Ace Combat 7: Skies Unknown

File information

Last updated

Original upload

Created by

Naruto607 and Growler

Uploaded by

Naruto607

Virus scan

Safe to use

About this mod

Want your favorite drones to be playable without replacing any aircraft? You've come to the right place.

Requirements
Permissions and credits
Mirrors
Changelogs
Donations
Honestly, I don't expect this would be possible, but yes, it is.

With the number of addon mods that adds new aircraft in the list instead of replacing them, I've figured that I should start learning one. Taking granted of Rythus' ADFX-00 mod as a learning platform for the addon feature and using Growler's Playable Drones mod as the base, I came up with the idea of improving his mod and also making it an addon. With that in hand, this mod was born.


Wait, isn't this as same as Growler's original mod?



Honestly, by the looks of it, yeah, but there are key differences between my mod and his original mod.
  • Each of these playable drones provide custom weapons and new SPW listing that are different than the original mod and I've tried to depict them as close as possible to the NPC equivalent of them.
  • ADFX-10 are now full of guns; no missiles. Ditto as above.
  • All of these playable drones are based on the ADF-11F pawn to allow "the blue grain effect" while in the cockpit view, giving you the impression that you are the AI inside those drones (for ADF-11, think of it as either Trigger, Hugin, or Munin as the lore of ADF-11F stated that both drone and manned versions were made), and extensively modified to change its weapons, aircraft mesh, animation references, etc.
  • For addon version, two bonuses are included, which are ADF-11 (can use skins from the ADF-11F), and MQ-99SK(V)2/C-8 (custom overpowered MQ-99 that you might have seen it already if you use my Trigger to Boruto or SPW Swap and VisMod Collection mod).
  • For replacer version, changes from (1) and (2) will carry and depict the original mod, and you can also replace the ADF-11F with ADF-11 (reminder that this mod will overwrite the ADF-11 Model Swap mod to use the one with custom weapons and SPW listing). Do note that this version do not came with the custom datatable (PlayerPlaneDataTable) to allow compatibility with addon mods and other mods that alter the datatables; you have to either edit them yourself or wait until I publish one.
  • The most important thing, the addon version now features their own unique and appealing descriptions for each of new playable drones and supports all UI languages offered in AC7 (all translations are made using Google Translate; it's not accurate per se, but at least it'll do if you want to know the story behind these drones based on the lore of the game in your native language).


So, what's on the menu?

As the mod name implies, it allows you to enjoy Growler's original mod as an addon feature, but with extensive changes I've explained before. I've also added two bonuses for the addon version and one bonus for the replacer version so you can enjoy this mod a lot more. Each of the playable drones feature custom ammunition count to fit the lore and SPW selection. The following are the drones you can play:

ADF-11 Raven [Bonus]



A lightweight and versatile aircraft derived from the ADFX-10 prototype. Equipped with only a pulse laser cannon, this aircraft is meant as an evacuation procedure if the F-model body has suffered heavy damage. Beside having the nickname "Raven", it also has the nickname "a flying ejection seat".

This aircraft acts as an emergency procedure (hence the funny nickname) and only has a pulse laser cannon as its primary weapon. No missiles. The modification to this aircraft is just the weapons and SPW listing. Flight stats imitate the ADFX-10 one as it's identical and is derived from there as well. Skins for this type of aircraft are compatible with original ADF-11F skins.

For the main weapons, I've provided two types of guns: one is PLSL, another is the high-speed standard machine gun (GUN). The list of the SPW for this aircraft is as follows:
  • GUN - slow-speed machine gun with high damage and used the standard explosion FX (like from missiles) when hit
  • PLSL - regular pulse laser gun except that it uses the PGUN internal name (plwp_pgun_x0) to allow you warrant "Guns Only Bonus" with this gun
  • IEWS - regular ESM/ECM weapon that you can use to jam the enemy's missile guidance system when in range

ADFX-10



The EASA's early development of the AI-controlled conveyance, the ADFX-10 is a prototype UAV that eventually developed into the ADF-11. The first prototype, codenamed "Hempel", is equipped with a rapid-firing, smoothbore 20mm auto-cannon to defend itself in combat.

Same deal with ADF-11, except that its main weapons are two types of guns: one is a high-speed standard machine gun, another is a low-speed high-damage standard machine gun.

MQ-99 Wasp



A lightweight and state-of-the-art container-launched unmanned aerial vehicle (UAV) extensively used by the Erusean Air Force. Agile and versatile, it is equipped with dual machine guns and a variety of lightweight weapons to strike the enemy's key positions. It is known with the nickname "Wasp".

This aircraft has two types of guns as its main weapons similar to ADFX-10: one is a high-speed standard machine gun, another is a low-speed high-damage standard machine gun. Should give you an impression that the MQ-99 is utilizing two types of guns at the same time. Comes with 6 new and custom lore-friendly skins. Due to its size, the unique trait with this aircraft is that you can outmaneuver most, if not all, missiles that come straight at you (unless you're flying straight or head-to-head against them).

The list of the SPW for this aircraft is as follows:
  • MSL - configured to use 8AGM model and can launch 4 at the same time like MSTM; the small size reduces the damage tho (some planes now require 3 to 4 shots to shot down)
  • SASM
  • XSDB

MQ-99SK(V)2/C-8 Stinger [Bonus]




Codenamed "Stinger", this variant of MQ-99 operated by the Osean Air Defense Force is a special variant, a product of the UAV and AI system development from the Project Neptune Research and Development. Equipped with wide array of lightweight weapons, including machine gun and pulse laser, this UAV is a home for several advanced AI systems that are compatible.

Yes, you know what I'm talking about. I know some of you don't like bringing anything Naruto-related in Ace Combat 7, but as a bonus, I'd like to gift you the most overpowered MQ-99 that you've ever seen. Originally, this is intended to exist only in both of my Trigger to Boruto and SPW Swap and VisMod Collection mods as a replacement for Strider ADF-11F's UAVs or Strider A-10C's 4AGM as a patch, but since the addon method is discovered, I thought, why the heck not?

Same like the original MQ-99, it comes with 6 new and custom lore-friendly skins matching the squadron and country of origin, similar to that of Trigger to Boruto optional MQ-99 WUAV skin mod. Flight stats are still using the original MQ-99 one. Its main weapons are similar to ADF-11: one is PLSL, another is the high-speed standard machine gun (GUN). The fun part of this aircraft is, based on the lore I made myself (with corrections from Strike to match with the idea of the civilian transports of the pre-war America in Fallout 4), the PLSL ammo is rather infinite, so you can still keep fighting even though you run out of main gun or SPW ammo. Works well with Enhanced Gunplay mod if you're bad at ammo management, but beware, laser gun means it's as same as a standard machine gun; you have to be uncomfortably close enough to attain maximum guarantee of hitting your target.

The list of the SPW for this aircraft is as follows:
  • MSTM - modified MSL configured to use 8AGM model, has 8AGM launch capability (launches 8 missiles at the same time), AC04 QAAM characteristics (360° lock-on coverage, with 360° missile homing angle coverage and 9 seconds missile lifetime), and ADMM multi-lock capability (maximum lock-on stack is 2 instead of original 4) (basically, this is the overpowered weapon you'd be expecting if you want it to be like the CFA-44 except better); the small size reduces the damage tho (some planes now require 3 to 4 shots to shot down)
  • MGP - the weapon that I modified based on EML; uses a different projectile mesh, custom FX to imitate the ship cannon's/artillery gun's FX, and custom stats (I have no idea why you have to be uncomfortably close enough to a target to destroy one tho; I may gonna improve it somehow later to imitate the one that Megalith used in his ADA-01 Adler mod)
  • EML - modified EML configured to have slightly low damage (some planes now require 2 shots to shot down), using Alicorn's railgun FX, and for the fun part, it fires one round per second and can be treated like MGP (hold down the Fire Weapon button for continuous firing)

MQ-101 Vogel



A product of the South Belka Munitions Factory derived from the X-47B prototype, MQ-101 is a lightweight air defense UAV designed to protect the primary unit from being attacked by the enemy. The nickname, "Vogel", is a German translation for "the bird".

This is the UAV that you might be familiar of if you have played Ace Combat 5 in the past, where Schenze said, "launch the Vogels". Honestly, the nickname itself rings the bell because I played AC5 before, and Growler in his OG mod brought the nickname of this UAV out of the blue, presumably before the time the advanced modding tools exist. I'm surprised that the UAV that is used on the Arkbird is now used on the Arsenal Bird right after Growler made that mod.

Anyway, the main weapons are just like any other standard aircraft: one is a high-speed high-damage machine gun used on the A-10C (GUN), another is a standard missile (MSL) configured to use 8AGM model and can launch 4 at the same time like MSTM. The list of the SPW for this aircraft is as follows:
  • QAAM - custom QAAM model that Mimic Squadron used in SP02 cutscene
  • LASM - ASF-X's LASM model
  • SOD


How to install this mod?


Installation is just like any other mod; throw the paks into the ~mods folder, start up the game, and enjoy.
For those who wish to enjoy the ADFX-10 and/or ADF-11, the ADF-11F Raven DLC Set is required.
Included also in all versions a patch for the weapon stats if you plan to play this mod alongside the Enhanced Gunplay mod.


Known Bugs

  • This mod may not compatible with mods that alter datatables, such as those that modify ammo count and ALL addon planes (such as Rythus' ADFX-00 and kosnag's Su-27 addon variant) unless a compatibility patch is made to merge the addon planes into one package.
  • This mod may not compatible with mods that also alter new localization data and/or changes to it, such as the custom localization pak that is included within any addon planes, my TTB Speaker Portrait mod that has localization changes (including emblem swap to change the Nugget emblems with the custom one), and any other localization paks unless a compatibility patch is made to integrate their changes or new additions into one package.
  • ADF-11 has an unknown issue with the model's size where it becomes big when viewed in the Hangar, but returns to its original size in mission or during Free Flight session.  Fixed in version 1.1 thanks to Konan.
  • ADFX-10 has an issue with the model clipping through the ground (even though the Hangar_Origin socket is set up in the skeleton asset).
  • MQ-99 and MQ-101 don't have animation (or even a model) for landing gears or movable parts. This results in them floating from the surface during landing and takeoff sequences (except ADF-11 and ADFX-10; it's from kosnag's asset that used with permission, the gears aren't animated, but showed anyway for aesthetic purposes) but does not introduce crash landing after front-gear touchdown, fortunately.
  • No animation for SPW deploys (MQ-99 doesn't feature an openable weapons bay even though there is one; MQ-101 has two weapons bays but aren't animated).
  • When MGP is selected for MQ-99SK(V)2/C-8, a RKT weapon mesh is visible below the aircraft.
  • The EML shot sound for MQ-99SK(V)2/C-8 is low or non-audible (it's because the Alicorn railgun SFX is used - the small, standard railgun ones, not the big one/rail cannon).
  • All drones except ADFX-10 for some reason do not feature afterburner FX (not sure why, even though the burner_xx sockets are assigned in the skeleton asset of each of the drones).
  • Gun weapons that replace MSL (such as MQ-99 and ADFX-10) have caveats for both SFX and VFX (discovered by BelkanLoyalist):
  • Gunshot SFX (which the responsible variables are ContinuousFireStartSoundEvent and ContinuousFireStopSoundEvent) do not work for some reason, except if OneShotSoundEvent exists and references one type of shot SFX as a workaround.
  • Gunshot VFX (muzzle flash in layman's terms) will be rendered continously and there is no fix guaranteed to solve this unless using another type of VFX that can be rendered one time per shot, such as PLSL's VFX.


Disclaimer

First time trying out this addon mod I created, it was beyond the satisfactory that I need. Now is only a matter of time for those who want to use it. Keep in mind that I cannot guarantee its liability if you use this mod in a multiplayer environment. The weapons are custom, the flight stats are custom; chances are if you are playing multiplayer with this mod at hand, it might consider cheating by all standards.

I DO NOT RESPONSIBLE FOR ANY DAMAGES THAT OCCUR WHEN YOU USE THIS MOD IN MULTIPLAYER MATCHES.

With that in mind, I hope you enjoy Growler's original mod being brought up again as a reduxed addon version for those who wish to enjoy being the AIs once again.