Mods / Glockmaker

Tags: #Weapons
Author: GorgTheRed
Side: Both
Created: Oct 22nd at 6:06 PM
Last modified: Nov 20th at 10:33 PM
Downloads: 2592
Follow Unfollow 219

Recommended download (for Vintage Story 1.21.5):
glockmaker_1.0.1.zip  1-click install


An extension of Maltiez' Firearms mod to include weapons of the industrial age!

Current Firearms:
- Bolt-action Rifle (with brass cased bullets)

Planned Firearms:
- Break-action Shotgun
- Revolvers
- Pump-Action Shotgun
- Semi-automatic Pistol
- Semi-automatic Rifle
- Perchance some other sixth thing

 

If you run into any issues with the mod, please do reach out to me on the Vintage Story discord server. Happy Glockmaking

 


 

Bolt-Action Controls:

Open Gun - CTRL

Load - RMB while gun is open

Cycle Bolt - LMB

Aim - RMB while gun is chambered

Fire - LMB while gun is aimed

Mod Version For Game version Downloads Released Changelog Download 1-click mod install*
1.0.1 746 Nov 20th at 10:33 PM glockmaker_1.0.1.zip 1-click install
  • bugfixes
  • added sounds to reloading and cycling
  • replaced old bullet casing recipie with a ceramic mold
1.0.0 1846 Oct 22nd at 6:08 PM Empty glockmaker_1.0.0.zip 1-click install

59 Comments (oldest first | newest first)

💬 RumpleRatskin, 3 days ago (modified 3 days ago)

Great idea for sort-of lore for specific guns (i like reading)

GEAR-SPRING RIFLE (Semi-automatic rifle)

"An echo of a strange future or past?"

 

  • Essentially works as a wheelock rifle (similar to the bossi carbine) but uses the inertia of firing the bullet to reset the gear to its firing position however the gear would need to be wounded when firing the first round of a magazine.
  • Would hold 3 or more rounds in a side-mounted feeder (basically just a skeleton magazine or gun-attached stripper clip.)
  • Damage would be slightly less compared to the bolt-action and would have less durability since the mechanism is more fragile.

Mostly basing the design of the WW1 French RSC 1917

💬 Miniminipopcorn, 4 days ago

I hunger for more updates...... "also you doing good keep up the good work!!! love the mod" 

💬 BigBlimpyBear, 5 days ago

Im really interested in this! also, for the break action, do you know of the alofs device?

💬 GorgTheRed , 6 days ago

Laholder i have my reasons for the damage values of the bolt-action rifle (part of it is mod progression, see my last comment), though there are some other reasons. the main two are the ball ammunition, like in muskets, is actually coniderably more damaging than even some modern rounds, it just doesn't pierce as well. the other i've mostly gotten over.

main takeaway from this, i will be buffing the damage of the bolt-action from 16 -> 20 in the next version of the mod (i meant to do it on this version but i forgor)

that aside, thanks for the feedback, glad you enjoy the mod

💬 Laholder, 6 days ago

Nice mod, very promising!
I have one strong issue with the current version, however. Not so much technical stuff but more confusion about some of the current design. Simply put - the damage values of the rifle, as they are now, make the rifle feel like an unworthy, albeit cool investment. (relative to what should be more primitive firearms in the OG mod.) Testing against brown bears it took about 4-5 shots from the rifle to put one down... This is fine for the pistols and carbines but, for something that's supposed to be a rifle, this feels broken.

I don't wanna come off like "oh it should be completely overpowered", that being stated, if you're downloading this mod I think that's part of the expection. Balancing for it should be biased towards material costs, the clockmaker class investment, and time to produce.. not so much making it that a rifled bullet somehow has significantly less effect than a smoothbore musket ball... I know more firearms are coming down the line, so I'm curious, could there be an option to say, as others have suggested, have a "steel bolt-action" that's in a larger bore, using the slug rounds, with a damage modifer closer to the steel carbine and musket?
It's fine if this is outside the intended scope, I'm just wishful for realism. The mechanics for having to physically operate the rifle, though experimental, is great fun when you get the feel for it, I've only really seen Reciever and Citadel do something like this in a game before, and it feels just as novel here as it did there.

Absolutely keep it up dude, this is a really neat addition for the clockmaker-minded.

💬 FroggyJunior, 6 days ago

Will the revolver be a powder-and-cap revolver or will each bullet come with a casing? I think that it would be cool to have a revolver that you pack the bullets into like a faster & higher capasity musket but with lower damage to also then have a more modern revolver without needing to ram the bullets and powder down.

💬 CloneTrooper873, 6 days ago

GorgTheRed will there be other types of guns instead of for example one type of bolt action or semi-auto pistol will there be like mauser C96's M1911's Lugers and will they be customiseable like the mauser having the option for the holster stock to convert it into a makeshift carbine for example?

💬 GorgTheRed , Nov 23rd at 10:19 AM

Vane thanks, glad to hear the feedback! i have my reasons for why the bolt action isn't steel, and it mostly comes down to the future-proofing of the mod. if the bolt action were the only rifle then absolutely it would be, but there are also plans for a lever action and semi-automatic, and i do want there to be a clear progression in place between the guns in the mod

💬 Vane, Nov 23rd at 9:13 AM (modified Nov 23rd at 9:15 AM)

Hey man really like your mod it takes a while to get used to but so far so good Once you learn how Manipulate the action I just have one suggestions I wish the Metal was steel instead of iron I think they'd balance it out for late game stuff but other than that it's a once you get used to the action and how to use it it's great Keep up the good work man

💬 Claery, Nov 12th at 3:28 PM

I noticed a bug related to multiplayer, in a single-player game, a shell casing falls out after a shot, but when I played with this mod on the server, the shells did not fall out, and I did not understand what was the reason. There is also another bug in animation and interaction with weapons, sometimes the rifle just becomes like a stick and they can't do anything until you put the weapon on the ground, sometimes the weapon can't be reloaded, and if it does, it's with an animation bug also related to multiplayer, because I didn't find any bugs in the single-player game. There is also a bug related to bullets, when a bullet hits a block, it remains there already with gunpowder.

💬 TideTurner, Nov 10th at 9:18 PM (modified Nov 10th at 9:24 PM)

The rifle seems to do nothing. I can't load it, chamber, or do anything with it.

 

Edit: Nevermind. If you're reading this, the open gun function is the [Sprint] Key. Animation is slightly broken. You'll need to press multiple times.

💬 ronhin, Nov 7th at 2:16 PM

have you considered a single shot rising block rifle and pistol? it would be a lot simpler to reload than the current colt action

💬 isotope436, Nov 7th at 1:09 PM

The gun either requires a mod i dont have or is heavily bugged. [Id honestly recommend having the required mods listed regardless]
The animation steps are heavily buggy as it seems to be inable to properly save states of loading or what ammo is actually loaded. Cycling the bolt works 1/10th of the time and i usually have to beat my LMB and repeat the same animation 20 times over for it to cycle. loading the gun can be repeated as many times as i want (although doesnt take the ammo luckily) but i then have to unequip the gun and take it back out to kick the animation state back into focus. To be honest if you have the tinkers trait to even make it you can probably use a flint lock pistol faster than you can get the guns animations to actually work. Id also like to note there is zero sound to anything but the gun firing. 

Apart from the janky controls the only actual hard issue iv noticed is that you cannot sprint with the gun out as it makes you open the gun. Apart from these its a very promissing first couple of steps towards proper industrial/steel era firearms :)

I will state the lack of people mentioned janky animation states leaves me to believe this might just be a me problem.

💬 Vanteal, Nov 4th at 7:20 PM

Has potential. Looking forward to future updates when and if they come. 

💬 Guywithsocks, Nov 2nd at 8:09 AM

w mod just needs a little polish

💬 DeWold, Nov 1st at 12:08 AM

I have only just saw your mod, but I can already tell, I will be watching your career with great interest.

💬 fmbxy, Oct 31st at 7:19 AM

I love this mod, also, is there any way to fix animation of you character holding rifle in left hand whenever you cycle your rifle.
Once you add handguns, compatibility with Quivers And Sheaths by Maltiez would be awesome. Other than that very nice:D
And please dont butcher double barrel shotgun, make barrels positioned horizontaly=D

💬 siryx, Oct 29th at 5:31 PM

the mod is good but the gun is too cheap make it with steel istaed of iron and also make it more easy to understand how it work i strugguled a lot

 

💬 Randompug, Oct 28th at 10:26 AM

That png of the gun pointed at the screen will never not be incredibly funny

💬 FatherSarge, Oct 28th at 12:39 AM

Lever action rifles to go with the revolvers to complete my cowboy playthroughs pls

💬 CherryDonut, Oct 27th at 5:25 PM

any chance youd be open for commission? my discord is cherrydonuts

💬 Caliber, Oct 25th at 5:01 AM (modified Oct 25th at 5:03 AM)

Found a few things of note while confirming compatibility w/ the kobold PM:

  • Cycling the bolt seems to be whatever key sprint is bound to, rather than CTRL specifically
  • The bolt needs to be cycled again after loading in order to be able to fire, which does not make sense for a top-loading bolt-action
  • The bolt action either has a 6 round magazine, or a 5 round magazine in a configuration which allows for chamber-loading, which is doubly confusing given the above behavior
  • Opening the action in order to load rounds and opening the action as part of the firing process should probably not be different controls, if at all possible, given they are the same motion mechanically
  • There are no sound effects other than for firing, though this is equivalent to how Maltiez did the muzzleloaders.
  • The animation after firing where the gun shifts over a bit and freezes in place, and the animations in general are a bit odd.
💬 Rytram, Oct 24th at 11:28 PM

you can't just say perchance

💬 Destroyer_V0, Oct 24th at 5:50 PM

Hey, this mod doesn't work with the most recent version of overhaul lib or firearms?

💬 ronhin, Oct 24th at 3:44 PM

have you considered using magazines making use of the powder horn loading mechanic

💬 Terond, Oct 23rd at 10:42 PM

@GorgTheRed this looks like an awesome mod is there any chance of getting a version of this mod for 1.20.12?

 

💬 Vanra, Oct 23rd at 10:03 PM (modified Oct 23rd at 10:04 PM)
💬 Cuttlebear, Oct 23rd at 7:08 PM (modified Oct 23rd at 7:21 PM)

I, for one, find a lot of joy in fiddly, manual button presses for discrete firearm operations. Helps with the immersion and satisfaction of operating a firearm. It's the whole basis of the Reciever games. Would love to see it explored further (and with configurable keybinds).

Also maybe a lever-action tier between revolvers and pump-action? :)

💬 Centerion, Oct 23rd at 5:15 PM

GorgTheRed it possible to make the controls a press and hold similar to the other weapons, and to rack the bolt is just left click for ease of use? its rough fighting wolves/bears when one has to hit multiple keys to rack the rifle lol

💬 GorgTheRed , Oct 23rd at 4:21 PM

@KalSkirata

 

perchance

💬 Valtiel91, Oct 23rd at 4:16 PM

THANK YOU

💬 KalSkirata, Oct 23rd at 3:00 PM

inb4 the secret 6th thing is the belt-fed machinegun and an additional lore drop where you're really just John Moses Browning

💬 Galm1, Oct 23rd at 2:53 PM

This works in v1.21.12 alongside Firearms v1.3.3. I've noticed that the system for operating the bolt action is kinda jank. Why not just make it a single right mouse button hold with stages like all the other Malitez guns?

💬 CluelessBoy, Oct 23rd at 1:29 PM

I wonder... will this work on firearms 0.14.2 and VS 20.12? 

💬 iXSM, Oct 23rd at 11:49 AM

Tchou 

Hey there found this while searching around in Mod DB page, been following and binge watching the series with you guys. Might be handy when you plan to start the "WILD WEST" series. 

Sincerely, 
A Wretched Creature

💬 wael6, Oct 23rd at 11:34 AM

for the revolvers a lemat could be very cool, also WDYM NO LEVER ACTION YOU LITTLE

💬 HeavyDevy, Oct 23rd at 8:14 AM

YEEEEESSSSSSSS. I'VE BEEN WAITING FOR A MOD LIKE THIS!! YOU HAVE MADE MY WHOLE DAY!!

THANK YOUUUUUUUU!!!

💬 Limbobinho, Oct 23rd at 5:39 AM (modified Oct 23rd at 5:39 AM)

pls add revolvers now :D

💬 ZeroAresIV, Oct 23rd at 5:09 AM

Could you maybe make it so the open gun button is a modifiable keybind? It feels weird to press the sprint button for reloading

💬 GorgTheRed , Oct 23rd at 4:49 AM

by popular demand, controls have been added to the mod page, in game controls will be added when i can get around to a new version of the mod

💬 AgentOfChaos, Oct 23rd at 4:16 AM

6th item? Make temporal nuke.

 

💬 WasatchWind, Oct 23rd at 3:54 AM

Really like the mod so far. Great animations. As the other comments have said, little prompts at the bottom of the screen and such would help in understanding what to do. The gun also seems to weirdly reset - it's not exactly clear what state the gun is in. Can you tell I'm not well versed in firearms? xD

But regardless, I like the mod, hope to see it improved and more guns added! It'll be great for my western playthrough.

💬 ElectroAegis, Oct 23rd at 3:51 AM

Very cool mod, though I find it odd that the Bolt-Action Rifle doesn't have any noice notifying any sort of working on the bolt and chamber loading. It was also odd that it didn't use steel like the musket and the carbine.

💬 Yukari_75, Oct 23rd at 3:45 AM

Bolt action rifles and revolvers but not lever action?

💬 Jaggedcan9ne, Oct 23rd at 12:17 AM (modified Oct 23rd at 12:18 AM)

Centerion

 

Seems to be ctrl to bring the rifle up then right mouse button after to start loading rounds, then let go so it lowers the rifle. Aim is right mouse button, but i've had to hold the right mouse button after firing once then tap the left button so I can aim and fire again. Its like the animation for cycling the bolt after firing isnt working(if there even is one).

I'm running combat overhaul, so the boat oar carry animation does work with it, but it feels a bit jank to fire then have to hold one button and tap the other to get it to work again.

💬 Josue_nada_mas, Oct 23rd at 12:15 AM

We need the revolver to be usable for playing Russian roulette 🙏

💬 Centerion, Oct 22nd at 11:54 PM

for those that did figure it out whats the controls?

 

💬 Jaggedcan9ne, Oct 22nd at 10:46 PM

Add instructions on how to load, aim and fire. Its very confusing how you set up the cadence for it with the keys, so it shouldn't surprise you to have people comment that the mod does not work as you have the mod description currently.

💬 awstark00, Oct 22nd at 10:40 PM

Could you eventually add some kind of single shot rifle, like a needle gun, to bridge the gap between getting a musket and the more advanced guns?

💬 Harayukino, Oct 22nd at 9:20 PM

Wow, I've been wishing for this so much.

I hope for further development, thank you.

💬 _Spy_, Oct 22nd at 7:56 PM

Thanks for this, any new firearm is a blessing upon this god forsaken land

Now this is just an idea, but crafting these more advanced weapons could use the more advanced metallurgy introduced in Scientific Smithy - https://news.kalataka.ru/show/mod/32273

💬 StarLynx, Oct 22nd at 7:32 PM

It sure needs info on how to load and cycle the weapon, but i was able to get it going, and it's just great, only missing sounds when loading and cycling, aside from that, perfect.

💬 Panzer_IV_Ausf_H, Oct 22nd at 7:18 PM

Took some experimenting to figure out how to load and fire consistently, I think a guide (both here and in-game if possible) would help a lot.

Seems like a very promising mod otherwise!

💬 Pirata, Oct 22nd at 7:09 PM

Vintage Story: World War 2

💬 boris32231, Oct 22nd at 7:04 PM

My friend was talking about how cool it'd be to have bolt action rifles in this game, a few weeks later i stumble onto this

deffo adding to my server

💬 Redumulis, Oct 22nd at 6:27 PM

>Glockmaker mod
>Look inside

No glock only boltaction rfle.

💬 Jortercito, Oct 22nd at 6:25 PM (modified Oct 22nd at 6:38 PM)

Could you add all the weapons from Red Dead Redemption 1 and 2? They are from that era and it would be very cool to have them!!

The idea of ​​the mod is wonderful, but I think that the weapons are too complicated to handle, you could be simpler, like the typical R to reload, an automatic animation for the bolt, or at least that does not depend on the control key, and an option to hit with the butt of the weapon with the left click

💬 CrowLebowski, Oct 22nd at 6:22 PM (modified Oct 22nd at 6:22 PM)

Just today I was musing at work how it would be neat to have revolvers and shit and now I find this and now I am exited :)

💬 Jortercito, Oct 22nd at 6:20 PM

OMG I love!!

 (edit comment delete)
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