Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 XML Customization » PossumDBB Mod v2
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Re: PossumDBB Mod v2[message #195677]
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Tue, 02 September 2008 05:01
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Oldpossum |
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Messages:42
Registered:October 2005 Location: Adelaide, SA |
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Apoligies everyone,
But there are some graphics files missing from the zip.
I'll have another zip up tomorrow, which should make the XMLEditor work again, and as a bonus you will also be getting some more ammo types to play with, such as 7.62x54R AP (7N13) rounds (existing 7N13 is now 7N1) , .300WM Big Game (softpoint) rounds and the 5.45x18mm ammo will now be Enhanced penetration rather than Hollow point.
[Updated on: Tue, 02 September 2008 05:09] by Moderator Report message to a moderator
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Corporal
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Re: PossumDBB Mod v2[message #195771]
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Wed, 03 September 2008 02:39
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Oldpossum |
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Messages:42
Registered:October 2005 Location: Adelaide, SA |
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Hello everyone
Patch 4B now up at eSnips.
The missing pictures are now all in, sorry about that, but as they were duplicate placeholders the date of creation did not update, and so when I was winnowing out the unneeded big pictures based on date of creation they got left out.
Also the 5.45x18 is now Softpoint, and the 9mm PMM is now enhanced penetration, and there is another new ammunition, .300WSM in Match FMJ.
Now a request, does anyone know what the Russian 9x18mm SP-7 and SP-8 rounds are? I'm having no luck finding information, apart from the fact that they exist!
2nd It seems that the 9x18mm PMM rounds are in reality restricted in what weapons can safely handle them, so should I make 9x18mm PMM a seperate caliber, and set up the 3 guns I know can safely handle PMM as dual caliber weapons like I have done with the .38/.357 Revolvers & 7.62TT/7.62M48 guns?
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Corporal
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Re: PossumDBB Mod v2[message #196379]
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Sun, 14 September 2008 22:00
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Panpiper |
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Messages:41
Registered:February 2007 Location: Montreal, Canada |
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Ok, being the anal sort I can be and obviously having no life, I started an extra game just to get folks to being able to order anything from Bobby Ray's. I tweaked settings so they'd have the cash for any single major order. Then I bought a .50 cal Barret, the 24x scope, AN/PEQ-2 laser and the Ballistic Tactical Computer, and some ammo of course. Sure enough, the three components merge to form what is ostensibly a superscope. Then of course I had to try it out, so I took my AIM merc out solo (I'm a night ops soloist) with the Barret to see how it worked. Well...
The superscope does not work. It confers a bonus to damage and range (weapon stat changes), but does not confer any aiming bonus whatsoever on the battlefield. It does permit eight levels of aim, but it is very obvious that no scope bonus is being applied. The Barret actually performed better having removed the scope as it no longer had the action point penalty applied to it.
My merc had taken along a backup weapon, the starting 5.56 weapon with an ACOG-DOC scope. After just a few test rounds, my merc quickly switched out to his backup and the difference was day and night. Not only of course were the action points being spared, the aiming bonus from the ACOG was being applied such that I could put down three head shots a turn. The Barret with the superscope could do one shot per turn and not have max hit prob for even that single shot.
Edit: Oh, and by the way, there are an enourmous number of weapons that Tony will not purchase, him telling you as he refuses your weapon, that he only buys weapons and accessories. (I expect this is a known issue.)
[Updated on: Sun, 14 September 2008 22:08] by Moderator Report message to a moderator
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Corporal
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Re: PossumDBB Mod v2[message #196391]
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Mon, 15 September 2008 02:55
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Salient |
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Messages:7
Registered:August 2008 |
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PanpiperOk, being the anal sort I can be and obviously having no life, I started an extra game just to get folks to being able to order anything from Bobby Ray's. I tweaked settings so they'd have the cash for any single major order.
Actually, I keep one such save around at all times for use with the EDB just so I can relatively quickly compare weapons, etc. My main game uses Space Viking's Many Mercs exe, since I like being able to pre-place gear in Omerta A9 & A10 (which pretty much means I don't use BR very much over the course of a game). Sadly, EDB and MM aren't compatible right now owing to their use of different exes, although I've read stuff here that suggests that they may be merged in an upcoming build. Crossing my fingers....
Panpiper
The superscope does not work. It confers a bonus to damage and range (weapon stat changes), but does not confer any aiming bonus whatsoever on the battlefield. It does permit eight levels of aim, but it is very obvious that no scope bonus is being applied. The Barret actually performed better having removed the scope as it no longer had the action point penalty applied to it.
Well that's a bummer. I never found this out since I hardly ever use the large-caliber/anti-materiel guns owing to weight restrictions. I just built it one day, said "neat," and then reloaded. :whistle:
One thing did occur to me, though: How far away was the target when you tried it out? Maybe there's some sort of minimum range for getting the aimbonus. Just a thought, since my experience with the ACOG-DOC is that headshotwise it's a medium-range scope at best.
[Updated on: Mon, 15 September 2008 03:00] by Moderator Report message to a moderator
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Private
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Re: PossumDBB Mod v2[message #196402]
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Mon, 15 September 2008 05:08
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Oldpossum |
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Messages:42
Registered:October 2005 Location: Adelaide, SA |
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Hello all
Panpiper, was the targe you were aiming at in excess of 400 meters?, As if I reacll correctly, that is the superscopes minimum range.
Bling is purely clutter, or roleplaying material, depending on how you like to play.
The following have absolutely no effect other than to deny you more valuable drops.
A Blood Red Rose, Compass, Map, GPS.
The Rum is just a more expensive Alcohol, and can be used to make Molotovs if you are really desperate, or just have expensive tastes.
Also I have uncovered a rather annoying bug, for those of you who like your SCAR interconvertability. The SCAR-WP conversion kit is supposed to only work with SCAR-H series, but currently it works only on SCAR-L, thus irreversibly turning your SCAR-L into a SCAR-H. Other Scar-H kits work as intended on the SCAR-WP.
Also anyoune have ideas about what bullet type I should make the 9x18mm SP-8? I have added in the SP-7 as a HP/SP ammo type, but it seems to me that this is also what the SP-8 most closely matches.
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Corporal
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Re: PossumDBB Mod v2[message #196403]
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Mon, 15 September 2008 06:24
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Panpiper |
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Messages:41
Registered:February 2007 Location: Montreal, Canada |
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Oldpossum
Panpiper, was the targe you were aiming at in excess of 400 meters?, As if I reacll correctly, that is the superscopes minimum range.
Well, that would explain it. As I was going in at night (my nearly universal habit) all ranges were rather short. The rub though is that I use scopes for spotting as much as for hitting. The superscope was as useless for spotting as it was for hitting. I 'scoped' the terrain with the superscope and most certainly there were enemy within it's cone, but they were not spotted. Only the ACOG could spot the enemy. I can certainly understand how an ultra-high magnification scope would be largely useless for targeting at close ranges, but it should be usable for spotting targets at long ranges, no? (Perhaps mechanically, this is simply not possible to define in game.)
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Corporal
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Re: PossumDBB Mod v2[message #207426]
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Wed, 28 January 2009 19:34
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moteel |
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Messages:11
Registered:August 2006 Location: Banana Republic of Poland |
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@Oldpossum, is there any chance to release a XML Editor Fix, like in DBB-MOD? Or maybe the next version will support editing in XML Editor?
[Updated on: Wed, 28 January 2009 19:35] by Moderator Report message to a moderator
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Private
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Re: PossumDBB Mod v2[message #207585]
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Fri, 30 January 2009 18:10
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Flappybat |
Messages:1
Registered:January 2009 |
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I tried this but loads of stuff didn't show up. No ammo cans, the XM8 was missing, so was the SCAR, 24x zoom scope etc...
I don't know why. I'm doing a complete reinstall now.
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Civilian
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Re: PossumDBB Mod v2[message #207920]
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Tue, 03 February 2009 15:08
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moteel |
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Messages:11
Registered:August 2006 Location: Banana Republic of Poland |
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Off_TopicPossumv4 Install Guide
This is wired :confused:
When I copied "Data-1.13" folder and renamed it to eg "Data-Possum", then extract Possum 4 + Possum 4B to it, and change "XMLEditorInit.xml" file - XML Editor isn't working. But when I extract Possum 4 + Possum 4B to "Data-1.13" folder, XML Editor is working properly... (but there is still one file missing from Possum 4B - "p2item463.sti").
[Updated on: Tue, 03 February 2009 15:09] by Moderator Report message to a moderator
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Re: PossumDBB Mod v2[message #210029]
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Wed, 11 March 2009 01:16
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BigBadPig |
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Messages:5
Registered:December 2007 |
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Sorry for a bit of a bold statement, but there seem to be many grammatical errors in the mod's item descriptions (my apologies), is it going to be fixed (I've probably made some grammatical mistakes in this sentence too, again, my apologies). Also, I get a strange animation error with Nails not showing holding his SPAS... Other guns do show in his hands though.
[Updated on: Wed, 11 March 2009 01:48] by Moderator Report message to a moderator
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