Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It should work still with my first weapon mod, I'm working on a version of this that uses LTS Ammunition system which is a little more indepth than what I did using Yayo's.
This particular mod is easy to update, just needs to point to the new Yayo's Combat, it's making a weapon mods that are compatible the bitch. I structured my new weapon mod ZAII to be easy to make compatible but I'm too tired to do it, I was trying to make a version combat extended compatible and that became a headache and then I stopped. I'm waiting for me to want to get back into RW and make a new modlist to update this. I'm not sure what this mod really adds, I've played my normal weapon mod with just certain guns consuming extra ammo (antimaterial rifles) and it's pretty much the same experience.
(i really need to stop hitting subscribe to thread
also having the choice of FMJ, HP, AP, AP-I, HE or even sabots is based.
i like having calibers that i use for only 1 gun, adds logistic problems and all.
Really all it would take is a list of all the defs and weapon mods you particularly use. The purpose of all this is that I'm finally making my weapon mod which needs a system like this.
Like 5mm, 7.5mm, 10mm, 15mm, 20mm and 10g for shotguns, simple and straightforward.
Even if you need additional caliber to split a weapon just add a S or L for short or long and done.
You'd think by the year 5000 they'd have standardized gunpowder calibers.
But there needs to be ammo to balance out how lethal CE has made combat. I like ammo. But it shouldn't be a hassel.
This mod is for me and the few people I've been talking to that were interested. Not you.
A major complaint people have with CE is the loadout system, it doesn't fucking work, you have to do a shitton of micro making sure everyone actually carries the ammo they're supposed to. That getting in the way of their day to day tasks, I guess that's something for me to patch out too.
https://github.com/zodraz0/BulletsMatter-patches/blob/main/Rimsenal.xml
Over here I have the failed Rimsenal patch, it works except for the weapons that have ideology style changes. You can see how you have to find the mod using it's exact name and find the particular defs you want to modify.
Eventually I'll get around to patching other mods but I'm currently working on my own weapon mod that has 40 or so guns planned.
You should learn how to patch mods yourself, it was very handy when I tried to play CE.
https://github.com/zodraz0/BulletsMatter-patches/blob/main/CorePatches.xml
Here I have the core patch. The "System" just uses what's there in Yayo Combat 3, I just made ammo types that use it. How to patch the ammo type is using the weapon's def's <weapontags>, you choose what ammo type like "ammo_pistol" and optionally can choose how much that gun holds in it's magazine like "ammo_pistol/80". Some weapons may not have a <weapontags> slot already and you have to add them, the core patch has an example of how to do that.
The player is just going to standardize to weapons that share ammunition and stock maybe 3 different types of ammunition for each at most. Weapons that have weirdo calibers will be ignored, unless their mod maker made them stupidly more effective than base CE's counterpart.