This mod requires BLT.
** NOTE: As of 2/03/2016, this mod is officially on hiatus. All development has ceased for an indefinite amount of time. **
See here for more info
Any future development will involve an almost total rewrite of this mod and thus I've decided to just stop and basically wait and see what happens from here on. I'm really just completely burnt out from PAYDAY and I don't know if I'll ever find the passion nor the time to really try to do this all over again. If OVERKILL manages to fix the situation even on an extremely basic level I think that ultimately satisfies enough people that this mod isn't necessary nor relevant anymore. That being said even if this doesn't happen, I don't really see myself developing this mod in the near future. Maybe one day when I am more experienced at Lua and have the proper motivation I will revisit this, but for now this project is effectively dead.
First of all thanks DMC, B1313, LazyOzzy, Seven et al. and all the folks behind DMCWO, without which this mod and many like it would never exist. Indeed some parts of the back-end use code which was first used in DMCWO, but mostly as a reference. I dislike using recycled code in general, I take things apart and see how they work and put them back together again. The ideas used are similar yet different, hopefully you can see beyond just the superficial, this is NOT just a lite version of DMCWO.
Wait, yet another rebalance mod?
Well, yes, but with how badly the balance in vanilla is right now this shouldn't be a surprise.
If you're someone who cares about balance, who knows that even though it's a PvE game that good gunplay is what makes it fun, this is for you.
If you wish to use more than the same bland pool of 15 weapons, this mod is for you.
If you enjoyed some of the features of DMCWO but not others such as the amount of penetration and the complexity, this is for you.
If you are sick of overkill's balanced deagle and special weapons, this is for you.
Also, no persist scripts! Everything is post-required, maybe even properly! Enjoy the better performance.
Tested extensively and truly crafted with love and care, with descriptions, option menus and planned future development. Almost every single weapon changed directly, and 130+ weapon mods rebalanced with BLT auto-updating and a developer who will do his best to listen and respect your opinions, because ultimately the reason WHY this mod succeeds is because many heads are better than one, and I've taken ideas on board, even ones which I dislike.
Done partly as a proof-of-concept, partly to test new ideas and partly to fix a lot of annoyances that I always have had.
Note that this mod announces its presence in lobbies.
If you're a coward and are rushing to comment it out you can do it through the options menu, however I highly discourage you from doing this. You can also disable damage falloff, burst-firing/akimbo single-fire as well as the Backup irons for the combat optic and Milspec if you want to. Highly recommend just sticking to default settings though.
Too many changes to list, which is why this comes in handy:
Steam Group: https://steamcommunity.com/groups/YOMCB/
Write-up (Beta 1.2): https://docs.google.com/document/d/1NiMBfpDPdyb7EgMlVACn7Rg1EA1HXYOA-Y3y_tr1D54/
Spreadsheet: https://docs.google.com/spreadsheets/d/1sgveleLuA9ISN3lExz4rN5AU5iUUfyDWTZWh48W8Pgg/edit?usp=sharing
Version Changelog: https://download.paydaymods.com/download/patchnotes/YOMC/11
New! Preview Videos
Burst-Fire
Dual-Mags
Penetration (Enemy)
Detailed Changelog (Outdated): https://docs.google.com/document/d/1S1H1R9Rw_6cX5GB9r1t8gdUQaJd08k0UDg92AU9Is_0
On the topic of realism
I try to make everything as realistic as possible, but sometimes for balance reasons I will be doing things which are clearly unrealistic. Balance > Realism for me, and I don't really feel like doing major changes to how a weapon works as it is currently just because it is unrealistic. And trust me, you don't have to let me know about these things, I definitely know when something is incredibly inaccurate to its real world counterpart. Where possible I will seek to eliminate these.
Recommended Mods
Hide Barrel Extensions
AutoFireSoundFix
Weapon Attachment Customizer
Hawk's Sound Pack
More Weapon Stats - 99% functional!
Installation
You will need BLT for this mod to function, it can be found here:
https://paydaymods.com/download/
Once that is installed, put this entire folder into the folder called "mods" in your Payday 2 game directory. If this doesn't exist then create it.
Known Issues
Equipping the Combat Optic with BUIS enabled will have a floating GL40 sight in the background (Similarly to DMCWO I can't fix this)
Equipping the Combat Optic/Milspec Scope with BUIS enabled on the Bronco/Deagle causes the game to crash
Slugs will do no damage on penetrating shields on headshot, as long as it is within 10m. In every other case penetration works. Can be fixed by disabling penetration through options menu until a fix is found. Partially Fixed in 1.22
[MWS] Damage falloff modifying mods do not affect the value shown by More Weapon Stats.
[MWS] Reload speeds are also inaccurate when reload speed affecting weapon mods are used.
[SC Mod] Disabling weapon balance on SC mod does not remove the notification telling you to do so. This will be fixed when SC updates to version 3.0
Development Schedule
** MAJOR UPDATE PLANNED BUT WILL HAVE THE DEVELOPMENT SCHEDULE OF HL3 **
https://steamcommunity.com/groups/YOMCB/discussions/1/412446250039922495/
aka I don't want to spend 10 hours a day working on a mod for a game with a shitty developer.
Features planned for version 2.0:
- Finishing up weapon modification changes, including more Calibre conversion mods.
- YOYC - Menu system to make adjustments to weapon stats in-game, effectively making your own version of this rebalance mod. Probably going to be controversial thing, but hey.
- Reworked Hipfire and BSV (Base Spread Values) - Right now hip-fire is effectively calculated as a multiplier of ADS accuracy, which is really dumb as at higher ends of the scale you get very close to having almost no hip-fire spread. In fact at 100 accuracy, you actually do have no hipfire spread. My plan is to change it to an offset system where if ADS accuracy is 100, hipfire accuracy will be the ADS accuracy value -40, so 60 accuracy. This can be adjusted between weapons so snipers can't 360 noscope with 100 accuracy anymore but an SMG or bullpup will work almost as well. Hopefully this is actually possible.
- More preview videos. Obviously this is on the low end of the spectrum but I hope this will ultimately be a really good way to demonstrate the changes.
So to wrap up, YOMC 1.3 has been cancelled and version 2.0 will probably take more time than I can afford, but who knows, maybe it will get done, maybe not.
Changelog
Beta 1.23
Update for the new DLC shotgun, the GSPS 12G. Opportunity taken to also rework the Reinfield and Locomotive.
Beta1.22a
Bug fixes related to AMR-16 Vintage Foregrips and BUIS. Added description strings.
Beta1.22
Updated for U93. No longer disables statboosting skins. Better compatability (hopefully this will fix the issues). Slug bugs "fixed". Shotgun falloff reworked.
Hotfix: Description Strings.
Beta1.21a
ACTUALLY implemented dual-mags (got you good), improvements to compatibility check.
Beta 1.21
Big compatibility and bug-fix update. Long-time conflicts resolved. New dual-mag feature. Mod will now disable itself instead of crashing the game if a KNOWN conflicting mod is being used.
Beta 1.2a
Hotfix for issue with SMG falloff and minor balance changes.
Beta 1.2
Major update. In-game message system. Full MWS compatibility. Falloff rework. More weapon mod changes.
Beta1.1a
Inevitable hotfix patch after major release. Bug-fixes.
Beta 1.1
Addressing some concerns and taking in a lot of suggestions. 100% operational options menu (No more bugs!). Several new weapon mod changes.
Beta 1.0b
Even more bug fixes and optimisation. Options menu should now work.
Beta1.0a
Bug Fixes, Changes to Light Pistol Damage
Beta1.0
Initial Release