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 !
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!
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.
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
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).
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
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 :)
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
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.
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.
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?
@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?
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.HandgunPossibleMuzzleBraksListYou 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 !
59 comments
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
Any error in the TweakXL log ? you'll find it in red4ext\plugins\TweakXL\ folder.
Z-Mod HJSH-18 Masamune Full-Auto
Z-Mod Nowaki 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
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).
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
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 !
(and you keep the rest as it is)$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
It won't change your existing yellow Ticon, but now all the modded iconic Ticons you get will be white/red :)
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
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.
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?
Cheers !
Any pointers on what I would need to edit in the yaml to just change that muzzle slot to mod slot?
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:
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.- !append Items.RangedWeaponPossibleMuzzleList
- !append Items.HandgunPossibleMuzzleBraksList
Have fun !