Killing Floor 2

Killing Floor 2

38 ratings
HighTech Weapons
   
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Maps and Mods: Mutators, Weapons
File Size
Posted
Updated
105.125 MB
6 Mar, 2022 @ 5:09am
6 Mar, 2022 @ 5:42am
2 Change Notes ( view )

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HighTech Weapons

In 1 collection by n0wonmai
Weapon Packs
8 items
Description
Contents two new weapons for Commando and Sharpshooter:

MRR FR Assault Rifle
MSR Sniper Rifle

Both weapons can be upgraded to HighTech level (DOESN'T WORK IN ZEDTERNAL!)

Upgraded MRR FR Stat boosts:
Damage: +15%
Magazine size: +25%
Penetration power: +15%
Recoil: -15%

Aiming to head (more than 2 seconds) activating weapon overclock: increased fire rate, incendiary rounds

Upgraded MSR Stat boosts:
Damage: +35%
Magazine size: +20%
Stun power: +45%

Aiming to head (more than 2 seconds) activating weapon overclock: EMP rounds

Installation : Setting textures, sounds and localization properly

  • Go to:
    ..\Steam\steamapps\workshop\content\232090\2774349123\Published\
  • Copy BrewedPC folder to :
    ..\Documents\My Games\KillingFloor2\KFGame\Published
    Or create Published folder manually if it doesn't exist

  • Go to:
    ..\Steam\steamapps\workshop\content\232090\2774349123\Published\
  • Copy Localization folder to :
    ..\Steam\steamapps\common\killingfloor2\KFGame
    Replace if needed

How to use in game

More launch commands here[wiki.killingfloor2.com]

For using on a single player:
open KF-<MAPNAME>?Mutator=HighTech.HT_Enable

For using on a regular server:
Mutator=HighTech.HT_Enable

For using on a Zedternal server:
Weapon_CustomWeaponDef=HighTech.KFWeapDef_MRR_FR Weapon_CustomWeaponDef=HighTech.KFWeapDef_MSR

Credits

Original models by Dragonfly (Special Force 2 Korea)[www.dragonflygame.com]
19 Comments
I3.L.4.C.K.- AR0 13 Feb, 2024 @ 4:13am 
Hey @n0wonmai, how are you?
I don't know if you are very busy these days, but if you have time today or tomorrow I can show you the mod bugs in Zedternal.
I sent you a friend request on Discord @i3.l.4.c.k.ar0
I3.L.4.C.K.- AR0 5 Feb, 2024 @ 12:59pm 
Nice, I sent a friend request @i3.l.4.c.k.ar0 XD
Sorry for the delay, I've been busy these days.
n0wonmai  [author] 2 Feb, 2024 @ 1:05pm 
@T3RNUR10S_BL4CK sure add me on discord @n0wonmai

i wasnt surprised cuz there is no "KFWeapDef" for HT weapon varients, never used Zedternal but hope you'll explain more about mod bugs
I3.L.4.C.K.- AR0 2 Feb, 2024 @ 11:58am 
I tested the command, and it's not working. lol
Anyway, if you have some free time someday and want, you can send me a message directly on Steam, and through Discord I can show you the game and demonstrate the problem that occurs with the mod.
I3.L.4.C.K.- AR0 30 Jan, 2024 @ 5:07pm 
@n0wonmai I only used these command lines in the last comment as an example, because in another mod I tested, the models had versions of the same weapons with different accessories (it's as if the "MRR_FR" and "MRR_FR_HighTech" were two different items ) if the 2 weapon models of this MOD (MRR_FR and MSR) do not have their versions declared as distinct items, it will not work correctly in ZedTernal, I have not yet tested this function with this specific MOD, but I can test it, and as soon as I can , I publish in the chat, whether the command worked or not, if you don't mind.
I apologize for the amount of messages in your chat and for the confusion in my last explanation, as I said I don't create or configure MODs, I just play them :-)
n0wonmai  [author] 30 Jan, 2024 @ 9:24am 
@T3RNUR10S_BL4CK well it wasn't obvious :catpuzzle:

I will put your solution to Zedternal instruction
I3.L.4.C.K.- AR0 30 Jan, 2024 @ 4:46am 
So, the problem is that for the MOD weapons to work correctly in ZedTernal, you need to have a version of the MOD weapons with all the accessories previously included, so, in the case of this package we need all the models as separate weapons, for example:

Weapon_CustomWeaponDef=HighTech.KFWeapDef_MRR_FR
Weapon_CustomWeaponDef=HighTech.KFWeapDef_MSR
Weapon_CustomWeaponDef=HighTech.KFWeapDef_MRR_FR_HighTech
Weapon_CustomWeaponDef=HighTech.KFWeapDef_MSR_HighTech

I hope I helped, have a great day, and good work. ;-)
I3.L.4.C.K.- AR0 30 Jan, 2024 @ 4:45am 
I'll give it a rough example:
When upgrading weapon damage in ZedTernal, you only change the code value for Damage [Example: (130 -> 145)], but when you do this the weapon does not change the upgrade level value [Example: (0 -> 1)], at least that's what I understood when asking the ZedTernal developer, anyway, I'm not an expert on the subject XD.
Something similar happens in (Cyberpunk 2077 Mini Pack), when upgrading the Zedternal the weapons do not receive the attachments [Example: When upgrading the Archangel pistol, it does not receive the Scope].
I3.L.4.C.K.- AR0 30 Jan, 2024 @ 4:44am 
About ZedTernal, what @Kultag meant, I had already commented in another WeaponPack MOD, the problem is that ZedTernal does not use the game's traditional upgrade system, so it is impossible for us to use the HighTech version of weapons in ZedTernal.
I3.L.4.C.K.- AR0 30 Jan, 2024 @ 4:44am 
Hi, it's been a while since I commented on a mod, fantastic work as always @n0wonmai I must say that it's always a pleasure to play KF2 with your MODs, my friends and I thank you for your hard work, I wish you much success with your future projects .