Unturned

Unturned

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How to modify any Unturned items: Part 2
By Millefeuille and 1 collaborators
Hey, me again :D

I Made a guide about modifying Unturned items about a year ago, but it has became awfully outdated since the multiple updates following the making of that guide rendered a lot of the information incorrect/misleading. I've decided to do an updated version that'll cover a lot of stuff i didn't include last time.
   
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Part One: Corrections.
You should read the first version of this guide first, as it covers the basics of how modifying items works. In this section i'm correcting everything that i got wrong/got changed.



***You can read it HERE:http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=752175732***


1.

Originally posted by Crash Override:
**IMPORTANT** Firstly, the modified weapons only work in singleplayer, and possibly in vac insecure servers (untested)

They still work in singleplayer, but i've not been able to get them to work in insecure.

2.

Originally posted by Crash Override:
"Rarity" Can be changed to Common, Uncommon, Rare, Epic and Legendary. Changing this to something else like Mythical or a unique one breaks the weapon

Mythical works now as well.

3.

Originally posted by Crash Override:
Different weapons types have max ranges they can use, shotguns for example can only use a range of 20m while sniper can use a 300m max range (ofcourse this can be lower)

There dont seem to be class-specific limitations for range anymore, as far as i can tell you should be able to change any weapon to have any range up to 500m (possibly higher again, couldn't really test it,


Part Two: Blueprints
I.

Since last time i've been able to figure out the blueprints at least partly. Lets cover them here.

Here's the .DAT file for Sandbags:

GUID 2038421b52cc4beea8984e58b4c810a1
Type Barricade
Rarity Uncommon
Useable Barricade
Build Barricade
ID 365

Size_X 1
Size_Y 1
Size_Z 0.35

Health 300
Range 4
Radius 0.4
Offset 0.5

Explosion 19

Blueprints 1
Blueprint_0_Type Barricade
Blueprint_0_Supply_0_ID 66
Blueprint_0_Supply_0_Amount 5
Blueprint_0_Build 27

So, the blueprints. What do they indicate in this case?

Blueprints 1

This tells you how many individual crafting recipes this item has related to it. Since the only crafting recipe that includes Sandbags are the recipe for the item itself, there is only 1 blueprint.

Blueprint_0_Type Barricade

This indicates in which category the recipe will show up in the crafting menu.

Blueprint_0_Supply_0_ID 66
Blueprint_0_Supply_0_Amount 5

Indicates the ID of the item(s) you need to complete this recipe, and their amount(s)

Blueprint_0_Build 27

Still not sure. Found this in every section of blueprints i looked at.




II.


Here's the Blueprints section for the Birch Bow:


Blueprints 3
Blueprint_0_Type Tool
Blueprint_0_Supplies 2
Blueprint_0_Supply_0_ID 38
Blueprint_0_Supply_0_Amount 7
Blueprint_0_Supply_1_ID 64
Blueprint_0_Supply_1_Amount 1
Blueprint_0_Level 1
Blueprint_0_Skill Craft
Blueprint_0_Build 27
Blueprint_1_Type Repair
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 38
Blueprint_1_Supply_0_Amount 4
Blueprint_1_Build 27
Blueprint_2_Type Tool
Blueprint_2_Supplies 1
Blueprint_2_Supply_0_ID 355
Blueprint_2_Product 38
Blueprint_2_Products 2
Blueprint_2_Build 27


Blueprints 3

Again, indicating that there are 3 recipes related with the Birch Bow


Blueprint_0_Supplies 2
Blueprint_0_Supply_0_ID 38
Blueprint_0_Supply_0_Amount 7
Blueprint_0_Supply_1_ID 64
Blueprint_0_Supply_1_Amount 1

The supplies required to complete this recipe (7 Birch Sticks and 1 Rope)


Blueprint_0_Level 1
Blueprint_0_Skill Craft

Means that you need Crafting I to be able to craft the bow.


Blueprint_2_Type Tool
Blueprint_2_Supplies 1
Blueprint_2_Supply_0_ID 355
Blueprint_2_Product 38
Blueprint_2_Products 2
Blueprint_2_Build 27

This is the recipe for salvaging the bow. Blueprint_2_Supply_0_ID 355 means you need the birch bow as a supply for this recipe, and
Blueprint_2_Product 38
Blueprint_2_Products 2
Indicate that you recieve 2 Birch Sticks for salvaging the bow.


This process is about the same for all items, although small variations on what skill is required and such do exist.


Part Three: Clothing+, Throwables, Grips etc.
Basically all the misc. crap i forgot to cover in the first guide.

I. Clothing

Here's the .DAT file for the Desert Military Vest

GUID 83688311fef04b1aa599f02d946b64f5
Type Vest
Rarity Rare
Useable Clothing
ID 1013

Size_X 2
Size_Y 2
Size_Z 0.5

Width 5
Height 4

Armor 0.7

Blueprints 2
Blueprint_0_Type Apparel
Blueprint_0_Supply_0_ID 1013
Blueprint_0_Product 67
Blueprint_0_Products 3
Blueprint_0_Build 32
Blueprint_1_Type Repair
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 67
Blueprint_1_Supply_0_Amount 6
Blueprint_1_Build 32


Only thing that is different from the Alicepack i covered in the first guide, is the value for Armor.

Armor 0.7 means that the Military Vest has a 30% Damage reduction. If you want to, say calculate the bodyshot damage from a Ekho against a player wearing a Military Vest & Shirt you would do it like this:

99 dmg x 0.40 (30% from vest, 20 from the Ekho body multiplier and 10 from the shirt) = 39,6.

So, if you have a Military Vest & Shirt, an Ekho bodyshot would deal 39,6 damage, that the game rounds up to 40.

If you would get bodyshot without a Vest and a Shirt, the damage would be calculated like this:

99 x 0.80 = 79,2 ~ 79 dmg

You really can't appreciate the protection your vest gives you until you see the actual numbers, can you?

(Just for fun i wanted to see what the lowest damage you can recieve would be and it is a Sportshot bodyshot against a player with a Spec Ops Vest & Top. The calculations look like this:

23 x 0.3 = 6,9 damage ~7

Yeah, 7 damage per bodyshot against the Spec Ops gear :D

A weak piece of ♥♥♥♥, innit?


II. Throwables

Here's the .DAT file for the Frag Grenade

GUID 4ca85c0123bb466fa2a059b6227544c1
Type Throwable
Rarity Rare
Useable Throwable
ID 254

Size_X 1
Size_Y 1
Size_Z 0.3

Player_Damage 175
Zombie_Damage 175
Animal_Damage 175
Barricade_Damage 50
Structure_Damage 50
Vehicle_Damage 100
Resource_Damage 1000
Object_Damage 500

Range 8
Explosion 34

Explosive



Player_Damage 175
Zombie_Damage 175
Animal_Damage 175
Barricade_Damage 50
Structure_Damage 50
Vehicle_Damage 100
Resource_Damage 1000
Object_Damage 500

Obviously the damage it deals, change it to your heart's content


Range 8
Explosion 34

Range is the radius of the explosion, if you make it larger the explosion is going to be invisible. Not sure what Explosion 34 does.


Explosive

Makes the grenade explode, you can actually add this to other throwables as well if you want. Unless you also add the Damage stats and the range the explosion will not deal any damage to anything.


III. Grips.

Here's the .DAT file for Bipod:

GUID 4a1ac4b1fda34805b22ce0aa582ead08
Type Grip
Rarity Epic
ID 143

Size_X 1
Size_Y 2
Size_Z 0.3

Recoil_X 0.4
Recoil_Y 0.4

Spread 0.4
Sway 0.5
Shake 0.4

Bipod
Paintable


Recoil_X 0.4
Recoil_Y 0.4

Spread 0.4
Sway 0.5
Shake 0.4

These affect how much does the grip reduce spread, recoil, and scope sway. Pretty simple.


Bipod
Paintable

Bipod means it is a bipod, aka it'll work when you are prone. Paintable means that the bipod gets your weapon's skin applied if it has one when you attach the bipod.
The end.
I hope that covered everything. If you have any questions be sure to ask, i'll most likely answer rather swiftly (Unless i'm offline, duh.)


Special thanks to Sirdosh02 for helping out with the blueprints.





as a reward for making it to the end have a dog
10 Comments
LethRG  [author] 15 Mar, 2024 @ 9:27am 
It's been years since I last touched this game, however, I believe I remember Modded items being in their own folder? From there it should be the same as any other guides that mention modifying stats or other such things.
GRUBAS 14 Mar, 2024 @ 6:56pm 
Anyone know how to change demage for modded weapons ?
fnfhuggywuggyfortniteamongus 25 Dec, 2019 @ 11:19am 
has anyone else noticed this?!
fnfhuggywuggyfortniteamongus 25 Dec, 2019 @ 11:19am 
where is the ammo
Millefeuille  [author] 10 Jul, 2018 @ 8:07am 
@MDAirfrance ☭ It's all explained in the first part of the guide, which i linked right in the beginning of this one.
Millefeuille  [author] 25 Nov, 2017 @ 6:37am 
It isn't all obvious to everybody. You can test what Blueprint_0_Build yourself, if you want to find out.
It's all obvious. The one thing i want to find is what that "Blueprint_0_Build #" means.
UlfDerDritte 18 Jul, 2017 @ 4:44am 
I get your point but still
Millefeuille  [author] 18 Jul, 2017 @ 4:42am 
Sorry if you see it as misleading, but since everyone else does it i have to do it too, since the guide wont really ever be found amongst the 2000 item id lists.
UlfDerDritte 18 Jul, 2017 @ 3:48am 
Why did you write every Language in the Tags if this guide is only in english? This is very misleading.