Hey everyone! I am having issues with my PC, so I can't do as much testing as I'd like, but everything should be back to normal, the update changed the name of meshes from their real names to the fictional ones, that was the reason for the invisible guns
This mod is essential, I basically stopped playing the game until the mod was updated for 1.3 so thank you!
I have one question - are all unique weapons covered by this? I decided to run the Lullaby for a while (usually my main rifle is the Clusterfuck) and it felt quite weak - taking 3 headshots to down an exo, or an entire mag of chest shots. I haven't had time to compare to the regular Fora but this seems like vanilla behaviour so I'm not sure if the Lullaby has been changed at all.
Hey, after additional testing I believe the range at which I was engaging was the key factor in taking so many shots. After playing for a few more hours, the Lullaby will one tap headshot any non-exo enemy and exos take two headshots at close and medium range, which I guess is expected.Maybe the Clusterfuck skewed my expectations a bit because it's so insanely powerful with the mod. So my question now is - is the Clusterfuck affected by the "reduced AR damage" version? I think I might want to use that one to make it slightly less powerful.Thanks again for your work, this is the most important mod for my enjoyment of the game.
I have encountered a bug where after killing enemies that have an RPM-74, the gun's ammo box floats above their bodies. At this point I'm not sure if this mod is causing it because those enemies don't appear often and after reloading a save the ammo boxes disappear both with and without the mod active so it's hard to test. Do you think this is something that this mod might be causing? I'm using the deadly NPCs .pak along with the main file.
By the way, I've confirmed that the Lullaby is 100% working with the mod. Without the mod it takes 8 headshots to kill an exo and with the mod it's 2-3, so the changes are definitely taking effect. Guess I've just been spoiled by the Clusterfuck and sort of forgot just how weak the guns were in vanilla, so sorry for the false alarm from earlier.
Important . in my Saiga D-12 upgrade section there is an extra option called "Trigger replacement" which said that the shotgun becomes automatic . there is no blueprint requirement and cant find out how to get it (have lots of money too)
Sadly thats a game limitation, upgrades only take effect on new saves, the technicians don't refresh their known blueprints so they can only do and learn what's available at the time the save was created.
Really sorry to report that 1.3 update has felt aggrieved by your mod mate.
It's now resulting in the dreaded 'invisible gun model' bug.
Great for travelling light but not so good for immersion and gameplay. XD
I suspect it may be due to the 'upgradeprototype' config file as it's started to throw up the "broken formatting" notification for that file on firing up the game with the mod active.
Appreciate it's a pain but if you did find it in yourself to update the mod it would be mega appreciated. My Skif is saved in a not so comfortable place and would appreciate being able to get out of there... also wouldn't mind a but more punch from the SVD/SVU family to bring it more in line with the Mk14 if it was on the way. XD
+1. Really hope for the update. As a gun guy, that's the only mod I coudn't play without. Different stats for the same calibers with the same barrel lengths just hurt my brain.
No problem! the gun meshes were named after the real life guns, UDP for the USP, Carmel for the Kharod, and so on, they renamed the meshes to their fictional names so my file kept refering to non existing meshes, hence the invisible guns.
idk why but I haven't found a mod that makes the Vintar do the same damage, if not more, than a dnipro. 9x39 has always had more pen capability and its quite stupid that its outclassed by 9x18 AP which is bananas. it was literally designed to punch holes.
I still get a lot of damage even with artifact that increases damage resistance, I dont think I could make it through the whole game without the artefacts
Hi Heidenreich7,I’ve reviewed the recent weapon stat changes, and while I think they make sense for balanced gameplay, I’d personally prefer a bit more realism in how the firearms are represented. A few points stood out to me:
For the SVDM-2 and SVU-MK, both are chambered in 7.62x54mm, which is slightly more powerful than the .308 round. So, the drastic reduction in damage doesn’t quite align with the real-world performance of these rifles.
Viper-5 and Integral-A are both chambered in 9mm, so their stats should be almost identical, but they currently show discrepancies in damage and armor-piercing. This doesn’t align with the real-world performance of 9mm weapons.
The shotgun changes, like with the Boomstick and Toz-34, seem reasonable overall. However, I think tightening the spread slightly would improve their utility without needing further stat changes.
I appreciate the effort to balance gameplay, but incorporating realistic weapon characteristics can also enhance immersion for players like me who value authenticity.Thank you for considering this feedback, and I look forward to seeing how things evolve!
I think you need to buff the shotguns more to better fit alongside your modded SMGs and ARs. Playing on Veteran. I'm already using the reduced AR damage version of this mod but have observed that shotguns are mostly obsolete because other options can do the same but better. Even against mutants SMGs and AR tend to perform much better than a pump-action. Sawed-off and TOZ can at least fire faster but have two rounds only, again getting outclassed overall by SMGs and ARs. Viable options for shotguns shouldn't consist of SPAS and Saiga only.
269 comments
Hey everyone! I am having issues with my PC, so I can't do as much testing as I'd like, but everything should be back to normal, the update changed the name of meshes from their real names to the fictional ones, that was the reason for the invisible guns
Edit: nvm, read the fine print, its a no-go
I have one question - are all unique weapons covered by this? I decided to run the Lullaby for a while (usually my main rifle is the Clusterfuck) and it felt quite weak - taking 3 headshots to down an exo, or an entire mag of chest shots. I haven't had time to compare to the regular Fora but this seems like vanilla behaviour so I'm not sure if the Lullaby has been changed at all.
I updated the reduced AR damage with a way lower penetration value for the Clusterfuck, in theory should work, but I have to check with the new update
I have encountered a bug where after killing enemies that have an RPM-74, the gun's ammo box floats above their bodies. At this point I'm not sure if this mod is causing it because those enemies don't appear often and after reloading a save the ammo boxes disappear both with and without the mod active so it's hard to test. Do you think this is something that this mod might be causing? I'm using the deadly NPCs .pak along with the main file.
By the way, I've confirmed that the Lullaby is 100% working with the mod. Without the mod it takes 8 headshots to kill an exo and with the mod it's 2-3, so the changes are definitely taking effect. Guess I've just been spoiled by the Clusterfuck and sort of forgot just how weak the guns were in vanilla, so sorry for the false alarm from earlier.
.
in my Saiga D-12 upgrade section there is an extra option called "Trigger replacement" which said that the shotgun becomes automatic
.
there is no blueprint requirement and cant find out how to get it (have lots of money too)
It's now resulting in the dreaded 'invisible gun model' bug.
Great for travelling light but not so good for immersion and gameplay. XD
I suspect it may be due to the 'upgradeprototype' config file as it's started to throw up the "broken formatting" notification for that file on firing up the game with the mod active.
Appreciate it's a pain but if you did find it in yourself to update the mod it would be mega appreciated. My Skif is saved in a not so comfortable place and would appreciate being able to get out of there... also wouldn't mind a but more punch from the SVD/SVU family to bring it more in line with the Mk14 if it was on the way. XD
Thanks man.
Really really appreciated!
Out of interest, what was the nature of the issue?
Let me know if you find any issue
Hi Heidenreich7,I’ve reviewed the recent weapon stat changes, and while I think they make sense for balanced gameplay, I’d personally prefer a bit more realism in how the firearms are represented. A few points stood out to me:
- For the SVDM-2 and SVU-MK, both are chambered in 7.62x54mm, which is slightly more powerful than the .308 round. So, the drastic reduction in damage doesn’t quite align with the real-world performance of these rifles.
- Viper-5 and Integral-A are both chambered in 9mm, so their stats should be almost identical, but they currently show discrepancies in damage and armor-piercing. This doesn’t align with the real-world performance of 9mm weapons.
- The shotgun changes, like with the Boomstick and Toz-34, seem reasonable overall. However, I think tightening the spread slightly would improve their utility without needing further stat changes.
I appreciate the effort to balance gameplay, but incorporating realistic weapon characteristics can also enhance immersion for players like me who value authenticity.Thank you for considering this feedback, and I look forward to seeing how things evolve!I'm already using the reduced AR damage version of this mod but have observed that shotguns are mostly obsolete because other options can do the same but better. Even against mutants SMGs and AR tend to perform much better than a pump-action. Sawed-off and TOZ can at least fire faster but have two rounds only, again getting outclassed overall by SMGs and ARs. Viable options for shotguns shouldn't consist of SPAS and Saiga only.