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Osplitter

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29 comments

  1. 0Saph0
    0Saph0
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    add Lancer Please
  2. BrendanatorX
    BrendanatorX
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    Any chance of making an update that fixes things and includes Lancer?
  3. specopsbarton
    specopsbarton
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    Hello I use this mod and latest version of game and I see only few perks in technician - they are broken, please help.
  4. Xayjyn
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    Tech and Demo still don't work online.
  5. FujitsuboMachine
    FujitsuboMachine
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    zdemo2heavy1CQW.pak
    Can you change and remove the (3) pistol of zdemo2heavy1cqw.pak
    Error reported by others when online
  6. Xaleos
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    The OP Gunner mod is alot of fun with dual rifles. I've never been a fan of SMG's or Shotguns in any game but I've been trying to mod this myself, trying to remove the CQW extra slot and put it back to handgun but I've been unsuccessful in locating the correct line in the uasset file in order to do this. Would you mind letting me know which lines I have to change to what in order to adjust a classes weapon loadout so I can get a gunner with Rifle/Rifle/Handgun so you don't have to keep making singular mods since everyone wants something different? Thank You!
    1. OSplitter
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      I appreciate your desire to learn! I uploaded an image to this mod page. I wanted to do it as attachment, but it won't let me in this reply.

      In the Asset Editor, when you go to the tabs at the top and click [View/Expand All], you will need to locate [GunLoadout Data (3)] in which you will see three lines that each say [GunSlotDef (3)]. These are the guns. From here, if you want to change the "Sidearm" slot of your loadout, you change the third line. *it's highlighted blue in my image uploaded.

      You will see a bracket that says [GunClass | SoftObjectProperty | /Game/Blueprints/Weapons/Guns/(Gun Type Goes Here)]
      Below that, you will see [GunSlotType | EnumProperty | EGunType:: (Gun Type Goes Here)

      You need to change the file path to a different gun. When you edit it will be like this:
      [/Game/Blueprints/Weapons/Guns/(The Gun Type Desired Goes Here)]

      On the second line, it would be:
      [EGunType:: (New Gun Type Here)]

      For Example, if you want to change CQW to Handgun, it will be this:
      [GunClass | SoftObjectProperty | /Game/Blueprints/Weapons/Guns/CQW_Shotgun_M37A3.CQW_Shotgun_M37A3_O]
      [GunSlotType | EnumProperty | EGunType::CQW]

      Changed to this:
      [/Game/Blueprints/Weapons/Guns/Handgun/HandCannon/Handgun_HandCannon_K50.Handgun_HandCannon_K50_C]
      [GunSlotType | EnumProperty | EGunType::Handgun]

      In order to get the proper file path I need for the gun change, I just open up a different file in the Asset Editor and do a copy and paste. For example, if I want Tech to have Heavy guns, I'll open up the Demo class asset files, copy the file path of the heavy weapons and paste in the file path for Tech. Voila, new guns for the class!
      *Note: Don't forget to change the [EGunType::] line as well.

      The biggest issue you'll have to over look is clipping of your guns, the weapons positioning and possible animation jank. (example: using rifles with Phalanx shield doesn't reload consistent with CQW and Handguns)

      Best of luck and Thank you for checking out the mod!
    2. Xaleos
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      This is a huge help! Thank you very much good sir I really appreciate it!
    3. IITheSoldierII
      IITheSoldierII
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      If it isn't too much of a hassle, how did you manage to open and save Player_Phalanx from vanilla? I have the base file in front of me, but I get the warning in Asset Editor "Warning: This file will not save correctly". I've been able to edit and save other uasset files perfectly fine, though some I seem unable to, like the ones you've modified.
    4. OSplitter
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      I had the same problem when I messed with the files at first. When I extracted the files from the games PAK files, I think I only grabbed the .uasset file. This caused that error. When I made sure to grab the .uexp file, it read the .uasset file correctly.

      I think that's what fixed it, making sure both files were in the folder. So, for Phalanx, you will need both [Player_Phalanx.uasset] and [Player_Phalanx.uexp]. The file path is:

      endeavor/content/blueprints/classes/Phalanx
    5. IITheSoldierII
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      I've been doing that almost since I started, you need that file to modify any uasset file. I've got the both the uasset it's uxep file in the same folder, but it won't let me modify the files here. One that I've yet to see anyone else modify are the weapons themselves in endeavor/content/blueprints/weapons/guns. Anything else that I might be missing?
  7. demolicen
    demolicen
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    Would there be a way for phalanx to have Rifle? :)
    1. OSplitter
      OSplitter
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      Ok, great news! I just uploaded Phalanx with Rifle. It's a replacer mod, meaning you can have any other combination, and so long as it's last on the load order, it will replace JUST the Phalanx and nothing else!

      I placed a warning, which I will repeat here. The animations for reloading a rifle are NOT consistent with CQW and Handgun, so it's going to look janky as F. Also, the crosshairs are missing when aiming from the hip. When you aim the gun, crosshairs return, but that's it. I don't know how to mod the files further to fix these issues, unfortunately.
  8. xXTheShaXx
    xXTheShaXx
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    How does this mod affect online game?
    1. OSplitter
      OSplitter
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      Easy answer, don't use it. If they add anti-cheat in the future, definitely DON'T USE it.

      If you have friends, have them install the mod on their end, and it MAY work, but I guarantee nothing. As I stated in the description, I don't play online, so I wouldn't know what happens.
    2. xXTheShaXx
      xXTheShaXx
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      Alright thanks for the reply
  9. lewysworld
    lewysworld
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    Could you swap out Docs and Demos extra CQW for a Rifle instead?
    So Demo would be Heavy-Rifle-Hand Gun
    Doc would be Rifle-CQW-Hand Gun

    So many combos to use, game should allow it by default.
  10. RAHZEN
    RAHZEN
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    @OSplitter Thank's for carrying the torch for gladias9 updating his mod to include the Phallanx class. Would I be able to mod your class mod? Or would you be able to help me and release the mod yourself? I've already released a mod. Working on two others atm.

    What I'd like to see for class mod is to replace the pistol with a heavy for each class, meanwhile keeping the Rifle and CQW as primary and secondary. I've done this with success already. However the rifle and cqw clips on the back of the player when you switch to your sidearm slot 3. Is there a work around? Also have you figured out why controllers can't swap to the sidearm 3rd weapon? Lastly have you discovered how to switch perks for a class? Thank's OSplitter in advance.
    1. OSplitter
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      I have no issues with you modifying the files I've uploaded. After all, these are changes I have made to Gladias9's original.

      The straight answer to your questions is I only recently learned how to mess with the weapon loadout using the guide that Gladias9 posted. To fix the clipping on the guns, I'm assuming, would have to do with the models themselves and the anchor points that are placed on the character. That requires greater knowledge of modding the Unreal Engine that I, unfortunately, do no possess. Another issue I came across was I wanted to use rifles with the Phalanx Class, however, when you reload the gun while the shield is active, the character uses the default rifle reload animation. Long story short, it looks janky, because the shield moves along with the left arm as it reloads the magazine. It looks ridiculous, albeit hilarious. In order to make the reload consistent with CQWs and Handguns, I'm assuming you'd need to know how to mess with the animation files.

      I regret to inform you that I have no knowledge nor advanced skill sets in order to mod the game any further. I do not know why the 3rd weapon does not work on controller. (Personally, I am keyboard only, so I wasn't affected nor aware of the issue) I feel disappointed at the thought that the Devs could possibly create an update that will break this mod and I will have no way to fix it. :(

      I apologize that I could not provide any further assistance. Good luck with your future mods and thank you for giving my mods a try!