
- Sinvr mod hack how to#
- Sinvr mod hack update#
- Sinvr mod hack mods#
- Sinvr mod hack code#
The grip angle for the handles should also be fixed now. I have set the angle to be 30/60 degrees from horizontal/vertical axes respectively. I have also added the Nambu and "Enforcer" pistol variants, which use this new ammo tracking feature.
Sinvr mod hack update#
In this update I've added ammo tracking, so if you run out of ammo press the SpellMenu button to reload. I have done that in my example weapons, and I find that these slower, heavier bullets tend to have better overall impacts. Note for modders: If you are making guns with this framework, you might want to try setting the mass of the bullet close to "1.0" and set the "bulletForce" on the weapons slightly lower. Imbuement effects only last shortly now.
Sinvr mod hack code#
Code optimization and refactoring (hopefully less lag overall after some initial spikes). (You might still see lag spikes when you first load/shoot the weapons, but it should be much better overall now) This update is mostly related to the code optimization, so hopefully there will be less lag now overall now! I have also continued tweaking the bullet physics. Sinvr mod hack how to#
Note for modders: I will release a guide shortly on how to integrate your own custom firearms with the NPCs and their waves.
Increased player health during Firearm waves. Added custom JSON templates for Brain, Container, CreatureTable & LootTable files. NPC interaction code added to framework. (Warning: Some waves can be intensive and might lag some machines) You can find the five (5) new waves at the bottom of the book, under "Firearm Waves". This update adds the much anticipated Firearm Waves!! Time to even the fight ) Sinvr mod hack mods#
You can find a complete guide for making firearm mods here: Elemental Firearms Modder Guide 1.5.0 Note for modders: I have included my Unity prefabs in the mod folder.
Updated assets and JSONs to new addressable asset structure.
Updated codebase for u8.4 asynchronous spawning methods. You can find the NPC firearm waves at the bottom of the book, under "Firearm Waves". Performance is greatly improved and almost everything is now working great! This update ports all code and interactions into the new u8.4 Beta 6 version of Blade and Sorcery. Dual-Wielding NPCs have "twisted" left wrists. Shooting a fire-imbued bullet at the skybox will cause post-processing to be washed out for a short time. Added options for continuous fire sound loops. Added code to support behaviours for single-shot weapons like muskets. This update adds a few bugfixes and includes some minor features for modders Renamed mod folder to "SimpleFirearmsFramework". Added Minor tweaks to how bullet collision are handled. This update should allow you to run the Framework with Game Version U9 (Performance Update). Added JSON swtiches to allow modders to make Flintlock pistols. Updated "Drakefire" as an example/template Flintlock firearm. Added NPC Firearm Wave II: "Dual Wieling Magnums". Fixed Vortex mod-manager installs (manifest issue). Minor stability fixes and feature enhancement. Added additional error-checking for helper functions. Continued improvement of flintlock system. Update to fix your dependent gun mods !!! !!! Collision and Imbuement bugs are fixed with this version. Faction firefights are not fully supported yet AI will always aim at the player's 'ParryTarget' Updated modder prefabs and How-To guide for U10:
Updated mod framework for Game Version U10 cleaned log outputs, adding a `verbose_logging` field (bool) to the module You can update to v2.1.1 for the fix, or you can (optional) apply the Hotfix to your existing v2.1.0 installation. Fixed a fatal bug for people who didn't also have Modular Firearms Framework installed Temporarily removed NPC Waves (not ready for release, see optional files on mod page) Added Harmony for Bullet Penetration patches I use all donations for buying 3D models and assets for future mods and conversions :) This will help me in continuing to make free, fun mods for everyone. If you find my mods fun/cool, please consider supporting me on Patreon Note: This mod is currently a work-in-progress, so I will continue to fix bugs / add more models.
Required for having the weapon able to shoot and e imbued The Commonwealth (Fallout 4 Mega Pack) (8.3) Steampunk Elemental Weapons pack (part 2) for U9.3 Steampunk Elemental Weapons pack (part 1) U9.3 Required for imbues to work (this is optional but but makes guns imbue) This is needed because it's a gun silly :P Modular Rifle (build your own rifle) (U9.3) Improved StormTroopers (U10) READ DESCRIPTIONĪwesome framework from an even more awesome modder Required for the Watchman, ignore if not up to date yet