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Post by Silver on Mar 21, 2017 23:50:54 GMT
I have finished translating main description of the addon. I could have post it here, but afraid that all the characters will be showed as " ", so you probably will be forced to ask me to paste the translated monologue on Steam - and right here, of course. I have added a little pre-warning from myself (colored in violet), where i suggest to avoid from comments, which criticize a large amount of weapons in mod. It's ridiculous to hear such shit, adressed to a GUN mod. I can delete it, if you want, but still think it's reasonable. Here's translated description: rgho.st/76hnc8DBr- Type 95 bayonet lacks of it's own icon. M96 bayonet has no description. - S&W M29 is actually a highly customized S&W 629. Index 6 means "stainless steel", and weapon clearly stainless. I'd recommend to use THIS model: www.nexusmods.com/newvegas/mods/47507/?Actual revolver is much more accurate - and the model itself is way better. Belt with large holster cannot contain any sidearm. LITERALLY. Standart 4x4 pistol cannot be placed inside, and a larger ones are also won't fit. I have to say, i actually laughed at the purple part (i re-translated with google translator). Thank you for translating the description! I will add the description now. Also, i can add you as a helper for russian description translation if you want! Hmm i will leave the M29 model as it is for now, but we will change the name, in a future update we can replace to this model you linked, it is better, but i'm just not with energy to do more 3D modelling for a while. About the belt with large holster i also noticed this problem and i have no idea why that happens, i can only fit a 1x1 pistol, and i'm not even sure how to change the behavior of these inventory slots. It should be able to hold even some compact SMG such as a folded MP5, but its not possible. I will try to look in how to change this, as that belt is quite useless right now. We have begun fixing some errors and have found a serious shop error (weapons with folding stocks don't seem to appear for sale), we will release a small patch for the beta so those that are playing can use it if they are already playing seriously (however this shop fix requires a new game i think, the rest of fixes should be fine).
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Distress
New Member
Entombed By Winter
Posts: 9
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Post by Distress on Mar 22, 2017 9:27:05 GMT
I have finished translating main description of the addon. I could have post it here, but afraid that all the characters will be showed as " ", so you probably will be forced to ask me to paste the translated monologue on Steam - and right here, of course. I have added a little pre-warning from myself (colored in violet), where i suggest to avoid from comments, which criticize a large amount of weapons in mod. It's ridiculous to hear such shit, adressed to a GUN mod. I can delete it, if you want, but still think it's reasonable. Here's translated description: rgho.st/76hnc8DBr- Type 95 bayonet lacks of it's own icon. M96 bayonet has no description. - S&W M29 is actually a highly customized S&W 629. Index 6 means "stainless steel", and weapon clearly stainless. I'd recommend to use THIS model: www.nexusmods.com/newvegas/mods/47507/?Actual revolver is much more accurate - and the model itself is way better. Belt with large holster cannot contain any sidearm. LITERALLY. Standart 4x4 pistol cannot be placed inside, and a larger ones are also won't fit. I have to say, i actually laughed at the purple part (i re-translated with google translator). Thank you for translating the description! I will add the description now. Also, i can add you as a helper for russian description translation if you want! Hmm i will leave the M29 model as it is for now, but we will change the name, in a future update we can replace to this model you linked, it is better, but i'm just not with energy to do more 3D modelling for a while. About the belt with large holster i also noticed this problem and i have no idea why that happens, i can only fit a 1x1 pistol, and i'm not even sure how to change the behavior of these inventory slots. It should be able to hold even some compact SMG such as a folded MP5, but its not possible. I will try to look in how to change this, as that belt is quite useless right now. We have begun fixing some errors and have found a serious shop error (weapons with folding stocks don't seem to appear for sale), we will release a small patch for the beta so those that are playing can use it if they are already playing seriously (however this shop fix requires a new game i think, the rest of fixes should be fine). Oh, i glad you liked (and even preserved) it. Sure thing, i'll be happy to see my name amongst other helpers. Sad that fix of your will require a NG, though.
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Distress
New Member
Entombed By Winter
Posts: 9
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Post by Distress on Mar 22, 2017 9:49:33 GMT
I have to say, i actually laughed at the purple part (i re-translated with google translator). Thank you for translating the description! I will add the description now. Also, i can add you as a helper for russian description translation if you want! Hmm i will leave the M29 model as it is for now, but we will change the name, in a future update we can replace to this model you linked, it is better, but i'm just not with energy to do more 3D modelling for a while. About the belt with large holster i also noticed this problem and i have no idea why that happens, i can only fit a 1x1 pistol, and i'm not even sure how to change the behavior of these inventory slots. It should be able to hold even some compact SMG such as a folded MP5, but its not possible. I will try to look in how to change this, as that belt is quite useless right now. We have begun fixing some errors and have found a serious shop error (weapons with folding stocks don't seem to appear for sale), we will release a small patch for the beta so those that are playing can use it if they are already playing seriously (however this shop fix requires a new game i think, the rest of fixes should be fine). Just one more little thing. Where can we expect that shop fix?
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Post by Silver on Mar 22, 2017 12:59:50 GMT
Just one more little thing. Where can we expect that shop fix? We are doing it right now, trying to create a script to automate the fix between shops. Also a little busy because of Andromeda release, but we will try to release the patch when we can this week.
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Post by Silver on Mar 24, 2017 5:24:03 GMT
Posted recent update (check first post). Fixes problems of weapons with folding stocks not appearing in shops (requires a new game to fix this problem), not all previous reported bugs were fixed, but other important errors were fixed.
More changes to economy system, let me know how it goes.
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Yuri_RP
New Member
Palembang, Indonesia
Posts: 7
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Post by Yuri_RP on Mar 25, 2017 3:11:15 GMT
Posted recent update (check first post). Fixes problems of weapons with folding stocks not appearing in shops (requires a new game to fix this problem), not all previous reported bugs were fixed, but other important errors were fixed. More changes to economy system, let me know how it goes. Where can I find this update? The first link is down and the second link is still the old file. Edit : Nevermind. Currently downloading it.
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Post by straker on Mar 30, 2017 16:17:21 GMT
Really enjoying the mod so far. Are a few observations allowable?
1) I realise the bug existed in the version of Hardlife I have played but would it be possible to move double barrel shotguns into a civilian or hunter weapons category? Losing the ability to fire both shots wouldn't really be a problem anyway.
2) Although I appreciate the reasoning behind it moving 10+ capacity magazines into the civilian category does make things perhaps a little to easy in terms of weapons laws? Would a compromise on 15 rounds make things more interesting (promotes some mostly older or subcompact pistols over new ones, makes obtaining a service permit a better choice to get SMGs and larger mags a priority, forces a choice between having weapons accesssible or the time taken to draw from a bag).
3) Should .22 weapons lose there full auto capability and belong in the hunter category as clones of there respective weapons. Otherwise why would they be used over other more damaging weapons?
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Post by Silver on Mar 30, 2017 16:23:29 GMT
Really enjoying the mod so far. Are a few observations allowable? 1) I realise the bug existed in the version of Hardlife I have played but would it be possible to move double barrel shotguns into a civilian or hunter weapons category? Losing the ability to fire both shots wouldn't really be a problem anyway. 2) Although I appreciate the reasoning behind it moving 10+ capacity magazines into the civilian category does make things perhaps a little to easy in terms of weapons laws? Would a compromise on 15 rounds make things more interesting (promotes some mostly older or subcompact pistols over new ones, makes obtaining a service permit a better choice to get SMGs and larger mags a priority, forces a choice between having weapons accesssible or the time taken to draw from a bag). 3) Should .22 weapons lose there full auto capability and belong in the hunter category as clones of there respective weapons. Otherwise why would they be used over other more damaging weapons? 1) Yeah i might take a look at that, and leave all of them single shot, since now there is a 3 barrel shotgun and the fix made by another modder may not work as well. 2) I will see the possibility, maybe more than 15 rounds sound reasonable for a service pistol? But pistols aren't really good in most combat because of their low ranges, so i think its okay if they are all civilian. 3) I intended all 22lr weapons to be civilian even if automatic, but i could not get it to work in the script sadly, i may move them to service at least. Could not make the script detect 22LR ammo and leave it civilian only. I will check if there is another way.
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Post by straker on Mar 30, 2017 17:04:30 GMT
Sorry, I think perhaps I wasnt being clear enough about magazines.
The big change to balance is not the pistols but the magazines themselves. It is the change if the 20 and 30 round rifle and SMG magazines from "service" items in original Hardlife. Thus making any weapon you put them in "service". Forced a player to make a choice about whether to just carry a lot of small mags or risk getting them confiscated/not getting them out of a bag in time during a firefight. Forces hard choices and means you don't default to a semi auto rifle equivalent of an AK or AR with big mags.
Perhaps most of the .22 replica weapons should be semi auto and civilian, with some full auto and service (the .22 175 drum SMGs which were designed to be full auto for example)?
Edit so I don't double post:
Graphics issue: PP2000 sits too weirdly when shouldered with stock extended. Seems like it has same position as stock folded but stock is then animated behind the shoulder (really like it as a close combat backup for snipers when mixed 1 AP - 1 HP)
A question on gun laws: Are the semi auto .300 blackout carbines meant to be military weapons (the .50 beowulf ones aren't by comparison).
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Distress
New Member
Entombed By Winter
Posts: 9
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Post by Distress on Apr 4, 2017 11:54:24 GMT
- Kahr K40 must be renowed, in my arrogant opinion. Slide clearly reads "K9", while K9 is a 9mm model. Same for chinese SIG-Sauer clones. That's a common problem with many handguns actually, i'll try to keep you all informed. Thanks for your attention.
- Imbel Xody pistol series are actually a Kimber Carry variations. Clearly visible their trademark logo on the slide, and, in addition, typical Kimber grip.
A little note about the prices. You know, when some chinese SIG-Sauer clone has a higher price than a very, VERY pricy and high grade Kahr pistol - you know, that's just beyond. My suggest is this need to be changed.
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Post by Landsa on Apr 5, 2017 4:45:05 GMT
Hello, this mod is quite unplayable, interesting stuff with original construction looks cook, just as a lot of needed guns in the beginning of the game. On the other hand, 20-30 clones of popular assault rifles in original game is enough for playing. Making another version of this mod with only original weapons without hundreds of clones will make this mod much more popular. Did you play this mod yourself? Have you ever tried to play with so many similar guns? If it's not difficult to you, could you please add all of ww2 weapons separately. I am now making let's play of 7.62 HL and really wish to play with this mod, but 100500 clones are really unplayable. I wish I could play with BAR, Arisaka, MG-42, MAG, modern interesting guns without 100-200 variants of AK or M-16
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Post by Landsa on Apr 5, 2017 5:08:22 GMT
I also had a problem with loading Browning automatic shotgun, had to empty it first and only then replace different types of ammo in it. On cgl 16 I was fighting with official army, who weared heavy bastions with steel or scarp extra plates, looks ridiculous that army bought those soldier heavy vests but didn't give them normal plates
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Post by Silver on Apr 5, 2017 6:21:41 GMT
Hello, this mod is quite unplayable, interesting stuff with original construction looks cook, just as a lot of needed guns in the beginning of the game. On the other hand, 20-30 clones of popular assault rifles in original game is enough for playing. Making another version of this mod with only original weapons without hundreds of clones will make this mod much more popular. Did you play this mod yourself? Have you ever tried to play with so many similar guns? If it's not difficult to you, could you please add all of ww2 weapons separately. I am now making let's play of 7.62 HL and really wish to play with this mod, but 100500 clones are really unplayable. I wish I could play with BAR, Arisaka, MG-42, MAG, modern interesting guns without 100-200 variants of AK or M-16 What is the problem with "similar" guns? Is it because it makes the shops have too many guns and it takes time to load? Once it loads once it doesn't require loading again. Or is the number of guns that is bothering you? If so, why? You do not need to use all of them. How exactly "cloned" weapons make the game unplayable? I also had a problem with loading Browning automatic shotgun, had to empty it first and only then replace different types of ammo in it. On cgl 16 I was fighting with official army, who weared heavy bastions with steel or scarp extra plates, looks ridiculous that army bought those soldier heavy vests but didn't give them normal plates Not sure what you mean about the shotgun problem, you had to remove all of the shells to be able to add others? Which ones you tried to add and which ones you had to remove? Keep in mind that there are two Auto-5 variants, one in 12 gauge and one in 20 gauge. First you said the game is unplayable, now you say you are in CGL 16? So did you play up to this point or you just changed the CGL setting to start very high? If you start way high then you may be overwhelmed with the amount of weapons first without going through the normal progression of weapons. As for the plates what exactly do you mean? The enemies had those scrap metals instead of plates inside the vest? Which soldiers were you fighting? If those were rebels, than that was intended, if not let me know what soldiers they were so i can see what is wrong.
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Post by Landsa on Apr 5, 2017 10:28:40 GMT
Loading of shop is quite slow because of the huge amount of guns, and after battle there are a lot of freezes after removing bodies. I got 16 cgl using cheats ofk, was fighting basic governmental soldiers, who got heavy vests with shitty extra plates in them. Browning 12 gauge, had to remove bullets before loading some blue stuff
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Post by Silver on Apr 5, 2017 14:06:41 GMT
Loading of shop is quite slow because of the huge amount of guns, and after battle there are a lot of freezes after removing bodies. I got 16 cgl using cheats ofk, was fighting basic governmental soldiers, who got heavy vests with shitty extra plates in them. Browning 12 gauge, had to remove bullets before loading some blue stuff The shop loading is done only once, after you have loaded inventory images they will be loaded and will not require loading again. By changing to CGL 16 as soon as you start the shops will have a lot of content and will require a long time to load since they have a lot more guns than if you were starting from CGL 1, which loads weapons gradually. The same thing happens for enemies, at these levels they will have a lot of weapon variety, which means some wait when inventory is opened after everyone is dead. To solve these issues simply start playing like it was intended, and weapons will be loaded gradually, or open the cheat shop to load all weapons, then try again. You cannot say the mod is unplayable when you break the game yourself by doing something that was obviously not intended for a normal playthrough. I regularly play for 2 hours, sometimes even 3, without any sort of crash. What do you mean by shitty plates? Level 3 plates? I have checked their inventories and they only have ceramic or titanium plates, not any sort of scrap metal plates or other improvised stuff, so there is no problem here, use of ceramic or titanium plates was intended. This 12 gauge, did you get from someone or did you bought it in a shop? What ammo was it loaded before that you had to remove? And what was the ammo that you tried to insert? The gun capacity is 5 rounds, was it full already or not?
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