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> Weapon Rebalance mod v3.17, All things having to do with equipment!
marlin
post Sep 24 2006, 03:01 AM
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Great mod without doubt the best I've seen for any game any chance you can mod X3? Anyway how about plasma warheads for rockets and grenades I've added them to my game as I got sick of how useless RPGs and grenades are (too small blast radius and become redundant too quickly) I didn't change thrown grenades blast radius though. I also think the plasma gun needs to be changed as well as it is quickly redundant as soon as guass weapons are availible they should complement each other plasma being slow firing massive damage, guass the opposite. What I did was give it a small blast radius of 3m and increased the damage by half, the weapon is so inaccurate that you even could double the damage.

Using advanced melee weapons for a backup would be fine I think what applies to real life human combat doesn't neccessarly apply to fictional combat senarios againts aliens. And I think rushing a lone wargot power armour (particularly from the rear in a confined situation) with a suitable melee weapon (Chainswords) would be a viable tatic as its restricted in its agility and has no close in weapons like shotguns etc.
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TrashMan
post Sep 24 2006, 02:10 PM
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Is this mod constatnly growing and expaning or is it done (for now)?


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ShadoWarrior
post Sep 24 2006, 02:13 PM
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I'm taking a vacation. And if you'd read at least the last few pages of the thread you'd've had the answer to your question.


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TrashMan
post Sep 24 2006, 02:37 PM
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Thanks for the answer... b.t.w. - half of the .txt files in gamedata end up like gibberish regardless in what I open them (notepad, wordpad, Word, NoteTabLight...)
It does the same to the weapon files in your weaponrebalancemod.vfs (after I extract the files)

P.S. - You're the same ShadowWarrior from the BearsPit forums, right?


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ShadoWarrior
post Sep 24 2006, 02:40 PM
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QUOTE (TrashMan @ Sep 24 2006, 09:37 AM) *
P.S. - You're the same ShadowWarrior from the BearsPit forums, right?

Yes.


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TrashMan
post Sep 24 2006, 08:33 PM
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Hey Shadow, let me ask you something. I'm using your mod and am planning to add a few weapons myself.

for begining, I chose to add the Automag V handgun. Now I copied hte entries for hte Desert Eagle .50AE, changed some stats around. I look and see that the equipment.txt files calls for a lot of outside files, but those are for the models/lights/cameras so I let those the same...

Or do I have to make a copy of them and re-name them to match my weapon?
and last, but not least - where are the weapon descriptions?


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Tenchi
post Oct 4 2006, 09:37 AM
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One little question:
I started a new game with mods:

Afterschock new installed
patches 1.1 and 1.2 applied
3.17 Weapon rebalance mod
Militia mod
large landbases mod
heroic assault mod

playing on veteran

found my first barret in a mission against cultists. now the question: the barret shows damage 1500 but accuracy only 63% not 95% as is said in FAQ. I looked it up in the modded files - there it is listed correctly 1500 and 95. Other changes (lvl 2 sniper training needed, shooting only while prone work properly). Is this mistake only cosmetic - barret having the correct 95 accuracy in game but shows an incorrect value in the equipment screen or have i messed something up i.e. some mods i installed see above are in conflict with each other, or maybe the order in which i installed them matters? I searched the forums first but wasn't able to find a solution.
Can't say anything about other weapon accuracies since they are not mentioned in the FAQ. The ranges seem to be correct though.
Thank you in advance for your answer
and to all modders and especially at ShadoWarrior thank you for your great mods!
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ShadoWarrior
post Oct 4 2006, 09:44 AM
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You have misunderstood what that 95 figure is. It is NOT 95%, regardless of the fact that it is called "accuracy" (a very poor choice of term IMO, for which the game designers should be shot). It is the RANGE at which the accuracy of the weapon is 50%. This has been discussed, at length, in other threads in the main forum, and is also explained in Avenger's guide.

PS - instead of that value being called "accuracy", it should have been named "effectiverange".


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Tenchi
post Oct 4 2006, 03:40 PM
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Thank you for your swift answer and i apologize for inconvenience. I knew about this... strange choice of term by the developers but misunderstood the reference in the FAQ. Good to know all is working as it should. Thanks again for great mod.
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Tenchi
post Oct 7 2006, 01:15 AM
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Hallo again!
Sorry i've got another question: i was able to hire a cyborg with an advanced body implant to my squad - can't make the implants myself at the moment, but there wasn't the "compose" button available - i thought there should be a slot in it with the mod, am i forgetting something?
Do i have to edit my save game to enable the slot (i started the game with the mod installed) if so could you please point me to a thread where it is explained (i tried to find the answer myself before posting this message but all my tries with the search function showed this thread and although i read quite a bit of it i didn't read the whole 125 pages.)
Thanks in advance and sorry for repeated inconvenience.
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Tenchi
post Oct 7 2006, 02:07 AM
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Just wanted to add:
This is a cut out of my savefile:

itemTemplateStringId STR "Advanced body"
loadSaveMimeName STR "QQBkAHYAYQBuAGMAZQBkACAAQgBvAGQAeQAgAEkAbQBwAGwAYQBuAHQA"
storeItemId INT 25
tagId INT 25
width INT 0
height INT 0
toolTipString ERROR_SIMPLE_TYPE ""
itemAmmo ItemAmmo RECORD
rounds INT 0
pieceCount INT 1
END_OF_ItemAmmo
itemFirearm ItemFirearm RECORD
PTR 0
END_OF_ItemFirearm
itemReceptacle ItemReceptacle RECORD
items PARRAY 1
PTR 0
END_OF_items
END_OF_ItemReceptacle
itemModes ItemModes RECORD
currentMode INT 0
END_OF_ItemModes
END_OF_Item
END_OF_StoreItem
PTR 1
StoreItem RECORD
count INT 0
shipped INT 0
wasStored BOOL FALSE
Item Item RECORD



items PARRAY 1
PTR 0

is there - i thought this was the part necessary for enabling slots?
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shadowkeeper
post Oct 7 2006, 11:32 AM
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an implant can only be "composed" BEFORE it is implanted, so that advanced body armor will stay as-is untill you replace it with a new one with a filled up slot


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Tenchi
post Oct 7 2006, 11:59 AM
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Thank you for the answer.
Will push the research a bit more then. smile.gif
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Xentax
post Oct 7 2006, 06:58 PM
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QUOTE (shadowkeeper @ Oct 7 2006, 11:32 AM) *
an implant can only be "composed" BEFORE it is implanted, so that advanced body armor will stay as-is untill you replace it with a new one with a filled up slot


Uh, I'm pretty sure I've re-composed implants after implanting them...are you sure about that?
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TrashMan
post Oct 7 2006, 09:46 PM
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Once reccomendation. Remove hte Rocket training requirement for granades and missiles (not the launchers, the ammo).

It sooo bugs me when I put rocket ammo in a backpack of someone who doesn't have rocket training and I get the warning box. For Christ's sake, he's carrying them, not using them!


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