Description

Separate gun condition and parts condition. Advanced jam mechanics. Please read the description carefully.

Preview
Weapon Parts Overhaul for 1.5.1
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golemkid
golemkid - - 55 comments

looks interesting

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nize2864
nize2864 - - 52 comments

Any chance for a slightly toned down weapon condition version ?
I mean in army warehouse i find most of the weapons from mercs, monolith to be 70%+ condition and most parts in the weapons are the same. It just makes it too easy to get fully functional weapons compared to vanilla.

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daffy3333
daffy3333 - - 15 comments

yeah just realised that, mabye because it makes sense for these factions to not have rust dusty guns, as they are the most armed and most dangerous

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andrejchudoba
andrejchudoba - - 266 comments

sounds awesome! does it require a new game?

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artifax Author
artifax - - 302 comments

No new game needed, mechanic sells a new kit you might want though but on a current playthrough you'll probably be ok with your current gun.

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andrejchudoba
andrejchudoba - - 266 comments

also one more question, does your parts repair system work in parallel with the mechanics' workshop or is the workshop useless/different now?

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artifax Author
artifax - - 302 comments

Workbench is an optional now and easier to use. You will need the workbench to replace gun barrels - but workbench won't consume charges of toolkit when replacing parts now.

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nize2864
nize2864 - - 52 comments

Maybe make it so you can repair weapon parts above 50% instead of 65%. Kinda makes some items pretty much useless or just not being able to use their full potential as Kerosene for example gives +25% condition and Ramrod and file give 25% but minimum part condition to use Ramrod/File is 65% .

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Guest
Guest - - 690,597 comments

Click and drag for weapon parts is a lot better, you shouldn't need a whole toolkit to replace the bolt carrier in an AR pattern rifle lol. Is this compatible with Boomsticks and Sharpsticks and Muh Mags?

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emze
emze - - 104 comments

Is this only for RC18? You mention compatibility patch with trader overhaul, but it does not work with RC18 AFAIK.
Anyway this addon sounds really cool!

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artifax Author
artifax - - 302 comments

Yeah this is RC18 only. Trader Overhaul is sort of compatible with RC18 so I included it in case anyone else is using it.

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NOMADs_Reviews
NOMADs_Reviews - - 180 comments

Sounds superb!

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RandomMonolithian
RandomMonolithian - - 146 comments

Nice thumbnail

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andrejchudoba
andrejchudoba - - 266 comments

can I ask what changes did you make in "w_abakan.ltx"? I'm trying to merge it with Position_And_View addon but I'm not sure how important are your settings for the overall functionality

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artifax Author
artifax - - 302 comments

Whoops, that shouldn't be there. I was testing some stuff with accuracy. Feel free to disregard, I'll remove it.

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Mih2039
Mih2039 - - 80 comments

Interesting concept to start with, but my suggestion is to look further into the 'general condition' thing. Maybe turn it into some clean factor or something.
It literally makes no sense that i'm holding a 0% condition gun that has all components to 100%.
Another suggestion is to add some interface for swapping components, and maybe some time of repair. Its kinda weird that i can drag a trigger mechanism over my gun and its all cool..all while im running from a damn boar.
Also a much needed feature is to be able to see the condition of your components at all times. Maybe through a 'clean kit' screen.

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artifax Author
artifax - - 302 comments

Thanks for the feedback.
I think what I might do is consider guns under 25% condition to be 'rusted shut' and unable to replace parts until you get the condition back up, and replacing a part should add a tiny bit of condition.

Originally I planned to open only the first tab of the workshop interface (the parts replacement one) but I abandoned it for a much simpler solution. I can add animations to them if requested, but I feel like animations for things that aren't medicine or food to be wasting in-game time.
Seeing condition of parts on mouseover tooltip is possible. I might add that in later.

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andrejchudoba
andrejchudoba - - 266 comments

got a crash after dragging a trigger onto a multitool:

arti_jamming | 8595146 | Dragging prt_w_trigger_components_2 onto leatherman_tool
Evaluating parts for 29900 (leatherman_tool)
! [SCRIPT ERROR]: .../anomaly-1.5.0-rc15\gamedata\scripts\arti_jamming.script:270: bad argument #1 to 'pairs' (table expected, got nil)

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: .../anomaly-1.5.0-rc15\gamedata\scripts\arti_jamming.script:270: bad argument #1 to 'pairs' (table expected, got nil)

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artifax Author
artifax - - 302 comments

Whoops, had some extraneous debug print statements. Removed them, try it now

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Guest
Guest - - 690,597 comments

I installed too main directory but game won't start at all

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artifax Author
artifax - - 302 comments

Please provide a crash log (check appdata/logs/xray_computername.log). What other addons are you using?

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МишаСтоппа
МишаСтоппа - - 48 comments

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 544
[error]Description : fatal error
[error]Arguments : Can't open section 'toolkits_h'. Please attach [*.ini_log] file to your bug report

stack trace:

Hello why this is happening?

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artifax Author
artifax - - 302 comments

When does this happen? Can you give me details?

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МишаСтоппа
МишаСтоппа - - 48 comments

Sure, it happens when i try to load a game or create a new one

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artifax Author
artifax - - 302 comments

I am not able to reproduce this crash so far - do you have other conflicting add-ons?

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МишаСтоппа
МишаСтоппа - - 48 comments

well im using Anomaly RC18 with

-Yet another winter mod
-HQ Items ammo update
-Knife work in inventory
-Weapon icon replacement
-item animations
-position a view by Cement

and this mod

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artifax Author
artifax - - 302 comments

Ah that is a section in trade_presets.ltx - did you modify that file? Try using the default one when you unpack configs.
File path is configs/items/trade/presets/trade_presets.ltx
The problem you're having is the mechanic trade file is looking for that section to buy things, but for some reason you are lacking it.

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Icarogib
Icarogib - - 30 comments

Great work, it's awesome.
Thx again

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adaptedBOB
adaptedBOB - - 51 comments

This is a very cool addon and I really like the concept, but there are a few issue imo. First, I had the double feed jam on a double barrel shotgun, small nit pick and not really a big deal. Second, if you find a cool gun with bad parts, you can buy a cheap variant with good parts and swap them with almost no hassle. I did this with a cz75 pistol, the parts were bad so I bough a cheap and available browning hi-power and swapped the parts (I don't think it's the addon but for some reason the cz 75 has a SA trigger instead of DA/SA). Lastly, it might be good to have some sort of patch for full percentage parts, because if you play with full percentage it becomes about 10x harder to find parts over 75%, as the game tends to drop lower condition parts and round them up to 75% when full percentage parts is turned off. A cool work around might be to repurpose some of the regular repair kits and have them work on slightly more worn parts, similarly to how they worked on guns before. Apart from the above, I think this addon is really good, being able to replace most parts without having to pay for a vice and repair kit is great. Thanks for your work.

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artifax Author
artifax - - 302 comments

Thanks for feedback.
Severe jams are not always double feeds - I made the jams universal to any gun with parts for simplicity, so 'severe' jams are anything bad enough where the weapon needs to be unloaded to fix it.
I'm open to ideas on how to diversify jams for certain weapon types.
Buying another weapon to replace is a valid strategy in my opinion - you are still paying the full price of a gun to be able to use another gun.
I have not tested much with all-or-nothing parts. There is a quite expensive toolkit available from mechanics (there should be...) that can be used to repair worn and damaged parts.

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artifax Author
artifax - - 302 comments

I started playing with full-percentage parts a while ago, previously I was unaware of what it did. I made some tweaks and strongly recommend people to use it.

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MrManly
MrManly - - 2 comments

Do you have a patch for it? Because I feel like without that your mod makes it too easy to obtain gg weapons in Cordon already.

Nvm. I'm retared. For anyone interested: it is in the progression difficulty settings, the third box from the bottom.

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Tonnatos
Tonnatos - - 21 comments

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: .../anomaly-1.5.0\gamedata\scripts\arti_jamming.script:270: bad argument #1 to 'pairs' (table expected, got nil)

stack trace:

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artifax Author
artifax - - 302 comments

Do you have the latest download?

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MoreLove1
MoreLove1 - - 126 comments

I noticed that mechanics have become much cheaper, how can I increase the cost of repairs?

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artifax Author
artifax - - 302 comments

Cost of repair is cheaper but they won't replace parts. Check inventory_upgrades - there's code to slash the cost of repair if the item is a weapon.

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Guest
Guest - - 690,597 comments

The cost of repairing armor has also dropped, your mod does not affect it? Thanks

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artifax Author
artifax - - 302 comments

It should not be on the latest version...lemme check

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MoreLove1
MoreLove1 - - 126 comments

I tried the latest version, this problem is there

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artifax Author
artifax - - 302 comments

I will reupload. In inventory_upgrades line 738, remove wpncoef from the calculation to set all prices back to their normal
extortionate cost. You can also hardcode the coefficient to massage it to something of your liking.

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MoreLove1
MoreLove1 - - 126 comments

I remove wpncoef:

Expression : ai().script_engine().functor( functor_str, m_desc.functr )
Function : inventory::upgrade::Property::construct
File : inventory_upgrade_property.cpp
Line : 47
Description : Failed to get upgrade property functor in section[prop_3xfire], functor[inventory_upgrades.property_functor_b]

stack trace:

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artifax Author
artifax - - 302 comments

You removed the * as well, right? If Lua isn't syntactically correct funky things will happen when the script is loaded.
It should look like this:
return math.floor( cost * (1 - item_condition) * cof ) -- CoP formula, adjusted down further (arti)

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MoreLove1
MoreLove1 - - 126 comments

Yes, I did and got this log
Well, I'll leave it as it is, just raise the price multiplier in the anomaly settings, thanks

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nize2864
nize2864 - - 52 comments

Yeah it seems like replacing armor parts doesn't consume toolkit. Might not happen all the time not sure but it definetely does happen. I repaired 2 Ecologist suits replacing 3 parts on each without single medium armor toolkit consumed.

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TheRenegadist
TheRenegadist - - 2,087 comments

Too bad there's no custom animations, I assume even if you did find one you couldn't program that in without it being hardcoded into the mod?

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artifax Author
artifax - - 302 comments

There's a possibility for custom animations, but I'm not an animator - I'd need the help of Anomaly Weapons team to program it in, and they're planning on revamping the whole gun system anyway in 1.6. Once that comes out and I port it we can think about unjam animations.
For now though, it'd be a waste of effort for custom animations.

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FoxElement
FoxElement - - 23 comments

i might be stupid but, what leatherman?

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AyeBlin
AyeBlin - - 364 comments

Multi-tool. Leatherman is a brand for multi-tool.

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AyeBlin
AyeBlin - - 364 comments

When I insert part into the gun, it keep showing message "st_news_parts_success"

*im using the lastest update and it happen*

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AyeBlin
AyeBlin - - 364 comments

Okay I just fix it and it seem like you forget to add messages in inventory file

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artifax Author
artifax - - 302 comments

Yea someone else reported this too, I think I confused some files while trying to fix broken characters. Hopefully it's ok now

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