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Trying to reduce drop on arrows


TheLivingNick

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Hi,

 

I'm trying to do a simple mod, just reduce the bullet drop on arrows from the standard bow, but my changes don't seem to have any effect.

 

I'm editing a copy of inventory_special.src. The value I'm changing (this is a guess) is BulletGravityFactor under ZZZZ_Bow. I then pack the altered file into Data3.pak and place it in the DW folder.

 

The warning message that shows up for mods ("can only play etc") does show up when I launch the game, but there don't seem to be any changes in-game. Where am I screwing up?

 

Thanks!

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  • 7 months later...

I've been trying to do this as well as increase arrow capacity but it just doesn't seem to work. I can't think of anything else to try and get it to work. As far as I know that's all that would need to be changed, it just doesn't do anything.

EDIT: I've been able to edit the allowed repairs in this same file and have it working, but bows and ammo count just don't seem to work.

Edited by NecroPed
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Hi!

 

I'll go with the assumption that you have copied the "data\scripts\inventory\inventory_special.scr" file out of the Data0.pak file onto your computer and are modifying the copy to then place into a Data3.pak file as a mod instead of altering the file inside Data0.pak directly (which should never be done).

 

_____

 

Inside "inventory_special.scr" there is the "ZZZZ_Bow" item for the regular "wooden skin" bow.

There is also the "ZZZZ_Bow_Composite" item for the upgraded "composite skin" bow.

(and of course the valentine bow as well)

 

Be sure that you are modifying the "BulletGravityFactor" attribute for the bow you are intending to have modified and are testing with.

One reason for not seeing your changes realized is if you may be modifying the "BulletGravityFactor" attribute on the wooden bow and then testing with the composite bow (or vice versa).

 

Another possibility is that you are modifying the "BulletGravityFactor" attribute for the wooden bow and testing with the wooden bow, but you are changing the "unaimed" base attribute only and then testing while using the "aim" function on the bow, which has its own setting.

 

There are two item blocks for each bow item - one is a long list of attributes, the second is right below this list and contains a list of changes to the bow functionality while using the aim function of the bow.

 

Be sure to change the "BulletGravityFactor" in both the long primary item attributes as well as in the very short "UsageType(UsageType_Aim)" item block right below it so the arrow gravity will be reduced while being fired while both aimed and unaimed.

 

__________

 

Regarding increasing ammo count, be sure you are altering the correct arrow ammo for the behavior you desire:

 

There are multiple items for each arrow type depending on what you want to change.

 

As an example: inventory_special.scr

 

Item: "ZZZZ_Ammo_Arrow" has

AmmoCount(15)

MaxStackCount(99)

 

Item: "ZZZZ_Bullet_Arrow" has

MaxAmmoCount(60)

 

Notice the "bullet" and "ammo" portions of the item names.

Which of these attributes are you trying to alter?

You may be altering the MaxAmmoCount attribute on the "bullet". Instead try to increase the AmmoCount attribute on the "ammo" item.

Edited by StinVec
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Hi!

 

I'll go with the assumption that you have copied the "data\scripts\inventory\inventory_special.scr" file out of the Data0.pak file onto your computer and are modifying the copy to then place into a Data3.pak file as a mod instead of altering the file inside Data0.pak directly (which should never be done).

 

_____

 

Inside "inventory_special.scr" there is the "ZZZZ_Bow" item for the regular "wooden skin" bow.

There is also the "ZZZZ_Bow_Composite" item for the upgraded "composite skin" bow.

(and of course the valentine bow as well)

 

Be sure that you are modifying the "BulletGravityFactor" attribute for the bow you are intending to have modified and are testing with.

One reason for not seeing your changes realized is if you may be modifying the "BulletGravityFactor" attribute on the wooden bow and then testing with the composite bow (or vice versa).

 

Another possibility is that you are modifying the "BulletGravityFactor" attribute for the wooden bow and testing with the wooden bow, but you are changing the "unaimed" base attribute only and then testing while using the "aim" function on the bow, which has its own setting.

 

There are two item blocks for each bow item - one is a long list of attributes, the second is right below this list and contains a list of changes to the bow functionality while using the aim function of the bow.

 

Be sure to change the "BulletGravityFactor" in both the long primary item attributes as well as in the very short "UsageType(UsageType_Aim)" item block right below it so the arrow gravity will be reduced while being fired while both aimed and unaimed.

 

__________

 

Regarding increasing ammo count, be sure you are altering the correct arrow ammo for the behavior you desire:

 

There are multiple items for each arrow type depending on what you want to change.

 

As an example: inventory_special.scr

 

Item: "ZZZZ_Ammo_Arrow" has

AmmoCount(15)

MaxStackCount(99)

 

Item: "ZZZZ_Bullet_Arrow" has

MaxAmmoCount(60)

 

Notice the "bullet" and "ammo" portions of the item names.

Which of these attributes are you trying to alter?

You may be altering the MaxAmmoCount attribute on the "bullet". Instead try to increase the AmmoCount attribute on the "ammo" item.

I think I've gotten bow stats to work but changing arrow capacity still does nothing.

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You just want to increase the max amount that you can hold in reserve (in inventory)?

 

I think I recall a difference in how the bow behaves compared to other firearms due to each arrow needing to be loaded when fired. So 'current clip size' and 'reserve ammo amount' may be different on the bow. Sorry, it has been a while since I messed with the bow and ammo.

 

I'll hop in real quick and see exactly which value needs to be altered to increase the amount arrows that can be held in inventory and respond back.

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Ok, the item you want to change is the bullet item for the different arrows. I recalled it backward from what it is (bullet item, not the ammo item - the ammo item is the actual arrow item out in the world that gets looted via various sources I believe).

 

So: inventory_special.scr

 

ZZZZ_Bullet_Arrow

ZZZZ_Bullet_Arrow_Shock

ZZZZ_Bullet_Arrow_Burning

ZZZZ_Bullet_Arrow_Explode

 

Alter the "MaxAmmoCount" value on each of the above items to the amount you want to be able to hold in your inventory to increase the max you hold in reserve.

 

Because the bow loads each shot individually, it will draw directly from your arrows in your inventory and not from a 'clip' like other firearms.

Now, because of this you will see your 'clip' counter on your arrow stuck at 99 if you have more than 99 in your inventory because the ammo-in-clip counter only goes up to that number.

 

As an example:

Boost "MaxAmmoCount" of the "ZZZZ_Bullet_Arrow" item from 60 to 900.

Max your arrow capacity In-game and you will see your inventory arrows stop at 900.

Your on-screen arrows-in-clip counter will show 99 due to its limitation.

You fire 1 arrow and your arrows-in-clip counter will still read 99, but your inventory carry capacity count will show 899 since you fired 1 arrow.

 

 

_____

How I checked in case you want to alter ammo counts on other items in the future and encounter issues:

  1. Changed the "ZZZZ_Ammo_Arrow" > "AmmoCount" amount to 666
  2. Changed the "ZZZZ_Ammo_Arrow" > "MaxStackCount" amount to 777
  3. Changed the "ZZZZ_Bullet_Arrow" > "MaxAmmoCount" amount to 888
  4. Loaded in-game and used a custom ammo blueprint to give myself 999 arrows (available on my calyxium bow mod or just grab a ton from the merch/quartermaster)
  5. Noted the amount my arrows-in-inventory counter stopped at = it was 888
  6. So the "MaxAmmoCount" attribute of the "ZZZZ_Bullet_Arrow" item was the one that determines inventory max capacity and the ammo items are likely the visual items looted out in the world via various sources.
Edited by StinVec
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Ok, the item you want to change is the bullet item for the different arrows. I recalled it backward from what it is (bullet item, not the ammo item - the ammo item is the actual arrow item out in the world that gets looted via various sources I believe).

 

So: inventory_special.scr

 

ZZZZ_Bullet_Arrow

ZZZZ_Bullet_Arrow_Shock

ZZZZ_Bullet_Arrow_Burning

ZZZZ_Bullet_Arrow_Explode

 

Alter the "MaxAmmoCount" value on each of the above items to the amount you want to be able to hold in your inventory to increase the max you hold in reserve.

 

Because the bow loads each shot individually, it will draw directly from your arrows in your inventory and not from a 'clip' like other firearms.

Now, because of this you will see your 'clip' counter on your arrow stuck at 99 if you have more than 99 in your inventory because the ammo-in-clip counter only goes up to that number.

 

As an example:

Boost "MaxAmmoCount" of the "ZZZZ_Bullet_Arrow" item from 60 to 900.

Max your arrow capacity In-game and you will see your inventory arrows stop at 900.

Your on-screen arrows-in-clip counter will show 99 due to its limitation.

You fire 1 arrow and your arrows-in-clip counter will still read 99, but your inventory carry capacity count will show 899 since you fired 1 arrow.

 

 

_____

How I checked in case you want to alter ammo counts on other items in the future and encounter issues:

  1. Changed the "ZZZZ_Ammo_Arrow" > "AmmoCount" amount to 666
  2. Changed the "ZZZZ_Ammo_Arrow" > "MaxStackCount" amount to 777
  3. Changed the "ZZZZ_Bullet_Arrow" > "MaxAmmoCount" amount to 888
  4. Loaded in-game and used a custom ammo blueprint to give myself 999 arrows (available on my calyxium bow mod or just grab a ton from the merch/quartermaster)
  5. Noted the amount my arrows-in-inventory counter stopped at = it was 888
  6. So the "MaxAmmoCount" attribute of the "ZZZZ_Bullet_Arrow" item was the one that determines inventory max capacity and the ammo items are likely the visual items looted out in the world via various sources.

 

It still isn't doing anything for me.

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