While I have time, I slightly completed the Chinese weapons for the “Anomaly”, and also slightly changed the balance of weapons and enemies, which is now called “hardcore”. but taking configs from the “hardcore” is at your discretion.
ATTENTION: I modified the following files for the game:
1. weapon_addons, weapon_scopes - moved the PU sight to "weapon_addons" since the BZM-1 is available for the same mount
2. npc_loadouts - all settings have been changed for the vanilla version. For the REDUX version there is one mod file
Weapon:
QBZ-97a - Export version of the QBU-88 sniper rifle equipped with a paikatini rail. The model was made on the basis of VSSK "Vikhlop" so all animations are the same. The models have two options: “dark steel” and “aluminum”
NSG-127 - Export version of the QBU-10 anti-material rifle. There is no sight because it has a picatinny rail. The model is based on the SIG-550 "arrow" and the animations correspond to it. (have BAS-scopies)
T-97 - Export civilian version of the QBU-95 assault rifle chambered for 5.56x45 mm. This model basis of FAMAS, but the sight can only be installed on PO-4x34
Type 81 - PLA assault rifle from the 80s-90s. The model is no different from the older version, but I managed to figure out the vertix and make a version with the BZM-1 sight and draw a reticle
Type 84 (Vanilla Type 63)/Type 63 - Automatic carbine of the China Coast and Border Guard. Added BZM-1 sight.
NDM-86 - SVD clone modified for caliber 308. The model replaced the original magazine with a straight box magazine and added some BAS-pack sights.
M213/Type 54 - fixed the silencer it was crooked and also redid the bolt ribs.
SKS - Added models and the ability to install BZM-1
FN2000 - in the Unique version, the red dot sight was removed and made it possible to install all picatinny rail sights (including BAS-pack sights)
P90 - some BAS sights appeared
Galil (sk2) - making them 7.62x39 magazine (wpn_galil_sk2)
G36K - fixed physical scope (model only)
Barret M82 - making short barrel version (540 mm)
Gauss gun - for this weapon, the Walter WA2000 model was changed, which now makes it more similar to a railgun. But I didn’t understand where to look for the configs for the quest gauss cannon, so for the “monolith” I made a microwave cannon in the configs
AKS-74U (Camo/alt) - model added BAS-scopes and adapted to redux (animation and vertix from ak101)
GUN BARRELS appeared. made them from mufflers (gamedata\meshes\dynamics\part\barells)
Upgrades: changed and rebalanced upgrades type 63/84
Mercenaries now have their own trench coat
NPC:
Added variations of NPCs in cloaks. Duty with a "sphere" helmet, Freedom with an AC-X and a headband, a monolith with a respirator and a steel mask
"Hardcore"-removed
at least 3D models of HUD and world have been created
are there requirements for this addon ?
I don’t know about the requirements, but I think vanilla version will need a mod that allows game to read all ltx files without MP-rank.
The addon itself has configs for both Redux and the vanilla version in which
If so, I’ll still be finishing the addon
damn I forgot about the scopes
You need to put this in ui_ingame (gamedata\configs\ui\textures_descr)
<file name="wpn\\wpn_crosshair_bzm1">
<texture id="wpn_crosshair_bzm1" x="0" y="0" width="1024" height="1024" />
</file>
scopes (gamedata\configs\ui)
<wpn_crosshair_bzm1 x="0" y="0" width="2048" height="1536">
<auto_static x="0" y="0" width="1411" height="1058" stretch="1">
<texture>wpn_crosshair_bzm1</texture>
</auto_static>
</wpn_crosshair_bzm1>
scopes_16 (gamedata\configs\ui)
<wpn_crosshair_bzm1 x="0" y="0" width="2048" height="1536">
<auto_static x="-17" y="-145" width="1058" height="1058" stretch="1">
<texture>wpn_crosshair_bzm1</texture>
</auto_static>
</wpn_crosshair_bzm1>
scopes_21 (gamedata\configs\ui)
<wpn_crosshair_bzm1 x="0" y="0" width="2048" height="1536">
<auto_static x="-17" y="-145" width="793" height="793" stretch="1">
<texture>wpn_crosshair_bzm1</texture>
</auto_static>
</wpn_crosshair_bzm1>
sorry my bad:[
Something new
Hey there, is there an installation guide, also what are the differences between redux and vanilla?
The main difference is in the scripts, animations and additional files of the redux mod
The redux has different animations for reloading, idling, misfire, and so on.
some 3D models have been changed,
other effects scripts
Therefore, the weapon files from the van version lead to a crash with the messages “*something* not found” and the models themselves look crooked (Toz-34 generally seems to be from 4-dimensional space)
about installation
1. extract "gamedata - mesh and textures"
2. extract the “redux” or “vanilla” files into the “config”
3. then find the sight and insert this
ui_ingame (gamedata\configs\ui\textures_descr)
<file name="wpn\\\\wpn_crosshair_bzm1">
<texture id="wpn_crosshair_bzm1" x="0" y="0" width="1024" height="1024" />
</file>
scopes (gamedata\configs\ui)
<wpn_crosshair_bzm1 x="0" y="0" width="2048" height="1536">
<auto_static x="0" y="0" width="1411" height="1058" stretch="1">
<texture>wpn_crosshair_bzm1</texture>
</auto_static>
</wpn_crosshair_bzm1>
scopes_16 (gamedata\configs\ui)
<wpn_crosshair_bzm1 x="0" y="0" width="2048" height="1536">
<auto_static x="-17" y="-145" width="1058" height="1058" stretch="1">
<texture>wpn_crosshair_bzm1</texture>
</auto_static>
</wpn_crosshair_bzm1>
scopes_21 (gamedata\configs\ui)
<wpn_crosshair_bzm1 x="0" y="0" width="2048" height="1536">
<auto_static x="-17" y="-145" width="793" height="793" stretch="1">
<texture>wpn_crosshair_bzm1</texture>
</auto_static>
</wpn_crosshair_bzm1>
files with the prefix "hardcore" are distinguished by the presence of a "creatures" folder and changed parameters of weapons and ammunition.
“creatures” can be extracted and NPC exoskeletons will become stronger, but with various additional modifications where there are new characters and NPCs this can become a problem
Can you provide a preview please?
working on it
Still no preview?
Why is the install folder so odd
Сори, случайно удалил ваш вопрос "Здравство .
А что касаэция АЕК 971, переделка А-545 ?"
Модель АЕК-971 я не затрагивал. В оригинале был аек 5,45 и аек 7,62 который попадается у "долга"
No update?
АЕК 971 это ранняя модификация , а автомат А-545 модернизация АЕК971 под планку пикатини а не калибр патронов )))) .
Предлагаю все АЕКи обновить на Автомат А-545 под человеческие бусмстиковские повороты колиматор и аког .
Замечание по этому аддону . можно отдельно вывести катайскую QBU-10 отдельно от всех . Атдонн кстати вылитает причем именно нет анимайии винтовки .
Нашел модель А545 но это вроде как для ТЧ... Попробую поэксперементировать на досуге
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Bugs fixed? Playable now?
Yes. at least I hope everything is correct
tell me if something is wrong
Okay, np