# Fisher's Modular Semi-Automatics # ### V1.1.0 ### --- ## Installation ## Copy the `FishersModularSemiauto` folder into `\Blade & Sorcery\BladeAndSorcery_Data\StreamingAssets\` . Weapons and Ammo will be in the spawn book under the new categories "Modular" and "M-Ammo" respectively. (Note: Vortex Mod Manager can also be used to install the mod) #### Updates in V1.1.0 #### - Fixed issue with bullet trajectories not being straight - Added P8 USP pistol variant - Fixed muzzle flash positions - Recoil adjusted ## Features ## ### Semi-Automatics ### - Three Variants: 9mm Pistol, H9 Hudson Silenced Pistol, P8 USP German Pistol - Physics-based slide mechanics: - Pull back slide to chamber a round (this will load the first round) - If a round is already chambered, you will eject it and chamber the next round - Slide will automatically lock back when empty, for faster reloads - Alternate-Use key (action is specific to context): - If (weapon slide is forward and magazine is inserted) or (weapon slide is locked back and magazine is empty) - Result: magazine is ejected - If weapon slide is locked back and magazine has ammo - Result: slide is unlocked, chambers a new round - If Player manually pulls back slide and then presses Alternate-Use - Result: slide is manually locked (with a click sound) --- ### Magazines, Ammo Pouches ### - Magazines hold rounds for semi-automatics, these rounds can be added/removed manually if desired - Ammo Pouches allow you to spawn an infinite number of magazines --- ## Future Roadmap ## - Add support for customizable weapon attachments - Add more pistol variants - Extend this framework to create Modular Rifles and Shotguns - AI integration, the main concern with this feature is performance as AI don't really need to be carrying these heavily rigged/scripted weapons - Concurrently working on the "core framework" to improve bullet mechanics for all of my mods --- ## Known Issues ## - [bug] General BS integration issues while weapon is held: - melee damagers do not interact with environment (unless thrown) - AI that comes too close to the player is unable to attack ---