[WIP] RZU Weapons Mod [v0.3a]

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[WIP] RZU Weapons Mod [v0.3a]

About:

RZU Weapon Mod aims to add new weapons, encounters, new scavenge locations and eventually story based quests to NEO Scavenger while staying compatible with other major mods.

Update 0.3a hotfix
Fixed "Scavenging a hex" aResponses in NSE Patch.

Update 0.3

New weapons:
Handgun, MK23 - which has a silencer and a LAM (Laser Aiming Module) +Flashlight
Uzi - no attachments currently. Besides weapon strap for carrying on shoulder.
RPG-7 - no attachments currently. Besides weapon strap for carrying on shoulder.
Throwing knife
Throwing axe
Metal pipe
Metal chain
Rusted tire iron
M26 Grenade

New items:
MK23 LAM
MK23 Silencer
MK23 Gun case - holds all MK23 related items, you can open and close to reduce storage space.
MK23 Magazine
.45 ammo case - holds a large quantity of ammo.
Box of .45 rounds
Uzi magazine
Rusted trash can lid - can be used as a shield, holding in left or right hands changes what parts of you gain increased defence.

New recipes:
The shoulder strap made for the AK-47 can now be used with the Uzi and RPG-7

New Encounters:

Modified vending machines
Bandits have been busy taking over cities, and small groups have been using modified vending machines as supply drops while scouting, and looting. If you happen to find one of these, you can either hack it, or insert money into it for loot, be careful for bandits though!

Forest crash
There's no a chance to find a crash site, and maybe some loot.

Well fortified buildings
These buildings have been fortified heavily, if you can get in, and safely, rewards await!

More encounters are in the works, but aren't finished right now and will be included in future updates.

Changes & fixes:

Weapon repair kits can be used on all guns in this mod, but they can only be used once now. (Considering adding mechanic skill to needed requirements of using these, but I'm not sure I want to.)
Ammo is now unidentified unless you have the ranged skill. .45 ammo becomes 'some ammo' without it. This applies to weapon magazines as well, Uzi magazine becomes 'Gun magazine' etc.
Removed the ability to take attachments off, mainly the AK-47, because at this point there's no other attachment to replace whichever one you took off, making it pointless and exploitable. But it will return when the weapon has other attachments that need to use the same placement as other ones requiring you to remove things.
Fixed strDescAlt fields.
Added new containertypes.

Notes:

Uzi uses .45 ammo, and as for .45 rounds, this mod adds a new one (at the time I didn't realise the game had .45 rounds already) and only the rounds from my mod are compatiable with either the MK23 or Uzi. That said I'll most likely remove the .45 ammo this mod adds and use the vanilla game ammo in the next update, but there's no shortage of ammo to find from my mod)

Some of the new sprites:

Spoiler: Highlight to view
IMAGE(http://i60.tinypic.com/nlsmye.jpg)
IMAGE(http://i58.tinypic.com/20sdo36.jpg)
IMAGE(http://i57.tinypic.com/2cyiplk.jpg)
IMAGE(http://i57.tinypic.com/x1glfs.jpg)
IMAGE(http://i61.tinypic.com/2vjzcck.jpg)

Requires: NEO Scavenger v1.04 and NSE Patch compatibility is currently for: NSE v4.0b

Download v0.3a:
Googledrive

Installation:

This mod can be used alone with a fresh unmodded game, or with NSE 4.0b already installed.

Standalone: - copy all files from Standalone folder into base NEO Scavenger directory, done.

With NSE:
- Install a clean unmodded version of NEO Scavenger, then install NSE.
- Copy the RZU folder from Standalone into the base NEO Scavenger directory.
- Copy the contents of NSE Patch into the base NEO Scavenger directory.
- Play!

Side note: To get the flashlight to work while being attached to the AK-47, it requires 1 AA battery with charge. The same applies for the MK23 LAM

Also - from previous update notes: Weapon Strap - Craftable with x5 Medium length of string, x5 assorted small parts and a multitool.

Also thanks to Kaaven for all his help.

Attaching to the AK-47:
Any combination works

Spoiler: Highlight to view
IMAGE(http://i58.tinypic.com/2yoem2q.jpg)

Changelog:

Spoiler: Highlight to view
- v0.21r: quickfix

- AK-47 ammo can now be placed in bags etc.
- Finding AK-47 mags with ammo reduced to 0 to 9 bullets.
- AK-47 now has longer life, degrades at a much slower rate.
- Repair kits can now be stored in bags, etc and carried.

- v0.2:

New items added:
- Weapon Repair Kit - which can be used to repair the AK-47. At 76 - 100% Condition it can be used 4 times, it degrades at 25% per use, while restoring the AK-47 to 100%. Has an open and closed state to save that little bit of extra bag space, it has to be opened to be used as a crafting material.
- AK-47 Weapon Strap - Craftable with x5 Medium length of string, x5 assorted small parts and a multitool. - With this added the AK can no longer be equipped on the back slot without this.
- Combat Knife - New knife that can be used as a weapon, must be unsheathed to be used in combat. Will be able to be crafted with backpacks to be attached to the strap in a later update.
- New place-holder image for fully degraded AK-47, future update will include a restoration including the use of this scrapped AK-47.
- Updated all small GUI images to match the updated art of their x2 counterpart.

- AK-47 Crafting change - attaching new pieces to the AK will now always result in the output item being the same condition as the current AK-47.
- 762.39mm Magazine change - Now has 6 slots holding x5 762.39mm rounds per slot.
Loot table changes:
- Changed which scavenge locations can yield items and their chances. 762.39mm Magazine can now be found with 0 to 30 rounds inside.

Bug fixes:
- Attack Modes for AK+Rail+Bayonet and AK+Flashlight now work correctly.
- Base AK equiped empty and full images now line up to fix image moving.

- v0.1:

- AK-47 with the barrel rail attachment, flashlight attachment, bayonet attachment, AK-47 tactical upgrade kit
- Attack modes for ranged fire, bayonet stab and rifle butt.
- unupdated standard size images but, magazine adjusted and colour changes on x2 images (Big UI Mode).
- Weapon damage, price, degrading, etc, aren't tweaked properly yet.
- Able to be equipped on back without a strap - recipes for straps to each variant of AK aren't finished, so I left it able to be
equipped on the back as is.
- Cryo start AK-47 complete loot set for testing. - Non NSE
- Untweaked scavenge loot percentages - not far off being common items, they can be found on most hexes when scavenging.
- 80 new images. (Or just under, few unused images I haven't had time to remove, but more or less.)
- Extra files to work with NEO Scavenger Extended 3.3c
- Bugs! More than likely!

Original post: [WIP] AK-47 with multiple attachment combinations

Spoiler: Highlight to view
Hey guys, thought I'd join the forum and show off my WIP mod and see if anyone else would want it once I'm finished with it.
Just started getting into the mods a few days ago and couldn't resist giving it a shot so here's my first one.

AK-47 with attachable magazines and its own ammo.

IMAGE(http://s12.postimg.org/4m1ie69ct/AKMod_NEOS.png)
IMAGE(http://s30.postimg.org/u00zmah8t/Mod_Day.jpg)

I'm working on improving the AK sprite, I tried to get it look as much as the original game weapons do. And I want to add a few craftable options to it such as, a strap, perhaps some kind of sight, a bayonet attachment, and perhaps taped double magazines. I'm still working out the XML file as I go along, so I'll have to see if I can come up with sights being able to give some sort of improved performance over not having it.

But on a side note, this is the most fun I've had modding a game in ages.

Updates & Mod progress

9/2/2015
--------------------------------------

I've gotten a little more done with this and had a few more ideas of what I want to do with this mod, so far I've finished images for the bayonet attachment, plus all images of it attached to the gun in various states as well as in conjunction with other attachments.

Bayonet:
IMAGE(http://i59.tinypic.com/2zqel4n.jpg)
Works as a hand held melee weapon and for cutting things such as electrical tape, and of course it attaches to the AK-47
IMAGE(http://i58.tinypic.com/1zdn1wk.jpg)

The next thing I worked on was a small rail attachment for the front of the gun, and a tactical flashlight that can be turned on and off to give better vision at night. The AK-47 has a default of 3x3 space, which only accepts the 763.39mm magazine. Once attaching the flashlight it comes a 3x4 space that can hold the magazine as well as a battery which is used to power the flashlight.

Rail attachment alone:
IMAGE(http://i57.tinypic.com/fnr5g4.jpg)
Rail attachment with tactical flashlight:
IMAGE(http://i61.tinypic.com/28tzxvr.jpg)

I also changed all instances of the AK-47 to show without the magazine when nothing is present. Drawbacks of this include the hover image of the AK will always show the empty magazine image with one present, and when the flashlight attachment is equiped, if you only add a battery to the AK and not a magazine, it of course, shows with a magazine. I'm unaware of a solution to either of those problems.

AK-47 tactical kit:
IMAGE(http://i61.tinypic.com/jqhjc9.jpg)IMAGE(http://i57.tinypic.com/2hyfpcz.jpg)
Still messing with the art with this one, and figuring out what performance increases it will give the user when equipped, as well as making item and recipe tables for the crafting this and adding it to other instances of the AK-47. With the rails on the hand grip I may add a scope that can be attached there, that works with a scope over the top of the main section of the gun.

On the way: silencer attachment, front hand grip that can be attached to the tactical kit hand grip rail.

Things to do:

  • Set an actual grid width for the weapon, right now the image has a lot of space everywhere, I just haven't bothered to fix that yet.

  • I need to create different sizes for each image, as of now normal and x2 are just the same image.
  • AMode images need to be created, and attackmodes entries for stabbing with the bayonet need to be created.
  • Finish the sprites, more over the flashlight, I don't like the look of it so far.

Things I'm thinking of doing:

  • Adding paint spray cans so the gun becomes paintable, but that could, or well would become a headache in terms of the database size, it's doable but just thinking about how many database entries I'd have to create sort of puts me off. Also, it doesn't really serve any purpose other than.. ..well changing its colour.

  • Taped Tactical Flashlight: since the small rail attachment and the tactical flashlight are their own items, I want to add the crafting recipe for using electrical tape, a knife (multitool/bayonet etc) to tape it to the side of the default handgrip. Also add the ability to use the default game flashlight over the tactical one (with images) for the taped version of the flashlight.
  • Instead of a bayonet attachment I think it would be really cool to add a chainsaw item to the game, and the ability to pull it apart, mix it with a few other bits and pieces and vola, a smaller chainsaw that can be attached where the bayonet would sit.

IMAGE(http://steamsignature.com/status/english/76561198018532797.png)
RZU Weapons Mod ALPHA

Very nice!

From what I can tell, the scope on the vanilla hunting rifle only adds range to the weapon. Maybe a silencer would be nice, decreasing the chance for you to get spotted if firing from hiding.

Also, if I may suggest, make the magazine inventory larger and the bullets stack less, perhaps in such a way that bullets in a magazine take up less inventory space than out. NSE makes the bullets not stack at all, giving importance to cartriges and boxes.

I am very interested on your mod, hope I can have it when you're done!

Cheers

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Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190

Ah good idea, a silencer would work pretty well.

I agree with the magazine inventory and bullet stacking, I've only briefly played with NSE, I'll have to check that mod out a bit more.

Thanks for the feedback!

IMAGE(http://steamsignature.com/status/english/76561198018532797.png)
RZU Weapons Mod ALPHA

Niiice. Doesn't have that Neo-Scavenger "grime" but still looks pretty awesome regardless.

Thanks, I hope I can get it a bit more battered looking, especially with attachments like a bayonet and the taped together mags.

IMAGE(http://steamsignature.com/status/english/76561198018532797.png)
RZU Weapons Mod ALPHA

Oh yes, forgot to comment on the bayonet: AWESOME

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Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190

Updated the first post with mod progress.

IMAGE(http://steamsignature.com/status/english/76561198018532797.png)
RZU Weapons Mod ALPHA

This is coming around so great. I have some tips and suggestions, if I may:

To create the smaller images, just resize it to 50% size.

Using the vanilla shotgun as a positioning guideline fot the AMode images should be a good start.

For the tactical version, maybe make it more durable (degrade less per use), a slight boost to damage or range.

Find a way to make Phillip say "EAT SH** AND DIE!" whenever he uses the chainsaw bayonet, if you do add one.

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Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190

Originally the first time I tried to scale down the x2 image I was using to work from it utterly destroyed most of the pixel work. I accidentally figured out a decent way to scale down while keeping quality, and the upside, I can scale back up to x2 and it keeps the low quality look which I think might just suit the game a bit more ascetically.
IMAGE(http://i60.tinypic.com/bwg06.jpg)
IMAGE(http://i58.tinypic.com/mhu8om.jpg)
Although I am quite fond of the sharp x2 images, I guess I can always include both qualities for those who would prefer either or.

As for the ideas you gave me for the tactical version, those are awesome! Thanks, I'm totally going to use the lower degrade per use, I think a very minimal increase in damage would be good as well. And with that quote, I think you just made the chainsaw attachment a reality. Ha!

IMAGE(http://steamsignature.com/status/english/76561198018532797.png)
RZU Weapons Mod ALPHA

After work on AK47, what's about to make M-16 and military sniper rifle?

I did plan on doing either a M4 or an M-16, I think it would be easy just use the AK art as a base and I've already got a bunch of the .XML made up. A sniper rifle would be cool as well.

IMAGE(http://steamsignature.com/status/english/76561198018532797.png)
RZU Weapons Mod ALPHA

First of all, fantastic mod! Looking forward to using this!

I would like to suggest something: I feel like the magazine needs to be moved forward a bit.

Other than that, it's lookin' real smooth! Keep it up!

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i'm some guy, hey.

Thanks for pointing out the magazine position, after checking all my reference images, you're completely right, I totally over looked that.

I was hoping to have it all finished by this weekend but I was away, so hopefully I get it done this week.

IMAGE(http://steamsignature.com/status/english/76561198018532797.png)
RZU Weapons Mod ALPHA

Updated OP with download a link and version info.

IMAGE(http://steamsignature.com/status/english/76561198018532797.png)
RZU Weapons Mod ALPHA

Updated mod to v0.2, new bits and pieces and some fixes.

IMAGE(http://steamsignature.com/status/english/76561198018532797.png)
RZU Weapons Mod ALPHA

thius still in beta? full of bugs that sort of thing?

OverHaul Mod
DevKit is an upgraded BBC mod.

As far as I have tested it's working as intended. Scavenge rates might need to be tweaked more though. The only thing not working as intended and I just found out about was scraps of paper with recipes on them reading from the database tables, with the way I wrote it down while creating the mod I used a lot of compressed/joined words to quickly go back and forth, and well the scraps of paper read "AKFBAT x1" rather than "AK-47 - Flashlight - Bayonet - Tactical x1". But that's a small issue and something I'll just have to get around to fixing.

IMAGE(http://steamsignature.com/status/english/76561198018532797.png)
RZU Weapons Mod ALPHA

Newest weapon WIP
IMAGE(http://i59.tinypic.com/21e3ipz.jpg)

IMAGE(http://steamsignature.com/status/english/76561198018532797.png)
RZU Weapons Mod ALPHA

Currently my antivirus flags the download link as a dangerous site and won't let me visit it.

That's because your Antivirus is useless and scared of its own shadow. The world's best Antivirus is nothing compared to a person with half a brain. Turn off your Antivirus and suck it up.

Opening the download link does nothing. Maybe I'm doing it wrong?

- - - - - - - - - - - - - - -
Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190

The Mollom thing seriously hates me, I can't update the main post with new download links. Hopefully a new post will work.

Download: 0.21r
Googledrive
Dropbox

Edit: Annnnnd now it works after I post this. <,<;

IMAGE(http://steamsignature.com/status/english/76561198018532797.png)
RZU Weapons Mod ALPHA

mollom thing?

the catpcha verification? ya what you have to do is just keep trying, i think it's case sensitive but not sure.

OverHaul Mod
DevKit is an upgraded BBC mod.

Yeah I've always had issues with it on this forum. Sometimes it'll work instantly, other times it'll take 20 attempts, but this time it wouldn't even give me a captcha cause I was 'blocked'.

IMAGE(http://steamsignature.com/status/english/76561198018532797.png)
RZU Weapons Mod ALPHA

i couldn't get my steam thing to work...but then again when i tried it i didnt know there was a 255 character cap

OverHaul Mod
DevKit is an upgraded BBC mod.

You might be able to squeeze a steam sig in with your mod link if you use google url shortner for the images etc.

IMAGE(http://steamsignature.com/status/english/76561198018532797.png)
RZU Weapons Mod ALPHA

hey how did you get the images on your post to work for the mod? whenever i try [notag]IMAGE(https://www.dropbox.com/s/3fke5u2knwyqlip/x2_camouflagecoatworn.png?dl=0)[/notag] i just get this

IMAGE(https://www.dropbox.com/s/3fke5u2knwyqlip/x2_camouflagecoatworn.png?dl=0)

OverHaul Mod
DevKit is an upgraded BBC mod.

You need to use a direct link to a .png, I'm not entirely sure if dropbox supports that over just linking to the image inside the site iteself. I used tinypic and postimage for my image links.

IMAGE(http://steamsignature.com/status/english/76561198018532797.png)
RZU Weapons Mod ALPHA

turns out i was suppose to put my photo's in dropbox's public folder, not the photo folder...gee i wonder what caused the confusion.

but now i gotta figure out how to scale them to size, it seems teh dev has all of the nice scaling features turned off.

OverHaul Mod
DevKit is an upgraded BBC mod.

-i can't get the flashlight to attach. maybe your should explain on the OP what's needed to get what result. im messing around with the cryo sample.
-there are two items named "AK-47", i have no idea what they are but i know their not an AK-47. seems to be rail and flashlight
-i can't get the ghetto strap to work. but the factory strap shows up not once, but twice in the "attach strap" area
-i don't play NSE so please explain something to me. the magazine, i like the way it looks. but what is the "concept" behind putting the ammo in that instead of adding the mag to the graphic and just putting the ammo in the guns storage?
-weapon value, might be too high but then again money is easy mid game anyway so it doesnt matter.

thing is, i think it's too forgiving. a weapon repair kit for example: should have 1 use and be very rare. you want the players to care about scavaging, so that they can find the kit again after using it

also attaching the knife to the rifle and reversing gives me a 100% knife (or whatever the rifle was) if your going to do this i suggest just disabling the degrade feature on the attachments just for coding pollish.

im not trying to rip into you like a monkey on a cupcake, i just like to approach all angles and seek perfection

OverHaul Mod
DevKit is an upgraded BBC mod.

-there is no flashlight graphic on the rifle after attaching
-ammo shouldn't degrade, just disable that part
-ammo is Very easy to find compared to the rest of the guns in vanilla game

OverHaul Mod
DevKit is an upgraded BBC mod.

To attach the flashlight you need to have the 'barrel rail attachment' already added to the AK-47, and then the flashlight will be able to be attached. I'm not too sure how you're finding two items named AK-47 in the cryo sample, I just installed 0.2r over a clean install and the only other item that has AK-47 in its name in the starting spawn is the 'AK-47 Bayonet'. (Using without NSE) Which combo of AK are you finding the double strap?

The ammo into the mag and then the AK-47 is just for an extra added bit of depth to the weapon, besides that it doesn't have much else of a purpose besides not letting the user use the gun without a magazine. Though I suppose technically you could have one round inside the gun without a mag.

You're right about the repair kit though. If you ever happen to find one with four uses it's pretty much an immortal weapon, I'm still messing around with what I can and can't get away with in terms of limitations to the actual modding, but that's where the deattach return quality comes in, and I'm probably just going to remove the degrade on them, it's a total pain not being able to remember the attachments degrade %, but that's just another limitation I've gotta figure out how to make work. As for the price, with the scavenge percentages still not fully tweaked (including ammo) I want it to be a rare item, and if it does come up at the junk store, I want it to be an expensive purchase. Unless there's a way to have the store sell for more and buy it from you for less. (fMonetaryValueAlt perhaps? I haven't looked into this yet.)

There is another graphic for the flashlight attached, unless I've missed changing to the correct image in one of the recipes. It's a lot easier to see with the big UI.

I still haven't had a lot of time to play test as much as I would like to though, so thanks for the comments!

IMAGE(http://steamsignature.com/status/english/76561198018532797.png)
RZU Weapons Mod ALPHA

i think the problem is your link gave me version 0.21r oh nvm that is the latest right?

OverHaul Mod
DevKit is an upgraded BBC mod.

Oops I apologise for the typo, I meant 0.21r. Yes, that's the latest. I'll probably upload an update sometime tomorrow if I get some time to finish a few things off on the mod.

IMAGE(http://steamsignature.com/status/english/76561198018532797.png)
RZU Weapons Mod ALPHA

IMAGE(https://dl.dropboxusercontent.com/u/24473680/Overhaul/img/ak-47.png)

i think i know what the problem is one sec

OverHaul Mod
DevKit is an upgraded BBC mod.

Yeah I think I spotted what is causing that. Although it doesn't show like that for me at all no matter what I do. I'll change all that with the next update. Thanks for pointing that out.

IMAGE(http://steamsignature.com/status/english/76561198018532797.png)
RZU Weapons Mod ALPHA

double strap was on old rifle+rails+flashlight

OverHaul Mod
DevKit is an upgraded BBC mod.

<column name="strDesc">Barrel rail attachment</column> <column name="strDescAlt">AK-47</column> <column name="nCondID">0:87</column>

strDesc -Name displayed ingame
strDescAlt -if nCondID is met, this description overrides strDesc
nCondID -which conditions are needed for strDescAlt and fMonetaryValueAlt to override strDesc and fMonetaryValue

when i take the Ranged skill i get nCondID. since its a ranged weapon ranged skill gives me the alt. also seeing the item in a store would give it an alt

OverHaul Mod
DevKit is an upgraded BBC mod.

Ah ha, so that's how the DescAlt works.

IMAGE(http://steamsignature.com/status/english/76561198018532797.png)
RZU Weapons Mod ALPHA

i suggest a close read at this http://bluebottlegames.com/main/node/3842

double strap was on old rifle+rails+flashlight

OverHaul Mod
DevKit is an upgraded BBC mod.

fDurability">0.2</column> means youll never find this above 20%

OverHaul Mod
DevKit is an upgraded BBC mod.

sheathed combat knife looks like a silencer attachment, maybe you should give the sheath a point matching the knife

turns out there is a flashlight graphic on the weapon, i just had to look really hard to notice it

OverHaul Mod
DevKit is an upgraded BBC mod.

Preview of a few new sprites for items: MK23, .45 ammo box, .45 ammo container and a gun case for holding all of the new MK23 related items.
IMAGE(http://i58.tinypic.com/2w7fv2x.jpg)

More to come with the next update, including new events which lead to some nice weapon rewards!

IMAGE(http://steamsignature.com/status/english/76561198018532797.png)
RZU Weapons Mod ALPHA

could you iron out, test, and balance what you got done already first? i want to merge your mod into my pack but i don't wanna put a mod that has potential to cause me alot of merge updates or holes

OverHaul Mod
DevKit is an upgraded BBC mod.

Been awhile since I updated this, I got a bit busy, or well, I got Dying Light and have been a little distracted. But I've been working on this a little each night and I'll be ready to post an update in the next few days. I've added some new melee weapons, a few new ranged weapons with attachments, and I'm tweaking a few throwable weapons. I've added a few encounters which are ways to find these weapons and resources for them, and those are taking most of the time for me when it comes to dialogue, and art (encounter and scavenge). But anyway, the next update should be a lot more polished over all as well!

IMAGE(http://steamsignature.com/status/english/76561198018532797.png)
RZU Weapons Mod ALPHA

Updated to 0.3 which has quite a lot more content! OP for details.

IMAGE(http://steamsignature.com/status/english/76561198018532797.png)
RZU Weapons Mod ALPHA

For me, the link does not work - says it broke some ToS...


<--Mighty (mini)Mod of Doom-->
DeviantArt Gallery of MoD Sprites

Not sure what the issue is with that, re-uploaded with Googledrive instead.

Edit: uploaded a hotfix to fix an issue that was causing encounters not to work properly with NSE Patch.

IMAGE(http://steamsignature.com/status/english/76561198018532797.png)
RZU Weapons Mod ALPHA

Ruzu, what about weapon for DMC guards? Like submachine guns or assault rifles.
And Magnum, Barry wanna magnum.

That's a pretty good idea. I'm making some SMGs now as it is, but adding some new stuff to the DMC guards would be an alright 'place' to put some new weapons, definitely a magnum as well.

IMAGE(http://steamsignature.com/status/english/76561198018532797.png)
RZU Weapons Mod ALPHA

Can you get this working with Big Bad Cheater?

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i'm some guy, hey.