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

Freedom0777
Member
Posts: 15

i think you have done a fantastic job silver girl, ive really enjoyed playing the mod.

August 25, 2014 at 7:47 AM Flag Quote & Reply

SilverGirl
Member
Posts: 405


DOWNLOAD LINK -> http://www.mediafire.com/download/hdcr5srrl4ww3o4/SilverGirlArmoryV2Update5.rar



THIS UPDATE DOES NOT REQUIRE PREVIOUS UPDATES!


THIS UPDATE DOES NOT REQUIRE A NEW GAME!


NOT COMPATIBLE WITH RUSSIAN LANGUAGE PATCH OF BLUE SUN MOD!


 

 

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Changelog

 

 

 

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  1. Bandits using Zastava M77 LMG should now have correct drum magazine in inventory
  2. SVK-12 (9x39mm) single fire time reduced from 1.38 to 0.64 to be more like the VSK-94 and VSS's single fire times
  3. Changed levels that some of the new ammo boxes show up, 5.56 M885 should only spawn in a higher level instead of 6, which was supposed to be when the weaker subsonic ammo show up, now the subsonic .223 ASR will show up at 6 which was what i intended
  4. Changed prices of the main ammo boxes, however the pricing is unclear in the files so im not sure if its the way i want to
  5. RPK-12 will no longer spawn from level 7 in the hands of bandits
  6. A few revisions to pistol and submachine guns damage, should be more consistent and based on barrel sizes now, 9x18 SMGs are now slightly stronger since their individual damage levels were quite low
  7. All normal sized Glocks (17, 18, 21, 22 and Uribe versions) now use a new model by Twinkie Masta and Sp|inter (http://css.gamebanana.com/skins/122500), the barrel is threaded, so now all of them accept silencers. Optional textures available in the optional textures folder
  8. All normal sized Glocks (17, 18, 21, 22 and Uribe versions) added suffix "Gen4", compact (19, 23) and long (34, 35) added suffix "Gen3", descriptions are more detailed now, explaning the third and fourth generations of glocks
  9. Keltec RFB Carbine, Sporter and Target now use a true Keltec RFB model by Naabjenia (http://facepunch.com/showthread.php?t=1224263), they can now equip bipods
  10. Keltec RFB Carbine damage fixed, also slightly reduced Carbine and Sporter reliabilities, description is now more detailed
  11. Fixed one instance of the rifle/revolver ammo swap glitch with sniper bandits, couldn't fix the one involving the winchester shotgun, as this entry is buried deep in the inventory editor and does not show up because of the new big bandit inventory



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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 Optional_Textures folder and take a look at the images and select any optional textures you want to use, just follow the instructions on the preview images.
  3. Go to the Main Game Folder/RenderedItems/ and delete everything on the entire folder.



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

August 25, 2014 at 8:40 PM Flag Quote & Reply

Boris
Member
Posts: 8

Hello Silver, i have one question. Can you add some russian optic in game? like http://russianoptics.net/default.html ; Hold strong. you do many great things in game :)

August 26, 2014 at 12:41 PM Flag Quote & Reply

Auspice
Member
Posts: 13

Some comments on the 2.4 ammo changes:

.45 was nerfed pretty bad, and imho for no really good reason. .45 hollow points are now strictly worse than 9mm hollow points. 9mm EX-STAR deals pretty ridiculous damage, I'm not sure if they were buffed or if .45 was just nerfed that badly. Please make .45 back to what it used to be, or at least buff it closer. It's really not that mechanically different than .40 to deserve that bad of a nerf.

7.62x39 is now pretty much the best round in the game. 7.62S carbines with folding/collapsible stocks outperform pretty much every other gun, drawing faster than full-sized battle rifles, dealing more damage than the other carbines, and have more effective accuracy (due to less bullet drag) than SMGs. 7.62x39 should be comparable to 5.56x45 (the wound profile on 5.56 is actually better, due to tumbling after impact); the primary advantage of 7.62x39 IRL is penetration, as it has a tendency to overpenetrate against soft targets. In ballistics gelatin, 7.62x39 usually penetrates 28 inches or more without tumbling, fragmenting, or expanding, leaving a long, narrow wound channel. On the other hand, the mild steel penetrator isn't armor piercing, but it can still go through Level II (pistol) vests, concrete, and car doors. I can track down some YT vids if you want showing the differences.

Don't get me wrong, though, I have a M4 in 7.62x39 and I feel like a god now.

August 30, 2014 at 3:25 AM Flag Quote & Reply

Auspice
Member
Posts: 13

Also because I apparently can't edit (hmm...), the battle rifle calibers should probably be closer together than they are. The difference in terminal performance between 7.62x51 and 30-06 is pretty small IRL. They both kill pretty much whatever they hit. There definitely is a difference, but the difference is relatively mild. Both calibers have roughly twice the muzzle energy of an intermediate cartridge like 5.56 or 5.45, but there's maybe a 10% difference in energy between 7.62 NATO and 30-06. They should really not be that much different, and the choice of round should really have to do more with the qualities of the gun, availability of specialty ammo, and of course, personal preference.

August 30, 2014 at 3:45 AM Flag Quote & Reply

SilverGirl
Member
Posts: 405

hello Auspice, thank you for the feedback, sorry for taking so long to answer


well the hard thing to balance here is the fact that there isnt much range where i can change the values without going into another area (like raising the pistol ammo damage and going too close to the 5.56 damage area, or lowering it too much and going too close to the 9x18 weaker damage area), from what i checked it looks like i forgot to adjust the golden saber .45 ACP ammo, which has the same damage as the surplus one, but should be higher (i compared the FNP9, FNP40 and FNP45, which all have the same damage in their weapon settings, with the difference in damage being all by the ammo stats itself)


the deal was that before the damages were adjusted in the weapon settings, so they had some weird values sometimes, what i did was make multicaliber weapons have the same weapon damage setting (except for rare cases which one of the versions has a bigger barrel or something, like the Zastava M90), letting the ammo values make the damage difference more smoothly


honestly i dont know much of ballistics and damage, the change in the 7.62x39 was made more as a balance thing since the bullet and the accuracy of most guns in this caliber is bad and this ammo has a reputation of being stronger than the 5.56 (and looked stronger from what i saw in videos), so i raised the damage a bit to make it a little more different from the 5.56, however i dont find them that overpower like you said, i still think 6.8 SPC is superior and 5.56 seems much more accurate than 7.62x39, to counteract the fact that other accurate weapons like the M4 are too much strong with this caliber, i can make the ammo be much more degrading than normal, being worse to use in these kind of weapons since they dont have as much reliability than ak variants


with the battle rifles it really depends on the ammo type i think, however for these ones i just asked someone who knew more than i which one of these was stronger, and then left then a bit close, i dont think they are that much different in the game, the 7.62x51 and 30-06 ingame only have a difference of about 6 damage depending on what kind of ammo you use (the previous .30-06 XP3 ammo is now hollow point)


what problem are you having with editing the ammo? if you have the non-steam version, there is an editor in the folder Main Folder > Tools > AmmoEditor which can edit all of the ammo values, the only ones i edited were the "factor" ones which are multipliers and the resource damage, you can edit with this program, just load the AZP of my update and then change the values, ill make some changes for a future update, however if you can get something more balanced i can include your changes too

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

September 4, 2014 at 3:14 PM Flag Quote & Reply

VStraken
Member
Posts: 1

Hi there,

I just tried to play a new game the latest version of this mod, but every time I click on "Start Game" after editing my character's starting stats, it immediately crashes to desktop - no error message, nothing. Prior to installing the mod I had no issues. I am playing with the Steam version and BSM is activated.

September 14, 2014 at 10:09 PM Flag Quote & Reply

SilverGirl
Member
Posts: 405

hmm, can you try going to the YourGameFolder/Log/ and copy paste here the latest log of your crash? maybe it can help me understand the error


also, is your game in russian language? i also recommend you try "Verifying integrity" of the game in steam, could be a missing file or something

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

September 15, 2014 at 12:34 AM Flag Quote & Reply

Dupe
Member
Posts: 3

Uh Hey, I just signed up to say that mediafire deleted your mod for whatever reason. I hope you can re upload it at some point.

September 25, 2014 at 11:58 AM Flag Quote & Reply

Dupe
Member
Posts: 3

Actually nevermind, it works now for some reason.

September 25, 2014 at 12:41 PM Flag Quote & Reply

SilverGirl
Member
Posts: 405

are you sure? i just checked the link and its working fine here, maybe you tried getting the old version 1? that one i removed from mediafire a few days ago since it was an older version


the link of the version 2, in the main page is http://www.mediafire.com/download/tgma1998a9p3f90/SilverGirlArmoryV2.rar


are you able to download it? if not i can upload a mirror in some other sites


also dont forget the update available here (needs the big main file first): http://www.mediafire.com/download/hdcr5srrl4ww3o4/SilverGirlArmoryV2Update5.rar

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

September 25, 2014 at 12:43 PM Flag Quote & Reply

Dupe
Member
Posts: 3

No I got it. Now that I think about it this happened once before with an entirely different file a while ago. I think its a glitch with their site or somthing.

September 25, 2014 at 7:57 PM Flag Quote & Reply

Blackscorpy
Member
Posts: 4

I've come across a few guns with a wrong chambering. Namely a .38 Taurus revolver loaded with 5 rounds of 12ga buckshot (!), besides a few others. Can't remember if it was the same calibers, or vice versa for the other cases.

The compact Glocks (19, 23) still seems vastly oversized. Even the 19 rnd magazine on the G19 is barely visible. Also, continuing with the Glocks, an extended baseplate magazine for the other calibers would be nice, and they should also accept the Kriss V magazines.

AR-57 should have the magazine further back, and only a small bit of optics rail, but I guess that's a model issue (it's just a regular AR with a P90 mag on top?).


Overall, a fantastic mod, pure gun porn for an enthusiast like me. If only one had a CZ SP-01, or S&W M&P pistols...

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September 26, 2014 at 8:55 PM Flag Quote & Reply

SilverGirl
Member
Posts: 405

yeah the guns with the weird chambering is a bug that happens because the enemy has two weapons with internal magazines, so the game switches them up for some weird reason, there are very few of these bugs left, but because of another bug in the inventory editor (which doesnt show all the entries if there is too many entries, which there are a lot for bandit inventories), these entries are buried deep and i cant edit them without deleting the other inventory entries and remaking them


to fix the gun, you can try selling to a trader, then buying it back, sadly thats the only way to fix the particular bugged gun


yeah i also noticed that the small glocks are big, they are models from BSM which i didnt edit, but i can edit that for the next update so they have a better size, about the mags though, it requires remaking some inventories which would require a new game to start, so im not sure if i can make that yet, perhaps in a future version i can make those (and fix a few bugs with other pistol magazine sizes)


the ar-57 magazine is easily adjustable because i can freely move the magazine location around, im gonna take a look at a few pictures to better see its location


ah well...new guns will have to wait for a new version, which there isnt plans on starting one yet, but if i do, ill post here :)

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

September 27, 2014 at 3:28 AM Flag Quote & Reply

vahadar
Member
Posts: 109

Havent tried your mod so far, will give it a try, looks impressive work ;)

October 18, 2014 at 12:11 PM Flag Quote & Reply

SilverGirl
Member
Posts: 405

bumping page because of incoming update, so that the update stays at the top of next page for easy find, take a look at the next page for update ->

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

November 3, 2014 at 5:34 PM Flag Quote & Reply

SilverGirl
Member
Posts: 405

bumping page because of incoming update, so that the update stays at the top of next page for easy find, take a look at the next page for update ->

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

November 3, 2014 at 5:34 PM Flag Quote & Reply

SilverGirl
Member
Posts: 405

bumping page because of incoming update, so that the update stays at the top of next page for easy find, take a look at the next page for update ->

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

November 3, 2014 at 5:34 PM Flag Quote & Reply

SilverGirl
Member
Posts: 405

bumping page because of incoming update, so that the update stays at the top of next page for easy find, take a look at the next page for update ->

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

November 3, 2014 at 5:34 PM Flag Quote & Reply

SilverGirl
Member
Posts: 405

bumping page because of incoming update, so that the update stays at the top of next page for easy find, take a look at the next page for update ->

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

November 3, 2014 at 5:35 PM Flag Quote & Reply

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