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Beanpuppy and I work on a parallel development cycle and since I joined late, it will take time for me to catch up and update everyone's gunplay and equipment, so if you see anything a bit janky right now in terms of gameplay, it will be temporary!
Asking for your patience to try the mod again when that update drops!
i play girls frontline 2.
im addicted now.
update when?/jk
(you're making a very good job mate!)
Thank you!
Here's the URL for the Japanese localization MOD .
https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3605426442
(Reposting due to an incorrect URL.)
By the way, since I'm Japanese, I created a Japanese localization MOD to make it easier for my Japanese friends to play. Would it be okay to publish it on Steam Workshop?
you can unsubscribe and re-subscribe to force steam to download the new version of the mod
https://forum.paradoxplaza.com/forum/threads/missing-workshop-files-not-downloading-fix-here.1389790/
https://steamcommunity.yuanyoumao.com/discussions/forum/1/3155312274958061715/
If you can't fix it, you may need to use the nexus mods version which I've just updated to the latest patch.
SV 056:558 - [Error] ObjectLibary::GetEntity() cannot find entity m2401_mag
Looking at your gfl_weapons.xml file,, I think it's down to those weapons being assigned both:
<to name="762x39FMJM43_Type56NWS" />
<to name="762x39FMJM43_Type56CIA" />
Looking at the vanilla firearm_ammo.xml file, the two M43 ammo types appear identical stat wise, and in-game, while testing both M43 ammo types on the same unit using the debug shoot option, the stats appeared the same there on a cursory check as well.
Just a suggestion, but it could be worth removing one of the M43 ammo types perhaps?
Just want to help out with one thing that been bothering me. The doctrine, Weapon Transition Drills, mention that your units can switch to their sidearm when their primary went empty during a firefight but I noticed that they reload instead.
I took a look around and edit around to make it work and someone in discord mention a node, <Node name="Handguns_ReloadDrills"/>, needed to be in the unit xml too and it work by adding that line in. Now they can switch to their sidearm in a firefight if their primary are empty.
Hope that help! Love your work with the model.
But the rate of fire seems linked to the ammo type in the game, and the M500 as a pump action has a vastly reduced firing rate compared to the semi-auto M1014. The M500's shells are 1.5 rps and 1.8 rps for the two types. Meanwhile the M1014's shells have a rate of fire of 4.5 rps.
Although Vepley's Vepr12 isn't a pump action, giving her any of the M500's ammo types just drops her ROF of one, which just cuts her rate of fire to 1/3 of what it would be with the default M1014's ammo.
Might be worth just not assigning the M500 ammo to her Vepr12 maybe? For consistencies sake at least.