-------------------------------------------------------------------------------------------------------------------------------------------------------------------- Q1: Can this be used with WhyEm's DLC, Maverick Weapons, etc? No, anything that conflicts with the catalog_sp.ymt, weapons.ymt or any other file can't be used. Use the available merges. click here! --> The Trifecta - Redux by Andre
Q2: Why am I not getting any ammo? Completely remove all your current weapons with a trainer and buy them back. Also see Q1 answer. Make sure to run the mod stand alone if you're still having trouble. Q3: Why is it not loading? Some of the modified textures might not load on DX12. In that case, switch to Vulkan or delete the texture file (ammo_types.ytd) but you won't see the cartridge headstamps anymore.
Q4: How can I get a gun on the back slot? It's a design choice. That slot is only for the bow (due missions related issues). Check the articles on how to restore or inverse the slots. --------------------------------------------------------------------------------------------------------------------------------------------------------------------
How do I install it properly? I’ve tried to do everything but it won’t load any of the added stuff in the gunsmith, same with Firearm Cosmetics. Please help.
Man that catalog is all kinds of messed up. What is this?
Example: .44-40 Winchester ammo game UI displays 0/100 the info from the strings.gxt2 shows the listing for 25 rounds you click on it, it buys 50 and then you're no longer at 0/100 but at 100/100.
Example 2: 12ga SLUG game UI displays 0/40 the info from the strings.gxt2 shows the listing for 10 shells you click on it, it buys 20 and then you're at 40/40
The only part of this mod I want is the renamed ammo, but I can't seem to merge it with my other catalog mod and real gun names mod. If you could make that possible in the future I'd appreciate it.
cuz it isn't just renamed ammo. Each ammo corresponds to an individual gun. The Cattleman is replaced by a Colt Peacemaker, chambered in 45 Colt and that is the only ammo it shoots. Meanwhile the No. 3 S&W shoots 44. Russian, .45 S&W, as well as 44-40 Winchester. the spingfield is replaced with the trapdoor springfield in 45-70 and the rolling block rifle is in 50-70. The base game uses a catch all term for all ammo types. The guns in this mod work with the ammo in this mod. They are essentially brand new items as on occasion you will find vanilla ammo that will not work with your new guns. So the reason you cannot merge it with other mods, is cuz they are not 1899 Firearms. If you use this mod, you will get realistic gun names, it is baked into the mod but arent as obviously advertised.
Is it one of my mods conflicting, or does this mod completely remove the ability to equip long swords? Broken pirate sword, guarma machete, any machete for that matter? I cannot equip. I see it hanging from my Arthur/Johns belt and there is no longer a knife in that slot however I cannot equip it... no matter what long sword/melee it is.
Unfortunately, I have no idea who I can turn to. The following problem has been bothering me for a long time, but I haven't found a solution yet. Maybe someone had the same problem and maybe a solution for it.
My Navy Revolver doesn'tdo any damage when firing at enemies. As a result, I need much more time in battles and also tons of ammunition. Maybe there's a way to edit this somewhere.
I just got the mod and have the same issue. Both 38 LC in a New Army DA and the Navy revolver in 36 both feel like pea shooters. Though I occasionally had a few good one shots on their heart, most part though I can sometimes shoot 6 rounds and need to watch them get up as I reload. Especially with the 36 this seems to be an issue. Obviously it should be weaker than say 45 colt but this is rediculous.
1517 comments
Q1: Can this be used with WhyEm's DLC, Maverick Weapons, etc?
No, anything that conflicts with the catalog_sp.ymt, weapons.ymt or any other file can't be used. Use the available merges.
click here! --> The Trifecta - Redux by Andre
Q2: Why am I not getting any ammo?
Completely remove all your current weapons with a trainer and buy them back. Also see Q1 answer. Make sure to run the mod stand alone if you're still having trouble.
Q3: Why is it not loading?
Some of the modified textures might not load on DX12. In that case, switch to Vulkan or delete the texture file (ammo_types.ytd) but you won't see the cartridge headstamps anymore.
Q4: How can I get a gun on the back slot?
It's a design choice. That slot is only for the bow (due missions related issues). Check the articles on how to restore or inverse the slots.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------
Example:
.44-40 Winchester ammo game UI displays 0/100
the info from the strings.gxt2 shows the listing for 25 rounds
you click on it, it buys 50 and then you're no longer at 0/100 but at 100/100.
Example 2:
12ga SLUG game UI displays 0/40
the info from the strings.gxt2 shows the listing for 10 shells
you click on it, it buys 20 and then you're at 40/40
wtf?
Meanwhile the No. 3 S&W shoots 44. Russian, .45 S&W, as well as 44-40 Winchester.
the spingfield is replaced with the trapdoor springfield in 45-70 and the rolling block rifle is in 50-70.
The base game uses a catch all term for all ammo types.
The guns in this mod work with the ammo in this mod. They are essentially brand new items as on occasion you will find vanilla ammo that will not work with your new guns.
So the reason you cannot merge it with other mods, is cuz they are not 1899 Firearms. If you use this mod, you will get realistic gun names, it is baked into the mod but arent as obviously advertised.
My Navy Revolver doesn'tdo any damage when firing at enemies. As a result, I need much more time in battles and also tons of ammunition. Maybe there's a way to edit this somewhere.