Days Gone

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Zurath

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Zurath

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About this mod

Ever dreamed of sling attached gun in Days Gone or wanted to be able to hide a special slot weapon? How about LMG or sniper rifle as your primary weapon? Now you can have it all.

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PLEASE NOTE:  Everything in this mod is subject to change according to my personal vision and taste. You're welcomed to make suggestions and point out mistakes or shortcomings. You may also disagree with certain or even all aspects of it and voice your dissatisfaction in comments section. You can even say it's a piece of shit. That is your right to think that way and it's your right to say what you think.


LONG STORY SHORT:

This mod was meant to be very simple and achieve two main goals - change slots for all sniper rifles and LMGs to primary and reposition those guns accordingly while holstered. As I was learning ins and outs of how this game designed I realized I have to do much more than that to truly make it work. I also decided to introduce more changes as certain aspects of the game were making were little (if any) sense to me. And so one change after another and approximately one month later this mod end up being what it is today. As I'm starting to feel it may end up being one of those mods I never shared I decided it's probably about time for me to upload it and finish what remains unfinished along the way.


WHAT IT DOES:
There are two primary aspects of this mod.
First aspect is related to balance and changes weapon slot for every sniper rifle and LMG to primary. On the other hand a few smaller guns like SMGs and PDWs were moved to special slot. Idea being there must be one primary weapon (on back), one sidearm and one special weapon to complement primary in cases when primary is not suitable. This approach meant to shift loadout from "armed to the teeth" territory to more balanced class-like loadout.
Second aspect is visual and addresses holstered weapons positions on character's body. All primary weapons still holstered on back as before, although positions of many weapons were slightly adjusted to make them look better and minimize all possible clipping. Special weapons (with a few exceptions) are now holstered on chest. For more details please check the list of changes below.


There mod offers survival mode - an optional *.pak addon that adds a few more changes (details below). It must be installed along main file.
You could even use this addon without main file.

LIST OF CHAGES:
  • Restores Glock in two colors (black and tan), snubnose revolver, auto shotgun and P90 PDW.
  • All sniper rifles and LMGs are now primary slot weapons and holstered on back properly.
  • Two in-game PDWs (Honey Badger and P90) as well as few SMGs - MP5, Scorpion CZ and TMP (SMP9) are now in special slot and holstered on chest.
  • Snubnose revolver is a special slot and a concealed carry weapon (can't be seen on body while holstered).
  • Holstered weapons position was adjusted for almost every single gun to fix clipping and improve aesthetics.
  • Holster/unholster animations for chest mounted and concealed weapons were changed to not draw/holster from/on back/hip.*
  • Every obtainable gun can now be acquired directly from merchants, while still being awarded for free for completing respective quests lines.
  • All five camps now sell guns and their stock has been changed to make more sense (in my opinion) and to account for weapons slot changes.
  • Inferior versions of SMP9 and Lil' Stubby were removed. If you already bought them you gonna keep them, otherwise they are no longer obtainable.
  • All magazine upgrades that did not have any visual changes to the weapon were removed. It includes all shotguns and handguns (with exception of FN57).
  • Magazine capacity for almost every weapon (including mag upgrades) were changed to reflect real world weapons mag sizes as close as possible.
  • All weapons that use same type of cartridge in real life now share ammo. Most shotguns use standard 12 Gauge. Most rifles use NATO 5.56 or 7.62 etc.
  • The amount of ammo you can carry was increased for many weapons (not to be confused with mag capacity).**
  • Most magazine upgrades now have proper models shown during purchase.
  • Almost all weapons names and descriptions as well as names and descriptions of ammo were updated to reflect real world firearms and ammunition.****
  • Max range for all rifles and shotguns was increased with idea being if you can aim a shot you should be able to hit the target.
  • DP-12 now uses slugs to make it slightly more original than the rest of the shotguns and make a bit more sense to use it after getting auto shotgun.
  • Damage and accuracy for assault rifles, LMGs and some SMGs were re-adjusted to make more sense and have better consistency across the board.
  • Weapons quality was changed for many weapons (quality is a purely cosmetic aspect and doesn't affect a thing).
  • Reticles for LMGs and Taurus Judge were changed from god awful nonsense to normal man reticles. DP-12 reticle also had to be changed.
  • Reputation requirements were effectively lifted for most guns. Logic behind this decision being if you have credits you must be able to spend them.
  • Every merchant have one or few guns that are still locked behind the rep, but those guns require no credits to acquire and awarded for free instead.
  • Dragunov (SVD) is now awarded after blowing up the dam instead of at the very end of Skizzo quest line because that's how it should've been. ***
  • Merchants sell more consumables now and their list is unique to every camp.
  • Big flying text was completely removed for all lockers, merchants, mechanics, bounty traders and kitchens because immersion matters.****
  • Lockers outside the camps are no more (survival version only).
  • Snipers no longer have 100w laser pointers attached to their rifles because it's stupid, unrealistic and way too easy (survival version only).
  • Deacon no longer warns you about ambush because it's stupid, unrealistic and beats the purpose of having ambushes in game (survival version only).

      * - Minor animation bug when switching such weapon to/from handgun is expected. If you know how to fix that please let me know.
    ** - The way this game was designed I could change those only so much using various tricks, as those values seem to be hardcoded.
  *** - SVD can still be acquired for free at max rep level on Wizard's Island in case you already progressed and missed the award.
**** - Only works if you're using English localization. It's possible to create localization for any language, but it's out of scope.


MORE TO NOTE:
Please note that in no way I pretend to be a huge guns expert nor I claim that every single gun name or description is 100% correct. I mostly named them the way they were named in game assets with maybe a few exceptions. If you think that a certain gun has inaccurate name or description, please let me know.
Only English version of the game is fully supported. If you're using any other localization nothing bad will happen, but all names, descriptions and all other text will remain unchanged. Technically it's possible to create localization for any language, but it's currently out of scope and will likely stay that way.
All guns position were adjusted with complete disregard to melee weapons. So if you see any clipping with any melee weapon, know it's not a bug and it won't be fixed. There's a mod that was meant to compliment this one and I recommend using it if you want to carry melee weapon aside from boot knife.


Because guns acquisition stages were altered drastically a new game is recommended, but nothing bad should happen if you use your old save.



>>> READ THIS SECTION EVEN IF YOU BORED! I MEAN IT! <<<

KNOWN ISSUES:
In prologue player has no ammo for pistol or shotgun. Ammo can be picked up as normal though.
Some magazine upgrades models may be invisible when browsing merchants upgrades. Doesn't affect actual weapons in any way.

COMPATIBILITY:
This mod is likely fully incompatible with anything that edits guns or merchants.

INSTALLATION:

  • Go to where your game is installed (in Steam do RMB on game in library, then Manage > Browse local files) and go inside BendGame/Content.
  • Rename the directory sfpaks to sfpaks_ or whatever. It is important to rename the sfpaks directory itself and not just startuppackages.pak file inside like some suggest. Do not close the window just yet.
  • Go one level above and inside Paks directory and rename the file BendGame-WindowsNoEditor_P.pak to BendGame-WindowsNoEditor_P_.pak
  • Now go to %LocalAppData%\BendGame\Saved (you can copy/paste this path) and create new directory Paks. It may already exists.
  • Extract DaysGuns_P.pak and optionally DaysGuns_Survival_P.pak from downloaded archive into newly created (or existing) Paks folder.
  • That's it. You can launch the game now.

IMPORTNAT:
If you deviate from installation procedure in any way, the mod may not work as expected, so I suggest you follow it to the letter.
To check if mod is working properly go to any merchant that didn't sell guns before and interact. If merchant has guns it probably means you're good, but browse and see if guns names and descriptions have changed. If either or both checks failed read installation procedure again and make sure you did it right.


>>> READ THIS SECTION EVEN IF YOU BORED! I MEAN IT! <<<


RECOMMENDED MODS:

Machete - makes machete concealed carry and improves its durability drastically.
STFU - mutes a number of annoying and repetitive lines given by Deacon and various vendors.
Debug Cheat Menu - allow you to open developers debug menu to do various good stuff including ability to remove all player weapons.