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Messages - yithend21

#1
I am new to modding and haven't figure out a way to do this without adding CE as a hard dependency.I will send you the source code and detail what I changed.

The loadout feature was working for me without needing any patch, the main feature that was missing was the bulk and mass bar and RMB menu that allow equipping weapon/apparel from inventory.
#2
I made a fork compatible with combat extended. If you give me permission I could upload it until an official patch is out, or I can make a pull request and merge the patch.
https://github.com/YCLiang95/RPG-Style-Inventory-CE-Ducttape-Fix

#3
Quote from: Adalah217 on January 18, 2017, 04:08:56 AM
I didn't realize EPOE was not compatible with combat realism. I took a look at your patch. I can't really find what's so different besides the hit points for the individual body parts. Is that all?
Yes, as long as you load EPOE later than CR.
CR makes limbs tougher and organs more fragile and easier to be hit, which EPOE overwrites and adds new body parts, that all.
This patch combines the changes.
#4
Hey, thanks a lot for the update
I made some fixes
P226, Five-seven, HK45 and Glock 17 in HC have changed def name from gun_pistol_xxx_HC to gun_xxx_HC, and weapon tags
<li>BallisticShield_ValidSidearm</li> <li>MedievalShields_ValidSidearm</li> were added


[attachment deleted by admin due to age]
#5
Quote from: joaonunes on May 16, 2016, 01:00:43 PM
Stun Gun is melee and Taser is ranged? I think you changed the descriptions there :/

Yes, stun gun is a melee weapon and taser is a ranged weapon.
Sorry if it's because of my poor English, but I don't understand what the problem is.
#6
Quote from: Zorathex on May 12, 2016, 12:44:28 AM
I'm sorry if I cause you any trouble, but I found it quite strange that this mod has no textures, is it possible that you might of forgotten them?

Hi, Sorry for the confusion, I haven't make textures for anything in this MOD, that's why it's in the unfinished. I'll add textures and other things as soon as I have time, probably by the end of May. Currently I am focusing on the main feature of the MOD.
#7
Mods / Re: Stun weapons or turret?
April 26, 2016, 05:37:28 PM
I just post my WIP non-lethal weapon pack, maybe you will like it. I will also make non-lethal turret in the future
https://ludeon.com/forums/index.php?topic=19540.0
#8
Hello,
  I am making a pack of non-lethal weapons (or better called less lethal weapon) for those who like kidnapping people just like me! In my plan, non-lethal weapon have shortages and they are not mean to be massively used to replace lethal weapon.
  In Vanilla game, there are about half the chance that a pawn will be killed instantly when they go down for whatever reason, ignoring their health status. Attacking pawn with weapon in this mod pack will not kill them unless they lose vital organ or due to illness. Stock weapons and weapons from other mod are not affected.

Now come with two version! Vanilla version that work with vanilla game and Combat Realism version work with Combat Realism MOD .

Vanilla Version:
Current, you can make all weapon on the machining table, taser will require research project taser
Tier 1
  riot SMG
    ranged weapon with low damage and won't cause bleeding, only effective againt target with no armor protection, won't work on mechroid
  stun Gun
    melee weapon, can put human in shock with 1-3 hit, but has long cool down and short effective during. Quite effective against mechroid, if you are brave enough.
  poison bow and arrow
    not finished yet
  animal trap
    in-cap target the old fashion way. Most effective against animal, humans have less than  half chance trigger the trap, won't work on mechroid
Tier 2
  beanbag shotgun
    not finish  yet
  stun baton
   not finish yet
  tranquilizer pistol
    can put animal or human in sleep in 1 shot, but take a while for tranquilizer to work.
    You can instantly knock out target with 3 or more shot, but risk of eventually kill the target if not tended immediately.
    Won't work on armored target and mechroid
  stun trap
    not finish yet
Tier 3
  riot Launcher
    not finish yet
  tranquilizer rifle
    longer range than pistol version and the tranquilizer take effect faster
    have a slightly better chance against armor
  taser
    Ranged version of stun gun, but still quite short in range. Can knock out human target in 1-2 shot, but has long cool down between each shot
   effective against mechroid if you can get close  enough and put several shot on it.
   require research project
  sleeping gas trap
    not finish yet

A new Plant : Atroque(Name may change)
An extremely beautiful that contain deadly poisons. Can be planted in the flower pot or on the  ground.
Keep your pet away from those flowers as they will eat them and die!

Combat Realism Version:
Pistol Tranquilizer rounds
  .45 ACP (Tranquilizer)
  9x19mm  (Tranquilizer)
  .45 Colt  (Tranquilizer)
Rifle Tranquilizer rounds
  .303 British  (Tranquilizer)
  7.62x54mmR  (Tranquilizer)
Rubber rounds
  5.56x45mm NATO (Rubber)
Taser
  Taser battery
  Taser in CR version does not have long cool down after each shot, but only have 1 magazine size and must reload after each shot.
And same traps in the vanilla version

Future plan
  more research project
  poison plant for tranquilizer line up
  balance rework
  combat realism mod compatible Implemented since Update 0.1.3
  Art work


animal trap test, don't worry won't be that overpowered in real game


tranquilizer test, effective against animals that won't attack you, so can you wait for the tranquilizer to work

Be aware, this is an very early version and this is the first time I develop a Mod, backup your save.

download, current version 0.1.3
https://www.dropbox.com/sh/43caj9nsu9tttwh/AACRzJiTkHcq6hQJWR-dOFPaa?dl=0

How to install:
For vanilla version, activate after Core
For CR version, activate after Combat Realism core

Change log
0.1.3 May 7
-Added new plant Atroque which will be used as materiel for Tranquilizer in the future
-Added CR version of this mod, see describtion above for detail
-Slightly increase the effective  duration of tranquilizer
-It now takes 4 shots to kill a creature (not instantly) with Tranquilizer instead of 3

0.1.2 April 26
-Added animal trap
-Tranquilizer and riot SMG no longer work on Mechroid
-Reduced effective of Tranquilizer and riot SMG against armour, they no longer work on heavy armor target unless you hit where they are not covered
-Taser and stun gun now have better effect on Mechroid
-Tranquilizer no longer amass poison

0.1.1 April 25
-Added taser
-Added taser research project
-Reduced the effective duration of stun gun, slightly reduced stun gun cool down

-Tranquilizer pistol and rifle are now tagged as Advanced gun and Spacer
-Tranquilizer effect will now slowly fade out instead of disappear all at once
-Tranquilizer now will not destroy internal organ

0.1.0 April 24
-the first version of this mod
-Added Tranquilizer pistol and rifle
-added riot SMG


License:

I will add  source code when I believe this mod is almost finished.

This is the first time I develop a mod, appreciate for any suggestions!