***ATTENTION*** All projects are currently suspended and will remain so for the foreseeable future due to personal circumstances. I intend to return to my work when I am able.
Thanks for all your support. ******************
Announcements: 23/08/20 Please read the description page thoroughly before downloading, thank you.
***ATTENTION*** Please try your utmost to resolve any installation issues you have. If you can't make sense of the installation instructions provided there are plenty of tutorials available with a simple search which cover everything you'll need to know in order to install this mod.
-------------------------------- --- Content Plan --- Note: The below content plan does not include patches and bug fixing updates, it is also subject to change and may be cancelled at any time. > First content update: Name: Variants Description: Adds 10 more guns (colour/material adjusted versions of the 10 gun models from V1) as new firearms with different abilities. More ammunition types are also planed for this update. Status: Planned, Not Started. ETA: Unknown.
> Second content update: Name: Ultimates Description: Adds a new 'ultimate' firearm to every category. Status: Planned, Not Started. ETA: Unknown. - should release around the same time as Exotic Arsenal Ultimates.
Man this sum bllshit, no video, no clear instructions, I've done merged the files and follow every instructions from the "Read me" and the description, provide the video for Tut bro 🤦🏻
Shooting a freeze or fire ammo causes the effects are stay forever on enemy (infinite dot) , The freeze doesn't end, The fire burns forever, even the death corpses on ground , how can I fix this?
Hi! I updated the mod for 4.04: Firearms404 I also recommend using my addon - modFirearmsX3 (added to the archive): - damage increased 2-3 times - ammo is created in 100 pieces - components in diagrams are cheaper and simple - reduced weight of weapons and ammo - for ammo with effects, the chance of their activation has been increased Enjoy :)
DanielVector, the original shop addon works, but I don't see much point in it. It needs to redo so that the ammo are sold there for 50-100 pieces and everything costs reasonable money.
Hey OP, there is something I can't wrap my head around. So I can craft normal bullet, high grade bullet and silver bullet but I can't use them because they are in materials tab, not in weapons tab.
Edit: Nvm, I need gunpowder recipe which I still haven't stumble upon yet somehow.
PS: So far I found the diagrams from the shops, including the bullet molds but haven't seen anyone selling gunpowder recipe yet.
The following merchants are listed in the configuration files: store__Magic_Stuff_Merchant store__Keira_Metz store__Alchemist_Turned store__Crematory_Hidden_Mage store__Master_Alchemist store__Oxenfurt_Herbalist EP2_store__Alchemist The levels are also indicated: "highgrade_gunpowder_d" player_level_min="20" "infused_gunpowder_d" player_level_min="35" Yes, the problem is that the availability of recipes on sale is not 100% guaranteed, but if you several times meditate and bypass the merchants again, they will definitely appear. The basic diagrams use Zerrikanian powder. It is available in the alchemical substances tab in the alchemy menu.
Hi there, if the addon you mentioned is the side belt for the pistols, it does not work for me, the pistol equips instead of a crossbow on the back, any ideas? I installed it inside together with the firearms mod and also extracted it and tried separately to install it, it did not work.
may i ask how do i install it properly. i tried manually but i guess i did something wrong because it showed me script compilation error which i do not understand
I cannot find the recipes for ammunition for the life of me. They are not under the crossbow bolts tab for some reason... do you have to buy them from vendors? Any suggestions?
You don't need to buy them. Recipes are in the file playerWitcher.ws. One or more of your mods or folder mod0000_MergedFiles also contains this file and stands higher alphabetically, overwriting it during compilation. Moreover, this does not disrupt the work of the rest components of the mod Firearms. Merge the scripts or rename the modFirearms folder to mod1Firearms. If you need to find this mod, open the mods folder in Explorer and type in the search box: playerWitcher.ws
I already wrote at the beginning: - damage increased 2-3 times - ammo is created in 100 pieces - components in diagrams are cheaper and simple - reduced weight of weapons and ammo - for ammo with effects, the chance of their activation has been increased
The Progression tab on the mod description said I will get Wolf pistol at lvl 28 but I have one that is lvl 3. Idk how the gun unlock progression and getting better guns work.
In FirearmsX3 i have distributed their like this: kakkerlak level_min=1 lynx pistol level_min=2 dueling pistol level_min=3 wolf pistol level_min=5 dragons gambitlevel_min=7 vayleux level_min=10 wyrok level_min=14 gryphon pistol level_min=20 warsong level_min=40 bear pistol level_min=45 After creation, the guns does not improve. The models are different first of all attack power. The game assigns a level to the gun myself in the description and it remains unchanged. It's not worth paying attention to.
So if I have a lvl 4 Wolf pistol, it is gonna be a lvl 4 Wolf pistol forver and only way to get higher lvl guns is get new type of guns? So there are no way to upgrade of get better gun of the same you already have? Or are the levels just a requirement to unlock and you can use those guns effectively through out the whole game? Like is it viable to use my lvl 7 Dragon Gambit over my lvl 18 Griffon pistol?
Level_min - the player's level, starting from which this weapon diagrams appears on sale. Lvl 4 Wolf pistol will remain that way, even if it is made by a level 50 player. The game itself assigns a level depending on the characteristics. These characteristics of the gun are static, are not improving and do not depend on the player's level and skills. Also there is no situation here when you have made a pistol and you cannot use it.
No, I understand that part well. For example, Feline armor is lvl 17. But if you are lvl 29, you can use Superior Feline armor. Because lvl 17 Feline armor is under level for a lvl 29 player. So, if I have a lvl 4 Wolf Pistol, is it considered under level once I passed lvl 4 and beyond? Or is lvl 4 Wolf pistol still viable for any levels? Because I do want to use different guns but right now the highest lvl gun I have is lvl 18 Griffon pistol.
TL;DR are the pistols made for every level players or they start to become under level once you surpass the gun's level?
If you do not use the console, the player's level will always be higher or equal than the level of the gun. Reached the level - bought a diagram - made a gun. Raised the level - made a new one - sold the old one or disassembled it, because it has lower damage. That's all the mechanics. There's no point to use different guns. It makes sense to use different bullets.
Ah I see thx for the explaination OP. That's a shame that some guns are gonna be low level forever. Even if I craft the Wolf pistol at player lvl 29, it is still gonna be a lvl 4 Wolf pistol.
Without meaning to abuse your kindness, sir, i have also downloaded your Holster Mod - FBH404 -, favored it in every script conflict i've had to solve manually in the Merge Files (and tried some other permutations thereof), but i can't get rid of a final compiler error:
Error [mod0000_mergedfiles]game\gameplay\items\rangedweapons\rangedweapon.ws(1786): Unexpected end of file found after '{' at line 181
I did scroll to line 181 of the file in question - hoping to find something so blantantly aberrant that even my layman eyes could see - but alas, i couldn't understand a thing i was looking at.
event OnProcessThrowEvent( animEventName : name ) {
This file doesn't exist at all if the Mod is not installed, so i'm not sure what the conflict could be. I understand it's probably a long shot to come to you with this, but i figured i'd try. Thank you for your time.
According to the information from the compiler error, the cause of this problem you can't find. The method for solving such problems is described here: https://steamcommunity.com/app/292030/discussions/0/1692662484249714202/ It boils down to finding a conflicting mod. Can also help searching for mods manually with a request "rangedweapon.ws" in Explorer (mods folder).
i downloaded the mod but when i shoot bullets the game acts like im using normal crossbow bolts no particle, no sound effect etc any idea what might be the problem?
Hey ve, can I ask, does the belt holster mod only works with your version of the firearm mod? I'm using https://www.nexusmods.com/witcher3/mods/9041 but implementing your holster mod doesn't seem to be working.
I merged Firearms with the firearms belt holster mod and the shop addon and the firearms x10 damage increase mod posted here in this thread.
I then updated the scripts to 4.03. I haven't tested it yet, but it merges fine with my other mods in script merger, and I'm not getting any compilation errors, so it can't be all wrong.
I keep getting this when I try to merge, not sure if it's incompatible with magicspells and that's why or if it's something else entirely? I tried messing with the merge file to fix it but I didn't really understand any of it.
UPDATE: I tested without magicspells and got the same issue so they're def not incompatible.
Magic spells often throws warnings when there is a compilation error. Always goes away when the error is fixed, so you are right, that they can be merged.
Unfortunately I'm not really good at witcher scripts, I just compare old an new one and use that the fact that most mod authors mostly mark //modname begin and //modname end, where they add their script.
But from what I can see, your compilation error saying that there is something it can't understand about how Firearms belt holster mod is defining a variable in line 21 of playerWitcher.ws. It's most likely because of a bad merge somewhere else in the files. Sorry I can't help you more than that.
You can look in script merger window, and see what other mods changes
Gotcha, I'll keep looking into it and see if I can figure it out and I'll post an update if I find something, just incase someone else has the same issue.
Despite the issues I'm personally having I appreciate the patch you've made! Hopefully I can figure out the issue.
Update: Found out it's conflicting with Shades of Iron but that's as much as I can do lol, maybe some day someone will find a solution.
hey man! For some reason I can craft all the parts needed for the ammunition and can craft the guns but there are no ammunition itself craftable in the crossbow bolt section. Any guess what is the problem or am I doing smth wrong?
Error [mod0000_mergedfiles]game\player\playerwitcher.ws(21): Unknown type 'CFBH' for property 'FBH'. Warning [content0]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code. Warning [content0]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code. Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code.
u have an error on this merge man how do u fix this? its the same as Aniflexes issue. theres no conflict it auto merged with other options blank spaces. if i delete it it creates other issues.
Everyone who downloaded Gageo repack: Rename folder modFirearmsPlus(4.03) to modFirearmsPlus If you have mod0000_MergedFiles in your mods, this use of characters in the name (4.03) leads to an error: Error [mod0000_mergedfiles]game\player\playerwitcher.ws(21): Unknown type 'CFBH' for property 'FBH'. And if there are no mergedfiles, the game will start, but part of the Firearms+ fuctions will not work.
Might just be me but one thing I noticed is getting 50 crows after completing side quests after using this file and merging it with my mods (EE Redux, Magic spells, Gwent Redux and Random encounter reworked)
Thanks for all of your work to update it. It works with 4.04 but the sound is the default crossbow sound. Not sure if that's something to be fixed but thanks all the same!
Was anyone able to find out how to fix the error when merging the firearms mod (provided by SpongyVirus)? Saw other people also having this problem for 4.04 but there seems to be no public solution... I would be super grateful is anyone has any tips on how to solve this!
447 comments
All projects are currently suspended and will remain so for the foreseeable future due to personal circumstances.
I intend to return to my work when I am able.
Thanks for all your support.
******************
Announcements:
23/08/20
Please read the description page thoroughly before downloading, thank you.
***ATTENTION***
Please try your utmost to resolve any installation issues you have. If you can't make sense of the installation instructions provided there are plenty of tutorials available with a simple search which cover everything you'll need to know in order to install this mod.
--------------------------------
--- Content Plan ---
Note: The below content plan does not include patches and bug fixing updates, it is also subject to change and may be cancelled at any time.
> First content update:
Name: Variants
Description: Adds 10 more guns (colour/material adjusted versions of the 10 gun models from V1) as new firearms with different abilities. More ammunition types are also planed for this update.
Status: Planned, Not Started.
ETA: Unknown.
> Second content update:
Name: Ultimates
Description: Adds a new 'ultimate' firearm to every category.
Status: Planned, Not Started.
ETA: Unknown. - should release around the same time as Exotic Arsenal Ultimates.
I updated the mod for 4.04:
Firearms404
I also recommend using my addon - modFirearmsX3 (added to the archive):
- damage increased 2-3 times
- ammo is created in 100 pieces
- components in diagrams are cheaper and simple
- reduced weight of weapons and ammo
- for ammo with effects, the chance of their activation has been increased
Enjoy :)
Edit: Nvm, I need gunpowder recipe which I still haven't stumble upon yet somehow.
PS: So far I found the diagrams from the shops, including the bullet molds but haven't seen anyone selling gunpowder recipe yet.
store__Magic_Stuff_Merchant
store__Keira_Metz
store__Alchemist_Turned
store__Crematory_Hidden_Mage
store__Master_Alchemist
store__Oxenfurt_Herbalist
EP2_store__Alchemist
The levels are also indicated:
"highgrade_gunpowder_d" player_level_min="20"
"infused_gunpowder_d" player_level_min="35"
Yes, the problem is that the availability of recipes on sale is not 100% guaranteed, but if you several times meditate and bypass the merchants again, they will definitely appear. The basic diagrams use Zerrikanian powder. It is available in the alchemical substances tab in the alchemy menu.
Edit: A bit of reinstalling fix things up. Thx for the amazing mod m8.
FBH404
1. If this is FBH mod, then it will not work and may cause errors without installing Firearms.
2. The game version is below 4.04
3. https://steamcommunity.com/app/292030/discussions/0/1692662484249714202/
- damage increased 2-3 times
- ammo is created in 100 pieces
- components in diagrams are cheaper and simple
- reduced weight of weapons and ammo
- for ammo with effects, the chance of their activation has been increased
Edit: Infused powder blueprint isn't spawning too.
kakkerlak level_min=1
lynx pistol level_min=2
dueling pistol level_min=3
wolf pistol level_min=5
dragons gambitlevel_min=7
vayleux level_min=10
wyrok level_min=14
gryphon pistol level_min=20
warsong level_min=40
bear pistol level_min=45
After creation, the guns does not improve. The models are different first of all attack power.
The game assigns a level to the gun myself in the description and it remains unchanged. It's not worth paying attention to.
TL;DR are the pistols made for every level players or they start to become under level once you surpass the gun's level?
Error [mod0000_mergedfiles]game\gameplay\items\rangedweapons\rangedweapon.ws(1786): Unexpected end of file found after '{' at line 181
I did scroll to line 181 of the file in question - hoping to find something so blantantly aberrant that even my layman eyes could see - but alas, i couldn't understand a thing i was looking at.
event OnProcessThrowEvent( animEventName : name )
{
if ( deployedEnt )
//line 181 -> {
deployedEnt.OnProcessThrowEvent( animEventName );
if ( animEventName == 'ProjectileThrow' )
{
SetDeployedEntVisibility( true );
RaiseForceEvent( 'WeaponCrossbow_Shoot' );
ClearDeployedEntity(false);
ReloadWeaponWithOrWithoutAnimIfNeeded();
isSettingOwnerOrientation = false;
//----------------------------------- > FIREARMS START
This file doesn't exist at all if the Mod is not installed, so i'm not sure what the conflict could be. I understand it's probably a long shot to come to you with this, but i figured i'd try. Thank you for your time.
The method for solving such problems is described here:
https://steamcommunity.com/app/292030/discussions/0/1692662484249714202/
It boils down to finding a conflicting mod. Can also help searching for mods manually with a request "rangedweapon.ws" in Explorer (mods folder).
no particle, no sound effect etc
any idea what might be the problem?
Big thanks!
I then updated the scripts to 4.03. I haven't tested it yet, but it merges fine with my other mods in script merger, and I'm not getting any compilation errors, so it can't be all wrong.
Firearms+
I tried messing with the merge file to fix it but I didn't really understand any of it.
UPDATE: I tested without magicspells and got the same issue so they're def not incompatible.
Unfortunately I'm not really good at witcher scripts, I just compare old an new one and use that the fact that most mod authors mostly mark //modname begin and //modname end, where they add their script.
But from what I can see, your compilation error saying that there is something it can't understand about how Firearms belt holster mod is defining a variable in line 21 of playerWitcher.ws. It's most likely because of a bad merge somewhere else in the files. Sorry I can't help you more than that.
You can look in script merger window, and see what other mods changes
Despite the issues I'm personally having I appreciate the patch you've made! Hopefully I can figure out the issue.
Update: Found out it's conflicting with Shades of Iron but that's as much as I can do lol, maybe some day someone will find a solution.
Error [mod0000_mergedfiles]game\player\playerwitcher.ws(21): Unknown type 'CFBH' for property 'FBH'.
Warning [content0]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code.
Warning [content0]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code.
Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code.
Mod doesn't work bro
Rename folder modFirearmsPlus(4.03) to modFirearmsPlus
If you have mod0000_MergedFiles in your mods, this use of characters in the name (4.03) leads to an error:
Error [mod0000_mergedfiles]game\player\playerwitcher.ws(21): Unknown type 'CFBH' for property 'FBH'.
And if there are no mergedfiles, the game will start, but part of the Firearms+ fuctions will not work.
Might just be me but one thing I noticed is getting 50 crows after completing side quests after using this file and merging it with my mods (EE Redux, Magic spells, Gwent Redux and Random encounter reworked)
Forget I sais anything I figured it out
Edit: It does not work and caused a script compilation error sadly :)
Please have a nice day nonetheless!