Project Zomboid

Project Zomboid

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[B42] Ogrim Mod's - Universal Custom Firearm
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8 月 17 日 下午 5:16
8 月 22 日 下午 8:46
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[B42] Ogrim Mod's - Universal Custom Firearm

描述
Disassemble guns into parts. Use those parts to repair and upgrade firearms of the same type. Tinker, tune, and turn junk into your new favorite zombie popper.

Yes, you can finally stop hoarding 27 half-broken pistols “just in case”.

🔍 Overview

Disassemble any supported firearm to salvage parts.
Repair & upgrade weapons of the same type using those parts.
Maintenance and Aiming skills reduce costs, speed up actions, and boost part yield.
Maintenance XP bonus on every action performed with the mod.
Attachments, magazine, and loaded rounds are safely moved to your inventory during disassembly—no more “oops, where did my suppressor go?”.
Built on vanilla firearm classes, so it plays nice with most Workshop gun packs.
Localization: English, Español, Português.

🧪 Upgrades

Each stat can be upgraded up to 10 levels (unless noted), with the following per-level bonuses:

Damage: +0.20 per level (×10)
Range: +0.20 per level (×10)
Critical Chance: +0.10 per level (×10)
Critical Damage: +0.10 per level (×10)
Max Condition: +0.15 per level (×10)
Accuracy: +0.05 per level (×10)
Aim Speed: +0.05 per level (×10)
Reload Speed: +0.05 per level (×10)
Recoil Time: +0.05 per level (×10)
Noise Radius: -0.05 per level (×10)
Noise Volume: -0.05 per level (×10)
Max Hit Count: +1 per level (×2)

Tip: You probably can max something… but doing it across the board will sting. Balance bites back. 😅

⚙️ Progression

Part Cost scales with an arithmetic progression per upgrade level. Each step costs more than the last—challenging, not impossible.
Action Time scales with your settings and skills (see Sandbox). Faster hands, fewer groans.

🎓 Skills

Maintenance: reduces tool wear and failure chance, increases part yield, speeds actions, and gives bonus XP for every mod action.
Aiming: improves upgrade success/quality effects and also helps with cost reductions and timings.

🧰 Sandbox & Balance

Tweak everything from the Sandbox (look for the Universal Custom Firearm page):

Max upgrades and upgrade cost multipliers
Action time multipliers
Base chance to damage tools & tool damage multiplier
Maintenance/Aiming effect multipliers
Base chance to get parts on disassembly
Maintenance XP multiplier

🔄 Quality-of-Life

No lost gear: attachments, magazines, and chambered rounds are automatically moved to your inventory when you take a gun apart.
Works with any weapon mods thanks to vanilla-class integration.

🧭 How To Start

Loot two or more guns of the same type.
Disassemble the worst one for parts.
Repair/upgrade the keeper.
Repeat until your pistol feels like a tiny railgun. (Kidding… mostly.)

☕🧡 Want to Support me?
https://ko-fi.com/ogrimdooh

👥💬 Join the community!
https://discord.gg/rTd2P6pbEu

Workshop ID: 3551139118
Mod ID: GRM-MyCustomFirearm
61 条留言
ogrimdooh  [作者] 10 月 13 日 上午 10:09 
@Thekyle: "max hit count" can make bullets hit more than one target, piercing throw zombies.
Thekyle 10 月 13 日 上午 5:35 
Again an other cool mod!
What is the "max hit count"? It's just for shotguns? It enable you to hit 3 Z ?
Bebop Cola 9 月 3 日 上午 10:40 
Suggestion:
I've also been thinking that if there is an existing gun mod for a given gun that performs the function of the gun customization already, then that customization not be presented for the gun in question. For example, the silencing customization options would be fine for revolvers, but semi-auto handguns already have a suppressor attachment. Then again, some folks may not like adding the suppressor for aesthetic reasons, so everyone else can just not use that modification option. Maybe a sandbox setting to hide customizations for guns that already have an attachment for the same purpose?
Bebop Cola 9 月 3 日 上午 10:40 
Suggestion:
I would like it if we had the ability to rename the guns thereafter to customize the gun name as well. Not sure it's possible to display the modifications in the tooltip that comes up when you hover over the gun, but that would be ideal rather than adding a count to the name of the gun as you still would have to go into the Custom Firearm context menu to see what upgrades it actually has anyway.
Bebop Cola 9 月 3 日 上午 10:39 
After playing with it for a bit, I definitely like the idea.

I ran into an issue with upgrading a M9 pistol's accuracy. It threw an error, didn't use the parts, and didn't rename the gun, but it does appear to have completed the upgrade. No errors on other upgrade options for the M9, and once another was upgraded it renamed the gun to include the count of the Accuracy upgrades too. M9 Pistol was the only one I've seen that happen for so far, and only for the Accuracy upgrade so far.
ogrimdooh  [作者] 9 月 1 日 下午 1:39 
@R3TR0: Yes, safe to add and remove!
R3TR0 9 月 1 日 上午 1:29 
safe to add on ongoing save?
ogrimdooh  [作者] 8 月 25 日 上午 3:29 
@Sloth-Jaw: Thx for the report!!! This log is sufficient to me \o/ it had the file, the line and the error xD I will take a look o7
Sloth-Jaw 8 月 24 日 下午 9:31 
I seem to be having an issue where upgrading some firearms throws an error. Using with Firearms B42. Upgrading Beretta and S&W M36 occasionally throws this error:

`attempted index: getName of non-table: public java.lang.String zombie.scripting.objects.Item.clothingExtraSubmenu
function: getItemFieldValue -- file: MyCustomFirearm.lua line # 31 | MOD: Ogrim Mod's - Universal Custom Firearm

I can post the full error log if you want. What happens after is that an option called "fix upgrades" appears on the weapon and clicking it throws the error again.
TheAbandonedVisitor☭ 8 月 24 日 上午 3:49 
Al is the future