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  1. Seijax
    Seijax
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    MOD IS NOW FULLY FUNCTIONAL as intended

    True hybrid solution/rollback.
    No Technical perks, no Tech mods, no charge and no Bolt. It's a Power weapon and works like such, but while aiming it will pierce objects instead of ricocheting off of them. Ricocheting hipfire.
    Also, enemy highlight through walls while aiming and no damage reduction after obstacle piercing.

    There are 2 customizable options that were requested, regarding weapon type (to benefit from Revolver perks instead) and ammo consumption of Quick Melee attack, that can be changed through the menu of Native Settings UI or manually editing the "settings" file. Reload a save to apply any changes.
  2. Edeinawc
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    Hey,

    I apologize for asking for something so specific, but would anyone be able to tell me what settings I'd have to change to remove the ricochet effect and make it so that hipfire shots also pierce through walls, along with keeping the see-through tech sight?

    I'm gonna start doing some trial and error on this ini but some help would probably speed things up, many thanks!

    Something here,

    --SetPreviewType(curSettings.attackPreview)
    SetQuickmeleeAmmo(curSettings.quickmeleeAmmo)
    SetWeaponType(curSettings.revolver)
    local nativeSettings = GetMod("nativeSettings")
        if nativeSettings then 
    local lang = LoadLocalization()
    if not nativeSettings.pathExists("/Ricochet") then nativeSettings.addTab("/Ricochet", "Ricochet") end
    nativeSettings.addSubcategory("/Ricochet/Malorian", lang.mod_name, 3)
    --[[
    local  previewList = {[1] = "Pierce", [2] = "Ricochet"}
    nativeSettings.addSelectorString("/Ricochet/Malorian", lang.sel_preview, lang.sel_preview_desc, previewList, curSettings.attackPreview, 1, function(value)
    curSettings.attackPreview = value
    end)
    ]]--
    nativeSettings.addSwitch("/Ricochet/Malorian", lang.opt_meleeammo, lang.opt_meleeammo_desc, curSettings.quickmeleeAmmo, true, function(state)
    curSettings.quickmeleeAmmo = state
    end)
    nativeSettings.addSwitch("/Ricochet/Malorian", lang.opt_revolver, lang.opt_revolver_desc, curSettings.revolver, false, function(state)
    curSettings.revolver = state
    end)


    Or maybe here?

    function SetPreviewType(attackPreview)
    if attackPreview == 1 then 
    TweakDB:SetFlat("Items.Preset_Silverhand_3516.previewEffectTag", "pierce")
    TweakDB:SetFlat("Items.VHard_50_CoolRef_Weapon11.previewEffectTag", "pierce")
    else 
    TweakDB:SetFlat("Items.Preset_Silverhand_3516.previewEffectTag", "ricochet")
    TweakDB:SetFlat("Items.VHard_50_CoolRef_Weapon11.previewEffectTag", "ricochet")
    end
    end


    What would be the proper terminology to replace here? "Pierce" or "TechPierce" or what instead of "Ricochet"?

    if not nativeSettings.pathExists("/Ricochet") then nativeSettings.addTab("/Ricochet", "Ricochet") end
    nativeSettings.addSubcategory("/Ricochet/Malorian", lang.mod_name, 3)
  3. SirDeeViant
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    I think the 2.21 Update borked the Custom Damage Script mod, no matter what number I put in, it stays at default. Thankfully the main mod itself still works. (I made sure none of my recent mods were conflicting with it and double checked to make sure I didn't put a typo in the script or something)
  4. TheProstatePro
    TheProstatePro
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    Thank you. Without this mod, I would not be able to beat the Johnny flashbacks because of my difficulty setup.
  5. eresxfsdyr
    eresxfsdyr
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    Hello. Can you tell me whose changes will be given priority when using the Simply Improved Pistols mod? Conflict checker does not help
    1. Seijax
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      That is a TweakXL mod, this is a CET mod. So the answer is: "this on top of that"
    2. eresxfsdyr
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      Do you mean that it will be mixed together and it is not clear how it will work?
    3. ovtwc
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      from my experimentation. (i did 5 seconds of experimenting) it pierces when aiming
    4. RickAstley69
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      it shouldn't be this funny, but it is 😭
  6. Shmityboi
    Shmityboi
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    Im not sure where to go for this, but I believe theres a bug that causes that gun to no longer shoot after using the quick melee. As in, it'll shoot and use a bullet from my ammo and do its full animation, but no bullet actually comes out of the gun. I have to put it away and pull it back out after each quick melee to have bullets come out again. Although, I have no idea if its due to this mod, or one of the other 387 mods I have installed lol
    1. Seijax
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  7. Kanyeezay
    Kanyeezay
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    Excellent mod. I was worried the optional damage buff would make it too strong but it's just right. If counting headshots the Malorian is almost as strong as Kurt Hansen's Bald Eagle.
  8. Chadek
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    Hey uh the tech aspect of this gun aint working for some reason. Even when aiming down there's no outlines that show up.

    Edit: Wait no. I just wasn't using it right lmao.
  9. sladkoejka044zuma
    sladkoejka044zuma
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    how to understand that the mod is installed and working, I can not find it in any way, please help
    1. Seijax
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      When you shoot the Malorian while aiming, it pierces through walls.
    2. sladkoejka044zuma
      sladkoejka044zuma
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      I don't have any mod settings, it seems to work, but there is no menu itself, I followed all the instructions during installation, I did everything as written, but there is no menu.
  10. GrayKasai
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    Love this mod, sorry for not understanding but when editing the damage it's the settings.json right? when I opened it it was set to 1 I changed it to 50 and loaded a save and it didn't seem like it was doing much more damage, am I doing something wrong?
    1. Seijax
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      Damage tweak is a separate, optional, download, with a single file containing a single number that can be edited
  11. Salvatore1911
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    I set the settings to 1 bullet for a close attack, but the damage from it is like 10 bullets. Is there any way to fix this?
    1. Seijax
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      It's not a matter of bullets involved, the only actual modifier that the Malorian has is a bonus to quickmelee damage (to go with its special animation)