SS2 Kyu's Minimods (WeaponFX, MinHUD, WeaponSTATs)

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664b3e3a3e250
AyyKyuQuote
°SS2°dml°texture°sound°string°weapon
I was bored, alright?
Kyu's WeaponFX:



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REQUIRES SCP
A general weapon looks and feel update, goes really well with models that are of higher detail and have the left hand included.
DML-based, can be easily applied on top of other mods, mid-playthrough.
  • Modifies on-screen weapon positions for Pistol, Shotgun, Assault Rifle, Grenade Launcher, Laser Pistol and EMP Rifle.
  • Replaces muzzle flash textures for Pistol, Assault Rifle and Shotgun, tweaks their animations and adds extra lighting to shots.
  • Scales down ejected casings size.
    1.2: Shotgun shells were made slightly bigger compared to those seen in the previous versions of the mod.
    1.2.1: Ejection has more force now.
  • Includes a small tweak to remove the full pump sound from the shotgun, now it's just the initial rack, making it feel like some kind of a self-loading mechanism instead of a pump shotgun without an animation.
  • NEW IN 1.1: Adds unique new particles for muzzle flash smoke and sparks.
  • NEW IN 1.1: Adds unique new particles for Assault Rifle casing ejection.
    1.2: Case ejection puff was made slightly more noticable.
    1.3: Case ejection puff is now properly attached to the Assault Rifle, improves the looks in motion.
  • NEW IN 1.1: Adds a new Grenade Launcher muzzle effect.
  • NEW IN 1.1: Adds one-to-one tracers for Pistol and Assault Rifle shots.
    1.2: Smoke particles and a bit of glow were added to tracers.
  • FIXED IN 1.1.1: Tracers no longer bounce off explosions.
  • NEW IN 1.2: Adds one-to-one tracers for Shotgun slugs and pellets.
  • NEW IN 1.2: Adds smoke trails to ejected casings and shells.
  • NEW IN 1.3: Adds smoke trails to weapon barrels when shooting.
  • FIXED IN 1.3.1: Hybrids' shotguns are no longer discriminated.
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Kyu's MinHUD:


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A derivative of ZylonBane's Minimal HUD, still rather minimal, but with a bit more extra flavour to it.
  • Replaces the HP/PSI frame, both in SHOOT and USE modes. Only includes the bar for HP, PSI is just a number now.
  • Replaces the AMMO panel, removes the weapon condition display. Check your inventory yourself if you want to know how your weapon is doing.
  • Replaces the SHOOT crosshair with a small slightly transparent dot. USE mode has a somewhat bigger dot as a cursor.
  • Replaces enemy health bars with a much thinner, single colour only one, to match the rest of the HUD colour scheme.
  • Derived from Minimal HUD, entity frames are now thinner.
  • Derived from Minimal HUD, entity information frame on the top of the screen is removed in SHOOT mode, leaving solid black background in USE mode.
  • Adds proper transparency for compass graphics.
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Kyu's WeaponSTATs:
MADE WITH SCP IN MIND BUT MOST LIKELY DOESN'T REQUIRE IT
A personal preference based weapon stats modification, only for ballistic weapons.
Upgrades for all weapons listed here are made far more generic and less magical. First upgrade increases weapon damage, second one does so even more. Everything else is omitted completely. The base of the upgrade script was derived from RoSoDude's Rebalanced Skills and Disciplines mod, huge thanks for allowing this to be possible.
DML-based, can be easily applied on top of other mods, mid-playthrough.
  • Pistols:
    Magazines are reduced to only hold seven rounds.
    Fire rate is unlocked, pistols can be fired as quickly as the new round is chambered into the slide.
    Burst fire is removed entirely, semi-auto only.
  • Shotguns:
    Shell tubes can only hold five cartridges.
    What supposedly was full pump-action is now replaced with a slow self-loading mechanism, improving the fire rate somewhat, tweaked sound included.
    Alternative fire mode is a triple shot, justifying the increased three-shell use.
    Hybrid shotguns are still broken, but the "JAMMED" state is removed from them, allowing the player to take those and at least try to fire off a few shots before the weapon jams up.
  • Assault Rifles:
    Magazines can hold STANAG-standard thirty rounds.
    Assault rifles won't take Anti-Personnel or Armour-Piercing rounds anymore. Standard only.
    Rate of fire should be more consistent between different assault rifles now, averaging out at about 600RPM.
  • Grenade Launchers:
    Unlocked rate of fire, grenades can be shot as quickly as the cylinder cycles.
The mod includes per-map DML tweaks to eliminate behaviour inconsistencies between various weapon pickups and bring down their loaded magazines under the re-adjusted limits. Credit for the base of said DML files once again goes to RoSoDude and their Rebalanced Skills and Disciplines mod.
If you spot any weapon pickups exceeding their intended mag sizes, report them here, I'll do my best to fix those up. Be sure to state where you spotted said pickups and when.
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Downloads:
https://cdn.discordapp.com/attachments/290514014310498306/742816879294283947/kyu_weapon_fx_1.3.1.7z
https://cdn.discordapp.com/attachments/290514014310498306/740312180423131220/kyu_hud_1.0.7z
https://cdn.discordapp.com/attachments/290514014310498306/742816879139225610/kyu_weapon_stats_1.0.7z
Alternatively, you can also use the files provided in the attachments section.
Acknowledged by: RoSoDude
664b3e3a3e513
voodoo47Quote
note that modifying the size of the ejected casings means they will have different size than the decorative casings scattered throughout the levels. not very likely anyone would notice, but we care about the details.

also, bad archive format, there should be no extra folder inside the archive (so no kyu_weapon_fx folder and no kyu_hud folder, just the resource files/folders).
664b3e3a3e5f0
AyyKyuQuote
Kinda forgot about mod-manager installs initially.
Fixed both archives to be properly formatted.
Personally, I am fine with ejected casings being smaller than decorative ones if that means I am not going to be seeing oversized shells flying out of the weapon right in front of my face.
664b3e3a3e6b4
voodoo47Quote
the mods are simple, and I see no errors in the dml log, so if this is what you want to publish at this moment, we can move the topic to the mods subforum (would recommend adding a version to the archives if that's the case).

the vanilla shotgun hand mesh looks.. questionable.
664b3e3a3e752
AyyKyuQuote
Got no objections, will be glad to see it there.
Versions added to the archive names.
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