FTRPROOF Dependency Pack
Mod Smarter, not Harder.
模組介紹 作者原文
A lot of NGS, and the use of custom ammo. I need to streamline all this junk ASAP.
Categories
NEXT Cats with all their subcats
Ammo
IW Energy 5.56 [Ammo Enum = 58010100], use 5.56 bullets to align meshes (DISCONTINUED)
IW Energy 5.56 No Mesh [Ammo Enum = -58001000] FMJ, AP, Incendiary
IW Energy 7.62 No Mesh [Ammo Enum = -58001001] FMJ, AP, Incendiary
IW Energy Sniper No Mesh [Ammo Enum = -58001002] FMJ, AP, Incendiary
IW Energy Pistol No Mesh [Ammo Enum = -58001003] FMJ, AP, Incendiary
LMG WholeBelt Light [Ammo Enum = -58001004] FMJ
LMG WholeBelt Med [Ammo Enum = -58001005] FMJ
LMG WholeBelt Heavy [Ammo Enum = -58001006] FMJ
IW Energy Shotgun No Mesh [Ammo Enum = -58001007] Buckshot00, Slug, DragonsBreath
Updates
V1.0.1 -- Ray Gun MK2 Ammo patchwork
V1.0.2 -- Removed RGMK2 ammo temporarily, removed outdated Community and Community unlockable subcat fields.
V1.0.3 -- Added Meatkit made IW Energy NM rounds for future IW weapons.
V1.0.4 -- Some tracer touchups
V1.0.5 -- Projectile Prefab oversight. The NM rounds are ready.
V1.0.6 -- Added variations of the IW Energy NM rounds for TNh (AP, Incendiary). Added LMG WholeBelt Rounds for upcoming LMGs.
V1.0.7 -- Quality pass on my NGS. Noticed the Subcat sprites were wrong. Sorry it took this long to figure it out, now its fixed.
V1.0.8 -- STG NXT bullets now hosted here, for support of an upcoming weapon's PaP variant.
V1.0.9 -- Meta Data fixes
V1.1.0 -- Added Energy Shotgun rounds
V1.1.1 -- Shotgun round hotfixes, whoops
V1.1.2 -- Added Skitsuphrenia PaP Ammo
V1.1.3 -- Added Stanag-to-9mm Mag Mount Attachment.
For modmakers interested in making their mods compatible with this, included in the "late_addon9mil2" is a sample mount prefab. Load it up to see the mount + a visualization of how the attachment will look when mounted. The attachment looks like a 10 round stanag mag so it should be easy to pick up on where to leave it.
Line the mount up to your gun, then when you have it set, delete the point's child (the clone you use for visualization). Wire the mount to your main gun's attachment mount list, and make the gun the parent of the mount. Lastly, for your Item Spawner Entry, have "aftr.9mm Addon Mag Insert" as one of the secondaries. The attachment should take care of the rest.
V1.1.4 -- Remove rigidbody on 9mm sample mount, so that prefab loading no longer sabotages it.
V1.1.5 -- For WHATEVER reason, the 9mm addons prevent TNH from working. Temp removing this attachment until I get it to work.
V1.1.6 -- Switched Attachment from Adapter Attachment to Uncategorized seems to have done the trick. I've tested vaulting and vaulting works, and I didn't want this to appear in TNH to begin with, so... This should fix everything. What a migraine.
V1.1.7 -- TNH Breaking Bug fixed. OID was corrupted with the mag insert. Manually making a new OID fixed it.
V1.1.8 -- Touched up the Phys of the addon 9mm magazine. NO MORE UPDATES HOPEFULLY MAYBE POSSIBLY.
V1.1.9 -- Fire bullet update, no more lag overtime dilemma
V1.2.0 -- Skitsuphrenia ammo update, same as fire bullets.
V1.2.1 -- IW Bullet, LMG Belt Whole, and SP ammo updates to reduce mag dump lag that occurs over time. Ballistic Projectile Game Objects add up over time otherwise.
V1.2.2 -- Updated the 9mm addon collection, improving the colors to match more guns, from gray to black
V1.2.3 -- Added more magazines for the 9mm addon mount, thus adding more variety retroactively for all the guns that use said mount. 20 round mag, 30 round mag, 50 round drum, 100 round beta-c drum!
V1.2.4 -- Ray Ammo Set 1. Finally going to make the ammo separate from the gun. Upgraded the visuals for the Ray Gun and Ray Gun Mk II.
V1.2.5 -- Separated the ammo from the Ray Shotgun and Ray Rifle NXTs. Upgrade the visuals of those ammo types.
V1.2.6 -- It's been forever since I did a classic mod, forgot to add the ammoset into the otherloader project file in the plugins folder.
V1.2.7 -- SAME BUG for the NXTs, but for a di
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