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Thread: bdubyah's modlets

  1. #61
    Zombie Hunter bdubyah's Avatar
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    Almost ready to release the Pipe Guns mod! Have a pipe pistol and pipe rifle currently.

    Has 3 weapon mods:

    Oil Filter Suppressor - Can be wrenched from cars. Works on any gun the normal suppressor does. Big though, and limits ADS use. Slight loss of range and damage and also adds a small increase to degradation of the weapon.

    Extended Mag - Doubles the pistol and rifle capacity, also actually shows on the gun, unlike vanilla. Only works on pipe guns.

    Long Barrel - Only for the pipe rifle, this adds a longer barrel, increasing effective range. Makes hip fire more unwieldy, and also slightly increase weapon degradation.


    The guns can be crafted from Day 1, like the blunderbuss. Uses 9mm ammo. Doesn't accept any other vanilla weapon mods at the moment, except for the flashlight and laser sight, though their positioning is still off. Might allow dye at some point. Fairly weak and has a low durability. Currently still has tiers, but stats/mod slots are the same no matter what. Will break once it degrades!!!
    Last edited by bdubyah; 06-21-2019 at 09:29 AM.

  2. #62
    Zombie Hunter bdubyah's Avatar
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    Alright, it's available on the mod launcher and Git.

    Nexus

    Never took a screenshot, but I also pushed an update to the Rebar Club that changes the textures.
    Last edited by bdubyah; 06-22-2019 at 04:51 AM.

  3. #63
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    Thanks for pipe guns! You're my hero!

  4. #64
    Zombie Hunter bdubyah's Avatar
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    Haha. Hope you enjoy them!

    I'm trying to decide what to do next. There's a few other Fallout guns I'd like to try my hand at, but I also wanna do a few more prefabs as well. I know Darkstar really wants the Super Duper Mart. And it seems like it'd be fun to do.

  5. #65
    Zombie Hunter bdubyah's Avatar
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    The Pipe Guns mod is now the Wasteland Weapons mod!

    Added this beauty:






    Git has been updated so you can get it there and it should be on the launcher. Nexus will probably be later tonight or tomorrow.

  6. #66
    Zombie Hunter bdubyah's Avatar
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    Alright, just updated git to include this:



    It is available in just the MRAP mod, or as part of Bdub's Vehicles.

    Also updated EVERY mod to include localization! Each mod now comes with mr.devolver's script to add localization for you(Thanks again)!

    Nexus has not been updated yet, I will be working on getting them sorted either tonight or tomorrow. My upload speeds suck. Lol.

  7. #67
    Zombie Hunter bdubyah's Avatar
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    Quote Originally Posted by Gamida View Post
    Just saw this. Am imagining the banjo making a "banjo noise" when you hit a zombie. If it doesn't please don't tell me. Would break my heart
    Also, updated the Banjo mod to add in a sound effect when you hit something with a power attack.

  8. #68
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    Quote Originally Posted by bdubyah View Post
    Alright, just updated git to include this:



    It is available in just the MRAP mod, or as part of Bdub's Vehicles.

    Also updated EVERY mod to include localization! Each mod now comes with mr.devolver's script to add localization for you(Thanks again)!

    Nexus has not been updated yet, I will be working on getting them sorted either tonight or tomorrow. My upload speeds suck. Lol.
    And what does he give?

  9. #69
    Zombie Hunter bdubyah's Avatar
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    It gives you a sweet ride.

    Also, pushed an updated out for the Box Truck and Golf Cart. Had an error in the items.xml so if you were getting NRE's when trying to place the vehicle, this should fix it!
    Last edited by bdubyah; 07-21-2019 at 06:49 AM.

  10. #70
    Zombie Hunter Ragsy 2145's Avatar
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    Nice work as usual bdubyah on the MRAP

  11. #71
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    Quote Originally Posted by bdubyah View Post
    It gives you a sweet ride.
    He barely crawls. 10 headlights, and shines weakly. Beautiful, very expensive, but useless toy.

  12. #72
    Zombie Hunter bdubyah's Avatar
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    You mean it's slow? It's supposed to be.

    It has quite a bit more durability than other vehicles. Although hitting garbage and stuff still can take chunks out of it. But I'm not entirely sure how to fix that, if it's even possible.

    I can look at the headlights for it. I set them the same as most other vehicles, but I might can come up with something to make it better.

  13. #73
    Zombie Hunter bdubyah's Avatar
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    Alright, pushed an update for the MRAP. See if it's any better to you TARCH26.

    I think I had missed upping the intensity for the headlights, so that may be why they were so weak. I went ahead and increased that, as well as range and angle for the lights. Slightly tweaked some physics and torque stuff. So maybe it's a bit better now. Still not gonna be very fast though, as intended.

  14. #74
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    Quote Originally Posted by bdubyah View Post
    Alright, pushed an update for the MRAP. See if it's any better to you TARCH26.

    I think I had missed upping the intensity for the headlights, so that may be why they were so weak. I went ahead and increased that, as well as range and angle for the lights. Slightly tweaked some physics and torque stuff. So maybe it's a bit better now. Still not gonna be very fast though, as intended.
    Now it is better Lost the light of the rear lights, but it is not critical. Add acceleration by key SHIFT.

  15. #75
    Zombie Hunter bdubyah's Avatar
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    I usually don't do that. I just set both speeds to what I want it to be so people don't have to wear out their fingers.

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