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ZisdeadBaby

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ZisdeadBaby

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59 comments

  1. monado550
    monado550
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    HOOOOLYYYYY FUUUUUUCK The grenade launcher is straightup a bolter rifle. With extra damage. Way too much damage to be balanced but sometimes you just want to OS a whole room. WTF. Really fun though !
  2. Predfan
    Predfan
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    I literally avoided some of the unique weapon mods because they looked too...intense, for my tastes. Reading in the description that you let their skin be random -> NICE. Downloading! Thanks for the upload!
  3. spankenmonkey
    spankenmonkey
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    im usig version 2.2 all required files  are the newest version.
    this isnt working for me. not in gun shops.
    i pasted Game.AddToInventory("Items.ZMod_Carnage", 1). in cnet console. it took the code with out error.
    but not in my invatory.

    may be not working with 2.2?
    thanks
    1. ZisdeadBaby
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      Well, it seems to work fine with 2.2 for other users.
      Any error in the TweakXL log ? you'll find it in red4ext\plugins\TweakXL\ folder.
  4. eresxfsdyr
    eresxfsdyr
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    Hello. Did I understand correctly that the automatic mode of these 2 weapons consists of simply cycling their burst firing or is something broken on me?
    Z-Mod HJSH-18 Masamune Full-Auto 
    Z-Mod Nowaki Full-Auto
  5. DismantledSynth
    DismantledSynth
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    When you said the Liberty was full auto, I was expecting Lexington level full auto

    Semi-Auto Libertys are legitimately faster...

    My advice would be to turn down the damage, but up the rate to that of a Lexington, -that- would be full auto
  6. EvilSmil3y
    EvilSmil3y
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    Is this still working on 2.2?
    1. ZisdeadBaby
      ZisdeadBaby
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      It should, as its just yaml modding of vanilla material that was not changed by the update.
      You need to get the dependencies up-to-date, though : ArchiveXL, TweakXL, CET if you use it (from its github as it is said it won't be updated no more on Nexus).
  7. SevnWolf
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    The modded Ticon is my favorite!  One question though:  on my latest playthrough I just bought the Zmod Ticon and the skin appears off.  Like it's a yellow/orange color.  Did the game pick a skin at random?  Do you know how I could change it?

    Edit:  must be on my end. Only the "neon" skin is affected.  Looking into this showed me how to change the skin.  "Gwent" looks nice!

    Edit: nope... by changing the base type, the mod slot went away. XD
    1. ZisdeadBaby
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      Yes, it's random, there are usually 2 skins that are "neon". For the Ticon it's yellow or white/red (and I love the white/red).
      I didn't know how to force a specific skin when I made this mod...
      So the trick would be to sell your Ticon and buy a new one until it's good... or use CET to spawn multiple Ticons until you get the one you want (regarding skin + mod slots), and sell the bad ones...
      OR
      You edit the .yaml file of the Ticon and add these 2 lines under the "$base" stuff :

      Items.ZMod_Ticon: # Pariah without Pariah and with more style !
        $base: Items.Preset_Ticon_Neon
        # $base: Items.Preset_Ticon_Reed # the real Pariah weapon
       
        # the 2 lines you add :
        visualTags: [ Neon ]
        appearanceName: neon1 # white/red skin
      (and you keep the rest as it is)
      It won't change your existing yellow Ticon, but now all the modded iconic Ticons you get will be white/red :)
    2. SevnWolf
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      "neon1"!! Perfect!  I was scouring looking for how to declare specific variations (lovely reference pic on the wiki has no designations).  Thanks a lot!
    3. SevnWolf
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      What would I need to add a mod slot to the ticon?

      I've tried this in a separate file, similar to how the "unlock me a slot" mod works, but to no avail.
      Items.Iconic_Tech_Handgun_NoAttachments_Blueprint:
        $base: Items.Base_Tech_Handgun_NoAttachments_Blueprint
        rootElement:
          $base: Items.Base_Tech_Handgun_NoAttachments_Blueprint_inline0
          childElements:
            - !append Items.IconicRangedWeaponModElement

      Items.ZMod_Ticon:
        blueprint: Items.Iconic_Tech_Handgun_NoAttachments_Blueprint

    4. ZisdeadBaby
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      Can't have more than 2 mod slots.
      What you did is add an "iconic" mod slot, which is for hidden weapon mods (special abilities of iconic vanilla weapons).
      This hidden weapon can only be populated by code in the yaml file.
    5. SevnWolf
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      I'll admit, I'm stumped on this one. I've tried the techniques from Unlock Me A Slot and Extra Iconics.  Nothing appears to work. :(
  8. ARtemat740
    ARtemat740
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    It's a pity we can't add icons from the photo mode to weapons. For example, I would put an "FIA" sign on the Ticon or something else on the shotgun or pistol. Only the repainting works.
  9. Tiolao
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    I love the guns from this mod! Specially the Carnage and the Overture ;D
    I wanted to ask you if its possible to enable the Overture to have a muzzle slot and enable it to equip a suppressor like the carnage?
    1. ZisdeadBaby
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      Well, here is the answer to your problem : Unlocked Attachments
      Cheers !
    2. Tiolao
      Tiolao
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      Thank you! :3
  10. iriemk
    iriemk
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    @ZisdeadBaby: Been testing different shotguns with the firecracker mod, just noticed an issue with the Z-Mod Maximum Carnage...the thing has 2 slots, one mod and one muzzle - but there ain't no vanilla muzzle/silencer that fits on a shotgun. Slapped a silencer from sabbath's HK416 on it and that's fine, but without sabbath's muzzle mod's, there'd be nothing from vanilla game to go into that slot.

    Any pointers on what I would need to edit in the yaml to just change that muzzle slot to mod slot?
    1. ZisdeadBaby
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      The number of mod slots is random, so you could just buy/spawn another Maximum Carnage shotgun and it sould have 2 mod slots...
      Regarding the muzzle issue, you may mod the shotgun code for it to be able to use any existing muzzle.
      Something like this should do the job :
        slotPartList:
      - !append Items.RangedWeaponPossibleMuzzleList
      - !append Items.HandgunPossibleMuzzleBraksList
      You may put hat between statModifierGroups and slotPartListPreset in the yaml file, and after reloading the game your Maximum Carnage should be able to use the default power muzzles.
      Have fun !