Extensive gameplay changes to firearms
TLDR
Changes rate of reload and cocking animations, accuracy and damage, FPS recoil etc.
Dear Outlaws,
This mod has been in the works for months now and it was about to time to release it. Below are a list of changes but not all. I will probably write a more in-depth article later. Let’s go!
DAMAGE:
Damage redone to match real life firearms and cartridge muzzle energies. Example: The muzzle energy for the Cattleman (Colt SAA) 1000 fps(feet per sec) 250 gr (grains) .45 colt cartridge is 555 ft/lbf. Hence the damage will be 55.5. If an NPC has 100 health it will die in 2 shots at close range.
Weapon ranges greatly increased and fall-off damages determined by muzzle energies and real life standard conditions (37 damage at 200 yards for above example)
Fall-off damages created for snipers and machine guns (previously missing)
Player vs NPCs damage are the same (previously NPCs do less damage with the same weapon)
Chance of NPCs landing a headshot on the player have increased (headshots do 10x the damage)
Every firearm has bullet force now but I have reduced it since I hate the Hollywood gunshot effect (previously only for rifles and shotguns)
RELOAD:
Reload animations have been tailored for each firearm (no slowmo effect like other mods)
Animations will effect NPCs but to an extent (explanation below*)
Lower reload rate for NPCs on horseback
COCK:
Cocking rates are changed firearms and “feel” more responsive now and have less jittery animations
Fire rates & cocking rates also affect NPCs
AMMO:
Limited bullet types so no more express and explosive ammo for revolvers, pistols, repeaters and shotguns
High velocity is treated as a pressurized hollow-point bullet
Schofield now also uses repeater ammo (labelled as express)
Increased rounds for Lancaster (14 ->16) and Pump Shotgun to (5 ->6)
VISUALS:
Separated visual smoke effects for gunpowder vs smokeless firearms (use with GunFX)
No more “worn” signatures for pickups
3rd person recoil and reticle sway removed
3rd person camera FOV changed to 90H/59V (same as max default for non-aim) so no zooming effect
1st person recoil is based on muzzle energy and weight of the firearm (only the screen shake effect)
Replaced the normal bullet tracers for a more subtle one
RESTORED:
Hotchkiss and Breach cannons display correct projectiles
Missing repeater recoil effect
CONS:
*NPC’s reload is based on several factors and in combat they will reload max 3 bullets regardless of firearm
No bullet drop (same as vanilla)
DLCs and throwables are not complete
Bugs?
File information
File name: 1899Firearms-3369-1-1705732217.zip
File size: 27.81 MB
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File name: 1899Firearms_knifehandlehotfix-3369-1-1705732244.zip
File size: 290.72 KB
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