Better Weapon Shell effects (Not a sound mod) Better Shells 1.4
2 858
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2 858
39
Tired of Your shell casings looking like doo doo fart, Are you a fan of the Matrix or Payday 2
Then this mod is for you, This mod changes the particles for shell ejection and adds some Max Payne 3 and RDR2 Spice to them, No more saying to yourself "why do these shells look so weird"
Using Open IV Install to the path shown below, If you Can't figure that out it's all on You.
mods > update > update.rpf > x64 > patch > data > effects
Known Bugs:
Smg's use "eject_auto" meaning they will use Carbine casings unless edited with open iv there is no way around this
Some Missions contain there own effects rpf and in certain missions the fx will be overwritten to there default counter parts
This mod can be paired up with almost ANY Config and or Particle mod as long as they don't replace the
ptfx and ptfx hi files respectively, If so use a Tool like Codewalker to individually replace the modded ypt files.
Have fun and Shoot on. - Kanadianborn
Changelog:
1.1 Inital Upload
1.2 Properly implemented new Shotgun Casing fx
1.3 Changed Pistol and Carbine Casing Arc's / Updated Pistol casing to be more visible
1.4 Experimental fix to avoid particles in cutscenes overriding the ejection effect from core.ypt / overhauled Shotgun Casings to appear closer to real life slugs
Then this mod is for you, This mod changes the particles for shell ejection and adds some Max Payne 3 and RDR2 Spice to them, No more saying to yourself "why do these shells look so weird"
Using Open IV Install to the path shown below, If you Can't figure that out it's all on You.
mods > update > update.rpf > x64 > patch > data > effects
Known Bugs:
Smg's use "eject_auto" meaning they will use Carbine casings unless edited with open iv there is no way around this
Some Missions contain there own effects rpf and in certain missions the fx will be overwritten to there default counter parts
This mod can be paired up with almost ANY Config and or Particle mod as long as they don't replace the
ptfx and ptfx hi files respectively, If so use a Tool like Codewalker to individually replace the modded ypt files.
Have fun and Shoot on. - Kanadianborn
Changelog:
1.1 Inital Upload
1.2 Properly implemented new Shotgun Casing fx
1.3 Changed Pistol and Carbine Casing Arc's / Updated Pistol casing to be more visible
1.4 Experimental fix to avoid particles in cutscenes overriding the ejection effect from core.ypt / overhauled Shotgun Casings to appear closer to real life slugs
Première mise en ligne : 6 avril 2023
Dernière mise à jour : 28 mai 2023
Téléchargé pour la dernière fois : il y a 42 minutes
36 commentaires
Tired of Your shell casings looking like doo doo fart, Are you a fan of the Matrix or Payday 2
Then this mod is for you, This mod changes the particles for shell ejection and adds some Max Payne 3 and RDR2 Spice to them, No more saying to yourself "why do these shells look so weird"
Using Open IV Install to the path shown below, If you Can't figure that out it's all on You.
mods > update > update.rpf > x64 > patch > data > effects
Known Bugs:
Smg's use "eject_auto" meaning they will use Carbine casings unless edited with open iv there is no way around this
Some Missions contain there own effects rpf and in certain missions the fx will be overwritten to there default counter parts
This mod can be paired up with almost ANY Config and or Particle mod as long as they don't replace the
ptfx and ptfx hi files respectively, If so use a Tool like Codewalker to individually replace the modded ypt files.
Have fun and Shoot on. - Kanadianborn
Changelog:
1.1 Inital Upload
1.2 Properly implemented new Shotgun Casing fx
1.3 Changed Pistol and Carbine Casing Arc's / Updated Pistol casing to be more visible
1.4 Experimental fix to avoid particles in cutscenes overriding the ejection effect from core.ypt / overhauled Shotgun Casings to appear closer to real life slugs
Then this mod is for you, This mod changes the particles for shell ejection and adds some Max Payne 3 and RDR2 Spice to them, No more saying to yourself "why do these shells look so weird"
Using Open IV Install to the path shown below, If you Can't figure that out it's all on You.
mods > update > update.rpf > x64 > patch > data > effects
Known Bugs:
Smg's use "eject_auto" meaning they will use Carbine casings unless edited with open iv there is no way around this
Some Missions contain there own effects rpf and in certain missions the fx will be overwritten to there default counter parts
This mod can be paired up with almost ANY Config and or Particle mod as long as they don't replace the
ptfx and ptfx hi files respectively, If so use a Tool like Codewalker to individually replace the modded ypt files.
Have fun and Shoot on. - Kanadianborn
Changelog:
1.1 Inital Upload
1.2 Properly implemented new Shotgun Casing fx
1.3 Changed Pistol and Carbine Casing Arc's / Updated Pistol casing to be more visible
1.4 Experimental fix to avoid particles in cutscenes overriding the ejection effect from core.ypt / overhauled Shotgun Casings to appear closer to real life slugs
Première mise en ligne : 6 avril 2023
Dernière mise à jour : 28 mai 2023
Téléchargé pour la dernière fois : il y a 42 minutes
You'd think there be more shell casing mods. Especially for how they look less pleasent to look at than Half Life 2 shell casings.
Also are the shell casings supposed to be made of glass? I'm kidding, it's a visual glitch that makes the entire model see-through. Anyway to fix this?
(Follow up.) Just found out the shells clip through the car windshield. Probably due to the velocity the shell casings go, which in my opinion is too high as they get in the way of the crosshair/scenery and can be distracting due to being always being in your crosshairs instead of being an addition.
@DaveGravePrank The visual glitch with the Shell's being see through is sadly a fix i can not make as of writing but to be fair its only something you can really notice when using any slow motion mods which is why the speed is set to where it is to work around it being so noticeable, As for the collision could you please explain it further cause i've had issues with shell fx clipping through broken windshield textures and im not sure if thats what your referring too.
@kanadianborn Actually it seems that the entire casing clips through the car. My theory is that sense the casings go so high, and the interior of any vehicle doesn't really have any collisions (which is fair enough in all honesty.) The shells clip through the interior and out the exterior as a result. Usually you wouldn't notice due to the casings being ejected so low normally, but...
I'll do some further testing to see if it's consistent as I've only done this with the van in the prologue and Michael's red car.
My main issue through is that sense the casings (specificly carbine rounds) go higher than SpaceX's rocket, they activily get in the way of the crosshair (again though that's just my personal opinion, maybe someone out there likes their crosshair being littered with brass.)
I recommend changing the directory / height of which the casings go to kill two birds with one stone.
Also I might be a big dumb poo poo head 'cause I dunno where I'm supposed to edit the smg casings.
(Wish I could edit comments...)
Correct me if I'm wrong but the 9mm casings also seem to be custom made, as the 9mm rounds used in normal GTA 5 are resized rifle rounds. Maybe the problem has something to do relating to that?
@DaveGravePrank the 9mm brass is not a custom model but in fact the first person model of the casing but resized to be more visible most particles in the core ypt file come with variables for resizing the model but with that considered it is possible to fix this issue given they are variables for where the particle spawns vs where the particle ends up and how far on the angle they go 1.1 of the mod toke advantage of the first person angle values for the shotgun casing and applied them to the rifle casings given at the time i was relatively new to editing ypt files but with my knowing of how ypts values work and with the help of this github post: https://github.com/krzysiula3000/gta-ypt-research it is possible to edit this to your liking if you have the time and or patience to do so i do not mind you or anyone editing and making there own custom edits of the mod so long as credit to the original mod is given to myself,
I would use codewalker to help extract the ypt given how open iv does not support it and while on the topic of open iv you can edit the weapons.meta file and look for "WEAPON_MICROSMG" and "WEAPON_SMG" (and any other weapon you wish to edit the effects for) then look for the ShellFx line and replace "eject_auto" with "eject_pistol" for the results you want,
If you have any more questions and or suggestions don't be afraid to ask and thank you for downloading the mod it makes me feel happy that my work can help contribute to the over all game experience.
(Also a follow up)
The collisions of the brass not interacting with vehicles is actually a bug in general and not the result of editing the particles given that the default particles go so low its my understanding that R* never bothered to make collisions with vehicles and or props given how this was an issue i experienced all the way back before i even made ypt mods,
as such i sadly cannot fix this issue i hope this is a small issue in your eyes and can be over looked.
@kanadianborn Thank you for the response!
I'll see about editing what you've created, thinking that making the arc smaller would fix my problem.
If it helps it seems that casings DO interact with the vehicles... To an extent.
Won't be the first time I've had to get my hands dirty, the only problem I see arising is getting the tools needed.
I swear GTA 5 particles are a mystery...
@kanadianborn
I do have one last question...
Which properties did you change to edit the height of which the "eject_auto" casings go at? And why does Rockstar employees have such a confusing way of naming their code?
@DaveGravePrank last i remembered i believe it was the position values in the rotation section of the code
@kanadianborn Much appericated!
I have no idea how I'm gonna edit these particles using codewalker.
cool mod , anyway nice thumbnail.⁉💯💯💯🔥🔥🔥
I still have my eyes on this mod, it's becoming one of my favourite mods! I still look foward for this mod to be updated.
Update: I have a feeling this mod is relatively performance heavy.
This mod is great, really adds a nice subtle improvement to the weapons.
But I did notice that when using the 1.4 version, when I shoot someone the blood splatter or blood spray effect looks really exaggerated or enlarged. The 1.3 version of the mod doesn't seem to do this. Don't know if it's just me but I figured I would let you know.
@Sir Joseph Dirt sorry for the very late reply i have not checked the comments in a while the reason why the blood spray effect is large is cause i accidently left it in a altered value when i was testing some stuff with them which is why there large, I plan to fix it when i got the time and energy to do so tell then i recommend using raiders blood overhaul which is what i use for the blood so i completely forgot about the issue till now
i launch the game, it tells me to register my game when i put the files in correctly
shell cases fly so far to the right, anyway i can edit that. And what specific files names did you change.
can you make it fly higher vertically but shorter distance
@kanadianborn when are you planning too fix this?