Project Zomboid

Project Zomboid

Worse Firearm Conditions
14 則留言
soulfilcher  [作者] 1 月 22 日 上午 7:54 
That would be helpful, thank you.
VII 1 月 21 日 下午 8:14 
seems to be throwing an error after update where should i post it?
Killa Klappa 2024 年 7 月 7 日 下午 9:42 
makes even the most well stocked military base act like an antique store
soulfilcher  [作者] 2024 年 1 月 17 日 上午 4:00 
It should work with any weapon in the firearm category.
aquelarrefox 2024 年 1 月 16 日 下午 9:21 
works with any weapon mod (brita, guns of 93) or theres some restriction on them?
Gisbert 2023 年 4 月 6 日 上午 6:43 
Haven't thought I need such a mod.
But now I need it.
Thank you :D
soulfilcher  [作者] 2023 年 1 月 12 日 上午 8:06 
The mod only affects items spawned by the loot spawn system in furniture, or inside bags that spawned in furniture.
VII 2023 年 1 月 11 日 下午 8:44 
i seem to be having an issue with firearms spawned as starting items from occupational items and britas weapons they seem to have infinite condition.any possibility i can change this by messing with the mod or is it due to them not spawning in a certain way?
PrinceCahil 2023 年 1 月 8 日 上午 1:20 
you should just bundle this with melee weapons as well could get the ultimate 10 years later feel with this. anyways good stuff.
soulfilcher  [作者] 2022 年 12 月 4 日 上午 8:06 
I guess it could be done. If anyone is willing to commission that.
Casey Jones 2022 年 12 月 3 日 下午 3:54 
If it could be done by container, could it be set to only affect zombie dropped firearms?

I really need a way to balance the sheer volume of firearms dropped by zeds while using brita\arsenal firearms :\

<3 you for this and all of your other mods. I've been using them for a long time:D
Zlobenia 2022 年 12 月 3 日 下午 12:22 
yay! new soulfilcher mod
soulfilcher  [作者] 2022 年 11 月 25 日 下午 1:20 
Not defined by zone, it will set condition for all firearms spawned. It wouldn't be hard to make it consider container type or room type it was simply not part of the commission. It does not affect melee weapons only guns, it doesn't need a predefined list so it affects guns from mods too.
Fru 2022 年 11 月 25 日 下午 1:16 
Huh, oddly this is something I'd never thought of - but seems like a good idea for playthroughs. Are you able to define weapon condition by which container they spawn in at all - i.e. by container type or the spawn zone? Or is that too complex?

Oh, and what's compatibility like? I assume this effects all items that players can wield as weapons (as in things like forks too), but does the script work off a pre-defined list of weapons, or will new items from mods all work?