It will affect the role of 'Assault Rifles as Secondary Weapon',And even if you are equipped in advance, you will not be able to take out from the deputy hand,I usually like the combination of submachine guns + assault rifles, such as MP5 + SA58,The previous version will not affect. Because most weapons have no effect? Is it possible to be compatible?
Any way I can make this work with modded guns that already change recoil and stats? I'm using this 416 https://www.nexusmods.com/readyornot/mods/3889
No matter what I tried I can't reduce the recoil of the damn 416. Tried playing around with the mod load orders, I have Gunfighter AIO and even tried removing that but didn't work.
Higher priority is higher number right? So at the bottom of the paks folder. I tried that, not fully sure if it worked or not. I couldn't notice a big difference. What else can I try?
Try that.But I think I found an issue with that gun mod. The parameters file that should be named "Primary_HK416.uexp" is named "Primary_HK416.uexp.bak". All the uexp files work in pairs with uasset files. So, if the .uasset file exists but the uexp doesn't the game will ignore the uasset file and use the original one uasset-uexp paired ones.
Unfortunately, that's hard to solve. If you put mine at 9994, you will overwrite other mod modifications. The same will happen if you put my mod at 999. I suggest you do some testing and see what you find out. I don't have those mods installed. I'd be very happy if you could share the results here.
I will give it a shot, know AIO, Attach, and Arsenal SHOULD be in the right load order, I'll have to mess around
Also, a pistol recoil tweak would be phenomenal, as they are now they flip up and left WAY too much, like, aiming at the bottom of a target and you'll be off target by the third shot.
So it looks like your mod is partially compatible with Attachment Expansion and Arsenal but not Gunfighter
Have gunfighter AIO 1st, your recoil 2nd, attachment 3rd, and Arsenal 4th
All weapon mods that don't depend on the attachment mod are loaded as 999, those that require the Attachment mod are loaded as 9995
Some guns don't have the attachments provided by the attachment mod but they do still have low recoil, I'd say about 75% of my gun mods are functional
So 999 - Weapon mods that don't touch the stats/weapons table 9991 - Gunfighter AIO 9992 - BSBola recoil 9993 - BAL attachment expansion 9994 - Arsenal overhaul 9995 - Weapon mods that change the stats/weapons table or are dependant on BAL attachment expansion
I'm planning on it :D. But I'll have to study all other modifications Gunfigher does and reverse engineer them (given all the deserved credits to Gunfighter authors). This will enable me to launch a version working with Gunfighter.
72 comments
First, give a higher priority to my mod. If it does not work, swap it.
Let us know here. Unfortunately, I don't have Assault Rifles as Secondary Weapon Out of action installed
I'd like more recoil in my weapons please.
I don't believe that people, in general, will like that. But I can make the mod if I get more requests.
If you have a specific weapon you want me to increase the recoil, DM me and I'll make a personalized one just for you.
No matter what I tried I can't reduce the recoil of the damn 416. Tried playing around with the mod load orders, I have Gunfighter AIO and even tried removing that but didn't work.
In case it didn't I'll, help you try something different. Dont worry c:
pakchunk999-Mods_Donut_HK416D_LAPD_416_P.pak
pakchunk9999-BSBola[1]BetterRecoil_P.pak
Try that.But I think I found an issue with that gun mod. The parameters file that should be named "Primary_HK416.uexp" is named "Primary_HK416.uexp.bak". All the uexp files work in pairs with uasset files. So, if the .uasset file exists but the uexp doesn't the game will ignore the uasset file and use the original one uasset-uexp paired ones.
The solution is to manually edit it.
i've noticed this on the sr-16 and the mk18, no idea if this is on others but i know the ARWC doesn't have this issue.
Thanks you for your feedback
What spot should your recoil mod be placed in load order?
Should yours load before everyone else like
pakchunk999 - BSBola's stable recoil
pakchunk9991 - Gunfighter AIO
pakchunk9992 - Attachment expansion
pakchunk9993 - Arsenal
Or do I need to put yours at 9994?
Thanks for your feedback! :D
Also, a pistol recoil tweak would be phenomenal, as they are now they flip up and left WAY too much, like, aiming at the bottom of a target and you'll be off target by the third shot.
but not GunfighterHave gunfighter AIO 1st, your recoil 2nd, attachment 3rd, and Arsenal 4th
All weapon mods that don't depend on the attachment mod are loaded as 999, those that require the Attachment mod are loaded as 9995
Some guns don't have the attachments provided by the attachment mod but they do still have low recoil, I'd say about 75% of my gun mods are functional
So
999 - Weapon mods that don't touch the stats/weapons table
9991 - Gunfighter AIO
9992 - BSBola recoil
9993 - BAL attachment expansion
9994 - Arsenal overhaul
9995 - Weapon mods that change the stats/weapons table or are dependant on BAL attachment expansion