgun was then categorized to be more into this range, with the heaviest ones topping at about 0.42 instead of 0.50 or more, they have the same usual differences of sizes in terms of accuracy, damage and reading time, this should make shotguns more viable against submachine guns, which are still faster to fire, but are weaker.

 

WW2 weapons have had their time drastically reduced from the time they have in Blue Sun Mod, so that they are useful now even when they show up since they take much less time to use, but they are still slower to aim than other modern weapons so not to undermine them.


Damage and reliability was adjusted for all weapons, and they now have more consistent stats between their sizes for damage, and for reliability i did some searching online and changed the reliability of all weapons. Reliability is dependant on the category, and how much likely the weapon for that category is to be fired. For example if i set the same reliability of the AK-47 for the AK-47 sniper, it would take too much time for the AK-47 sniper to require cleaning, so each class has it's own low and high reliabilties.



The ammo stats have been reworked by Aenur based on research about the ammunition loads themselves, overpowered ammos like the .40SW and 7.62x54R API have been corrected and many others were altered. He used Mick's ammo file as a basis for his changes

 

Huge ammo boxes were also added for every kind of ammunition, this was made mostly for convenience reasons, so now the player can faster reload whatever ammo he wishes without having to buy a lot of small ammo boxes and having to scroll down and drag and drop everywhere. The big 500 ammo boxes have easy names as to better identify the main characteristic of their ammo without needing to open all their description to check ammo stats.


One thing to keep in mind is that when the weapon is unloaded, the game will show the min and max damage the weapon can have taking into account all ammo loads of that caliber, so the indicated damage can be very different after you load the weapon depending on the ammo you use, this is why 9x18mm show 0 damage at min, because of blank rounds for a quest, with real ammo it never reaches 0.




Enemy inventories were changed depending on their faction, now their weapon selection is much more varied, either with my new weapons or with weapons previously available in the game. Minor changes were also made in that most enemies now have sidearms, this enables them to use them if they drop their main weapon, they will sometimes still try get weapons that are better than their sidearm from the ground, and they sometimes may flee and later flank you with their sidearm.

 

Important NPCs have better weaponry to make them look more cool and to better defend themselves when the time comes for them to do battle. NPCs in missions that need escorting like Daniel Armenso and Willi Krauf have much superior weaponry and armor, they are now capable of helping you more in their missions, and because of their better protection, it makes the missions less frustrating so that they don't die to lucky shots enemy shots.

 

The weapons are sold by most of the merchants in the game, they are mostly divided by whether you have the permit you acquire from Uribe in the BSM questline or not, however some traders sell weapons regardless of the permit. Some things will be available for both shops, like the new ammo boxes, magazines and attachments, explosives are only available for non-permit shops, and the new kits are only sold by Billy Bob of the BSM questline.



There is an optional section in the ZIP file containing optional textures with images, just follow the instructions on these images to use these textures.

 

I did some slight changes Blue Sun Mod merc stats, Kelly, Paquito and Robyu have higher intelligence stat, enabling them to improve faster, this makes them more useful so that they will not be quickly dumped for other hirable mercs. Kelly face model is also changed to one i think better suits her new picture in the latest BSM version. Benicia has had her stats upgraded so that she is more useful when she is hired, since her stats are so low it gets annoying to try to level her up, so i made her have similar stats to Kelly, her stats are better physically, but lower technically, this makes her less weak when she is hired and more able to be trained after she keeps fighting. Her stats will only change when you find her again in Santa Maria, don't worry if her stats don't change while she is in her quest, it only changes after the quest when you recruit her.

 

The optional Default Merc States removes these edits, and reverts to the previous merc stats.


Most retextures are now applied by default in order to simplify the installation process, if you want a previous texture just request it and i'll upload it.



  1. Make sure you have the newest Blue Sun Mod installed in your game folder, THIS MOD ABSOLUTELY REQUIRES IT!
  2. If you have installed my previous Version 1.0 mod, make sure there is nothing from the previous version of my mod, remove all files added my the main file and the updates, if you want to be sure, reinstall the game completely before applying my mod. A section in the readme shows what files you need to remove from the updates.
  3. Extract the SilverGirlArmoryV2.azp and INI folder to your main 7.62 High Calibre folder
  4. Go to yourgamefolder/RenderedItems/ and delete every file in this folder, don't worry, these files are auto-generated by the game, it controls the inventory images of the weapons, and they will regenerate the next time you see these weapons in game.
  5. Go to the optional section in the ZIP and select optional textures and files you want to install.
  6. Start a new game, due to the way the inventory and trader files work, a new game is required for my weapons to show up in the game.
  7. As soon as you open the game, you will see the new splash screen, this will let you know the mod is installed, this also displays what version you are using on the bottom left, and it will change depending on future updates.
  8. Optional: if you want to see all the new weapons, press tilde to open console, and type "enter_dev_mode" without quotes, then "shop" without quotes, you will be able to see all new weapons added, this will give you a CHEATER name label, so save before doing so and then load the save when you are ready to play the game, this however will probably cause a game crash since there are so many new weapons that the game cannot load their images all at once, however if you load the game and enter the shop a second time, it will resume from where it crashed, and it will work fine from there.




  1. Delete SilverGirlArmoryV2.azp
  2. Go to yourgamefolder/INI/ and open vfs.ini, remove the line that contains my mod.
  3. Go to yourgamefolder/RenderedItems/ and delete everything inside this folder.
  4. Uninstalling will also require you to start a new game.




Updates will be released periodically, they don't require a new game, if they do it will be told so. Updates will always have the previous updates with it, so all you need to do is just get the latest one, if anything requires a previous update, i'll warn it. So after installing the main file always take a look at the last posts to see if there are updates.



Some weapons may have the muzzle flash in the wrong locations, this is probably because i didn't test the muzzles very much because i was lazy and it required too much work, please report on the forum the new weapons that have muzzle flash problems and i will see if i will periodically fix them in updates.

 

The PP-90 folding submachine gun has weird behavior after unfolding it, it will not be able to fire, shift + right-click will open an alternative fire select window and this will fix the issue.

 

New grenade stats may not yet be balanced, i'm not sure i'm very good at editing these, feedback is welcome.

 

Some SCF weapons were not yet made and are as a placeholder in the game, they will be added in future updates. No other new weapons will be added in future updates since this would require game restarts.

 

Winchester 1897 Trench Gun Bayonet is held by the blade instead of the hilt, this will be fixed in an update.



Q: Is this mod compatible with Blue Sun Mod?

 

A: YES! Not only it is, it REQUIRES BSM.

 

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Q: Does this work for Steam version of the game?

 

A: Yes, just make sure your Steam version has Blue Sun Mod activated, as this mod requires Blue Sun Mod. I don't know if the verify integrity can mess up my files, just make sure steam doesn't replace anything my mod and updates add and everything will be fine.

 

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Q: Do i need the previous version before installing this one?

 

A: No, this one includes everything available from versions 1.0 to 1.4 update.

 

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Q: The image inventory of some weapons does not look like the 3d model of the weapon, why is this happening?

 

A: Go to the RenderedItems folder in your game folder, delete everything inside that folder.

 

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Q: Where are my items i ordered from Uribe and Bobby Rays?

 

A: When the shipment arrives, a dog will bark and a message will appear warning you the item is delivered, go to any bar and speak to the barman, and ask to see your locker, deliveries always go there.


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Q: Is this compatible with Silver Girl's Music Mod?


A: Yes! I recommend you try it as well, it's another area of the game i tried to improve.

 

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Q: Is this mod for hardcore players only and/or does it make the game super ultra hard?

 

A: Difficulty was never the intention of the mod, the mod is about having choice of more weapons, stat balancing and more detailed enemy inventories, difficulty may have been altered but that was not on purpose.

 

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Q: Will the detailed models cause crashes?


 

A: The high quality models are usually the same detailed as BSM's most detailed models, the crashing is caused by the game itself which has a memory leak problem, it is recommended to close and restart the game after a battle so that the memory is cleaned and save often!


 

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Q: Where is the field radio?


 

A: The field radio has been replaced by the Samsung Galaxy SIII Smartphone, this was mostly done for convenience reasons, being smaller and much lighter it can always be in the merc inventory, no longer it is needed to be stored in the vehicle and having to open the vehicle all the time and scroll the menu to use it.


 

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Q: Were is the SR-3 Vikhr assault rifle in the shop? I can't find it.

 

A: The SR-3 Vikhr has been changed to machine pistol size (2x2) since its a short weapon intended for PDW, it is in the same category as the new Micro-ARs, in the SMG area, along with the new 9A-91 and the SR-3M Vikhr.

 

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Q: Where is the HS VHS?

 

A: I decided to remove it from the game since i thought it didn't look like the real one, it is still in the cheat shop because i was too lazy to remove it.

 

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Q: How do i apply/remove the HK VP-70M stock?

 

A: Just right-click it to fold/unfold stock like any other weapon.

 

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Q: How do i recruit Benicia?


A: After you finish Clive and Benicia quest, go back to Santa Maria and she will show up in the map, look for her in the city and talk to her.

 

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Q: Can i use assets from this mod in a mod i'm creating?

 

A: I'd like to be asked permission first but i'll very likely grant it. If i'm nowhere to find, feel free to use anything from the mod for this or other games, just give credit for me, Aenur and the creators of the assets used here.



The list of credits of the models used is too big for the post, check in the readme or here for a full list: http://pastebin.com/ZY7VDHK9

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NEW WEAPON MOD THREAD IS HERE >>>>> http://mercapocalypse.freeforums.net/thread/2/wip-mercapocalypse-new-weapons

June 22, 2014 at 12:46 PM Flag Quote & Reply

Slice
Member
Posts: 87

AWESOME! Just when i  thought it would be too cool to Play V.2 tonight! Thank you very much once again Silver :)

June 22, 2014 at 12:58 PM Flag Quote & Reply

Muerte92
Member
Posts: 32

I guess I don't need to sleep tonight. Thanks for the mod. :D

June 22, 2014 at 7:27 PM Flag Quote & Reply

Ronnie
Member
Posts: 50

At last :D

Ok, time to start testing.

First,  Taurus 82B4 has bad start position of profile picture in info window (it's from back of the weapon instead of from thes side)

 

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June 23, 2014 at 8:03 AM Flag Quote & Reply

Nat_Crelk
Member
Posts: 345

Hi there ! That seems to be a great work once again !

I was wondering : what happens if I install your v2 but I continue playing my v1.4 character ?
In fact I'm nearly at the end of the BSM quest line so I just wanna stick with my old character, but I wanted to see what's new in this v.2.

Are there any downside effects ? Besides your new weapons not appearing in the shops ?

Nat

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Remember to breathe before pulling the trigger !

June 23, 2014 at 8:21 AM Flag Quote & Reply

Slice
Member
Posts: 87

Let's start the great bug hunt... I noticed some issues with folding/ unfolding the Stock of the VP70and the PP-90, sometimes the inventory-Icon doesn't change when folding/ unfolding.

June 23, 2014 at 12:01 PM Flag Quote & Reply

Muerte92
Member
Posts: 32

I don't know if this is related to your mod or the normal BSM, but after clearing the military base I got a Glock 17 and a Glock 18C 31 rnd magazine. When I howered the cursor on the magazine the Glock 17 was highlighted. I dragged the 18C mag on the Glock 17 and the game crashes every time.

June 23, 2014 at 12:29 PM Flag Quote & Reply

SilverGirl
Member
Posts: 405

Taurus 82B4 position fixed, the VP70, PP-90, PP-92 and MGL all have that problem of the inventory image not updating when the weapon is folded/unfolded and i'm not sure what causes it, removing and re-inserting the magazine is a quick way to update their inventory image


as for the glock crash i'm not sure what causes it, try collecting this magazine and quickly going to a different map before equipping it on the glock in this other map, i had some strange crashes when i tried picking up a knife after a battle in santa maria, i think its because one of the enemies wanted to pick it up before he died, but picking it up after he died somehow still caused a crash because the enemy AI still wanted it or something like that, if it still crashes just abandon that magazine and try playing and see if any more issues like that come up


if you install this one in a 1.4 update i'm not sure what would happen but probably you will have problems since this one overwrites a lot of 1.4 stuff, you should play 1.4 until you finish the quests you want, and then play 2.0 with a new character, you can try installing the 2.0 over it but i'm not sure what will happen to your game


i also detected an issue with the RGZ-89 grenade, it had 5 seconds instead of the usual eastern grenade of 3.7, which i fixed now, and i also fixed the P90s so that the user correctly holds the foregrip, i'll wait some time to see if there are more problems so i can bundle them up in this first update, i also noticed some of the sound changes aren't working because the ones in the game folder overwrite the one in my AZP, so i'll provide them in the first update as well, and now updates will be in AZP format, so there won't be loose files like the previous ones, and the update size will be even smaller

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NEW WEAPON MOD THREAD IS HERE >>>>> http://mercapocalypse.freeforums.net/thread/2/wip-mercapocalypse-new-weapons

June 23, 2014 at 1:12 PM Flag Quote & Reply

Muerte92
Member
Posts: 32

After waiting a little bit, I could use the 18C mag without crashes.

June 24, 2014 at 6:14 AM Flag Quote & Reply

Ronnie
Member
Posts: 50

Also Kiparis could use Scorpion suppresor

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June 24, 2014 at 11:05 AM Flag Quote & Reply

swetsoulbro
Member
Posts: 4

A sudgestion: The Kahr K9, instead of using Browning HP mags(at 13 rounds), why not have it use sig P220 9mm mags? That's closer to the real capacity.

June 24, 2014 at 9:47 PM Flag Quote & Reply

swetsoulbro
Member
Posts: 4

swetsoulbro at June 24, 2014 at 9:47 PM

A sudgestion: The Kahr K9, instead of using Browning HP mags(at 13 rounds), why not have it use sig P220 9mm mags? That's closer to the real capacity.

Scratch this idea. I played around with the CLIPINFO and WEAPON INFO files to make my own Kahr K9 and K40 mags, that use the same lines and such as the BHP, but have the correct magazine sizes(Since I own a K9 and have owned a K40 and it's my favorite weapon to carry)

Don't know how to change the descriptions outside of the name, though.

Thanks though! Really appreciate this mod!
June 25, 2014 at 12:14 AM Flag Quote & Reply

SilverGirl
Member
Posts: 405



DOWNLOAD LINK: http://www.mediafire.com/download/h0cufiz2nioiv9p/SilverGirlArmoryV2Update_1.zip

THIS UPDATE DOES NOT REQUIRE A NEW GAME!


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Changelog

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  1. Taurus 82B4 rotation on info screen fixed
  2. RGZ-89 timer is now correctly ~3.7 seconds instead of ~5.0 seconds
  3. User of the FN P90 (all 4 versions) will now correctly hold foregrip to fire
  4. Fixed weird body position when aiming of the Colt M651, M652 and Sporter Lightweight
  5. Fixed Kiparis not accepting silencer, now it accepts both the AEK919K and Skorpion silencers
  6. Beretta Px4 Storm (all versions) accuracy increased from 14 to 16
  7. Vepr 308 readying time reduced from 0.55 to 0.52, and accuracy increased from 55 to 63, reliability changed to hunting rifle levels
  8. Remington Seven LS readying time reduced from 0.59 to 0.53, and accuracy increased from 59 to 65
  9. CZ 550 readying time reduced from 0.59 to 0.54, accuracy increased from 59 to 64
  10. Dynamite x7 sticks, non-fused x7 sticks and TNT charge are now much stronger, throwing fragments around so that they damage enough to kill and blow everything up
  11. Sounds of some weapons were changed
  12. RPK-12 (all versions) accuracy reduced from 65 to 63 and readying time increased from 0.54 to 0.55, this weapon showed up sooner than i intended, so i made this small nerf
  13. SA VZ.58 Klec LMG accuracy increased from 59 to 60
  14. Valtro PM-5 now correctly occupies 2x4 instead 2x5 of inventory space when folded


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Installation

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  1. Extract the contents of the update to the main folder of the game and overwrite if asked.
  2. Go to the Main Game Folder/RenderedItems/ and either search for Valtro and delete everything related to the Valtro shotgun, or just delete everything on the entire folder.


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swetsoulbro, the browning HP mags were the one that fit best the P7 and K9 model when i added them to the game, i hadn't created the P220 9mm mags at the time, for most pistols i added i just chose mags that fit the model with no regard to the real capacity so that there wouldn't be many different mags that were just used for single weapons


it is easy to change what magazine it uses now, but changing it now won't update to the enemies that use the Kahrs and they will have the browning hp magazines and won't be able to reload, so sadly i cannot change it anymore, creating another magazine would also require it to be added to shops, which would also require a game restart

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NEW WEAPON MOD THREAD IS HERE >>>>> http://mercapocalypse.freeforums.net/thread/2/wip-mercapocalypse-new-weapons

June 25, 2014 at 2:57 AM Flag Quote & Reply

swetsoulbro
Member
Posts: 4

SilverGirl at June 25, 2014 at 2:57 AM



DOWNLOAD LINK: http://www.mediafire.com/download/h0cufiz2nioiv9p/SilverGirlArmoryV2Update_1.zip

THIS UPDATE DOES NOT REQUIRE A NEW GAME!


*******************

Changelog

*******************


  1. Taurus 82B4 rotation on info screen fixed
  2. RGZ-89 timer is now correctly ~3.7 seconds instead of ~5.0 seconds
  3. User of the FN P90 (all 4 versions) will now correctly hold foregrip to fire
  4. Fixed weird body position when aiming of the Colt M651, M652 and Sporter Lightweight
  5. Fixed Kiparis not accepting silencer, now it accepts both the AEK919K and Skorpion silencers
  6. Beretta Px4 Storm (all versions) accuracy increased from 14 to 16
  7. Vepr 308 readying time reduced from 0.55 to 0.52, and accuracy increased from 55 to 63, reliability changed to hunting rifle levels
  8. Remington Seven LS readying time reduced from 0.59 to 0.53, and accuracy increased from 59 to 65
  9. CZ 550 readying time reduced from 0.59 to 0.54, accuracy increased from 59 to 64
  10. Dynamite x7 sticks, non-fused x7 sticks and TNT charge are now much stronger, throwing fragments around so that they damage enough to kill and blow everything up
  11. Sounds of some weapons were changed
  12. RPK-12 (all versions) accuracy reduced from 65 to 63 and readying time increased from 0.54 to 0.55, this weapon showed up sooner than i intended, so i made this small nerf
  13. SA VZ.58 Klec LMG accuracy increased from 59 to 60
  14. Valtro PM-5 now correctly occupies 2x4 instead 2x5 of inventory space when folded


*******************

Installation

*******************


  1. Extract the contents of the update to the main folder of the game and overwrite if asked.
  2. Go to the Main Game Folder/RenderedItems/ and either search for Valtro and delete everything related to the Valtro shotgun, or just delete everything on the entire folder.


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swetsoulbro, the browning HP mags were the one that fit best the P7 and K9 model when i added them to the game, i hadn't created the P220 9mm mags at the time, for most pistols i added i just chose mags that fit the model with no regard to the real capacity so that there wouldn't be many different mags that were just used for single weapons


it is easy to change what magazine it uses now, but changing it now won't update to the enemies that use the Kahrs and they will have the browning hp magazines and won't be able to reload, so sadly i cannot change it anymore, creating another magazine would also require it to be added to shops, which would also require a game restart

That makes sense, I suppose.

I've been messing with the game files and your mod(I blame you for getting me hooked on moding :D), and I have been able to create Kahr Magazines just for those guns, using the browning HP models but with their own line in the the various places it needed to be changed, such as adding them to the various shops and enemies. 

Again I thank you for the mod. I've been wanting a Kahr K9 in this game for the longest.

Now I can go play undercover cops with my Mercinaries.

June 25, 2014 at 12:09 PM Flag Quote & Reply

swetsoulbro
Member
Posts: 4

I am having a problem with the magazines though. Even though I've listed them in the ITEMS, CLIPINFO and WEAPONINFO, I am unable to reload the magazine. If it comes out of the gun, it won't go back in.


Any clue to why it's doing that?

June 25, 2014 at 1:47 PM Flag Quote & Reply

SilverGirl
Member
Posts: 405

yes, this is because you need to include it in the ATTACHTYPES for it to properly equip to the gun, let's continue this over by PM message so we leave the thread for mod-related posts, i'll do a small tutorial on how to include the magazines for you over by PM


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yesterday i changed the rpk-12 accuracy but i forgot to change the rest and only changed the 5.45x39 version, i'll fix this in a next update since its a minor issue and not worth posting a full update about it, i'll see if maybe i'll include some optional textures too

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NEW WEAPON MOD THREAD IS HERE >>>>> http://mercapocalypse.freeforums.net/thread/2/wip-mercapocalypse-new-weapons

June 25, 2014 at 2:08 PM Flag Quote & Reply

atlantisartist
Member
Posts: 1

Hi! Great add to the original BSM! Thanks.

I've noticed that the size of tac308 and tac338 is not correct currently. They are larger than most .50 sniper rifles and the butt extends into the shoulder which looks really wierd in the game. Maybe you can have them fixed in the next update?


Thanks!

June 26, 2014 at 11:05 AM Flag Quote & Reply

SilverGirl
Member
Posts: 405

indeed, it really seems to be quite big, i'll see if i can resize it better in one of the updates, so far i have only discovered another small issue, if the Springfield Sniper if the scope is removed, it cannot be re-attached


i'll see if i include some optional textures in the next update, but since there isn't any major problems, i'll only maybe do the next one next week or so

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NEW WEAPON MOD THREAD IS HERE >>>>> http://mercapocalypse.freeforums.net/thread/2/wip-mercapocalypse-new-weapons

June 26, 2014 at 11:48 PM Flag Quote & Reply

Badbru
Member
Posts: 62

The Trenchgun is just a tad too big too. Atleast the stock was bigger than Lamberts head when she had it on her back.

The Steyr 9mmP railtop doesn't seem to fit snuggly into the characters shoulders anymore like thet used too. Now either the arm passes through the rear stock area or the stock rests against the upper arm muscle area? Made changes there? Something to do with the foregrip now being down messed up the whole hold layout?

PM70 RAK is listed as (9mmMakarov) but is chambered for 9mmParabellum. PM63 RAK is 9x18Makarov.  Perhaps re-lable them (9mmM) and (9mmP) for some consistency.

The UGL HK79 is a bad fit on the HK32A3 it's currently positioned so high the rifles barrel would be passing through the launchers barrel.

Keltek Bullpup shotgun doesn't hold well either. Most characters hold it so high it looks more like they're carrying an RPG on their shoulder than bracing a shotgun.

I've waited till you had a product near completion and these are minor niggling errors I've spotted so far in my first play through. Certainly no deal breakers and on the whole it looks good and has been fun. Weapon progression actually feels slower, which is a good thing.

June 27, 2014 at 5:11 AM Flag Quote & Reply

casper
Member
Posts: 16

I know it's a very small detail but the MG34 is a selective fire (double crescent trigger : semi or full) weapon.

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Cyberpunk 2020 | 7.62

June 27, 2014 at 7:29 PM Flag Quote & Reply

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