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Changelogs
Version 1.0.10 V2
fix bug.I. Updated 21 Elemental Enchantment Accessories and Corresponding Bullets This update has added 7 types of elemental muzzle accessories and corresponding bullets, among which: Each type of muzzle accessory allows the firearm to use an additional type of elemental bullet in its bullet pool. After switching to elemental bullets, elemental effects can be used. Elemental bullets can be purchased from various merchants, including "Scavengers". Elemental muzzle accessories will not be sold in stores and cannot be freely assembled onto firearms; they will only randomly appear on firearms dropped by enemies. Elements are divided into 7 types, including 3 models, which are: Fire Type: MK1 - The longer the continuous shooting time, the higher the damage. MK2 - There is a chance to generate flames upon hitting. MK3 - Combines the characteristics of MK1 and MK2. Additionally, the flames can sacrifice enemies within a small range, and the death of sacrificed enemies will produce an explosion effect. Ice Type: MK1 - The longer the continuous shooting time, the lower the recoil. MK2 - Hitting an enemy slows them down (greater than the original skill's slowdown effect). MK3 - Combines the characteristics of MK1 and MK2. Additionally, it accumulates slowdown time, and after a certain slowdown time, a blinding effect is generated. Poison Type: MK1 - Hitting an enemy poisons them, slowly reducing their health. MK2 - There is a certain chance to generate a poison cloud upon hitting, and enemies within the poison cloud will have their health reduced. MK3 - Combines the characteristics of MK1 and MK2. Additionally, the poison accumulates in the enemy's body, and if the enemy dies, a large amount of poison cloud is generated. Life Type: MK1 - Hitting an enemy slightly restores the player's health. MK2 - Hitting an enemy slightly restores the player's various negative statuses (fatigue, hunger, thirst, radiation, injury, bleeding). MK3 - Combines the characteristics of MK1 and MK2. Additionally, hitting an enemy increases the player's movement speed for a short period. Lightning Type: MK1 - Hitting an enemy paralyzes them (movement may be interrupted). MK2 - Hitting an enemy generates an electric shock effect (can pass through walls). MK3 - Combines the characteristics of MK1 and MK2. Additionally, the paralysis effect has a chance to generate a lightning strike, which can cause damage and render human enemies' weapons ineffective. Earth Type: MK1 - Hitting an enemy restores the player's armor. MK2 - Hitting an enemy has a chance to reduce their armor durability. MK3 - Combines the characteristics of MK1 and MK2. Additionally, it generates a shield that blocks bullets from human enemies. Supernatural Type: MK1 - Hitting an enemy inflicts the "Soul Link" debuff on the enemy (when attacking other enemies within a certain range of the soul-linked enemy, the soul-linked enemy will also receive partial damage). MK2 - Hitting an enemy has a chance to generate 1 ricochet, attacking nearby enemies. MK3 - Combines the characteristics of MK1 and MK2. Additionally, when aiming through the scope for a precise shot, it generates a large number of ricochets to attack nearby enemies, and these ricochets all have the Soul Link effect. II. Added New Monsters and Bosses Added new monsters: The original self-destructing ghoul is subdivided into Fire Ghoul (self-destructs upon death) and Ice Ghoul (blinds upon death). Added Poison Ghoul, which can remotely fire poison bullets. Added Earth Ghoul, which can generate a rotating shield that deflects bullets. Added Supernatural Ghoul, which can remotely fire supernatural bullets and generate a large number of supernatural bullets upon death. Added new bosses: Fire Behemoth Ice Behemoth Poison Behemoth Lightning Behemoth Crystal Shard Fire Wolf Shadow Warrior III. Added Unique Firearms and Explosives Unique firearms are dropped by bosses and include various functions such as fire, ice, poison, lightning, auto-tracking, bullet-deflecting, etc., and can be used with original bullets without the need for elemental enchanted muzzles. Explosives added the incendiary grenade, which can be purchased from the doctor. IV. Adjusted the Appearance Conditions and Related Content of Monster Nests Monster nests now randomly appear on outdoor maps after completing the "Crystal" mission. The original Christmas treasure chests are replaced with monster portals, and a random boss appears after eliminating the monster portal. V. Added Distinctions for the Rarity of Mod Items Mod items are divided into purple, blue, and green according to rarity, from high to low. These are all my subjective judgments, haha. VI. Added HUD Prompts for Player Poisoning
I. Updated 21 Elemental Enchantment Accessories and Corresponding Bullets This update has added 7 types of elemental muzzle accessories and corresponding bullets, among which: Each type of muzzle accessory allows the firearm to use an additional type of elemental bullet in its bullet pool. After switching to elemental bullets, elemental effects can be used. Elemental bullets can be purchased from various merchants, including "Scavengers". Elemental muzzle accessories will not be sold in stores and cannot be freely assembled onto firearms; they will only randomly appear on firearms dropped by enemies. Elements are divided into 7 types, including 3 models, which are:
Fire Type: MK1 - The longer the continuous shooting time, the higher the damage. MK2 - There is a chance to generate flames upon hitting. MK3 - Combines the characteristics of MK1 and MK2. Additionally, the flames can sacrifice enemies within a small range, and the death of sacrificed enemies will produce an explosion effect.
Ice Type: MK1 - The longer the continuous shooting time, the lower the recoil. MK2 - Hitting an enemy slows them down (greater than the original skill's slowdown effect). MK3 - Combines the characteristics of MK1 and MK2. Additionally, it accumulates slowdown time, and after a certain slowdown time, a blinding effect is generated.
Poison Type: MK1 - Hitting an enemy poisons them, slowly reducing their health. MK2 - There is a certain chance to generate a poison cloud upon hitting, and enemies within the poison cloud will have their health reduced. MK3 - Combines the characteristics of MK1 and MK2. Additionally, the poison accumulates in the enemy's body, and if the enemy dies, a large amount of poison cloud is generated.
Life Type: MK1 - Hitting an enemy slightly restores the player's health. MK2 - Hitting an enemy slightly restores the player's various negative statuses (fatigue, hunger, thirst, radiation, injury, bleeding). MK3 - Combines the characteristics of MK1 and MK2. Additionally, hitting an enemy increases the player's movement speed for a short period.
Lightning Type: MK1 - Hitting an enemy paralyzes them (movement may be interrupted). MK2 - Hitting an enemy generates an electric shock effect (can pass through walls). MK3 - Combines the characteristics of MK1 and MK2. Additionally, the paralysis effect has a chance to generate a lightning strike, which can cause damage and render human enemies' weapons ineffective.
Earth Type: MK1 - Hitting an enemy restores the player's armor. MK2 - Hitting an enemy has a chance to reduce their armor durability. MK3 - Combines the characteristics of MK1 and MK2. Additionally, it generates a shield that blocks bullets from human enemies.
Supernatural Type: MK1 - Hitting an enemy inflicts the "Soul Link" debuff on the enemy (when attacking other enemies within a certain range of the soul-linked enemy, the soul-linked enemy will also receive partial damage). MK2 - Hitting an enemy has a chance to generate 1 ricochet, attacking nearby enemies. MK3 - Combines the characteristics of MK1 and MK2. Additionally, when aiming through the scope for a precise shot, it generates a large number of ricochets to attack nearby enemies, and these ricochets all have the Soul Link effect.
II. Added New Monsters and Bosses Added new monsters:
The original self-destructing ghoul is subdivided into Fire Ghoul (self-destructs upon death) and Ice Ghoul (blinds upon death). Added Poison Ghoul, which can remotely fire poison bullets. Added Earth Ghoul, which can generate a rotating shield that deflects bullets. Added Supernatural Ghoul, which can remotely fire supernatural bullets and generate a large number of supernatural bullets upon death. Blink:When moving, it enters invisibility, but can be distinguished by shadows. Spider:There is a chance of producing a large number of Spider cubs(New Mutant) upon death. Infestation:After being destroyed, it split into Flesh slime(New Mutant). Anomaly electric:After being defeated, there is a certain chance to summon the Color Of Space(New Mutant) Spider cubs:Groups, Fast, Spider phobia. Flesh slime:Usually, weapons are ineffective and require high-powered weapons such as shotguns paired with Buck Shot or explosives. Color Of Space:The light mist variant requires aiming at the central core for shooting, and the core can be marked with a deceleration effect.Approaching the range of light mist not only causes injury, but also reduces your fatigue, hunger, thirst, and increases radiation levels. Poison Spider:There is a certain chance that ordinary spiders will transform into poison spiders. When a poison spider dies, it generates a poisonous gas that can cause significant damage upon approaching. Mutant Crows:This is a storm formed by a large group of crows. It can cause serious bleeding effects. There is a certain chance of it occurring only when ordinary crows are concentrated by bullets.
Added new bosses: Fire Behemoth Ice Behemoth Poison Behemoth Lightning Behemoth Crystal Shard Fire Wolf Shadow Warrior
III. Added Unique Firearms and Explosives Unique firearms are dropped by bosses and include various functions such as fire, ice, poison, lightning, auto-tracking, bullet-deflecting, etc., and can be used with original bullets without the need for elemental enchanted muzzles. Explosives added the incendiary grenade, which can be purchased from the doctor.
IV. Adjusted the Appearance Conditions and Related Content of Monster Nests Monster nests now randomly appear on outdoor maps after completing the "Crystal" mission. The original Christmas treasure chests are replaced with monster portals, and a random boss appears after eliminating the monster portal.
V. Added Distinctions for the Rarity of Mod Items Mod items are divided into purple, blue, and green according to rarity, from high to low. These are all my subjective judgments, haha.