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  3. [v1.7 | New Update!][MP] Beamxrz-'s Unofficial Weapon Patch (MW3 Version)

[v1.7 | New Update!][MP] Beamxrz-'s Unofficial Weapon Patch (MW3 Version)

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  • Beamxrz-undefined Offline
    Beamxrz-undefined Offline
    Beamxrz-
    wrote on last edited by Beamxrz-
    #1

    Welcome!

    Hey, everybody! I will be releasing a mod that fixes the visual recoil (gun kick), removes the ADS spread, and reworks for some other miscellaneous weapons. This mod is called Beamxrz-'s Unofficial Weapon Patch (MW3 Version).

    Download

    Multiplayer Weapon Patch

    Installation

    Extract everything inside the "Weapon Patch" folder to "%localappdata%/Plutonium/storage/iw5". Once inside the game, start up a game through a Private Match (NOTE: This Weapon Patch mod is also bundled with @INeedBots “Bot Warfare” mod. If you want to play with bots, start up a game through a Private Match. Once you start up a match, 11 bots will spawn automatically).

    There are 2 methods to get this mod running. Please, read the "Known Issues" section before running the mod...

    Method A: Once loaded into the game, use the command console by pressing the "tilde" key (Ex: "~" key), type in "/set fs_game mods/patch", then restart the game by typing in the command console "/vid_restart". Once the game has restarted, go to Private Match and start a match.

    Method B: Drag and drop all of the files located in the "Weapon Patch" folder by dragging it from the "patch" folder (which can be found inside the "mods" folder) and drop it into the "zone" folder located inside the Plutonium IW5's storage folder or replace the current "common_mp.ff" and "patch_mp.ff" located inside your Game's "zone/english" folder. Once that has been finished, load the game, go to Private Match and start a match
    (NOTE: If you do Method B, please make a backup of the original "common_mp.ff" and "patch_mp.ff" before replacing it to avoid losing the original file).

    Known Issues!

    Issue #1: There are some current audio issues for the underbarrel attachments for the Assault Rifles, but these items still 100% work with no other issues. This will be fixed later through future updates.

    Issue #2: There is a issue with the "Unlock All" button and the "End Game" button, as they both currently don't work and I don't know how to fix this issue. So, to get around this issue, use the command console by pressing the "tilde" key (Ex: "~" key), and enter in "disconnect" and "unlockall" to get around these issues until they are fixed.

    Issue #3: The fire rate cap doesn't work for the Handguns when using the Tactical Knife. This issue will be fixed later through later updates.

    Changelog

    v1.7 | Latest Update

    • Updated the Idle Sway values for every weapon (excluding the Sniper Rifles, the Handguns, the Shotguns, and the Launchers).
    • Implementation of a fire rate cap for the Handguns and the MK14 to modernize the game.

    v1.6

    • Updated the random gun kick values to their traditional values for the Assault Rifles to remove the weird bouncy patterns when firing these weapons (excluding the Scar-L and the ACR 6.8).
    • Flipped the killfeed icons for the XM25 and the M320 GL.
    • Every map works with the new files that are included in the mini-update.

    v1.5

    • The damage profiles for the Desert Eagle and the 44. Magnum have been updated for balancing purposes.
    • The fire rate and rechamber values for the SPAS-12 have been updated so this weapon can fire and rechamber at a faster rate (NOTE: There is a bug with the Foregrip attachment that reverts both fire rate and rechamber values to their original).

    v1.4

    • Updated the random gun kick values to their traditional values for the SMGs to remove the weird bouncy patterns when firing these weapons (excluding the MP5, the UMP45, the MP7, and the AK-74u).
    • Every Sniper Rifle have been updated to do the same damage and have the same idle sway (NOTE: The body multipliers stay the same for the RSASS and the recoil for the Barrett. 50cal has been reduced to improve its focus and performance during long-range combat).

    v1.3

    • Updated the random gun kick values to their traditional values for the Machine Pistols to remove the weird bouncy patterns when firing these weapons.
    • The KSG-12 has been updated to perform as a slug-round Shotgun (NOTE: similar performance to the Black Ops II counterpart of this weapon).
    • Fixed an issue where the MG36 used the same recoil pattern as the M60E4. This weapon now uses the AUG HBAR's recoil pattern (NOTE: This weapon also used the same hip fire recoil pattern as the AUG HBAR as this weapon was the replacement for that weapon, but used a different ADS recoil pattern).

    v1.2

    • Fixed the sound issue when firing an SMG or Machine Pistol equipped with the Silencer attachment.
    • Updated the random gun kick values to their traditional values for the LMGs to remove the weird bouncy patterns when firing these weapons (Also fixes the broken Rapid Fire attachment bug where the view model would glitch out and break the weapon's bullet pattern when continuously firing the LMGs; This bug was very noticeable with this attachment with/without non-thermal optics while firing the L86 LSW or the MK46). | Now you can use the non-thermal optics without having to deal with the weapon randomly bouncing when firing and get better focus and accuracy on your target…

    v1.1

    • Added fire-rate cap to semi-automatic Sniper Rifles to keep them from being spammable and for balancing purposes.
    • The damage profiles for the Dragunov have been updated (NOTE: This weapon now has the ability to acquire 1-shot kills to the neck and upper torso).
    • The ADS spread has been removed from the LMGs.

    v1.0

    • Official Release

    Mod Preview

    Primary Weapons

    Assault Rifles

    M4A1

    • Recoil: Fixed Gun Kick

    M16A4

    • Recoil: Fixed Gun Kick

    Scar-L

    • [N/A]

    CM901

    • Recoil: Fixed Gun Kick

    Type 95

    • Recoil: Fixed Gun Kick

    G36C

    • Recoil: Fixed Gun Kick | Tightened Recoil Pattern

    ACR 6.8

    • [N/A]

    MK14

    • [N/A]

    AK-47

    • Recoil: Fixed Gun Kick

    FAD

    • Recoil: Fixed Gun Kick

    Submachine Guns

    MP5

    • [N/A]

    UMP45

    • [N/A]

    PP90M1

    • Recoil: Fixed Gun Kick

    P90

    • Recoil: Fixed Gun Kick

    PM9

    • Recoil: Fixed Gun Kick

    MP7

    • [N/A]

    (Bonus)

    AK-74u

    • [N/A]

    Light Machine Guns

    L86 LSW

    • Recoil: Fixed Gun Kick

    MG36

    • Recoil: Fixed Gun Kick | Tightened Recoil Pattern

    PKP Pecheneg

    • Recoil: Fixed Gun Kick

    MK46

    • Recoil: Fixed Gun Kick

    M60E4

    • Recoil: Fixed Gun Kick

    Shotguns

    USAS-12

    • Ammo Capacity: 6/24 (Extended Mags: 8/16) -> 8/36 (Extended Mags: 12/24)
    • Fire Rate: 0.65 -> 0.365

    KSG-12

    • Overhaul: Now performs as a Slug-Round Shotgun

    SPAS-12

    • Fire Rate: 0.67 -> 0.285
    • Rechamber Time: 0.65 -> 0.55

    AA-12

    • Ammo Capacity: 8/16 (Extended Mags: 12/12) -> 12/24 (Extended Mags: 18/36)

    Striker

    • Fire Rate: 0.175 -> 0.2

    Model 1887

    • [N/A]

    Sniper Rifles

    Barrett. 50cal

    • Ammo Capacity: 10/20 (Extended Mags: 15/15) -> 8/16 (Extended Mags: 12/12)
    • Fire Rate: 0.05 -> 0.325
    • Idle Sway: 60x2 -> 40x1.5
    • Recoil: Tightened Recoil Pattern

    L118A

    • [N/A]

    Dragunov

    • Damage: 70 (Minimum: 40) -> 98 (Minimum: 98) "1-Shot Kill to the Upper Chest potential"
    • Ammo Capacity: 10/20 (Extended Mags: 15/15) -> 12/24 (Extended Mags: 18/18)
    • Fire Rate: 0.05 -> 0.256

    AS50

    • [N/A]

    RSASS

    • Damage: 70 (Minimum: 40) -> 98 (Minimum: 98)
    • Ammo Capacity: 20/40 (Extended Mags: 30/30) -> 15/30 (Extended Mags: 20/20)
    • Fire Rate: 0.05 -> 0.175

    MSR

    • [N/A]

    (Bonus)

    Intervention

    • [N/A]

    Melee

    Riot Shield

    • [N/A]

    Secondary Weapons

    Pistols

    USP-45

    • [N/A]

    P99

    • [N/A]

    MP412

    • [N/A]

    44. Magnum

    • Damage: 74 (Minimum: 17) -> 74 (Minimum: 45)

    Five-Seven

    • [N/A]

    Desert Eagle

    • Damage: 49 (Minimum: 25) -> 74 (Minimum: 45)

    Machine Pistols

    FMG-9

    • Recoil: Fixed Gun Kick

    MP9

    • Recoil: Fixed Gun Kick

    Skorpion

    • Damage: 32 (Minimum: 20) -> 49 (Minimum: 20)
    • Fire Rate: 0.074 -> 0.08
    • Recoil: Tightened Recoil Pattern

    G18

    • Ammo Capacity: 20/80 (Extended Mags: 30/60) -> 33/99 (Extended Mags: 44/88)
    • Recoil: Fixed Gun Kick

    Launchers

    SMAW

    • [N/A]

    Javelin

    • [N/A]

    Stinger

    • [N/A]

    XM25

    • Misc: Flipped Killfeed icon.

    M320 GLM

    • Misc: Flipped Killfeed icon.

    RPG-7

    • [N/A]

    Other Mods/Patches

    Here are some other Weapon Patches I made if you’re interested in trying them out:

    • Multiplayer Weapon Patch (IW4x/MW2 Version) | Status: v1.5 (New Update!)
    • Multiplayer Weapon Patch (Black Ops Version) | Status: v1.7 (New Update!)
    • Multiplayer Weapon Patch (WaW Version) | Status: v0.95 (Pre-Release)
    1 Reply Last reply
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    • Beamxrz-undefined Beamxrz- referenced this topic on
    • Beamxrz-undefined Beamxrz- referenced this topic on
    • Beamxrz-undefined Beamxrz- referenced this topic on
    • Master_64undefined Offline
      Master_64undefined Offline
      Master_64
      wrote on last edited by
      #2

      I like the idea behind this, but I do worry about the current implementation of this modification, that of which causes the game to become significantly less stable. I'm unsure why that occurs since I don't create modifications for IW5, but unfortunately it's going to ultimately limit the vision behind this project. I hope it gets finalized in a more stable way so that everyone can add it without fear of game stability.

      Beamxrz-undefined 2 Replies Last reply
      1
      • Beamxrz-undefined Offline
        Beamxrz-undefined Offline
        Beamxrz-
        replied to Master_64 on last edited by
        #3

        Master_64 Don’t you worry. I managed to fix the Assault Rifles, but I need the parsing code for the underbarrel attachments (including the Hybrid Sight). Once I get that fixed, I’ll be able to fix the maps and flip the killfeed icon for the XM25 and M320 GL. Then after that, the mod will be officially finished and I will open servers to play with other players. The L86 LSW, MK46, and M4A1 might destroy the ACR 6.8 and the MP7 when it comes to “meta”.

        1 Reply Last reply
        1
        • Beamxrz-undefined Offline
          Beamxrz-undefined Offline
          Beamxrz-
          replied to Master_64 on last edited by
          #4

          Master_64 Hey, just released a big update. The Assault Rifles have been fixed...

          1 Reply Last reply
          1
          • Crewmenkyleundefined Offline
            Crewmenkyleundefined Offline
            Crewmenkyle
            wrote on last edited by
            #5

            If I might ask, how do you pack your common_mp and patch_mp folders back into fast files?

            Beamxrz-undefined 1 Reply Last reply
            0
            • Beamxrz-undefined Offline
              Beamxrz-undefined Offline
              Beamxrz-
              replied to Crewmenkyle on last edited by
              #6

              Crewmenkyle OpenAssetTools…

              1 Reply Last reply
              0
              • Irfanzariff2019undefined Offline
                Irfanzariff2019undefined Offline
                Irfanzariff2019
                wrote on last edited by
                #7

                Is there any plans to buff the model 1887? It's been the worst shotgun in the game since 2011, and with all the other shotgun being very good after the buff, The model 1887 becomes even more worthless and redundant to run 😞

                Beamxrz-undefined 1 Reply Last reply
                0
                • Beamxrz-undefined Offline
                  Beamxrz-undefined Offline
                  Beamxrz-
                  replied to Irfanzariff2019 last edited by
                  #8

                  Irfanzariff2019 Probably just add attachment options for it, including Akimbo. It won’t be as insane as its MW2 counterpart. All I need is help from the Plutonium community on how to make it possible…

                  Irfanzariff2019undefined 1 Reply Last reply
                  0
                  • Irfanzariff2019undefined Offline
                    Irfanzariff2019undefined Offline
                    Irfanzariff2019
                    replied to Beamxrz- last edited by
                    #9

                    Beamxrz- there is a weapon patch for the 1887 that does add akimbo, it's EternalHabit 's shotgun patch, that adds akimbo to the 1887's. i love the single 1887 (even if it's arse) but i definitely wouldn't mind it having attachments upgrade for the single and akimbo version of the gun.

                    1 Reply Last reply
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