Weapon Modifiers v1.1.3

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Author: Champygnakx

Last revision: 28 Feb, 2023 at 14:59 UTC (2)

File size: 741.38 KB

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Description:
Update 1.1.3

MOD COMPATIBILITY UPDATE

Added two new sandbox settings :

  • Chance multiplier for CRAFTED RANGED weapons : default = 0. Leave this on 0 if you are using Brita’s Weapon Pack !
  • Chance multiplier for CRAFTED MELEE weapons : default = 0.75. = – 25% chance of giving modifiers to melee weapons.

As always, see the changenotes for more details.

The Sandbox Settings of this mod are slowly but surely getting out of hand… I will try to stop adding more sandbox settings in the future updates, otherwise it’s gonna end up like More Loot Settings.

What is this mod ?

This mod adds weapon modifiers that give bonus (or malus) stats to weapons.

Each weapon has a (customizable) chance to get a modifier. Then the quality of the modifier is also customizable through a "rarity tweaker" that makes it more or less likely to get higher or lower rarities on modifiers.

These two values also depend on a "start day", a "peak day" and start and peak values. (Same system as my other mods Time Decreases Loot and Time Decreases Car Condition, if you know them.)

You can also adjust specifically the chance of ranged weapons getting a modifier, and the chanced of weapons attached to zombies getting a modifier.

By default in the Sandbox Settings, start day is set to 1 and peak day to 60. The chance to apply a modifier on a weapon will slowly increase from 40% to 65% until it reached day 60. And the rarity tweaker is set as 1.2 on start day (lower quality modifiers) and 0.8 after peak day (higher quality modifiers)

To help visualize the stats of these modifiers, an extensive tooltip has been added to weapons, to showcase their stats, and the bonus given by their modifier – if they have one.


This contains 4 mods, don’t enable all 4.

You will need to enable the "Framework" mod, AND choose one of the other two mods "Extensive Modifier List" or "Realistic Modifier List".
Then, if you want, you can also enable the optional addon mod "Tinkering Skill (Reforge)" that adds a Tinkering skill and a Tinker action that allows the player to reroll a melee weapon’s modifier.


The "Extensive Modifier List" version has:
  • 7 rarities of modifiers ("legendary" – 1% – Orange, "insane" – 2% – Light Red, "epic" – 4% – Light Purple, "great" – 8% – Blue , "good" – 16% – Green, "common" – 40% – White, "bad" – 25% – Grey, "sh*tty" – 4% – Dark Red). You can identify which rarity a modifier is through the color of the item name in the tooltip.
  • Both Melee and Ranged weapons can get modifiers.
  • The name of the modifiers are more "Terraria-like", such as : Dexterous I, Murderous III, Hurtful II, Lucky V, Legendary… and many others.
  • Many stats affected in various combinations.

The "Realistic Modifiers List" version has:
  • 3 rarities of modifiers only("rare" – 6% – Orange, "good" – 47% – Green, "bad" – 47% – Red)
  • Only Melee Weapons can get modifiers.
  • The name of the modifiers are more realistic, such as : Rusty, Sharpened, Well’Designed, Small, First Rate…
  • Less variety in the stats affected, with less combinations.

Multiplayer :

It works in multiplayer. The bugged modifier names are no more.


Compatibility :

Should work with most mods that add weapons. (modded weapons will also get modifiers)
Mods that modifies weapon tooltips may look weird. But it should be still fine.

BRITA’S WEAPON PACK (and other such mods)

Actions such as folding / unfolding stocks or changing magazine type is actually a recipe for crafting a new weapon, so it rerolls a modifier on the weapon. To avoid that : leave the sandbox setting "Chance Multiplier on Crafted Ranged Weapons" on 0, so the modifier is lost completely instead of rerolled.


Don’t like the balance ? Give me your suggestions

Leave your suggestions in the comments. If you want me to add a modifier ( or nerf/buff an existing one), just leave a comment and I’ll see what I can do.
Or… make your own. Modders can easily use the Weapon Modifiers Framework as requirement for their own mod. So, all they have to do is come up with a list of modifiers and rarities. Check the ModifiersDefinitions.lua file in the "Extensive" mod to see how to do it.


Tinkering

"How to I tinker? The option is red for me!"
Read the magazine, or level up Maintenance and tinkering to 3.
Then, get some tape or glue. And you should be able to tinker then.

Tinkering Skill
More levels in Tinkering skill results in overall higher rarities on the modifiers of tinkered weapons, plus a chance not to consume items when tinkering (+3% per level)
Maintenance and the appropriate weapon skill also slightly impact overall rarities. Much less than Tinkering though.

Tinkerer Trait
The tinkerer trait costs 7 points and gives +1 Maintenance and +1 Tinkering. It also gives +20% chance not to consume items and has a slight impact on tinkered modifier rarities. And it gives the Tinker recipe so you don’t have to read the magazine to be able to tinker.
If you enable the sandbox option, the trait can be earned dynamically by reaching a sum of 8 levels in Maintenance and Tinkering skills, and having tinkered 15 modifiers of epic or higher rarity.

Additionnally : The Repairman and the Engineer professions get +1 Tinkering skill. They still need to read the magazine to be able to tinker though.


What is potentially coming in the future ?
  • Modifiers for bags (tweak bag space and weight reduction)
  • Weight modifiers ( don’t hold your breath for that one ; it just doesn’t seem to work no matter what I do )


Credits:

Many thanks to @Burryaga and @Вишня for their help with tooltip compatibility, and @MrAtomickDuck for lending me a server to test MultiPlayer.


Workshop ID: 2932853467
Mod ID: WeaponModifiersExtensive
Mod ID: WeaponModifiersFramework
Mod ID: WeaponModifiersRealistic
Mod ID: WeaponModifiersReforge

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Revisions:

Old revisions of this mod are available below. Click the link to download.