Mods / nekpo rifle
- Tags:
- Author:
- pictma
- Side:
- Both
- Created:
- Mar 6th at 4:15 AM
- Last modified:
- Mar 14th at 5:00 PM
- Downloads:
- 1194
- Follow Unfollow 81
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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 Identifier | For 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 | ||
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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 | |
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
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.
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.
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
this and the revolver are amazing, now fingers crossed for something like a winchester level action
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)
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
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
i do have a suggestion however, would it be possible to add a compatabilty with "quivers and sheaths" mod?
+1 I love guns so looking forward to seeing what else you bless us with
basically what simon said grat mod and i cant wait for more!
great mod can't wait to see what you do next!
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
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
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
Why not work with the extra firearms dev with this? You both seem to have the same general idea.
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
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?)
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!
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
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
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:
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.