Tew 2016 Mods

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Leroy Turcios

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Aug 4, 2024, 11:48:56 PM8/4/24
to orgovetco
Makesure when you unzip the files or move them that you don't have another Subfolder with the same name as the mod. If this is the case, bring it one up, so when you click on the mod folder, you don't have to enter another folder with the same name but instead you have all the files infront of you.

Are there ways to employ the AGM-86C, AGM-154C, or AGM-84s? I know these traditionally rely on radar or GPS, but didn't know if the mod included a way to launch these weapons with what we have available? Can't seem to get them off the rail for myself.


Razor a huge THANKYOU goes out to you and all involved for bringing these aircraft to the public. I for one wont even bother going past 1.5.4 until most of the mods can get fixed for the higher versions of the game. Salute !


depends on which version you use of the F-18C, you can sort of use LGB, but it's problematic since the Su-25T avionics doesn't have a TGP or option to point downwards or behind the aircraft, also since we don't have the avionics for the AGM 84 and JSOW, they don't work


I am working on separating this mod into separated packs so that people can download only certain portions of this mod that they want. This mod, as the name states, is an all in one mod. Do not use this mod with these "sub-mods".


The scopes that are added will sometimes glitch out! These will be considered WIP for the time being, the magnifying glass is on them trying to figure out what the big deal is. I do have them working more often than not though, but just let me know if you have any issues OTHER THAN the scope turning black. You can sometimes fix the problems by changing the scope mode or swapping the scope back and forth off your rifle.


--edit: I have mostly fixed the scopes but there are still known issues with everyone's favorite mod that starts with F and ends with IKA, namely you can sometimes accidentally see through another scope. We are working on it.


For the time being the weapons I am adding to the game are just via code manipulation and are just modifications to guns that are already in the game. I will add more weapons later, I am still learning, but mostly I just have a lot of things I want to add to the game that are easier than guns.


If you want to help me test new things and contribute to the project hop into the discord linked in credits and look for my nightlies thread, we put out new stuff every week at least and you could help me test these builds prior to release!


All items are added to traders at similar level as their similar items, so you can expect to see the 11.5" barrel at the same time as the 260mm barrel. Similar trends apply to all of the items added, but I may rebalance the spread sometime.


Do not ask for support or give feedback in the comments of this mod if you have issues to report, these are WIP test builds that only exist to build on. They offer no warranty and are only here FOR TESTING




The scopes are still a work in progress! I left them in this final release because they mostly do work in my test build but if you have difficulty with them, try changing modes or reattaching it to the weapon. Hope you like them regardless!


I don't know github very well at the moment, this is my first ever time releasing on github, I don't know how to post a release zip file. I know I could look it up, I've just been very busy today so I just pressed release, pasted the changelog, and got off my PC for a bit.


No there is no easy way to disable the weapons. They are not game breaking to just not use. They should not spawn on bots, and if you don't like them when they spawn in crates and such just sell them. This is an all in one for a reason.


Thanks! Just curious, are you planning on updating your individual parts kits mods sometime in the future? I truly appreciate your hard work, but having half of games weapons being duplicated into alternative calibers is a no go for me. It feels like bloating the game arsenal with the same models. But I am sure other people would love to have AKs in .300 and so on.


Great stuff, had no big issues with anything thus far. The only odd thing I ran into was the fact that the armor plates can go in the front slot of the Zhuks and the Gzhel. I rooted around in the "Armor Plates.json" file and didn't find any option that would let me change that. Should I be looking elsewhere?


Great mod! But I think I'm having issue or missing something regarding your handguard for Saiga-9, I really like the Zenit Sports 3 full kit but I can't seem to install it to the said weapon, I am using Kalash Enhanced Modding & AK Rail Extension mods that were related to AK variant guns if it isn't compatible with your mod. Any help would be so much appreciated.


...those aren't added by the mod, those are old base game assets that have never been implemented but are still in the code. You can find them in the items.json, but they do not work. I never claimed to have added them.


I actually am troubleshooting this exact error right now, from what I can tell besides some red text in the bepinex log I don't think it actually causes any issues in the game. If you're getting graphical glitches let me know but otherwise consider it being troubleshot.


@hazmatt i have the same issue with the ATACR 1-8 (havent really used the other new sights that much yet). however i am using neither mod currently. ive noticed i happens more often when its foggy or at night (which may be coincidence). if its sunny with no fog it doesnt really happen for me. while its kinda annoying if i just un-ADS and then ADS it goes away.


dude! the ATACR 1-8 has ruined all the other optics in the game. this sight is awesome. the 1X-4X-8X magnification, plus the super clear "glass". amazing. cant wait for it to be finished and have those nice textures too. great job, thanks!


What could be causing the scopes to switch to 1x and get stuck there? I'm using the TA648 for example and I swear it's only supposed to be 6X but I'll accidentally switch magnification and get stuck. Also your models are outstanding. I wish some of these other modders put in the same work you do (to many ports of weapons and parts that are straight up ripped from other games with ZERO credit).


I absolutely love your mods but can I ask why the continual need to delete old file version? Unless I am wrong this also requires that I delete all of the items from the mod in my stash and used in presets, correct?


No, you don't need to delete the things in your profile unless I specifically say so. With the most recent version I just said to delete the old version of the mod because I reorganized the way the mod files were structured so I can find things more easily. This means if you didn't delete the old mod and just dragged the new version in, you might have left over files. That's all.


I'll look into it. It doesn't look quite right in the pic but I can't quite see what's wrong. In any case I would use a grip of some sort. I'm going to better standardize the placement of things on the rails in the future anyways so that it better matches what BSG does.


So I have just got my sims back and I've switched from origin to the EA app and I'm in the process of downloading sims but i'm not sure where my mods file is i've searched high and low for it and its nowhere to be seen unfortunately could someone help


@_Manou1996_ The Sims 4 user folder, the one that contains the Mods folder, is always in Documents > Electronic Arts no matter where you've installed the game's program files. If, however, you've used a symbolic link to move the user folder to the external drive, then that's where you need to look. This would have been a separate process, so if you don't think you went through that, you probably didn't.


With the new "EA App" launcher, the file structure has completely changed. "The Sims 4" file is now in the "EA Games" file and no longer contains the "Mods" or "Saves" file. I am looking for where is the new location of the "Mods" file?


Mods, short for Modifications[1][2] or Modules, are the upgrade system in WARFRAME in the form of special cards that can be equipped on Warframes, weapons, companions, and vehicles to enhance damage, power, survivability, speed, mobility, precepts, and utility.


The Mods system is accessible after the completion of "Liberate the imprisoned arms dealer" tutorial mission from the Vor's Prize Quest, by installing the Mods Segment reward from said mission onto the Orbiter, which will permanently unlock the Mods system for use via the Arsenal ("Upgrade").


From the Arsenal, you can install mods on your equipment, but they are limited by the equipment's mod capacity that depends on the level of the equipment. Any mod can be installed/removed freely and can be applied to several equipment at the same time. You can also upgrade your mods by using Endo Endo Endo and Credits Credits Credits through the process of Fusion.


Introduced in Update 12.0 (2014-02-05), mods of the same type and fusion level are placed into an item stack, with a number on the top left showing how many of that item is available. This process is essential in reducing clutter and is also used to ease the process of selling or dissolving mods.


Mods are placed in Mod Slots (commonly referred to as "slots"), arrayed in a rectangular grid. In addition to these general slots, which are compatible with the vast majority of mods, some types of equipment have special slots, which are only compatible with a corresponding class of mods.


Items have a limited Mod Capacity, that correlates to their Rank. The maximum rank is normally 30, but for some items it is 40. Warframes/Companions/Archwings/K-Drives/Necramechs and Weapons can be supercharged with an Orokin Reactor or Orokin Catalyst respectively, which doubles the available Mod capacity. Mod Capacity functions as a limit to what mods can be equipped depending on their drain. Mods can have a drain of 0 to as high as 20 depending on the mod and what rank it is. Items also have a minimum mod capacity, which adds mod points onto items that are a lower rank than a player's current Mastery Rank. The amount of minimum mod capacity is equal to the player's mastery rank.

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