- Firearm close quarters execution is back
- Added new firing patterns for the NPCs to create more pause in their shooting
- Adjusted force/impulse levels on NPCs based on the momentum generated by each cartridge (this will help with the Euphoria mod)
- Recoil has been toned down and is based on the recoil energy of the firearm and it's respective cartridge
- Recoil pauses/breaks are also gone and the shakes are overall smoother
- Lowered the arrow/melee damages for realism (make sure to aim at vital areas if you want a kill)
- Overhauled some of the cartridge damages and fixed inconsistencies from previous updates
- Swapped around some of coating/engraving colors for the unique firearms
3.5 UPDATE:
- With the release of the great Online Content Unlocker, previously available online firearms & knives are making a comeback. You can obtain all (companion weapons, unique variants etc) of them at the Saint Denis fence but only during the epilogue
- Navy and LeMat revolvers have been tweaked in damages and falloff
- Shotgun smokeless cartridge have been fixed and now display an headstamp icon
- Temporary fix for the dynamite arrow
- *NEW* Knives can be viewed and manipulated in the gun cleaning camera (see pictures)
- *NEW* You now customize all of the knives' metal coatings
- *NEW* Unique firearms can now be customized (ex: scope removal or swap in rifles). *WARNING!* If you change a unique firearm's metal coating you can't get it back (unless you use a trainer to remove the firearm and repurchase it)
- Attempt at removing the leather straps for two handed firearms only when holding/aiming (never liked those 20FPS physics)
- Tweaked the bleeding rate depending on the cartridge type
- Assigned entries for each cartridge for an euphoria mod I am working on (dropping soon)
- Lots of bug fixes
- and other shit I can't remember
3.2 UPDATE:
- Further tweaking to object penetration and skin penetration (the more powerful the cartridge the more wood it will penetrate)
- Added 3 new cartridges; Bird Shot and 20ga Slug for the rare exotic shotgun which fits the hunting theme, and a Smokeless Buck Shot for the Browning "Auto-5" (no headstamps for now)
- Overhauled the pelt hunting requirements (check which cartridges are best in the attached picture)
- Repeaters shoot slightly faster now
- Tweaked pistols and revolvers for speed and hip fire
- Sawed-off: both barrels can be shot almost simultaneous (hold the trigger to fire both). Hip fire is especially faster and devastating. Also both shells are reloaded in one animation
- Hip fire is slightly faster for the Springfield rifles
- Added missing sway for the Carcano and Rolling Block (no other mod has this)
- Natural motion forces are tweaked to be stronger
- Only one knife can be carried and the tomahawks are removed for now
- This mod will now require several other mods in order to function correctly
3.1 UPDATE:
- Major changes to kill shots and skin penetration. Cartridges should deal more critical hits now
- Added 2 new cartridges plus UI, the Dragon's Breath (buckshot with fire) & Exploding Rifle Bullet (only for the Springfields based on the .50-70 Gov). Both can be bought at the Saint Denis Gunsmith or crafted assuming you have the pamphlets
- Crafting recipe changes for dynamites and molotovs
- Added custom ammo UI for the arrows and knives (suggestions are welcome)
- Previously removed fence UI making a comeback
- "New Service" Bad Honor grip can be customized with the wood varnish colors
- Removed big melee weapons entirely from the player's satchel (I find them useless)
- Weapon wheel ammo UI not appearing (hopefully)
- Maxim gun shooting delay
- Some items couldn't be sold at the fence
3.0 UPDATE:
- Larger calibers can penetrate wood (depends on the in-game destructible props)
- Minor adjustments to reticle sway with respect to the firearm weight
- Gatling guns and cannons have been fixed and fire rate has been improved for Gatling gun (300 rounds/min) Maxim gun (600 rounds/min)
- Added 3rd person recoil back and tailored it for each cartridge power
- Dreaded lasso camera bug has been fixed
- Unbreakable locks bug has finally been addressed although some smaller calibers won't brake it (ex. Volcanic, .32 ACP, DB)
- Fixed the night bug in the map editor ammoboxes file
- Prices are more appropriate to game economy (expect an overhaul in the future)
- Returned to previous customization menus since the previous release was too buggy
- Compatible with W.E.R.O by GJ19954 (wait for an update for 3.0)
- No longer compatible with Red Dead Offline
- Navy, Elephant rifle and 1883 DB are unavailable until further updates (still in the catalogs for now)
2.8 UPDATE:
- 1 new catridge: The .30-30 smokeless powder
- 2 new firearms: The repeating rifle Winchester 1894 (based on the Winchester) and the double barrel shotgun Colt 1883 (based on the Elephant rifle)
- Colt SAA now uses the .44-40 too
- Accuracy has been revamped and is based on the cartridge power (ex: Pistol accuracy increased)
- 1st person recoil also follows the same cartridge power rule
- This mod now requires GunFX 2.0. Smoke size/volume is based on the cartridge powder grains and separtion of black vs smokeless powder actually works now
- New ammo boxes based on real life cartridges
- A few firearm stats updates (ex: Lemat grape shot less powerful)
- Customization menu redone with less sub menus
- Display of ammo boxes in the Gunsmith interior is depedant on the the Map Editor
- The new firearm are not accurate models and are based on existing firearms
- Some camera angles in the customization menu might not work
- Some items don't appear unless purchased, exited and then viewed again (old problem from Red Dead Offline)
2.5 UPDATE:
- This version should be compatible with story missions since the vanilla firearms are restored and made to work with the new ammo (you might need to re-obtain the firearms using a Trainer or repurchase them at the Gunsmith)
- Bows and throwing melees have been revised with a realistic range and firing speed
- Arrows will stick longer to the target
- Animal cleanliness revamped with this mod's ammunition in mind (obtaining perfect skins might still require tweaking to animal health)
- Fixed some guns not being maintained (New Army, New Service & Schofield)
- Reticle sway is back
- Slight increase in firearm melee speed
- Fixed reticle inconsistencies
- Other QoLs
2.0(BETA):
New features:
- Created real life cartridge for each firearm
- Real headstamp UI texture for each cartridge
- Some firearms share cartridges like the Schofield revolver and Winchester repeater
- All new ammo can be bought at gunsmiths only from the catalog orders
- Firearms are unlocked from the start but not all gunsmiths carry them
- Price changes (realistic accounting for inflation) for the firearms and ammunition
- QoLs: Shop catalog reorganized, 20% faster looting animations, looting NPCs gives you one full clip for each weapon in their loadout (ex: Henry repeater 16 rounds + 6 revolver rounds)
Other changes from 1.2:
- Weapon fall-off damage improved with hundreds of data points
- Each cartridge damage has been readjusted for muzzle energy after further research
- Ammo count is now limited but with upgrades: (50+25+25) for revolver and repeaters, (40+20+20) for rifles and (20+10+10) for shotguns
- Manual Pickup and Companion Weapons are now included in this mod!
- Catalog.ymt file changes! Hence, incompatible with other mods that use this file! In the future I will try to merge it as a separate mod
- Unable to use prop ammo boxes so I removed them from the game (possibly mission breaking)
- Some missions will require the vanilla firearms temporally (picking up props). I will try to patch it as issues arise but if you encounter bugs let me know which mission and the exact moment
- Incompatible with loadout mods unless devs make a compatible version
- New UI cartridge textures might not work with DX12!
1.2:
DAMAGE:
- Damage redone to match real life firearms and cartridge muzzle energies. Example: The muzzle energy for the Cattleman (Colt SAA) 1000 fps(feet per sec) 250 gr (grains) .45 colt cartridge is 555 ft/lbf. Hence the damage will be 55.5. If an NPC has 100 health it will die in 2 shots at close range.
- Weapon ranges greatly increased and fall-off damages determined by muzzle energies and real life standard conditions (37 damage at 200 yards for above example)
- Fall-off damages created for snipers and machine guns (previously missing)
- Player vs NPCs damage are the same (previously NPCs do less damage with the same weapon)
- Chance of NPCs landing a headshot on the player have increased (headshots do 10x the damage)
- Every firearm has bullet force now but I have reduced it since I hate the Hollywood gunshot effect (previously only for rifles and shotguns)
RELOAD:
- Reload animations have been tailored for each firearm (no slowmo effect like other mods)
- Animations will effect NPCs but to an extent (explanation below*)
- Lower reload rate for NPCs on horseback
COCK:
- Cocking rates are changed firearms and "feel" more responsive now and have less jittery animations
- Fire rates & cocking rates also affect NPCs
AMMO:
- Limited bullet types so no more express and explosive ammo for revolvers, pistols, repeaters and shotguns
- High velocity is treated as a pressurized hollow-point bullet
- Schofield now also uses repeater ammo (labelled as express)
- Increased rounds for Lancaster (14 ->16) and Pump Shotgun to (5 ->6)
VISUALS:
- Separated visual smoke effects for gunpowder vs smokeless firearms (use with my other mod GunFX )
- No more "worn" signatures for pickups
- 3rd person recoil and reticle sway removed
- 3rd person camera FOV changed to 90H/59V (same as max default for non-aim) so no zooming effect
- 1st person recoil is based on muzzle energy and weight of the firearm (only the screen shake effect)
- Replaced the normal bullet tracers for a more subtle one
RESTORED:
- Hotchkiss and Breach cannons display correct projectiles
- Missing repeater recoil effect
CONS:
- *NPC's reload is based on several factors and in combat they will reload max 3 bullets regardless of firearm
- No bullet drop (same as vanilla)
- DLCs and throwables are not complete
- Bugs?
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