Mods / nekpo rifle

Tags:
Weapons Ranged
Author:
pictma
Side:
Both
Created:
Mar 6th at 4:15 AM
Last modified:
Mar 14th at 5:00 PM
Downloads:
1194
Follow Unfollow 81
Recommended download (for Vintage Story 1.21.6):
nekporifle.zip  1-click install

adds a semiautomatic rifle with 5 shots, i have no idea how to make it not use either waddings or gunpowder so it still uses those for some reason apart from its bullets (maltiezfirearms version 1.8.0 introduced a change to make it so guns with wadding=0 and powder=0 requires none of the mentioned!), peaceee
*requires maltiez firearms mod to work

the design comes from Νεκρό on flickr 
thanks to manny59 for helping with the quiver sheat compat!

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
0.1.2 nekporifle 654 Mar 14th at 5:00 PM nekporifle.zip 1-click install

added compat with the weapon sling from quivers and sheaths

0.1.1 nekporifle 392 Mar 7th at 5:24 AM nekporifle.zip 1-click install

changed the uses of waddings and powder to 0 to allow them to work proper thanks to maltiez recent change.

0.1.0 nekporifle 148 Mar 6th at 4:17 AM Empty nekporifle.zip 1-click install

22 Comments (oldest first | newest first) (threaded | flat)

pictma , Mar 27th at 1:30 PM

hello again!, sorry for the inactivity, i asked Gorg about it and sadly his cartridges are hardcoded (and by gun), which means that other ammunitions have no easy way using this functionality, on the other hand Maltiez has said that he maybe will look into features like bullet breaking after 1.22 overhaul stable is out which may or not take him a lot of time, otherwise the bullets already have a 100.0% breaking chance, it just seems to not work accordingly (due to, you know, different from vanilla) hence the issue, there are other ways ive been exploring but havent gotten a clear stable solution atm, sorry for that

Glemothy, Mar 16th at 1:26 PM

Might be worth talking to GorgTheRed. His mod glockmaker has cartridges figured out. Might we worth piggybacking of his work, if he'll let you. 

ZeroSen, Mar 15th at 11:43 PM

pictma Not sure if the bullets for your mods rely on Combat Overhaul Ammunition Data or Vanilla Ammunition Data, but I am fairly sure there is a config line for arrows regarding survivability upon imapct after being shot. (cruder lower tier ammunition has a higher chance of breaking after being shot.) A simple fix if your ammunition has this line of code, change the value for this config so that it breaks 100% of the time.

Again, not sure if it's Combat Overhaul or Vanilla that I saw such a config, but it may be a quick fix for short-term or a lead to a potential long-term fix.

pictma , Mar 15th at 6:20 PM (modified Mar 15th at 6:20 PM)

ZeroSen hello!,  thanks, ill see into changing the recipe!, ideas about making crude casings and proper casings and a more complex manufacture including both these ideas about using the already existing slugs/bullets and adding primers to the mixture, about the bullets yes its an unintended feature, there are solutions in the horizons tho

Yamahi, Mar 15th at 4:37 AM

this and the revolver are amazing, now fingers crossed for something like a winchester level action 

ZeroSen, Mar 14th at 10:41 PM

The Rifle works great and has a far better feel and is very easy to use.

My one suggestion is not for the rifle, but the ammunition. My suggestion, instead of 2 plates and a bit of gunpowder for each type, my suggestion is this, a Slug or Bullet to replace one of the plates and removing the ability to recover rounds after having been shot. (not sure if this is intended or not)

For the Brass Bullets, the Copper Ammo from the Firearms main mod would be a good fit, and for the Electrum Ammo, the Lead Ammo would work as well.

Otherwise, an excellent mod and I look forward to any future weapons to be added alongside this rifle. (Pump Shotgun or a 8-shot Semi-Auto Pistol would be nice)

ShadowWolf_962, Mar 12th at 6:42 PM

oooooo that sounds awesome! and def bee looking for that tho atm it seems the rifle fits in the weapon sling (where firearms and exf rifle/carbines go) it just dosent show the model on the characters back is all maybe look into something similar while your working on the revolver since sheaths also has a pistol holster kinda like what they would of used during that time period?

anyways awesome stuff as always and im having a BLAST with the rifle as is :D

pictma , Mar 11th at 5:12 AM

Hello, probably but i would have to look into it, currently a bit tight in time so no ETA sadly, working on a coltnavy+ custom version of it and thats the focus for now, i could see into it after that is done

ShadowWolf_962, Mar 11th at 2:30 AM

i do have a suggestion however, would it be possible to add a compatabilty with "quivers and sheaths" mod?

 

Williamcedeno13, Mar 10th at 4:23 AM

+1 I love guns so looking forward to seeing what else you bless us with

ShadowWolf_962, Mar 8th at 8:29 AM

basically what simon said grat mod and i cant wait for more!

SoSaysSimon, Mar 8th at 5:44 AM

great mod can't wait to see what you do next!

pictma , Mar 8th at 3:37 AM

hello again, yes!, i hope to do more guns, i love doing modeling for them and i actually have a lot getting dust on a testworld, waiting to be animated and done proper, i hope doing an assortment from thematics like the ones mentioned along with some that could be of more fantastical elements, only time will tell by now

 

ShadowWolf_962, Mar 8th at 1:07 AM

will this become a mod dedicated to more industrial/ww1-pre ww2 rifles? and if so am happy tho im just happy to have more pew pews! :D

pictma , Mar 7th at 8:49 PM

Hello! Ive edited the mod to have his well written name (the gun will stay named nekpo since it was never intended to have the designs author name but something similar to it)

About the crafting recipes, yes! a primer was something i hadnt though of that could be made by chemistry, maybe on barrels or tinier bottles, and the drilling and making of the barrel would use precision machines which could use the mechanical power system to function, same with the casings as making the casing itself would use a plate of less width than what we have on game currently, all of this will naturally take time to implement

 

AgentOfChaos, Mar 7th at 6:22 AM

Why not work with the extra firearms dev with this? You both seem to have the same general idea.

SovietSwede, Mar 7th at 6:21 AM

Hey!

really cool mod. First of all, the account that made the gun is called Necro, just written with greek letters Nзкро

 

secondly, the main things that differentiate this rifle from the muskets we already have, is that the barrel is rifled, it has grooves in it. Maybe drilling those could be a crafting step

Secondly the shot is inside a metal cartridge, which perphaps something that needs to be crafted

thirdly, for that cartridge to make fire with just the strike of hammer it needs a type of explosive called a fulminate, maybe that should be crafted too

pictma , Mar 7th at 5:15 AM (modified Mar 7th at 5:37 AM)

maltiez actually did it

holy s-

(one last thing, this used to be more of a concept than an actual mod, hence the quick made recipes and craftings, now that they can be done proper i absolutly would love for feedback on how these new semiautomatic guns shud be obtainable, would you like to see more and of what kind if so?)

 

andreslucero, Mar 7th at 4:01 AM

pictma Maltiez just updated his Firearms mod so that a gun with these parameters does not require either wadding or gunpowder, thus allowing your mod to be fixed. He probably did it for you!

pictma , Mar 6th at 11:49 PM (modified Mar 6th at 11:54 PM)

Hello!, yes ive tried both things and ended up on the same results, i did forgot about it actually using waddings and gunpowder instead of "0" waddings and gunpowder, but the best would for it to not use those things at all, and yes, is probably hardcoded

Aziz_with_inviz, Mar 6th at 5:59 AM (modified Mar 6th at 5:59 AM)
in the parameters "WaddingUsedPerReload": 1, "PrimePowderConsumption": 1, you can set it to 0 and then the gunpowder and wad will not be spent, 
but they are still needed for reloading, this is most likely embedded in the code
Dat_Izzy, Mar 6th at 5:35 AM (modified Mar 6th at 6:10 AM)

Edit: I hadn't tested firing with no wadding or flask in my inventory, so Aziz_with_inviz raises a good point

In assets\nekporifle\itemtypes\firearms\nekpo.json, you have a couple values set to "1" that I think you wanna change. They are:

  • "WaddingUsedPerReload"
  • "PrimePowderConsumption"

 

I edited those to zero and re-packaged the mod for myself in single player, and I could reload and fire without consuming wadding or gunpowder.