![Dinorush-ExtraWeaponCustomization-1.4.4 icon](https://gcdn.thunderstore.io/live/repository/icons/Dinorush-ExtraWeaponCustomization-1.4.4.png.128x128_q95.png)
ExtraWeaponCustomization
Adds several new features to customize weapons.
Date uploaded | 3 months ago |
Version | 1.4.4 |
Download link | Dinorush-ExtraWeaponCustomization-1.4.4.zip |
Downloads | 900 |
Dependency string | Dinorush-ExtraWeaponCustomization-1.4.4 |
This mod requires the following mods to function
![BepInEx-BepInExPack_GTFO-3.2.1 icon](https://gcdn.thunderstore.io/live/repository/icons/BepInEx-BepInExPack_GTFO-3.2.1.png.64x64_q95.png)
BepInEx-BepInExPack_GTFO
BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.
Preferred version: 3.2.1![dakkhuza-MTFO-4.6.2 icon](https://gcdn.thunderstore.io/live/repository/icons/dakkhuza-MTFO-4.6.2.png.64x64_q95.png)
![randomuserhi-KillIndicatorFix-0.1.6 icon](https://gcdn.thunderstore.io/live/repository/icons/randomuserhi-KillIndicatorFix-0.1.6.png.64x64_q95.png)
randomuserhi-KillIndicatorFix
A client-side mod that makes kill indicators consistent when you are not host.
Preferred version: 0.1.6README
ExtraWeaponCustomization
Adds additional gun mechanics for rundown developers to use. These include:
Effects - Apply when a condition is triggered
- Ammo Mod: Modifies the magazine/reserve ammo counts.
- Damage Mod: Applies a damage modifier.
- Damage Mod Per Target: Applies a damage modifier unique to each target. [On Hit, On Damage]
- Damage Over Time: Applies a damage over time effect. [On Hit]
- Explosive: Causes explosions where bullets land. [Bullets fired only]
- Fire Rate Mod: Applies a fire rate modifier.
- Health Mod: Modifies the user's health.
- Recoil Mod: Applies a recoil modifier.
Traits - Innate gun behavior modifications
- Accelerate: Fire rate and/or damage changes with continuous fire.
- Ammo Cap: Adjust the value used to calculate ammopack refills and starting ammo.
- Auto Aim: Automatically fire toward targets.
- Auto Trigger: Hold the trigger to fire. [Semi or Burst weapons only]
- Enforce Fire Rate: Increases damage/recoil/ammo cost when FPS is lower than fire rate. [Automatic weapons only]
- Hold Burst: Releasing the trigger ends a burst early. [Burst weapons only]
- Reserve Clip: Combines reserve ammo with the magazine.
Additional details for customizing/implementing these can be found on the wiki:
Wiki
Note: Doesn't seem to work well on Bots.
Patch Notes
v1.4.4
Features & Adjustments
- Ammo Mod, Damage Mod, Damage Mod Per Target, Fire Rate Mod, Health Mod, Recoil Mod
- Added field "Cooldown": Sets a cooldown that prevents the effect from triggering again until it passes.
- E.g. useful for having an effect trigger on hit but only once per bullet regardless of pierce/explosion
- Added field "Cooldown": Sets a cooldown that prevents the effect from triggering again until it passes.
- Enforce Fire Rate
- Affects recoil
Bug Fixes
- Accelerate, Damage Mod, Enforce Fire Rate
- Damage modifiers no longer apply exponentially to targets beyond the first on piercing bullets
v1.4.3
Bug Fixes
- Ammo Cap
- Fixed an issue where it would not apply on drop if the weapon was swapped to in loadout selection
v1.4.2
Features & Adjustments
- Auto Aim
- "Favor Look Point" is now only active if the user is aiming at the locked target, rather than any enemy.
- Improved visuals when lock is lost; locking reticle moves towards the center of the screen
- Increased search tick rate from 4/s to 10/s, along with performance improvements to compensate
Bug Fixes
- Damage Mod Per Target
- No longer causes null refs when hitting locks.
- Reserve Clip
- Fixed an issue where having one weapon with Reserve Clip would reload the other weapon if it was held when receiving ammo
- Trigger Type
- "On Damage" triggers no longer occur on dead enemies.
v1.4.1
Features & Adjustments
- Ammopack Refill
- Renamed to "Ammo Cap". Now functions more generically as a property that modifies the reserve capacity used for ammo calculations.
- Dev Note: "AmmopackRefill" still works, but is deprecated and will be removed in the next minor version.
- Now affects ammo on drop.
- "AmmoRefillRel" now exactly determines ammopack refill amount, rather than being affected by the Ammo Max / Ammopack Max ratio.
- Added 2 new fields that have the same effect as "AmmoRefillRel" but can be more intuitive in some cases:
- "AmmoCapRel": Direct modifier of reserve capacity for ammo calculations.
- "CostOfBullet": Specifies the CostOfBullet to be used for ammo calculations rather than the weapon's CostOfBullet.
- Renamed to "Ammo Cap". Now functions more generically as a property that modifies the reserve capacity used for ammo calculations.
Bug Fixes
- Ammopack Refill/Ammo Cap
- No longer modifies level ups from GTFuckingXP to count as an ammopack
- No longer modifies "Ammo" command on CConsole to count as an ammopack
v1.4.0
Features & Adjustments
- New effect: Recoil Mod
- Applies a recoil modifier when triggered.
- Ammo Mod
- Added field "Overflow To Reserve": Excess ammo changes in the clip overflow to reserve ammo. On by default.
- Trigger Type
- Added type "On Wield": Triggers when swapping to the weapon.
- Misc
- Added compatibility with GTFuckingXP
Bug Fixes
- Misc
- Fixed burst weapons having no burst delay if they had no fire rate modifiers.
Older Versions
Located in mod files.
CHANGELOG
v1.8.3
Bug Fixes
- Thick Bullet
- Fixed pierce weapons not hitting anything
v1.8.2
Bug Fixes
- Accelerate, Fire Rate Mod
- Properly modifies burst delay again
- Thick Bullet
- Checks for line of sight when sufficiently big
v1.8.1
Features & Adjustments
- Added new Trait:
- Wall Pierce: Bullets can damage enemies through walls.
Bug Fixes
- Projectile
- Can damage padlocks again (uses "Hit Size" hitbox)
v1.8.0
Features & Adjustments
- Accelerate:
- Field "Accel Exponent" supports the value "e", which causes it to use a continuous growth curve.
- Auto Aim:
- Added field "Target Mode": Sets the behavior for targeting, to replace "TargetBody". Accepts the values:
- "Normal": Current default targeting.
- "Body": Same behavior as "TargetBody".
- "Weakspot": Prioritizes visible weakspots. Similar to "Normal", but can target tumors.
- Added field "Target Mode": Sets the behavior for targeting, to replace "TargetBody". Accepts the values:
Bug Fixes
- Trigger
- Fixed invalid triggers on some effects causing errors
v1.7.3
Features & Adjustments
- Added new Trait:
- Backstab Multi: Applies a multiplier to backstab damage.
Bug Fixes
- Explosive
- Fixed not applying back damage with "BulletLanded" triggers that hit the ground.
- Projectile
- Fixed projectiles hitting corpses and disappearing.
- Fixed projectiles scanning for hits farther than intended.
- Fixed projectiles failing to hit enemies within their hitbox when extremely large.
- Fixed projectiles hitting through walls when large.
v1.7.2
Bug Fixes
- Kill Trigger
- Fixed non-EWC weapons and melee causing kill triggers for the last EWC weapon that hit the enemy.
- Fixed a few issues with its logic that ensured triggers only run once.
- Fixed error message that occurred when non-EWC weapons alone killed an enemy.
v1.7.1
Features & Adjustments
- Explosive
- Added new fields:
- "DamageFriendly": Enables damage to teammates.
- "DamageOwner": Enables damage to the user.
- "SoundID": The sound to use for the explosion.
- Added new fields:
Bug Fixes
- Damage Over Time
- Fixed a case where applying damage over time from a damage over time hit would break it
v1.7.0
Features & Adjustments
- Explosive
- Now accepts Kill triggers
- Projectile
- Added new fields:
- "AccelScale": The scalar multiplied with speed that the projectile accelerates to.
- "AccelExponent": The exponent used on acceleration progress.
- "AccelTime": The time for the projectile to fully accelerate.
- "DamageFriendly": Enables direct hit damage to teammates.
- "DamageOwner": Enables direct hit damage to the user. (Now defaults to false)
- "Lifetime": The lifetime of the projectile.
- Added new fields:
- Trigger
- Added "Cap" field: Limits the number of stored activations.
Bug Fixes
- Projectile
- Fixed visual bullet tracers/FX appearing.
- Fixed pierce projectiles being able to hit the same enemy multiple times if another weapon or projectile hit them.
- Was particularly common on pierce shotguns.
- Triggers
- Fixed an error that occurred when apply triggers ran without stored activate triggers.
v1.6.5
Bug Fixes
- Projectile
- Fixed an error that occurred when bottoming out the magazine with a full-auto weapon.
v1.6.4
Bug Fixes
- Projectile
- Fixed it not being affected by spread.
v1.6.3
Bug Fixes
- Projectile
- Fixed it not working at all, courtesy of Thick Bullet addition.
v1.6.2
Features & Adjustments
- Thick Bullet
- Removed friendly fire checks from the bigger hitbox.
v1.6.1
Features & Adjustments
- Added new Trait:
- Thick Bullet: Gives bullets a bigger entity hitbox.
Bug Fixes
- Explosive
- Fixed it failing to hit padlocks.
- Projectile
- Fixed piercing weapons firing nothing.
v1.6.0
Features & Adjustments
- Added new Trait:
- Projectile: Fires a projectile instead of a hitscan bullet.
- Explosive
- Added field "GlowColor": Sets the color for the explosion FX.
- Added field "GlowDuration": Sets the duration for the explosion FX.
- Added an option to the config to recreate the template file (in case a developer wants to recreate it without restarting).
Bug Fixes
- Accelerate, Fire Rate Mod
- Fixed the lack of syncing with other players.
- Fixed incorrect audio fire rate when swapping to the weapon in some cases.
- Auto Aim
- Fixed bugged behavior on piercing weapons where it would attempt to aim at the locked target with each pierce hit.
- Tumor Damage Multi
- Fixed multiplier applying exponentially with pierces.
- Fixed unregistered type warnings in console/log output.
v1.5.2
Features & Adjustments
- Added an option to the config to completely disable SFX.
v1.5.1
Bug Fixes
- Damage Over Time
- Fixed crash on trigger.
- Fixed Damage triggers not scaling to damage dealt.
v1.5.0
Trigger Overhaul
Expanded the trigger system. Classical trigger definitions are supported, but "Cooldown" and "ResetTriggerType" effect fields are now deprecated as they exist in the trigger system instead. They will be removed in a future version. The system adds the following capabilities:
- Add multiple triggers for one effect.
- Separate the activation and application trigger timings for an effect.
- Add a chance for triggers to occur.
Please see the Wiki Page for more details.
Features & Adjustments
- Added new Traits:
- Armor Pierce: Pierces armor or modifies bullet damage dealt to armor.
- Pierce Multi: Applies a damage multiplier with each enemy pierced.
- Tumor Multi: Applies a multiplier to tumor damage.
- Damage Over Time
- Now causes Hit triggers
- Explosive
- Added Trigger field. Supports Hit as a valid trigger type.
- Triggers
- Damage
- Added field "Cap": Sets the maximum amount of damage a single trigger will accept.
- Damage
Bug Fixes
- Explosive
- Fixed a rare issue where direct hit explosions could cause piercing bullets to deal no damage.
v1.4.4
Features & Adjustments
- Ammo Mod, Damage Mod, Damage Mod Per Target, Fire Rate Mod, Health Mod, Recoil Mod
- Added field "Cooldown": Sets a cooldown that prevents the effect from triggering again until it passes.
- E.g. useful for having an effect trigger on hit but only once per bullet regardless of pierce/explosion
- Added field "Cooldown": Sets a cooldown that prevents the effect from triggering again until it passes.
- Enforce Fire Rate
- Affects recoil
Bug Fixes
- Accelerate, Damage Mod, Enforce Fire Rate
- Damage modifiers no longer apply exponentially to targets beyond the first on piercing bullets
v1.4.3
Bug Fixes
- Ammo Cap
- Fixed an issue where it would not apply on drop if the weapon was swapped to in loadout selection
v1.4.2
Features & Adjustments
- Auto Aim
- "Favor Look Point" is now only active if the user is aiming at the locked target, rather than any enemy.
- Improved visuals when lock is lost; locking reticle moves towards the center of the screen
- Increased search tick rate from 4/s to 10/s, along with performance improvements to compensate
Bug Fixes
- Damage Mod Per Target
- No longer causes null refs when hitting locks.
- Reserve Clip
- Fixed an issue where having one weapon with Reserve Clip would reload the other weapon if it was held when receiving ammo
- Trigger Type
- "On Damage" triggers no longer occur on dead enemies.
v1.4.1
Features & Adjustments
- Ammopack Refill
- Renamed to "Ammo Cap". Now functions more generically as a property that modifies the reserve capacity used for ammo calculations.
- Dev Note: "AmmopackRefill" still works, but is deprecated and will be removed in the next minor version.
- Now affects ammo on drop.
- "AmmoRefillRel" now exactly determines ammopack refill amount, rather than being affected by the Ammo Max / Ammopack Max ratio.
- Added 2 new fields that have the same effect as "AmmoRefillRel" but can be more intuitive in some cases:
- "AmmoCapRel": Direct modifier of reserve capacity for ammo calculations.
- "CostOfBullet": Specifies the CostOfBullet to be used for ammo calculations rather than the weapon's CostOfBullet.
- Renamed to "Ammo Cap". Now functions more generically as a property that modifies the reserve capacity used for ammo calculations.
Bug Fixes
- Ammopack Refill/Ammo Cap
- No longer modifies level ups from GTFuckingXP to count as an ammopack
- No longer modifies "Ammo" command on CConsole to count as an ammopack
v1.4.0
- New effect: Recoil Mod
- Applies a recoil modifier when triggered.
- Ammo Mod
- Added field "Overflow To Reserve": Excess ammo changes in the clip overflow to reserve ammo. On by default.
- Trigger Type
- Added type "On Wield": Triggers when swapping to the weapon.
- Misc
- Added compatibility with GTFuckingXP
Bug Fixes
- Misc
- Fixed burst weapons having no burst delay if they had no fire rate modifiers.
v1.3.0
Features & Adjustments
- Accelerate
- Added field "Damage Stack Layer": Determines how the damage modifier stacks with other damage modifier effects.
- Damage Mod, Damage Mod Per Target, Fire Rate Mod
- Added field "Stack Layer": Determines how the effect modifier stacks with different effects. Set to "Multiply" by default (matches existing behavior).
- "Stack Type" now uses "Add" by default rather than "None".
- Damage Mod Per Target
- Now also supports the new Trigger Type "On Damage" (Previously only allowed "On Hit")
- Damage Over Time, Explosive
- Now benefit from backstab bonus.
- Added field "Ignore Backstab": Disables the backstab bonus. Off by default.
- Trigger Type
- Added type "On Damage": Triggers on any damage dealt (bullet, DOT, explosive) and scales the effect with damage dealt.
- Added type "On Precision Damage": Same as "On Damage", but only on precision hits.
- Misc
- Damage multipliers now affect friendly fire damage.
- Improved LiveEdit support and logging.
- Prints all found archetype IDs on load/file edit, rather than only replaced IDs.
- Prints warnings when duplicate archetype IDs are found.
- Supports file creation and deletion during runtime.
- Applies custom data objects added to held weapons that did not originally have one.
- Correctly removes stashed custom data objects when they are removed from their file.
Bug Fixes
- Explosive
- Fixed damage modifiers not applying correctly.
- Health Mod
- Now exists in the template file.
- Misc
- Effects now reset on elevator drop.
- Fixed incompatibility with ExtraObjectiveSetup.
v1.2.0
Features & Adjustments
- New effect: Heal Mod
- Allows giving or taking health from the user when triggered.
- Accelerate
- Now compatible with Semi-Automatic and Burst weapons.
- Auto Aim
- Added field "Favor Look Point": Prioritizes the user's aim if they are looking directly at an enemy.
- Added field "Lock While Empty": Allows locking while the clip is empty or during reloads. On by default.
- Now immediately searches for a new target if the current target dies (previously only updated on a tick every 1/4 second).
- Damage Mod, Damage Mod Per Target
- "OnHit" and "OnHitExplosion" triggers from explosions no longer effect the bullet that hit the enemy on a direct hit.
- Damage Mod, Damage Mod Per Target, Fire Rate Mod
- Added field "Cap": Sets a maximum or minimum total modifier.
- Damage Over Time, Explosive
- Added field "IgnoreDamageMods": Ignores damage modifiers when calculating damage dealt.
- Trigger Type
- Added type "OnPrecisionHit": Triggers on weakspot hit. Has subtypes like "OnHit", e.g. "OnPrecisionHitBullet".
- Added type "OnPrecisionKill": Triggers when an enemy is killed with a weakspot hit.
- Misc
- Editing the file now updates weapons in your hands rather than requiring you to change loadout.
Bug Fixes
- Accelerate, Fire Rate Mod
- Fixed weapon audio being incorrect on the first shot after fire rate changed
- Ammo Mod
- Fixed cases where clip could underfill or overfill by 1
- Auto Aim
- Fixed issues with Auto Aim reticle not appearing when it should
- Trigger Type
- OnKill now triggers on the weapon that got the kill rather than held weapon
- Misc
- Changed networking logic, should fix some issues and work closer to vanilla networking
- Fixed some cases where weapon effects or audio would trigger when the weapon shouldn't fire
v1.1.4
- Fixed semi-automatics and burst weapons having the wrong fire rate (real final fix)
v1.1.3
- Fixed bricking semi-automatics and burst weapons
v1.1.2
- Fixed Explosives triggering on other players than the one who fired
- Semi-Automatics and Burst weapons now work better with fire rate modifications
v1.1.1
- Fixed multiple weapons with the same archetype sharing property behavior/causing issues
- Fixed multiple auto aim weapons causing issues with the others
- Fixed ReserveClip causing errors when using ammo packs
- (Potentially) Fixed errors with favorited weapons
v1.1.0
- Ammo Mod
- Now accepts decimal values. Decimals accrue in the background until a whole number is reached.
- Explosive
- Moved to effects (can have multiple different ones on a gun)
- Fixed piercing weapons causing extra explosions on the same enemy.
- Fire Rate Accel
- Renamed to Accelerate
- Can now change damage
- Damage Mod and Damage Mod Per Target
- Now affect Damage Over Time and Explosive
- Added a ResetTriggerType to clear all modifier stacks on a trigger condition
- OnHit Trigger
- Now also occurs on explosive hits.
- Added OnHitBullet and OnHitExplosive for specific hit types.
- Misc
- Fixed sentries using your currently held weapon's effects.
v1.0.0
- Initial Release