Releases: HarkonG/GunNut-Chapter-1
Releases · HarkonG/GunNut-Chapter-1
Gun Nut Chapter 1 - Mod settings
DISCLAIMER: This update will throw a small error on existing saves, is harmless and should be gone the next time you save/load.
- Fixed some Gun Nut weapons spawning on "low tech" factions like vanilla expanded settlers.
- Added the "usable with shield" functionality to the Glock 17, the MP7A1 and the Red Rebel ice pick so now they can be used with any vanilla expanded shield when CE is not present.
- (NEW!) Mod Settings: you can disable guns individually and remove the nicknames if you don't have any duplicates or prefer to do so.
Gun Nut Chapter 1 - Misc improvements
- Improved some things in most of the textures, cannons, scopes and drum mags should look better now.
- Fixed the R700's soundFX now is suppressed and you can hear the bolt after each shot.
- Fixed the position of all the guns so they look better when the pawns are shooting them.
- Changed the package ID and some other small things in preparation for the release of a second mod.
Gun Nut Chapter 1 - New textures & RR Ice pick
- I remade all textures while learning Adobe Illustrator. Some are changed, but for the most part should feel the same. The sprites now look perfect on crafting menus, research menus etc.
- (NEW!) One las addition to the mod the Red Rebel ice pick.
Gun Nut Chapter 1 - Balance tweaks & fixes
- Moved the position and reduced the cost of the research when VWE is not present in vanilla.
- Balanced the AK-105 to be more in line with the AKSU when using CE.
- Increased the crafting cost of all guns in vanilla to be more in line with other guns.
- Balanced the crafting cost of most guns in CE to account for the ammo cost/ work speed penalties.
- Removed some weapon tags so now only high tier pawns will spawn with Gun Nut weapons in vanilla.
Gun Nut Chapter 1 - Balance tweaks & fixes
- Integrated the CE patch in to the main mod.
Gun Nut Chapter 1 - Balance tweaks & fixes
Values for fire rate are time between shots so less time equals better fire rate.
VANILLA
- M1A: Now improves from DMR class instead semi-automatic carbine class (Compared to the marksman rifle it has faster rate of fire and less range).
- MP7A1: Changed nickname to "Hornet" and increased fire rate from 11 to 7.
- SA-58: Increased burstshotcount to 4 from 3.
- Bullpup PKP: Increased overall accuracy around 5%.
COMBAT EXTENDED
Keep in mind that some of the changes to vanilla carry to CE like the M1A upgrade.
- M1A: Increased fire rate from 0.3 to 0.2.
- Saiga 12K: Can't be used in full auto anymore, still really fast in semi-auto.
Some values for fire rates slipped on the original patch:
- M4A1: Decreased fire rate from 4 to 7.
- AK-103: Decreased fire rate from 6 to 9.
- SA-58: Decreased fire rate from 6 to 10.
- AK-105: Decreased fire rate from 4 to 7.
Gun Nut Chapter 1 - Bullpup PKP & Glock 17
- Added tag for v1.0/1.1.
- Added support for [XND] Proper Shotguns.
- Moved the research project after VWE research projects when VWE is loaded.
- Renamed the research from "Gun Nut" to "Attachments and modifications".
- Added "nicknames" to all the weapons.
- Added a category called "Gun Nut" under "Ranged Weapons" to make stockpile management easier.
- Resized most textures to have the appropriate size.
- (NEW!) Bullpup PKP "Hotpipe".
- (NEW!) Glock 17 "Zev Tech".
Gun Nut Chapter 1 - M1A & Saiga 12K
- Sprites in crafting menus should look better now.
- Added missing weapon tags to some weapons.
- Fixed MP7A1 texture and infographic.
- (NEW!) M1A.
- (NEW!) Saiga 12K.