Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 Weapon & Item Refinement » MG3 to MG42 Conversion
Re: MG3 to MG42 Conversion[message #365050 is a reply to message #365049] Sun, 18 December 2022 01:25 Go to previous messageGo to previous message
MadMechanic is currently offline MadMechanic

 
Messages:20
Registered:November 2022
Ok, well that took about all of 5-10 minutes of copy/paste/edit coding and 5-10 minutes of testing. The M1919 A6 chambered for .30-06 with 100-round belts is working no problems.

First thing I did was to rename the normal M1919 A6 (found at index position 627) to 'M1919 A6 NATO' to denote it's chambering for the 7.62x51 NATO cartridge. Next I copied all of it's items.xml code to the bottom of the items.xml list and gave it the next index number in sequence (1764), changed it's name back to just M1919 A6 and then did the same thing over in weapons.xml changing the caliber to '46' for the .30-06 cartridge.

Next I copied the 7.62x51mm Belt from items index position 125 to the end of items.xml and gave it the next index position number of 1765. I then created a new magazine entry in magazines.xml (class index 615) and gave it the properties I wanted (caliber 46 (.30-06), mag size 100, ammo type 0 (ball), mag type 0). Back over in items.xml I made sure to change the ubclassindex flag for the new magazine to 615. I updated the flavor text.

Lastly I went over to IMPItemChoices and added item 1764 (the machinegun) to the list of choices for Auto Weapons major trait and launched the game.

Started a new game, created a new IMP merc, making sure to give him only 1 rank in the Auto Weapons major trait and then used the new inventory system for gear selection and sure enough the gun was there. The one 'broken' thing from a gameplay standpoint is that the game is setup to issue 5 reloads to any weapon selected using the new inventory selection screen, so the game automatically gave the merc 5 extra belts of ammo for the gun. Quite excessive but at least it all worked.

I deployed to the starting sector, killed the 3 enemies using far too much ammo but it all worked.

So I still have no clue at all why I couldn't get any of this to work using the far older "stable" release of 1.13 from back in 2014, but it's all working in this new version of the mod so I'm happy for that.

I have A LOT of work ahead of me now though to remove a lot of weapon and gear choices from the enemy selection tables as well as the vendor tables and militia gear tables but baby steps.

I will also have to learn how to 'properly' add new weapons at some point by learning how to create new STI format images for weapons I hope to add like the M3 grease gun and DP-27 Russian machine gun.

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