This is a collection of the melee weapons and sawn off guns from Dead Air
FOR BETA 2.4
FIXED DISASSEMBLY CRASH, THANKS TO anon937615183
Guns I've ported include the Mosin Nagant, MP133, MP153, SKS and SVT40*
Melee Weapons include the Hammer, Crowbar, and Shovel
*SVT40 is actually SVT-45 as it's a different gun, but it's functionally the same, so I left the name as DA had it.
Copy the gamedata over your own and it should work fine.
Guns will spawn on Loners, Clear Sky members, Bandits, and Dutiers, and will be sold by their traders.
It might seem like they don't spawn, but since the loadout system works by randomly choosing a gun, the added guns have to compete with 20000000 variants of the AK
Melee weapons don't spawn from NPC corpses, but you can buy them from traders.
Oh god that mosin xd
thanks
Scar use 5.56?
I haven't changed the original guns, just added new ones.
Yes, its standard NATO caliber gun
CTD when I open my inventory
Ok it was because i use this addon: Moddb.com
Could you possibly release a compatibility patch for "Trader's Buy Condition Tied To Goodwill" mod from Gergination's 1.5 QOL pack? Would really appreciate it!
Yes I'll do that when I can.
MP-153 sawn off is bugged: If you upgrade the guns recoil ( I have -35 precent ), holster the gun and unholster it and hip-fire, the gun will behave like it's pre-updated. The gun will behave like an upgraded one if you ADS before shooting.
Also applies to MP-133 sawed off and most likely to the other weapons in this pack.
I've tested and this is a problem with the base Anomaly MP133 and 153. Sorry I'm not sure how to fix this, but I've alerted Tronex and hopefully Beta 3.0 can fix this.
Yeah I noticed this too after some testing. Thanks.
Glad we figured this out
Doesn't seem like some of the weapons have a disassembly line set to it, and will crash the game with:
Expression : <no expression>
Function : CScriptEngine::lua_error
File : ..\xrServerEntities\script_engine.cpp
Line : 189
Description : fatal error
Arguments : LUA error: ...l.k.e.r. anomaly\gamedata\scripts\awr_disassembly.script:180: bad argument #3 to 'format' (number expected, got nil)
stack trace:
Ah ****, sorry I forgot disassembling **** was a feature. I'll see about fixing that.
THANK YOU.
Finally a short version of the MP-133 and MP-153, this is perfect.
They're nice for a lightweight anti mutant weapon, even if they have a halved mag they're still powerful and the reload animation is very fast for them.
The MP-133 has the same mag size, the MP-153 has 4 rounds, which I can deal with since 4 or 5 is about perfect if they're used as a sidearm, plus the MP-153 is a semi-auto with a decent rate of fire.
I always wanted a short pump alternative that didn't have the weight of their larger equivalents, and less cumbersome reloading compared to the Protecta and SPAS-12. They're pretty much later game equivalents of the TOZ-34.
One thing that I noticed when merging them in is that short shotguns don't have different control_inertion_factor, and crosshair_inertion stats compared to the full length versions, so I changed this to make them easier to move around. I'd like to change those two values for each of these shortened weapons.
Hohohoho the MP133 shouldn't have 8 rounds. I'll change that, and yea I can edit the inertion for them. Thanks for the feedback.
I gave it a different icon too, I'll DM you it if you want.
Also I was pleasantly surprised that the MP-153 uses the SPAS-12 upgrade tree, because I would have changed it to that anyway.
That'd be nice thanks, I'll look over it and if i think it fits with the theme, then it's added.
Try this.
Moddb.com
Can you spawn the weapons with Debug mode?
Yes, they're under wpn_[WEAPONNAME]_short. For example, the short Mosin is under wpn_mosin_short, and the MP153 is under wpn_mp153_short. Simple enough, no?
Hi! I'm having a problem to enter Rostok, everytime i change the scenario (to rostok) the game crashes... have any idea if this has something to do with the mod?
Oh and awesome mod, using a MP133 short, really awesome!
I don't think it could be anything to do with my mod, but check the crash log (appdata\logs) and see what's the reason for it.
can you port this to beta 3.0 please!!!
I'll work on it, now I know there's actual demand for a port
Please do, this is the one addon I truly miss having.
> dec 16 2019 - "I'll work on it"
> Mod updated at May 7th, 2019
Yeah, yeah...
Yes please.
Will this be updated for the new version of Anomaly? In my tests it wasn't compatible.
Is this compatible with the newer version of Anomaly? did you fix the disassembling crash?
GOD BLESS THE MIGHTY SHOVEL!
does this work on RC18?
Addon 100/10!! But will there be a new version of this much-needed addon? I tried to adapt it myself, but without success. This seems to be a problem with icons, but my modding level doesn't allow you to set the icon coordinates for the inventory lol
Author, please give us this masterpiece! :D The axe of the original anomaly looks and sounds unworthy) Or tell me how to adapt it. (sorry for the English, I use google translator))
Have you already tried it or did you have a problem with the addon? could assign the icons but I would like to know what are the drawbacks in the
Doesn't work on Anomaly 1.5.2 The icons of armor and weapons are mixed up, in the menu of the developer of this weapon it is not displayed at all. I had to reinstall the game and other mods