I saw your comment about not being able to work on this for a while, but just want to let you know that game patch 1.3 seems to have partly broken things here. It seems to work ok if you enable it and then load a saved game, but enabling it before starting a NEW game seems to cause a variety of issues. It canceled settings from the "Custom Settings" mod, it conflicted with "Expanded Loadouts" (caused a never-ending load screen when trying to add an AK47 with AK Grenade launcher to Ivan's default loadout), and much worse and more important, it caused a strange issue where some mercs (seemingly at random) couldn't move at all on the first sector map, and once you exit the sector view to go to the satellite / map screen, you could NOT re-enter the sector (either before or after the battle).
This all happened using the "Nice Weapon Mod - Beta" version, which was working as intended as far as I could tell prior to the 1.3 update.
Yeah. With the latest patch they made a mess of this mod. And it seems that the 3D models of some attachments are not visually appearing for no reason. When I have time I'll see what I can do.
update for 1.3 or 1.4 in december maybe? we may get 1.4 updateds in next three week(in other words is earlly december), and maybe make Compatibility with Tons of Guns and Timmeh's Weapons Overhaul?
(Извините, если это плохо переведено. Мне пришлось использовать Google Translate) Вы просто распаковываете загруженный архив в "C:\Users\<USER NAME>\AppData\Roaming\Jagged Alliance 3\Mods" (Не уверен, что на русском они называются одинаково), и этот мод появляется там как подпапка. Затем запустите JA3 и включите мод в менеджере модов.
Обратите внимание, что изменения, связанные с игровым патчем 1.3, могут на данный момент привести к его поломке.
Sadly but no updates in next two weeks. To solve financial problems, I took extra shifts at work and will spend those days at my workplace... and propably sleep there.
so i tested it's Compatibility with Timmeh's Overhaul and Rato's overhaul mod, it was Compatible Timmeh's Overhaul but it wasn't Compatible with Rato's overhaul mod
I just implement ideas in this mod as a hobby. I didn't create this game. All questions to the developers why some weapons use the wrong ammunition. If there is time and I realize all my initial ideas, I may start creating a separate ammunition for weapons.
Very much. If you did not start a new game with this mod, such problems may occur with weapons in inventory, plus including weapons that are on the bodies of the dead and, possibly, in stores). In the description of the mod, I wrote a possible workaround for the problem "Workaround for the inability to install newly added modules on weapons you already have. Modify one of existing modules to refresh weapon data". However, for new attachments, I have not yet properly tested this method. Also, I finished this mod at 1 am, so I could miss something in a hurry, after all, I had to get enough sleep before work. Not to mention that I didn't finish some of the ideas for version 6 that night, which is why I called it beta.
This mod is starting to stray into "kitchen sink" territory. May I recommend splitting it into modules so users can pick and choose what aspects they want? (I.e. only additional weapon mods, only damage/AP changes, or the whole enchilada). You can make all modules play together nicely by setting dependencies in the metadata.
Thank you, I will think about it, and I will try to realize this approach when I will have free time from work. I made this mod initially for myself during the period of not planned weekends, I did not even think that the mod would attract so much attention so quickly.
Yes, please, could you keep the core of your mod on one side and what you would like to add on the other? Many of us, I believe, used your excellent mod for what it brought to the accessories, in addition to other mods that focus on modifying calibers, damage, etc. If you wish to develop these other aspects, could you make it possible for us to choose between these different aspects? There are already several weapon overhauls, etc., and modders tend to create too complex mods starting from an idea that was very relevant.
I really like your mod. I know this may be a big ask but I was hoping you could put out an excel spreadsheet so weapons can be compared. Seeing what mods and the damage values will assure that the player intelligently mods their weapons. Thank you.
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It canceled settings from the "Custom Settings" mod, it conflicted with "Expanded Loadouts" (caused a never-ending load screen when trying to add an AK47 with AK Grenade launcher to Ivan's default loadout), and much worse and more important, it caused a strange issue where some mercs (seemingly at random) couldn't move at all on the first sector map, and once you exit the sector view to go to the satellite / map screen, you could NOT re-enter the sector (either before or after the battle).
This all happened using the "Nice Weapon Mod - Beta" version, which was working as intended as far as I could tell prior to the 1.3 update.
Вы просто распаковываете загруженный архив в "C:\Users\<USER NAME>\AppData\Roaming\Jagged Alliance 3\Mods" (Не уверен, что на русском они называются одинаково), и этот мод появляется там как подпапка. Затем запустите JA3 и включите мод в менеджере модов.
Обратите внимание, что изменения, связанные с игровым патчем 1.3, могут на данный момент привести к его поломке.
Many of us, I believe, used your excellent mod for what it brought to the accessories, in addition to other mods that focus on modifying calibers, damage, etc.
If you wish to develop these other aspects, could you make it possible for us to choose between these different aspects? There are already several weapon overhauls, etc., and modders tend to create too complex mods starting from an idea that was very relevant.